Tahanan

The region of Tahanan has historically encompassed the lands of the Kopav Alliance, the Voiceless Waste, and the Garadi Savannah, but the three regions are best regarded as separate at this time. The Savannah is too vast, and far from the center of the Kopav Alliance, for them to claim it fully, though they certainly use the grazing land to its west.   The Voiceless Waste is home to tribes of goblins, feral humans, and kobolds. I it also rumored to be somehow self-aware; many legends exist of this strange desert, and of eerie and powerful warlocks who have somehow forged pacts with it.   One day, prophecies have declared, Tahanan will one day be reunited as one land, but that day is not today.




S02E8:" Steelhawk International: "No Mouth, Must Scream"
(Kopav Alliance: T1)



S02, E08, Steelhawk International: "No Mouth, Must Scream" T1 StorylineLocation: North of Ebonvale, Kopav Alliance
Location: North of Ebonvale, Kopav Alliance
Expo: Wolf
Watcher: Notable
L7 Monger: Jace
L5 Wizard: Nova Cain
L5 Rogue/Fighter: Michael
L6 Rogue: Crock
L5 Rogue: Ida Grace Mistglide
L5 Barbarian: Nalla
  Ida’s Perspective
I had journeyed through realms both strange and wondrous, but last night plunged me into the abyss of the unknown. As we ventured toward The Screaming Mile, we tread upon ancient tracks beneath a shroud of darkness that should have offered sanctuary. The familiar whispers of night enveloped us—stones shifting, the wind howling a mournful tune through gnarled trees, and the subtle rustle of creatures weaving through the shadows. Yet, amid these sounds lingered something else, a haunting resonance that sent shivers down my spine. Our breath, visible in the chilling air, mingled with an unsettling symphony of metal creaking and twisting, as if the very earth beneath us were alive and restless. An ominous sensation wrapped around us, a palpable presence that felt deeply wrong, as if unseen eyes were watching from the depths of the night. Ahead, the railway clung precariously to the mountainside, pulsating with a sinister life of its own the longer I stared. Had those peculiar mushrooms I gathered before our quest been tainted by some dark magic? I should have heeded the warnings in that ancient tome of fungi. As we tread deeper along the ancient railway, the wind howled around us, stirring the shadows into restless whispers. A faint glow flickered in the distance, nestled between the jagged rocks, but each time I attempted to lock my gaze upon it, the light flickered out like a dying star. The air, thick and heavy with an acrid scent, assaulted my senses—rust, crushed stone, and a disturbingly sweet rot, reminiscent of fruit left to decay in a forgotten corner of a darkened kitchen.
Out of the murky gloom, peculiar creatures skittered across the tracks—ethereal and unnerving, their ghostly forms barely visible in the twilight. They glided past us, wisps of mist with an unsettling presence. I shuddered at the sight; a confrontation with such spectral beings was the last thing I desired. Let them pass, I thought—I had no interest in sparring with these shadowy apparitions. Then, a piercing scream shattered the stillness ahead on the tracks, sending a jolt through my spine. Every hair on my body stood at attention, like soldiers bracing for battle. I scoffed internally. What in the realms was I thinking? This place reeked of trouble, and my nosey nature might just lead me to the gallows one day. Thieves? Pfft, I could handle them. Murderers? Bring it on. But creepy, haunted things that screamed like banshees? No, thank you. This night was shaping up to be a nightmare.
As I recalled the last field report I skimmed—more like a cautionary tale, really—we were meant to break this anchor, whatever dark magic it held. My suspicion was confirmed when the lantern flared to life, glowing a sinister crimson. A fitting omen indeed, foretelling that our night might just end in a fountain of blood. Fantastic. Anyway, according to the field report, these cursed spots were hotspots of convergence, home to anchor ghosts and whispers, echoes of some forgotten horror. Severing their hold was our only ticket to clearing this wretched realm of its resonance, that suffocating veil of pain and terror that clung to the air, and banishing the train so it could no longer collect souls. Or at least, that’s how I pieced it together. Let’s just hope my interpretation didn’t land us in the clutches of something worse. Nalla kept glancing around like a deer in the woods, and honestly, it was sending my nerves into overdrive. Jace, ever the eager one, wanted one of us rogues—seriously, who thought three of us was a good idea for this mission?—to scout ahead. But here’s the kicker: to be stealthy, we couldn’t turn on any lights. Great. I couldn’t see a blasted thing in this darkness without my lantern, and it seemed Crock and Michael were just as blind. Fabulous. So, Jace, with his uncanny ability to see in the dark and his not-so-crippling lack of stealth, decided he’d take the lead. He strode out about 40-50 feet ahead, and we all shuffled along behind him like a bunch of lost sheep. Everyone but me opted to walk on the mountainside of the tracks. If a train barreled through here, that was going to be one hell of a tight squeeze. I chose the side that led to a ravine if I was knocked off balance. A precarious situation, but I’d take it over being smashed and dragged against a mountainside. Under the moon's watchful gaze, we crept along the iron veins of the forgotten tracks, shadows dancing with our every step.
Jace began to act most peculiar. Had he uncovered some enchanted mushrooms of the mind-bending sort? With his ear pressed to the cold steel, he listened intently, as if the tracks themselves were whispering secrets of old. What was he hoping to divine? His hands began to fidget, wiping anxiously on his trousers, eyes darting like a cornered rabbit. Nalla, sensing the shift in the air, mirrored his unease, her head snapping side to side as if trying to snare a phantom lurking just out of sight. We convened for a powwow. Strategy was our craft: Two rogues—myself and Nova—would flank the right side of the tracks, nimble and silent as shadows. Michael and Crock would mirror our movements on the left, leaving Jace and Nalla to brave the center, a pair of daring souls unafraid of the lurking dangers. An unsettling tension coiled within me, and I opted to meld into the shadows, a specter among specters. But then, Nalla, ever the wild spirit, began to stomp about with reckless abandon, drawing attention like a moth to flame, likely reveling in the chaos she stirred. Her antics were a bold distraction, a beacon for enemies to turn their gaze upon her, while the rest of us slipped through the darkness, unseen and undeterred.
All of a sudden, my lunch threatened to stage a dramatic uprising, and my legs devolved into nothing but spaghetti. Curse those mushrooms I forged earlier; they came back to haunt me now. I could feel the world tilting, as if I were teetering on the edge of a grand illusion. Yet, it appeared I wasn’t alone in the psychedelic maelstrom; my companions were similarly entranced, caught in a shared descent into madness. Perhaps we were poisoned somewhere along the way? I sensed the world tilting, the scenery morphing, shedding its mundane skin to reveal a surreal tapestry reminiscent of a feverish Van Gogh, swirling into a nightmarish tableau. As we were pulled into the abyss, I glanced around and noticed Crock hiding, while the rest seemed to get ready for confrontation, but against what I could not tell. Then I saw it—a nightmarish figure, a grotesque mockery of humanity draped in spectral ribbons that fluttered like whispers of the Damned. It approached from the Northeast. The battle was on. It seemed to speak, but its words were lost on us. Strange whispers filled the air, a language no one could grasp, and the toll was heavy on some of us. A few companions stood frozen, clutching their heads in torment. Were those creatures' words echoing in their minds, causing this wretched suffering? I inched closer and hurled one of my daggers, sinking it into the creature's ghostly chest. Nalla swiftly retrieved it for safekeeping, ensuring we wouldn't forget it. I slipped back into the shadows just as Michael drew his short bow, sending an arrow straight into its shoulder. At the same time, Nova unleashed a fiery bolt that exploded against the creature, bringing it crashing down lifelessly.
But our victory was short-lived, as another foul creature slinked from the darkness right beside me. This one, a ghostly figure resembling a misty skeletal nun, joined the fray, ready for battle. It lunged for Nova, hands outstretched, but Nova slammed their arcane shield against it, sending it reeling toward me. Just then, another ghostly figure emerged from the darkness a few feet behind Nalla, Crock, and Michael. Nalla and Crock clutched their heads in anguish, just like they did with the first creature. Jace started kicking the hell out of the nasty specter in front of me, and as if that weren’t enough, he drove a sword into it as well. Suddenly, an eerie scream filled the chaotic air, followed by the appearance of a screeching train seemingly out of nowhere. I took my chance and stabbed the skeletal nun right in the empty eye socket. If there had been an eye there, I would have plucked it right out! Then, I plunged a dagger into its gut and dragged it across its abdomen. Arrows zipped through the air, and a witch bolt whipped past me, narrowly missing the creature in front of me. It let out a wail, and pain shot through my head, causing me to clutch it tightly. I saw Nalla, Jace, and Nova doing the same. I had a sinking feeling we might not make it out of here. “If I go down, someone better say a cool line. Don’t waste this hair!” Nova shouted, somehow maintaining a sense of humor even in the chaos.
Then, everything went dark. I felt my body hit the ground, and if no one came to my aid, I knew I was done for. I could hear the battle raging on around me, but I couldn’t seem to escape this suffocating blackness. It felt like a lifetime, and then suddenly, someone was fumbling with my belt, and I was hit with a rush of cool liquid poured into my mouth. Please let this be a healing potion! As the warmth spread through me, I started to feel a flicker of life returning—enough to push myself upright, though that uneasy feeling still lingered in my gut. The battle raged on around me, a whirlwind of chaos and fury as if I hadn’t missed a heartbeat. I noticed both creatures were downed, and it was just this crazy train to finish off. A blinding flash of lightning cut through the air, and someone started cracking jokes about a caboose and some character named Sir Mix-A-Lot. Just as the chaos unfolded, a final arrow zipped through the air, and I could feel it—the train was finally “down.” We were slapped back to reality, and gravity returned with a vengeance. Yet, even in this triumphant moment, the metal groaned like a wounded beast. Nalla called out for some healing, and I, ever the generous hero, offered her my prized greater healing potion. Of course, she brushed it off, insisting it was too precious to waste. Classic Nalla, right? But just minutes later, in a twist of fate worthy of a bard’s tale, she changed her mind and asked for it after all. Honestly, who wouldn’t want a taste of that sweet, sweet healing?
As we all decided to rest a bit after such an epic battle, Nalla’s adventurous spirit kicked in. “I want to break into the train,” she declared, her eyes gleaming with mischief. Are you kidding me!? I just wanted to sleep for about a hundred hours. Determined, she insisted she would beat her way in with her great axe, but Crock and I exchanged glances and promptly offered her a crowbar instead. Nalla accepted one with a nod of gratitude and made her way to the train, her excitement palpable. I sank into a brief slumber, my body begging for rest, only to be jolted awake by Nalla’s booming voice. She was yelling something about defeating the train by stabbing some molten-looking heart core with Crock’s crowbar—now melted from her antics. I couldn’t help but believe her; the ominous groaning of metal had finally ceased, and for once, the train seemed eerily quiet. Then she launched into a wild tangent about a wish she wanted to use on Crock, aiming to ensure he would be all better. Their playful argument ensued, with Crock insisting that using a precious wish on him was a waste. I couldn’t help but feel a twinge of frustration; after all, I had missed the chance to witness the train's demise firsthand. Crock started rummaging through his pockets, frustration etched on his face over the ruined crowbar. Seriously, how do you melt a crowbar? Then he pulled out a slip of paper and read it aloud with a flair that would impress any bard: “The track bends inward. Mountains fall up. Cities repeat one hour of screaming for eternity. The Turntable comes after the Screaming Mile—avoid becoming part of it.” What the fuck does that mean?
Nalla’s fervor and the remnants of the battle still lingered in the air, reminding me of the chaos we had just survived. Eventually, after the ruckus died down, we gathered our gear and continued down the tracks toward the next anchor point, the night stretching ahead of us like an unfurling tapestry of adventure and uncertainty. The moonlight bathed us as we walked down the track, casting eerie shadows that danced with every step. I slinked off into the shadows, a nagging feeling tugging at my soul that something was off about this area. Crock suddenly stiffened, his keen senses picking up the sound of boots crunching on gravel. Then we noticed a peculiar hooded figure approaching, seemingly oblivious to our presence. There were no facial features visible under the hood, and in one hand, he clutched a clipboard as if he were some sort of bureaucratic specter. “Hello?” someone called out, breaking the tense silence. The figure jumped at the sound, startled. He rasped, “Oh, you’re later than expected. You were supposed to turn back at the station, but the turntable’s still listed as occupied.”
“How’d you know we’d be here?” Nalla asked abruptly, suspicion lacing her voice. “Can’t change the loop manifest unless the central axis is preserved. But no one preserves anymore. They all unbind,” he replied, his words dripping with cryptic riddles. WTF was up with all this nonsense? Nalla, clearly fed up, begged him to speak in plain, common language. “Tired of listening to cryptic talk,” she grumbled. He tilted his head. “It’s not rot, not yet,” he said, revealing a clipboard smeared with old oil. “Contamination, yes. Spoiling. Like leaving the switch open too long in the rain.” There was a pause, and then he spoke quieter, almost reverently: “But the axle still turns. The music still catches. You can clean it. But only if you don’t let it sing.” I noticed Jace start inching closer to the strange figure. “Whatcha mean contamination? What kind of contamination is there?” Nalla pressed. “It ain’t rot, not yet.” “You SAID that. Please, sir, I ain’t got much smarts—please speak clearly!” Nalla begged once more. The figure seemed less human the longer I looked at him. He wasn’t really answering all of our questions, just responding to certain trigger phrases. Dressed in coveralls and a burlap sack, he looked like a walking relic, and his clipboard was older than sin. It felt like we were meant to meet him. Lost in thought, I barely registered Nalla asking about the heart core she encountered in the train. “Ain’t no trains on the turntable now,” he replied, his voice echoing ominously.
Just then, Jace took a closer look at the clipboard. “What’s that?” he asked. “It’s got my orders,” the figure said. Before I could process it, Jace reached for the clipboard, and in an instant, the man and the clipboard dissolved into dust. Jace’s hand was left burned and rotted up to his wrist. We bolted out of there, desperate to get him help and report what we had encountered.   END REPORT
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S02E7:" Steelhawk International: "Nobody wants to hear you cry about the grief inside your bones"
(Kopav Alliance: T1)



Mission: “Nobody wants to hear you cry about the grief inside your bones.” Region: Kopav Alliance, North of Ebonvale Affiliation: Steelhawk International Date: [Redacted] Subject: The Ebon Bullet, Director Ramses, and the Interloper Convergence   I’ll just say it. I don’t like this mission. I don’t like the train. I don’t like what it’s doing to the world, to people’s memories, to time. I don’t like any of it.   We started southbound again, following the Northwestern Spur, trying to pick up the trail of that godsforsaken ghost train—the Ebon Bullet. Word was that Director Ramses himself might be aboard it. I didn’t believe it. Still don’t fully. But we pressed on.   We came across the same derelict rail car from a previous leg of the investigation. There was talk about bunking down in it again, but enough of us remembered what happened last time. The Children of the Bullet, the unnatural silence, the crawling sense of being watched by something not right. So, no. We pushed further east, hoping to reach Black Hollow Station before rest.   Night hit hard, cold and sudden. Lights helped a bit—those of us who came prepared—but the temperature dropped noticeably as we approached the station. There were these dim, low-burning arcane torches lining the place, barely holding back the dark. We moved in cautiously.   Rukus took point, scouting like he was daring someone to jump him. Looked half-disappointed no one did. We ended up securing a structure on-site for the night—some old waystation, probably—and that’s where we met her. **Elspeth Dalwhinnie.**   She didn’t act surprised to see us. Didn’t flinch. She was sitting at the back of the room like she’d been waiting. Introduced herself without hesitation and told us she was with the **Arcane Research Division** of the Railway company something that apparently used to be a legit corporate body before part of it splintered off into cult-like madness.
She talked a lot. Said she knew who we were. Said she’d seen it all already. Claimed her division studied convergence points in reality, where memory, trauma, and time fold together. Said a rogue branch of her former company had broken off years ago to follow chaos gods. Called them the **Seekers of the Interloper.**   That’s when she dropped his name: **Mabelode the Faceless.** The forgotten god. The exile. The one who waits in the Gutter Interval. Pretty sure this is the "Final Passenger" the children where goin on about.   According to her, the Seekers were trying to pierce the veil, to open a passage into this liminal realm where Mabelode had been banished. And to fuel it? A hundred souls. That was the requirement to power the Bullet. And the original manifest? It had exactly 100 souls on it.   But here’s the thing—we’d seen a manifest before, on a previous run. And it didn’t list 100. It had way more. Like the numbers kept growing. Like the train is still collecting.   Dalwhinnie made it clear: this isn’t a physical vehicle. Not entirely. It’s infrastructure. It’s pain. It’s trauma, and magic, and logistics that should never have intersected. The Bullet is bound to the world by anchors that are part emotion, part spellwork, part institutional sin. And there are still three roots left in place.   She told us where to find them. Not with a map. With a lantern.   Lantern of the Crossings   She handed us the thing like it was the last candle in the world. Said it doesn’t shine like normal lanterns—it reveals convergence, places where the world’s scars are thickest. It can:   Show flickers of the past (ghosts, moments trapped in the rails),   Reveal sigils and glyphs not visible otherwise,   Glow with resonance colors when near an anchor:   Crimson: Break   Cobalt: Preserve   Green: Bind   It has only three charges. Ever. No recharge. No takebacks.
She handed us the thing like it was the last candle in the world. Said it doesn’t shine like normal lanterns—it reveals convergence, places where the world’s scars are thickest. It can:   Show flickers of the past (ghosts, moments trapped in the rails),   Reveal sigils and glyphs not visible otherwise,   Glow with resonance colors when near an anchor:   Crimson: Break   Cobalt: Preserve   Green: Bind   It has only three charges. Ever. No recharge. No takebacks.   She said when we reach the anchors, we’ll have to make a choice: Preserve it. Break it. Bind it. No do-overs. No second guesses. Each choice could change the train—or us—permanently.   Then she told us our names were on the train's manifest. Not a manifest. The manifest. The active one. And yeah… she showed it to us. All of us were on there.   Does that mean we’re already dead? Already passengers? Already claimed?   She wouldn’t answer that. Not directly. Said the train knows who interacts with it. That by becoming involved, we became part of it. That it remembers.   She left us with one last theory—that Mabelode might not be working a plan at all. That the Bullet’s strange movements and broken logic could be the flailing of a god driven insane by isolation and memory. Like the train itself is just the dream of a god too fractured to wake up.   We didn’t sleep well after that.   Next morning, we pressed east, toward the anchor sites:   The Screaming Mile   The Rot Turntable   Switchhouse 13   Along the way, we passed an old rusted sign:   No Speech. No Fire. No [Unreadable].   Then came the rockslide. Not an accident. A warning.
That’s when we met the man in the woods. Don’t even know his real name. Let’s just call him the Hermit. Said he’d lived in that region for ten years. Said the whole place was, quote, “Fucked.”   We asked about the anchor points. He only knew of Switchhouse 13. Hadn’t heard of the other two. Said he stayed out here to help people—didn’t say who exactly—and because he liked the wild.   Then he handed us something that changed everything: Director Ramses’ journal.   Except it was ancient. Pages yellowed. Ink faded. The kind of decay that takes centuries. But inside… were accounts of recent events. Things we’d only just lived through. Entries made right before Ramses disappeared.   How the hell does a brand-new event get recorded in a 300-year-old book? And even more creepy there seemed to be a shadow of someone on the other side of the page like watching through a window...   We didn’t have answers. Just more questions.   So we kept walking. East. Toward the Screaming Mile. Carrying a lantern that shows the past, a manifest with our names on it, and a very very creepy journal.   End Report. I don’t like any of it. But I’m still here.   – Cassian
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S02E6:" Steelhawk International: "By his questions, not his answers. "
(Kopav Alliance: T1)



S02, E06, Steelhawk International: "By his questions, not his answers." T1 Storyline. Location: North of Ebonvale, Kopav Alliance Location: Tahanan Expo: Cybil hugh Watcher: Mensius   04/21     The team started in the hideout of the Children of the Bullet. Mad Marcus was very accommodating and did his best to answer every question. The Children of the Bullet believe there was a cult operating inside the railway that was helping to fund and build the train. Marcus says the train is a” ritual of conveyance” or “sleeper of iron and thought”. The railway wanted to find a way to make the train go faster by skipping between places in space and time and the train is the result. It’s unknown if there was an intent to create the horror we now deal with or it was a revolting accident. They know the Arcane Research Division still exists but don’t know where it is. They don’t have any real intel from inside the railway. They can’t say if anyone knows about the train anymore or is working towards whatever this terminus is. We were told the train itself has a pattern of sorts its been following for the last 100 years but that pattern is starting to break apart and it will probably reappear soon. It appears the train has been picking up “passengers” from various places and times. These passengers are not always human. They have been pulling things from the train using the FETCH ritual but cannot confirm any identities against known passengers. They have been getting clues about the train from the passengers they are pulling but nothing concrete. The things they grab are frequently hostile. The encountered are usually incomprehensible, muttering, moaning, speaking jibberish, or backwards. As of right now they do not know if Black Hollow Pass is the next station but they suspect it may be the final stop. The team concludes their visit by agreeing to future cooperation.
We leave to go back to the tracks and finish the route. This trek will probably take a couple of hours back down the mountain. As they pass the observatory a strange noise is heard. They decide to check it out since its not really out of the way. Le’Oracle sends her sprite in invisibly and finds a group standing over a dead body. They decide to rush in and find out what’s going on.   Initially it seemed the team might be overmatched. Both teams start with a few hard hits and Chiun rushing in to grab what appears to be their leader. The unknown group manages to drop Arnem and Chiun. Jebediah manages to get Arnem one of his potions then transforms him into a triceratops. Chiun is brought back up by Shadowgambit. This was enough to change the tide of the battle. Chiun continues to hinder their leader by grappling him. He’s supported with a little healing from Le’Oracle and Shadowgambit. Triceratops Arnem then begins to mow down the kobolds that were assisting. The team does just enough maneuvering and healing to keep everyone up while putting most of the mysterious group down. Towards the end their leader attempted to make a break for it with a cornrowed assassin. The assassin was able to cast invisibility on herself and escape while the leader is dropped. Along side a few items a symbol was recovered.
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S02E5:" Steelhawk International: Misplaced Optimism "
(Kopav Alliance: T2)


**S02, E05, Steelhawk International: "Misplaced Optimism."**   From: Dorfus of Stonewolf Clan (and Goat)_
Job:"Misplaced Opper... oppertunimiss... Oppymism?"
Place:Train track mountain ghost land, Kopav Alliance._ _Near Ebonvale. Not near turkey.
Episode: S02 E05 (Dorfus not know what that mean but it look cool)
  Steelhawks walk along big metal snake. It not a snake—it a track! We with creepy twins. They names be Malene and Oskar. Dorfus wave. Dey don’t wave back. Rude. Dey say monster come soon. Bad monster. Dorfus and fwiends stay to fight. We make plan fight outside instead of in da train. No one like gettin’ stuck in tiny metal box when monsters show up.
  So we spread out. Everyone pick spots in woods, get weady for fight. Tension high. Dorfus pet Goat for courage.
  Then it start. First, we hear sound—not real sound, not normal. Like… memory of sound. Like you remember twain horn but nobody blowin’ it. Then rumblin' from inside abandoned car. Side of da twain bends outward, swellin’ up like it gonna pop.
  Then it BURST. Metal rips open, debris fly, and big giant JELLYFISH CREATURE explodes outta roof—floatin’, wrigglin’, nightmare with tentacles and shadow-wrong energy. Behind it come a tall shadow-thing in cloak. Looks like nightmare priest.
  Dorfus don’t wait.
  Dorfus CHARGE. Dorfus HACK. Dorfus SMACK. Dorfus WHACK.
  Party go full battle mode:   Thawia on rhino, shootin’ big stick launcher, sticks fly like angry bees.
  Cawwa ride shadow kitty, dart through battle, healing people with glowy hands.
  Naewen vanish into shadows—then BAM! Appear and blast shadow guy with magic stick launcher.
  Hollow slice with giant blade, like grim blender.
  Dash move faster than Dorfus brain. ZOOOM, punch jellyfish right in floaty face.
  Mira become kitty (not pet kitty, real beast kitty). She fall from sky SPLAT! She hit ground hard. But Cawwa save her fast.
  Dorfus keep swingin’ big stick. Tentacles slap but Dorfus slap harder. Eventually—monster fall. Shadow thing poof into cloud, jellyfish pop like balloon full of screams.   Battle over.   Kids come back from woods. Dey say "Well yah stopped it." But still mad we break stuff on twain. Hollow ask why dey even mess with ghosty stuff.   Kids say: "We try catch the wights and bring dem here. For intel." Dorfus not know who Intel is. Sound like maybe wizard name. But Naewen look mad.   Kids say they “steal pieces from the Gutter Interval” (big ghost world between worlds). Dorfus say his Goat play fetch but they not mean fetch stick. They mean steal haunted artifacts from ghost land. Dorfus not know what to do with that.   They say we gotta talk to boss. So we go.   We travel through woods. Camp on path. Do sweeps.   Hollow first watch.   Then Dorfus take over—he good guard, no sleep.   Dorfus wake Dash and Naewen, they hear creepy noises but don’t wake us up.   Last watch is Cawwa and Thawia—nothing happen.   Morning come. We pack up. Dorfus feed Goat. Good start.   Then kids lead us through mountain path. Strange shape in cliff—dome-shaped building half-hidden in rocks. Dorfus say, “We go there?”   Kids say no, that where crazy elf guy live who stare at sky all day. Dorfus say “YES! Dorfus like crazy.” So we go!   Observatory. (Big word. Dorfus need help saying.)   Inside be elf man with big ears. Name Celethor. He talk MANY words. Fancy words. He show us big glass tube—spyglass—pointed at sky.   He say, “Look here.”   And Dorfus sees it. FLOATY SKY ROCKS. Big ones. Like da ones that destroyed Dorfus home. He say it above Stardust Abyss—Dorfus old home. Dorfus heart get heavy. All the Stonewolf clan... gone. Big sad. Dorfus hold it inside.   Celethor keep talkin’. Use words like:   “Heavens”   “Collision vectors”   “Orbital breakdown” Dorfus no understand. But Dorfus nod.
Then Calla make light show—very pretty! She magic good.   We leave observatory. Follow kids more. They take us to hidden cave base.   Inside: many bad-lookin’ folks. Like bandits or mercs or ghost-huggers. But they say be cool. So Dorfus be cool.   Then we meet man. The man who hurt Stealhawks. Naewen and Hollow know him. Say he attacked guild. Blew stuff up. Now he’s bein’ nice?   We see more. Inside be work benches, magic gear, crafting spots. They say we can use—but we gotta pay. Dorfus not care. Dorfus go pet Goat.   Then we sit. Table. Talk time.   They say: "We wanna talk turkey."   Dorfus get EXCITED. Turkey time?? Finally?? NO. No turkey.   Instead… MANY WORDS. They say:   “This whole line exists between worlds.”   “The Interval Between Realities.”   “The train is ritually bound to inevitability and time.”   “Momentum is a metaphysical anchor.”   “Gutter Interval is an interstitial causality breach—”   Dorfus LOST. But Dorfus nod. Dorfus pretend understand.   They say train go in circle. Always return. They say time folds like laundry. Dorfus relate to that.   Then they say twain has boss—The Sleepless One. Dorfus know that name! BAD GUY. Big bad. Dorfus bonk when see.   Then they say: “Twain has payload.” “There is a passenger.” “It is awake.”   Dorfus still nod. But Dorfus brain is confused   They ask: “What did you experience?”   Dorfus say: “Dorfus no know. Not knowing makes it fun when surprise.” Naewen tell story better. Hollow too.   Dorfus just sit. Nod. Smile. But…   STILL NO TURKEY.   So Dorfus raise hand: “Where turkey? You say talk turkey. Dorfus hear no gobble. Dorfus see no meat.”   So they sigh. Then… they bring food.   DORFUS HAPPY. Dorfus got fed. All is forgiven.   End Report







 

S02E4:" Ask Not "
(Kopav Alliance: T1)


**__Kopav Alliance, Season 2, episode 4: "Ask Not."
**Dorfus' Big Adventure with Stealhawks Again!
Dorfus go on mission with Stealhawk friends again! This time, party got:
Cawa (Calla) Small black chicken, very nice, make people feel better.
Tip-Tap: Another small black chicken, but maybe boy? Dorfus not sure. Punch good, though!
Shaq: Big and leader, so must be smart!
Lira: Very purrty. Dorfus not sure what she do yet, but she smell flowers.
Fancy Hat Man (Ezekial): He wear fancy hat, look smart, poke things with tiny metal poker. Dorfus think he maybe smarter than Shaq, but Dorfus no say that—Shaq is leader!
  Tracking the Big Metal Cart (Train!) We walk down track looking for big metal cart that go missing. People call it train. Dorfus learn new word! Lira pick flowers—Dorfus try to eat, but Shaq say no. Dorfus listen because Shaq leader.   Then BOOM! Rocks fall! Dorfus too fast rock must be quicker than that! But Shaq’s little bird, Kobe, not so lucky. Dorfus think, “Shaq probably sad… but also, maybe snack later?” Dorfus take bird.   We keep walking, and Lira scout ahead for traps. Dorfus immediately jump in bush to hide. But Fancy Hat Man say, "I got dis," and ride horse up track. Then—SUDDENLY!   Two big ugly trolls jump out of cave! Big Troll Fight!   Fancy Hat Man charge in first, poke troll with tiny poker—it work!   Tip-Tap call troll ugly like tree. Troll cry inside, nose bleed.   Shaq pull out stick launcher, say magic words, shoot glowing stick **BOOM!**   Dorfus charge, punch troll HARD! Then grab it, move it closer to friends, punch AGAIN!   Second troll try hit Dorfus, but Dorfus too far! Troll mad!   Cawa turn sparkly, shoot big light at troll! Dorfus approve.   Lira shoot stick launcher, almost make troll go sleep forever—but not yet!   Fancy Hat Man set troll on fire! Burn good!
More trolls come, but they too slow. Dorfus hug troll so tight it can’t run! More punching! More fire! More bright magic! Tip-Tap even start punching!! Dorfus like small chicken punch!   Then Shaq whip troll, make it cold. Dorfus laugh. Troll extra slow now! More punching! More light! More fire! Trolls all go sleep forever.   **Exploring Troll Cave** Shaq say we check cave to make sure no more trolls. Fancy Hat Man make too much light, so Dorfus sneak ahead in shadows. Dorfus vanish (but not too far).   We find weird metal stuff. Fancy Hat Man say it train parts. Dorfus learn another new word! Then Dorfus find shiny teeth in skull! Dorfus show Shaq. They say railway dentist. Dorfus pretend he know what that mean.   **(They find a bunch of evidence of the train being in this area including the jaw bone being from a person known to be on the train Ulrich Voss, and also evidence of Solomon Kade)**   More stuff—old lantern, silver powder (Dorfus sniff… BAD sniff!). Then weird yellow fart dust come out of box! Try to make us sleep, but we too strong! Dorfus not trust fart dust.   We find more bad bodies—maybe troll food. But then…   Yellow Fart Dust attacks!   Try to make Fancy Hat Man and Tip-Tap sick!   Try to get Dorfus, but Dorfus fart worse than fart dust. Dorfus win.   Then… the Flesh Bag Monsters!   Drip… drip… Flesh bag men fall from ceiling! Rotten, nasty! Try attack Shaq, but too slow! Shaq whip good!   Cawa make everyone blessed. Dorfus like this.   Dorfus get BIG! Get FAST! Get ready to HUG flesh bag men into timeout!   Fancy Hat Man poke, poke, poke!   Tip-Tap punch, punch, punch!   Shaq shoot big light stick—BOOM! Flesh bag explode!   More fighting! More punching! More light beams! Dorfus try grab, but flesh bag too squishy! Dorfus punch instead!   One try to breath stink on Dorfus—BAD IDEA! Dorfus smell worse things!   Then other flesh bag breath WORSE stink! Dorfus not okay. Dorfus sick.
Then Tip-Tap say “cold” and point. Dorfus hear Clover’s voice in head: “Go get his ass, Dorfus!” Dorfus GO. Fart Dust Returns!   More fart dust—Fancy Hat Man grab weird jar. Then… BAD IDEA! They set fart dust on fire.   Now? BROWN FART CLOUD.   Dorfus almost go sleep forever. But Cawa save Dorfus! Dorfus love small black chicken.   …but Dorfus not feel good. Skin boil, look bad. Dorfus need sick bay.
  • End of Report





  • S02E4:" Ask Not "
    (Kopav Alliance: T1)


    Kopav Alliance - Season 2, episode 4 – Ask Not
    Location: North of Ebonvale
    A supplemental report by Ezekial Dawson
      Now the Steelhawks been out on the trail by the coast North of Ebonvale trudging along what was once known as the Northwestern Spur. We'd been working our way along whats left of them tracks looking for clues about the ghost train, the Ebon Bullet. We found some evidence previously in a place called Greystone Hollow. Small fishing village and one time station on this spur. But now we are destined to continue on our search further up into the mountains where the rail line banks in towards Black Hallow Pass. Legends say this is a possible site of the trains derailment, but no one quite knows the story proper. May have been swallowed by the sea, may of been swallowed by the mountain. But so far only real evidence we have is a passenger manifest that don't line up and rumors and legends.
      So as we break camp this morning the ocean seems restless and the group distrustful of the rails. Seems a bit odd seeing as how we encountered no trouble thus far but it doesn't hurt to allow them to indulge themselves in a little field practice. Everything down on the ground seems right as rain, but Shaq's owl Kobe sense some shifting on the mountains that rise just to the east of the tracks. None of us seem to notice anything worthwhile so we begin on journey only to quickly be met with some falling rocks. They crush poor Kobe and injure a few others. We find no evidence of any sort of trap that was sprung down here, but we suspect foul play from above so we hurry on by out of the area and keep moving along those tracks.
    About an hour further on we finally reach a bend in the tracks. We have no way of knowing if this is where the train was up and lost or not but we do know as it turns to the east the elevation starts changing rapidly. The climb becomes steep and begins to wear on our legs in a way that following the coast did not. This must have created something of a distraction because a pack of trolls catches us completely unawares. They have us pinned on the tracks between the rock wall and a small clearing where they must have been hiding. On troll seems to have appeared from the cliff face as if hiding inside a cave. Finding ourselves in something of a standoff we charge forward to engage them. Initially these trolls are healing up a good bit of the damage we do to them but once we figure out a little fire prevents that particular problem for us the situation seems to resolve right quickly.
    Troll ambush on the tracks
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    Now I had not yet done much adventuring with Calla, but her ability to heal is fairly remarkable. Keeping everyone standing through the trouble as one by one the trolls drop to the ground. The final one troll didn’t want to stay dead and required Dorfus to light the body with a torch, making sure the job was completed. Not wanting to leave our backs exposed to potential issues we decide to check out the troll cave to make sure it’s clear.
    As we enter, the cave is very dark and many of us require light sources to be able to explore inside at all. As we begin searching it seems to be a simple troll den, bones and remains are scattered about but there doesn’t appear to be much else. Calla recognizes that the caves go down deeper further on ahead. We don’t want to hurry through here though so to be sure we have cleared it we split up and look mighty carefully around digging through bones and grime. I find a section of a thick metal plate - but it’s so corroded and grime covered I can’t much make anything out. Shaq kindly predidigitates some of the rust and flesh chunks away and a few letters can be seen “EB—B.” Plate also appears to be branded with the mark of the rail lines, but not any line that is currently running through the Kopav Alliance. Course knowing why we are here I assume it’s from the Ebon Bullet, and the spacing of the lettering seems to fit. This may well have plumb come off the Ebon Bullet during the moment it was lost.
    Cave that contained the various items beleive to be linked to the Ebon Bullet
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    Deeper into the cave Lira turns up some old railway ties piled up. Mixed into the pile are some charred wooden planks that look like they may have come from an old train car. The rails ties appear to warped but in an unusual way almost as if they were rubber and twisted and turned back to wood. The charred planks also don’t appear to make much sense, the burns don’t make any sort of pattern that could have naturally occurred. Dorfus stumbles over a skull while trying to spook everyone with a startling noise off in the distance, but something ‘bout that skull glints and catches his eye. He picks up what appears to be a jawbone and two of the teeth are golden and stamped with an out of date railway insignia. Referencing the copied manifest I keep on my person seems likely this was the jaw of Ulric Voss – the off duty engineer who was riding the Ebon Bullet.
    Dorfus finds a rusted out lantern but it has some strange residue on it. The glass is blackened out with heat similar to carbonized glass but in a wrong way, almost as if the inside of the glass was changed rather then a build up of carbon from a flame. Shaq discovers a mildewed leather satchel with the initials “SK” etched inside. The initials Correspond to another name on the manifest – Soloman Kade. Shaq opens the satchel, but as he does yellow mold half explodes and half escapes from the satchel. It catches me clean in the face and I a cough and gag as I choke on the dust that seems to have latched into my throat.
    While I am hacking up what’s left of my lungs Shaq fishing through the remains of the bag discovering a few additional items:   A rusted pocket watch, stuck at 10:46 PM.   A notebook with smudged entries mentioning a “detour” and “something wrong with the sky.”   A crumbling, half-written letter to a loved one saying, “If I don’t make it home, tell them... [faded] The train isn’t going where it should.”
    Believing that we have searched the area thoroughly Dorfus volunteers to enter further in to the deep recesses of the cave and we decide to let him as it may be beneficial to have him explore without the various light sources required by the rest of us giving away our position. The deeper portion of the cave seems less used by the trolls but he discovers a rather grim scene. There are bloody remains inside but there isn’t much else he is able to determine so he returns and gathers up the rest of the party. As we enter in I get closer to light up some of those remains and take a closer look. But in doing so I disturb a spot of yellow mold that has been growing along the floor of this area. I hadn’t notice it in the dim light we are navigating but there are some others as well that are also disturbed. With the mold floating off the floor and our coughing and hacking –something stirs above as Calla, who had been worried about attackers from the ceiling all the while hears the sound of scraping along the stone ceiling. Suddenly a misshapen hunk of flesh and pustules drops from the ceiling.
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    One of these mold covered flesh zombies drops down nearby and spews a moldy spray from it’s mouth hitting Tiptap and Calla, feathered their flesh reacting immediately to whatever it was that thing coughed upon them. The same process repeats itself with Dorfus off in the distance with his skin reacting to the vile cloud as well. The creatures themselves are not too much trouble but the lasting effect that they leave seems problematic. When they die they explode into puff of plague similar to their breath and I assure you that is not something you want on your person.
    After we put them down we take back up our cause of exploring the cave. Tiptap finds an area of the cave that feels unusually cold and we go to investigate but Dorfus wanders into a patch of brown mold the resembles something like a fur carpet, that seems to sucks up all heat. As he touches it the mold pulls the heat off him as well hurting him with a stinging cold. But he notes there are some items inside the mold. Using a mage hand I am able to pull a small glass a few inches in diameter with a cap on it, out but the mold reacts by spreading out as it thins slightly. Tiptap notices the heat from his torch being pulled towards the mold and he seems to offer the mold the torch. But it immediately grows as it touches the heat.
    Brown mold that coats the floor like a fur carpet
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    With a little quick thinking Shaq tries to cool it down frost bolt and it has the intended effect shrinking the mold away and killing it. As Shaq handles the remaining sections of brown mold a few additional items are found and we settle in to make camp outside the cave along the tracks for the night. Seems these creatures may have been spreading some sort of disease with that breath of theirs. But Tiptap is able to fix that with the contents of one of the jars we collected inside.   Quite a few new breadcrumbs have been discovered but we have yet to see where this trail will lead.





    S02E4:" Ask Not "
    (Kopav Alliance: T1)


    Kopav Alliance, Season 2, episode 4: "Ask Not." T1 Storyline. Location: North of Ebonvale, Kopav Alliance
    Echoes Along the Rails
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    With the sun setting behind them and the wind howling in from the sea, the Steelhawks began their next great journey—a mission draped in shadows and unanswered questions. Their destination: the last known stretch of the Ebon Bullet Railway, a once-proud line now vanished from maps and memory. It had ended not with ceremony or closure, but in silence. No final record. No signal of completion. Only an eerie stillness—as if the world itself had forgotten it ever existed.
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    The further they ventured, the more unsettling the signs became. Nature had begun to reclaim the rails—moss-covered iron twisted by time, creaking ties swallowed by undergrowth, and the ever-present, briny scent of the ocean clashing with the mechanical ghosts of a bygone age.
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    As they pressed northward, a chance encounter broke the quiet: a figure emerging from the mist, barefoot and soaked in seafoam. She was Neyreya, a mysterious woman of the sea, radiant yet cryptic, who hailed them with curiosity. Though her knowledge was limited, she spoke of the Ebon Bullet with unease and shared whispers of the region’s haunted stillness. Grateful for her insight, the Steelhawks accepted her aid—safe passage through lands long abandoned—before bedding down under the watchful stars.
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    The next morning, guided by instinct and iron will, they chose to walk the tracks on foot, determined to uncover the truth with their own eyes. As they walked, the coastal wind whipped at their cloaks and the sea crashed against the cliffs beside them. Dorfus, Calla, and Tiptap—the inseparable trio—exchanged tales and laughter, imagining themselves as legends already written into the annals of Steelhawk history. Meanwhile, Lira, the newest recruit, voiced her uncertainties. She wasn’t sure of her purpose, but looking around, she knew she stood among giants.   But fate did not wait long to strike.
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    Without warning, a thunderous rumble split the silence. Boulders cascaded from the cliffs above, crashing down upon the path, threatening to crush Shaq, Dorfus, and Kobe, the ever-loyal familiar. From the treeline, shadows stirred—and then, three hulking trolls burst forth. Green-skinned and snarling, with gnarled teeth and wicked claws, they attacked with primal fury.   Battle erupted.
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    From a distance, Lira’s bolts flew true, piercing troll flesh. Ezekiel, atop his fiery phantom steed, became a blur of burning light, slicing through their regenerative flesh with blazing smites. Calla, ever the stalwart healer, mended wounds and stood firm. Tiptap, voice like a haunted wind, sang a dreadful tune that rattled the trolls’ spirits. Dorfus, all brawn and bravado, tackled one of the beasts into position, and with a flourish, Shaq’s whip cracked like thunder, ripping skin from bone.
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    Yet the trolls began to heal—until Ezekiel, eyes burning with righteous clarity, remembered their weakness. “Fire”. He turned the tide in a blaze of glory, setting the monsters alight, his mount galloping in a whirlwind of flame and ash.   After the skirmish, the Steelhawks tracked one troll to a hidden den deep within the hills. There, the darkness thickened. Piles of bones littered the floor, half-chewed and long-forgotten—grim trophies of the beasts’ past feasts. Creeping deeper into the lair, they were met with sickly yellow spores that burst upon touch, filling the air with poison that burned their lungs and clouded their minds.
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    Amidst the decay, they uncovered clues: warped bits of blackened metal, charred train parts, and faded letters bearing the sigil of the Ebon Bullet.
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    A jawbone with two golden teeth—a grim relic—was recognized from the old Steelhawk dossiers: Ulrich Voss, confirmed dead. And then, a mildewed leather satchel, initials "S.K."—belonging to none other than Solomon Kade. As Shaq brushed it open, a burst of spores filled the chamber, weakening the team further.   They found more:
  • “A rusted pocket watch, forever frozen at 10:46 PM.”
  • “A journal, smeared and weather-worn, speaking of a “detour”… and a sky gone wrong.”
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  • A crumbling letter that read, “If I don’t make it home, tell them… The train isn’t going where it should.”
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    As Dorfus scouted deeper, the lair grew colder.
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    Brown molds, strange and unnatural, began to siphon the warmth from torches and breath alike. Attempts to burn them failed—fire only made them stronger. But with a flash of insight, Shaq used necrotic magic—Chill Touch—to weaken and destroy the mold without feeding it.
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    In the cold heart of the den, they were ambushed once more. From the ceiling fell the dead—but not truly. Misshapen bodies, flesh distorted and pulsing with green spores, rose in grotesque animation. Their moans filled the chamber. One lurched forward and vomited rot, infecting Tiptap and Calla with vile disease. Perhaps a new avian plague, spreading from these decaying hosts…
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    But the Steelhawks held firm. Shaq’s whip danced, controlling the horde. Dorfus slugged and shoved, turning corpses into piles of limp rot. Calla purified the poisons, healing the sick. Tiptap fought back with unexpected fury, striking and inspiring the others to follow.   When silence finally returned, the lair was still—but the secrets it had revealed were anything but.
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    Beneath the last of the cold mold, they uncovered treasures forgotten by time:
  • A Bag of Tricks (gray)
  • A Potion of Fire Resistance
  • Two Keoghtom’s Ointment
  • A Potion of Gaseous Form
  • Reinforced armor
  • Their lungs burned. Their limbs ached. But they had survived—and now carried the truth back with them: The Ebon Bullet did not merely vanish—it was buried, devoured, and warped by something foul.   And the tracks ahead promised only more darkness.   What mysterious secrets lie ahead for our heroes? Will they uncover the lingering ghosts of the Ebon Bullet's disappearance, or will the truth remain buried beneath moss and shadow?   Perhaps their path will lead them even deeper—through a portal, ancient and pulsing with forgotten magic, into a realm beyond time. There, they may come face-to-face with the undead crew, cursed to wander in silence, their fate intertwined with the train that vanished without a trace.   Only by braving the unknown can the Steelhawks hope to reveal the truth. And even then… will they survive what they find on the other side?





    S02E3:" Because not knowing is Painful "
    (Kopav Alliance: T1)


    Kopav Alliance - Season 2, episode 3 - Because Not Knowing is Painful
    Location: Ebonvale
    After much conversing and planning about the recent discovery of the ghost train, the Ebon Bullet, Director Ramses appointed a group to head on down to Ebonvale to explore the public records building and see what we could discover about that train. We had previously been able to determine, through conversation with the Railway Company and some adventures with cultists, that the Ebon Bullet ran betwixt Ebonvale and Golgotha’s gate. But only recently were we able to discover that the path traveled along the cost and then turned into the mountains at the Black Hallow Pass where we last encountered her. The Director seemed particularly bothered by that experience with the train and wanted to learn more and so we rode the rails into the ever-darkened Ebonvale.
    Ebonvale proper
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    Now we are not particularly familiar with the layout of the city and the dark and damp wears on us quick, but we do know of a dockside saloon that the Steelhawks have frequented. So we head that way thinking we may fill our bellies and gather a bit of information at the same time. We heard of a bartender named Augustin, an old time Dhampir, who had been a source of information to the Steelhawks in past. We belly up to the outdoor bar as it’s a bit quieter and we anticipate a better opportunity to talk. We place some orders and Jeremiah pays 50 gold pieces as, perhaps a peace offering for his general behaviors, or perhaps to prepare Augustin for the questioning that is coming.
    Augustin and the Saloon
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    As we are seated and waiting for our drinks, we catch the strange whiff of brimstone and from the corner of my eye I notice a figure walking away from a building with a partially clothed woman waving him goodbye. I suspect that may be an incubus, not a sight you see walking the streets every day, but there are always strange rumblings ‘bout the happenings in Ebonvale. Naelen asks a few questions and determines the incubus does a brisk business in the city and that was a working visit.
    As the gentleman/incubus wanders on by Augustin returns with our orders. Jeremiah barely lets him place the drinks on the bar before he starts asking bout the Ebon Bullet. Augustin doesn’t seem to know much about the history of the train but he does know a little bit about the local aquatic populations but doesn’t seem to quick to remember until Crazy Earl places some gold on the bar and suddenly his tongue loosens right up. Seems EBonvale is the kind of place where a little coin goes a long way. He tells us that there are a couple of changeling families that live up and down the seacoast including one that produced a Steelhawk in the past. We manage to get directions to the hall of public records and some guidance on how to appropriate some information a little more swiftly if some coin were to change hands. He directs us to a look for a gentleman named Taeson in the hall who has been useful to him in the past.
    Following Augustin’s directions it’s a easy trip to the public records building. The streets outside are bustling with people but we make our in and inquire about where we can access the public records. There are a few people in the hall going about their business but Farin has tried to bring his horse into the building and that is most certainly drawing a good bit of attention. As an attendant takes notice Farin send his mount on out. The building is a bit dusty but is clearly a heavily traversed area that see’s regular work. The people all about are clearly conducting their own research about whatever interests them. There is a central structure that contains documents from various points in the history of Tahanan. We discover the fella named Taeson and with some friendly banter and some gold coin he is able to help us find what we were looking for.
    Exterior and Interior of the Public Records Building
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    Turns out the train ran along what is called the Northwestern Spur. Originally commissioned by the Railway Company as a coastal expansion line. Its primary purpose was stated as connecting Ebonvale to mining operations in the mountains and expanding fishing exports from coastal settlements. There are detailed blueprints and surveying notes covering the early construction phase, showing how the track was laid along the cliffs and where it began turning into Black Hollow Pass.
    Between the efforts of young Taeson and the Steelhawks, notably the lead of Naelen, we turn up some other interesting information.
    Economic Reports: The project was expected to stimulate settlements, but very few coastal towns actually materialized. Most fishing villages failed or disappeared, and the mines shut down suddenly, despite reports of strong mineral veins. By the time the Ebon Bullet disappeared, the entire region was declining rapidly, and within a decade, the line was mostly abandoned.
    Missing Records – No records exist detailing the decision to abandon the Northwestern Spur. Investigations into the Ebon Bullet’s disappearance are either incomplete or entirely missing. There are references to a special Railway Company investigative team, but their findings are nowhere to be found. One document cuts off mid-sentence, as though follow-on pages might be missing.
    There were railway reports that mentioned landslides and violent coastal storms and geological instability. There were some records of derailments and one final story about a derailment and a train going into the ocean but it failed to provide any collaborating evidence. Naelen and Mira seem to pick up on the fact that there just isn’t enough sound information to believe the story at face value.
    Having felt like we discovered all the information we were looking for here in the hall of records we try to draw some conclusions and elect to head on out to the northwestern spur to investigate the actual line and see what we may discover. Knowing that there are some settlements been there long enough that local folks may remember the lines running. As we head on out and are traversing through the theatre district we are stopped by one Sheriff Archie Flores who is apparently looking for a Goliath. He determines fairly quickly that Gargle is not the goliath he is looking for and he and his deputy’s move on.
    Theatre District and Sheriff Archie Flores
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    It takes about another hour to complete our journey through the city proper and we are able to find a piece of the rail of the northwest spur. We follow it a little ways and see fairly quickly that they preferred to run the rail lines on the flatter more level land near the sea then the more mountainous terrain slightly more inland. Seems the rails were likely built above the high tide and simple storm surge but it’s been quite a while since trains ran along this track. The salt air has worked the rails over with rust and plant life has begun to overtake them.
    Northwestern Spur
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    The land is fairly peaceful out here. The ocean sounds and the breeze lull one’s soul to a calm and it’s easy to get lost in your thoughts as we traverse the rails. But Naelen’s sharp eyes pick out the first signs of habitation a ways ahead. As we approach there is a sign that reads Graystone Hollow. It’s a name we stumbled across in our research – one of the small fishing villages that had existed along the old rail line.
    It was an old coastal village that is clinging to life here where only a handful of families remain and seem to survive on only what they can pull from the sea. The huts are huddled near the shoreline near a half sunken pier and patched boats that look barely able to float. A decayed rail station remains a faint memory of the distant past and the bullet that used to make its trip down this line. Most of the folk here seem to pay us little mind and less interest, but there are two older folk on a porch that seem like they may be willing to listen to conversation. Thinking that it is only polite to introduce ourselves before we go poking through their settlement we address the older couple. The gentleman introduces himself as Sten Berrova.
    Greystone Hollow and the Berrova's
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    He welcomes us to Graystone Hallow, introduces us to his wife Jorun and wants to know what we are doing here… because no one comes here. They are working lines and nets out in the sea while they chat. Naelen, without tact and being fully direct, asks immediately if they know anything about the Ebon Bullet. Jorun’s face pinches up tight like she just ate a lemon and says we should leave the ghosts where they lie but Sten seems to perk up.
    He spins himself a little tale. Jorun and me we been here a while and the Ebon Bullet now that is a story. That train used to run here before even our time, but stories being what they are there are stories of love and lost. Her parents Doran and Linnea, they took a ride on the Ebon Bullet for it’s last ride. Some nights around here you listen careful in the dead of night you can still hear the trains whistle over the sea coming in but you can’t hear it over the waves. Plus I saw lights moving on the cliffside but I was the only one to see it.
    He gives us a wink that we take to be an invitation to join in the story telling but the moment has passed and we have learned all that we think we can here. Jorun has made it clear that she would prefer to move on at this point. We say our goodbyes to the couple and elect to investigation the station before leaving Graystone Hollow, despite a warning that its cursed, because the stations are important to the Ebon Bullet.
    As we enter the station it is dark with the only light that manages to creep in through holes and gaps in the walls. The skeleton ruin of the building sags from rot and time. What’s left of the ticket counter is warped and split and the letters flake off the schedule board. The words “Ebon Bullet departed” remain on the board covered in dust and salt crust. The floorboards make noise as we try to quietly move through the space. The timetable doesn’t seem to contain much else in that is useful. As Naelen goes to inspect some drawers creatures of shadows appear and attack.
    Shades and Shadows
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    The shadows are hard to keep track of they appear to attack, and then try to blend right back in. Gargle is glowing bright light however as Farin had cast a light spell on him and so the shadow is unable to hide in his presence. Naelen makes short work of these shadows enchanting his bow and rapier with radiant energy and inflicting significant damage each time he lands a blow. The battle is short, but there is a sense of peace that takes over the environment after it’s conclusion.
    With the shades handled we are able to continue our investigation of the area. Most of the paper documents have been chewed by pests or rotted in dark and damp. But Naelen is able to find, in a single intact draw, an old station ledger with some information about the Ebon Bullet’s last ride.
    Ledger and Translation
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    The ledger lists out a number of passengers with some notes about things that happened on the line. We keep that ledger and decide to move on. Jeremiah drops a small pouch of gold off with the old folks and we continue on heading farther north along the line. A ways on out of town the tracks start to dip yet closer to the sea. Naelen’s ears prick up at some unusual noises as we move past but we can’t quite figure out what it is. Not certain about it we continue moving forward and suddenly a voice from down in the ocean says “well who are you.”
    Nerea
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    The voice makes itself know to us as Nerea a local aquatic resident who seems curious about what we are doing. She is willing to tell us a bit of what she knows about the train. Says the train disappeared under the waves but never crashed into the ocean. Instead it was a storm that night and the waves were crashing over the tracks. As the waves came up over the track the train was sucked up into the abyss where time doesn’t flow. The people didn’t drown they disappeared with the train but their voices still cry out to the ocean. We say our goodbyes to Nerea as she dives back into the sea and set up camp for the evening.






    S02E1 and 2:" Other Side of the Tracks "
    (Kopav Alliance: T1)


    Kopav Alliance, Season 2, episode 2: "Other Side of the Tracks."
    Location: Golgotha's Gate
    A Supplementary Report from a local boy
    Sometimes it is nice to experience the familiar that is going back to one’s home. Having been away from Tahanan for some time, the comforts of riding along the rails felt like a fond embrace of an old lover. Made better by the fact that I was never expecting this mission to take me to Zephania’s Hallow in the first place. Now things got a little sticky out there but that is a part of life in the Kopav Alliance.
    We were out in Golgotha’s Gate having spent the night in the comfort of the Cinder and Sage boarding house, run by none other then Madame Genevieve Cormac. A one time proprietor of houses of ill repute she had taken to running a more legitimate business. Now I had never spent much time in Golgotha’s, sure I passed through on the rails like anyone might but never had much call to spend time here. So I was most grateful to visit and see what the Gate had to offer. Our evening in the Cinder and Sage was paid for by one Thaddeus Masterson who as it turns out is one of the directors of the alliance and the gentleman we were in town to meet. Unfortunately a few members of the party seemed far more interested in pursuing their own interests this morning then the purpose of our mission. One looking for some pampering in a bath the another seemed itching for a fight, but most folks were just looking for breakfast after hard travel and a fine nights sleep.
    Now we had that appointment to keep with Thaddeus Masterson. Suppose to meet up at the Silver Noose Saloon round noontime so we give our thanks to Madame Cormac and head that way to find ourselves a meal. We meet the owner of the establishment, Donovan Rooke, inside working behind the bar. And we have the chance to sample some of the breakfast options. Roasted Skunk with asparagus and Owl Medallions with Horseradish being the highlights – aside from the moonshine that is. The establishment seemed less rowdy then we had been warned to expect, but seeing as this was a breakfast crowd, it may be that the more questionable characters are still in their bunks sleeping off the prior nights activities. Now with morning meal complete and some time to spare, Hallow decides to try his hand at some dice games in the back and there are a few takers. The house game appears to be threes and even at this early hour there are a few willing gamblers set at that table. Hallow places a few bets and after a lucky start loses some of his early winnings before raising up the stakes after a bit of up and down action he finishes his day with a little extra coin in his purse.
    Donovan Rooke
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    Threes Table
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    Shortly thereafter we are called in by Donovan to head back to his private room where we are to have our appointment. Thaddeus is the Director of Infrastructure and Development at the Kopav Alliance, a position almost always selected from the executive at the Railway Company. He is responsible for planning and executing major infrastructure projects and urban development initiatives, so meeting with a man of his rank is rare out here and he requires proof that we are the group he is waiting for. Naelen flashes a Steelhawk pin and that seemed to be all the proof required.
    Thaddeus Masterson, Director of Infrastructure and Development, Kopav Alliance
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    As it turns out this meeting is something of a job interview. He’s looking to find out a bit about the mercenaries he sent for and see if they are up to the task he has in mind before we begin to work together. A quiet meeting over a meal is his way of getting’ to know us a bit better. He asks everyone to introduce themselves and speak a bit about who they are. Each person in turn speaks about their history and skills. And Thaddeus tells us a bit about the history of the organization in the Kopav Alliance including the recent efforts to disable the outer realms portal in the voiceless waste.
    Those efforts being how I learned of the Steelhawks and joined up myself. He seems happy to share details about his role in the Alliance but a is quite a bit more vague about what his role at the railway company might be. Seems to be intentionally leaving out that information for now at least. But he has indicated that we will need to meet with him at his office in Zephania’s Hallow later this afternoon.
    After a little discussion we are informed that we are to be hired to combat some sabotage against a rail expansion project. The network of rails between the city states needs to be updated and expended and whatever sabotage is occurring is slowing down the process and costing the company good coin that they would prefer not to spend. Seems it’s cheaper to hire mercenaries to solve the problem then it is to sort out the particulars. We’ve been offered a complementary ride on the late afternoon train to Zephania’s to meet him at the building of the Railway Company.
    Before leaving town we take some time to explore what services and establishments may be present here in Golgotha’s. It is always good to know what may be available to the Steelhawks when on mission. Frakas picks up a few goods at the apothecary and learns something of a local legend. The day the Ebon Bullet went missing and took 100 souls on with it. The proprietor of the apothecary asks him to bring back any information he may be able to find out, because her pappy was lost on that train and she never did get any satisfactory answers bout his disappearance.
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    After that we head to the rail line to catch our train back home to Zephania’s. The city is perhaps a little… less then I remember. She still climbs the mountainside but the smoke seems thicker then I remember, the soot perhaps a little darker. I don’t have much time to enjoy my homecoming though as we have business to attend to and we are shuffled right off to the Railway Company offices to meet Thaddeus on his home territory. His office is a bit sterile the furnishings are fine but not much here feels personal at all – like it could be anyone’s office or no ones at the same time. There are quite a few maps some with markings some without. Naelen’s eye is caught by a loose sheet of paper tucked half under a mat entitled “Arcane Research Division” but there is no time to discuss such matters now.
    Office of Thaddeus Masterson
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    Turns out the trade network is in a bit of jeopardy due to escalating sabotage along the lines. The Alliance can’t afford for any sort of regular issues along the rails and he believes that they have identified the next target. An old railpost at Black Hallow Pass. They are hoping to get back online but strange happenings have been happening and it’s slowing things down real good. The crews been pulled out and they are sending us in to get a foothold and deal with the issue. They don’t seem real certain who it is causing the problems only that they need the problem dealt with.
    So we acquire some horses and ride ourselves on out west towards the black hallow pass. We ride out in the afternoon away from the smoke, mines and smelters of Zephania’s and take a narrow switchback trail a long way to reach the railpost as it becomes dark.
    On the ride Naelen informs us that he has stumbled across a hair more information then he originally let on. That same paper that noted an Arcane Research Division also mentioned some disconcerting things like “time distortions” and “auditory hallucinations.” That seems to worry some of the members of this party but the Railway Company has their fingers in many things and I find no reason to believe that is any of my concern.
    The depot shows signs of recent work, but as explained the company evacuated their people in advance of our arrival. There are some long burning lanterns that keep the site dimly lit so I can see well enough without having to light a torch myself. Frakas goes poking around inside one of the buildings, a good idea to check and clear them before we continue pushing forward. He finds some unknown symbol on the wall of a carpentry building but doesn’t seem to be able to identify it as much of anything.
    Black Hallow Pass Rail Depot
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    As we explore the general area some people come wandering out of the darkness on the far side of the tracks and step out into the light. Talking doesn’t seem on their mind and they begin firing pistols immediately. We are pinned down between the buildings and they have set themselves up something of a killing field. Dangerous position to be caught in. Some fellow who seems like the leader threatens us to withdraw.
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    He make his point violently and hits Pnymises with a scythe he fires off two rays of dark energy at Mira who is blasted full force with one of them. He seems a mite concerned about something as he screams out “You do not understand the storm that is coming. If the Ebon Bullet arrives at the station, it will bring its final passenger!” He seems not particularly interested in killing us but clearly will attempt if we don’t withdraw.
    It has become clear that he fears whatever will occur if this final passenger is able to get off the ebon bullet. Problem is that train went missing years ago. No one ever did find out what happened to it or it’s passengers. I’m not sure if he’s trying to scare us off or he just plum lost his mind, but he doesn’t seem to like the speed of our decision making and he and his team go into a full offensive press firing away with them pistols.
    However he keeps shouting odds and ends at us as he goes. “You do not understand the storm that is coming. If the Ebon Bullet arrives at the station, it will bring its final passenger—a thing that does not belong in this world.” And he claims that the ebon bullet disappeared “In Between.” We learn the hard way that the tracks been rigged up with dynamite. First when Frakas sets off an explosion and then again when their leader blows another section of track. I believe we have discovered how they intended to sabotage progress this evening.
    But after this second explosion we can hear the rumbling of a train. Now that don’t make no sense because this particular station is defunct – no trains should be running these rails until the work here is complete. That rumbling turns into a scream as a ghostly train comes roaring through. Over the noise of the train that feels as dark as the black paint on it's steel we can clearly here something call out “Alllll aboard the Umbral Expressssssss.” But the train, apparently whatever is left of the missing Ebon Bullet, keeps barreling down the line never stopping at the still not quite operational station.
    The Ebon Bullet
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    With the train passing without a stop relief is clear on the face of our enemy who shouts for what remains of his people to retreat as their job is done. However we were given a task and are going to see it through and do not intend to let them just walk off into the darkness. The circumstance of these disruptions to the tracks seem… unusual but the Railway Company is paying us to put the dissenters down and you can’t have men just setting dynamite on tracks so we attempt to see it through. We are able to bring down a number of their party. But before we can see it fully complete their leader says one last thing and casts a dimension door and steps through before we can stop him.
    With this mystery man departed and the rest of his crew defeated we rummage through their remains to see what clues we can find. A number of antique pistols with dates and markings are found along with some other knickknacks. And while there isn’t much left behind we are able to determine these were members of a cult that call themselves the children of the bullet. We gather ourselves together and set to patch our wounds and bunk down for the evening to return to Zephania’s in the morning light.







    S01E45:" The End is Nigh! "
    (Kopav Alliance: T4)


    Kopav Alliance, episode 45: "The End is Nigh" T4 storyline: Location: Inside the Caverns of Ebon Nightmares, somewhere/somewhen Waruka Valley, Kopav Alliance
    Lv 17 cleric hollow
    Lv 20 wizard shuden
    lvl 17 rogue naelen shadowstrike
    4.lv 18 Paldin Malcolm
    L15 Barb/Rogue Munster
    Alexei lvl 16 rogue ranger
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    After the fight ended the Steelhawks were teleported back into the area where the lemonade stand girl was at before. But this time she was not there and this time they decided to go in a different direction where they were teleported to a vortex room. The room itself was massive with huge magical beams of energy shooting out from the middle point of the room and what looked like a massive vortex in the middle. The room itself looked like a crucible that makes the corrupted air elementals. The room was clearly not being used but energy still kept flowing through it though. Trying to figure out where to go they realized that the best way to go was the door where the reaper of the abyss rune was located. The only issue though was that with the magical beams shooting out they had to figure out where and how they were going to get passed the beams. But being experienced adventurers they used certain items and mounts that allowed them to fly over the beams safely they got passed it with no issues and ended up in another room where a long corridor was there and kept going in until something odd happened. All of a sudden they were teleported to an area where there were two men with banjos in a country setting and the shop itself had the name Two OL' Boys - Advice and supplies.
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    Upon seeing the Two good ol boys they were charging advice to close the portal in exchange for gold. Muunster with all his curiosity saw a box in between the two men labeled box of teeth and he wanted to open it and put his hand in it. He then learned that the box o teeth was just that.....a Box of teeth and it wound up biting him and dealt some damage to him. After the good ol boys laughed at muunster he wound up buying the box and putting the box in his possession because he really wanted to keep the box. The Steelhawks wound up spending the allotted gold to get information from them on how to close the portal. They wound up giving them the following hints: "Y’all gotta sing real soft—like a lullaby for a dead god." "You need to stand backward when ya do it, so’s the notes don’t get tangled up in your ribs." "Before the last note, you gotta spit on the ground an’ say yer real name, or else the thing swallows yer shadow."
    and then the last thing they said was the following: why are you standing here wasting time when you have a portal to close? and then the group were shifted back to the room but now the room was more open and suddenly realizing they wasted time and wasn't sure if the boys were telling them correct information or not they treaded down to the portal room immediately.
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    Finally they reach the main room where the portal is and they see some corrupted air elementals and a hooded figure named the chalice who was covered in bees. The battle starts and while the battle is happening and a huge monster suddenly appeared in the room where the portal and attacked the steelhawks as well. As the battle went on the room started phasing where the portal grew bigger and bigger and bigger but luckily the steelhawks were able to vanquish the mighty foe and were able to stop the portal from getting any bigger.
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    The portal is dying, but like a great beast that refuses to admit its mortality, it writhes in its final moments—seething, twisting, pulsing against reality itself. Its edges flicker between matter and thought, bulging like a vast, wounded eye struggling to blink shut. The air churns with silent screams and whispers in languages never spoken. Each pulse sends waves of unreality shuddering outward, warping the ground, twisting time, unspooling gravity.   The wound in the world refuses to close.   Then the first notes rise.   A single voice. A single chord.   The Song of Unmaking is neither soft nor harsh—it is simply true. As the players lift their voices, or fingers, or minds to it, the sound itself takes shape in the air: ribbons of gold and deep violet spiral out, weaving into the air, etching into the very bones of the universe.
    The portal spasms.   It recoils, as if the Song is a touch it cannot bear. Reality gathers around it now, fighting to reclaim the space it had lost to the Far Realm's hunger.   The melody climbs, twisting through impossible scales, wrapping around the Echoes of the Primordial Chorus—those ancient harmonies that have existed since the first breath of creation. These echoes answer the players, weaving with them, moving through them.   And the Song expands.
    The harmonies stretch beyond the air, beyond time itself. The players hear their own voices not just in the present, but in the past, in the future, in the spaces between seconds. Their younger selves—years, decades, lifetimes ago—whisper the notes they have not yet sung. Their older selves—aged, wise, burdened—hum the final refrain before they even know it.   And the portal fights back.   It lurches, its light flaring in uneven pulses, clawing at its place in existence. But the Song does not stop.   The Chalice Remnants begin to glow.   The shattered relic—warped by its corruption, soaked in the energies of the Abyssal Maw—rises in the air. The light of the Song catches upon it, and the fractures reverse. The wounds of its defilement mend, but not by healing—by erasure.
    The portal howls.   The final harmonies of the Song confine it, binding its edges like chains of celestial silver. The air quivers as the Echoes of the Primordial Chorus strike the final chord—a perfect, endless note that is not loud, nor soft, nor even heard in a way that can be described. It simply is.   And the portal... ceases.   No explosion. No implosion. No collapse.
    It simply was never there.   A pulse ripples outward, but instead of destruction, it heals. The Chalice lands softly on the stone, whole once more, but now something more than it ever was.   A Glimpse of the Divine The players are still here.   But something is different.   For a moment—a heartbeat stretched into eternity—they feel everything.
    They are themselves, but they are also before and after. They remember every choice they ever made, and every choice they ever could have made. They see paths not taken, versions of themselves never born, never lost, never loved, never broken.   They stand in a moment where time does not exist, where the universe itself acknowledges them. Knows them. Accepts them.   And then—like the final note of a song fading into the stillness—the moment passes.   The air is quiet.   The cavern is whole.   And the portal is gone.   End of Report






    S01E44:" Hell Yes, It Gazes Back! "
    (Kopav Alliance: T3)


    Kopav Alliance, episode 44: "Hell yes, it gazes back!
    Location: Tahanan ( Inside the Caverns of Ebon Nightmares)
    Expo: Morcant
    Watcher: Thor
    1) 12 Fighter/Barb | Khazrak
    2) 12 Fighter Cleric Thor Odinson
    3) 15 Moon Druid Mira Adaptina
    4) 12 Bonk Caskin
    5) Lv15 Sorlock Ellyond
    6) L15 Artificer Azure
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    As the group enters the cave they are greeted by omninous and eerie sounds of the cave of what it sounds like souls echoing the group faced with not really knowing where to go they decided it was best to head to the right. Ellyond tried to use detect magic but the place was brimming with so much magic around it almost blinded him if he did not end the spell immediately. As the group kept going forward Khazrak did also set off a few vortex traps but luckily did not suffer too much damage because he was able to get out of it fairly quickly. The group then saw from what it looked like appeared out of no where a little girl who was running a lemonade stand. Her price of her lemonade was if one drank it you had to do a payment with a vital memory of some sort. First reluctant to drink it one by one each member drank it and at first they drank it each of them experienced a smooth almost sunny day feeling when first drinking the lemonade but then the price of the memory loss came to affect and left a bit of a sour taste afterwards. Each member of the team losing a memory, some from a crucial battle they faced, some from a crucial moment of healing and some even from a moment in their childhood. The Girl then disappears as quickly as she appeared and not really knowing the actual effects of what this lemonade actually did to them. But since they didn't really feel no substantial side effect they didn't pay no mind to it.
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    After moving on the group went forward and then suddenly it seemed like the party was just warped out of no where to a completely different area. The room with another ominous feeling went in with the room looking completely different than the cave they were in before but this time with corridors and walls and mirrors and one particular area that had a had the party almost stuck in an endless loop until they solved the puzzle. When they looked in the mirror they noticed each reflection they saw was two figures, one who looks boisterous and majestic and the other who looked weak and frail. It seemed the only way to move forward was to pick a reflection and reach out to it and accept themselves no matter if its the weaker version or the stronger version. Mira, Ellyond and Caskin choose to be with their majestic reflection while Thor, Khazrak and Azure accepted the frail and weak reflection. Being as it happened the group was somehow buffed in a way that helped themselves in battle or in overall skills.
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    As they finally get out of the room they ended up in a room where it was a staircase in a cave with a bunch of words and everything forming all around. A ominous voice came up and said to move forward one must find their true self and everyone seemed to understand this as this was said in a universal language that everyone understood no matter what. They had to figure everything out and only had 3 chances to either pass or fail the test. But with quickj with, determination and team work they deciphered everything and realized each of their true names as they shouted out loud with pride who they truly are!
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    As they make their way to the end of the area after getting out they see an man appear out of no where along with an azure dragon who said the following to the steelhawks.
    "You Have Touched the Pulse of a Thing That Should Not Be" "I have seen the ripples, felt the tremors of its influence. This thing you call a portal is no mere passageway—it is a wound, an aperture carved not into space, but into the sanity of existence itself. It was never meant to open, nor to close in the way you desire. It must be sealed, not as one seals a door, but as one cauterizes an infection—by burning away the very principle that allows it to persist"
    "The Hunger That Stares Back" "You have likely noticed its servants, the aberrations that wear borrowed skin. They are not mere spies. They are sensory nodes, tendrils of a greater intelligence. It does not see as we do, but rather it knows, and that knowledge spreads like ink in water. Even now, it is learning you. The longer you linger in its presence, the more you become part of its pattern. If you wish to stop it, you must act before it remembers you too clearly."
    "The Paradox of the Closing" "Sealing such a rupture is not as simple as severing it from our world. That would leave a scar, a lingering fracture through which it could whisper, corrupt, and wait. No, you must do more than close the portal. You must make it so that it was never there to begin with. To do this, you will need a paradox—a moment where the past is rewritten, where cause and effect are undone. There is a way… but it will cost you. Perhaps more than you know."
    "The Price of Unmaking" "You will need anchors—things that were changed by the portal’s presence. But know this: anything too changed, too entwined with the portal’s existence, may not survive its unmaking."
    "A Final Warning" "If you hesitate, if you falter in purpose, the portal will react. It will adapt. And then, you will not be closing it. You will be giving it cause to evolve further."
    After that the figure and the azure dragon disappeared and monsters appeared to stop the Steelhawks from progressing but even though the battle was a bit tough they successfully defeated the monsters and decided it was time to move forward and finish this battle once and for all.
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    What do the words that were said even mean? what does the azure dragon have to do with any of it all? the answers and more will be revealed in the final episode!






    S01E43:" Belly of the Beast "
    (Kopav Alliance: T2)


    Kopav Alliance, episode 43: "Belly of the Beast."
    1) Level 8 Hexblade Hadmar
    2) Level 8 Nature Cleric
    3) Level 10 Hexblade Ra'Zuul
    4) Level 11 Druid Adiphos
    5) Level 11 Sorcerer Aether
    6) Level 9 Artificer Wizard Barbeku
    We begin just outside the Caverns of Ebon Nightmares, where a dark lake stretches before us. While soaring above it on my giant bat, Flicker, Choumi notices something unsettling—our reflections in the water seem delayed, moving out of sync with our actions. Flicker's wings remain unnaturally still in the reflection, and more disturbingly, the mirrored versions of ourselves appear to be speaking, though we make no sound. Uneasy, we decide against crossing the lake and opt to walk around it instead.
    Curious, I retrieve my Lantern of Revealing and sweep its glow over the water. The lantern unveils a massive, invisible hand lurking beneath the surface, covered in serpent-like scales and shifting ominously. With this revelation, we press forward into the cavern.
    The entrance expands into a vast chamber, where we discover a pool of obsidian-like fluid. As we gaze into it, fractured reflections of ourselves stare back, whispering in eerie unison: "Give up. Stop. There is no point in continuing." Intrigued, I—Hadmar—carefully reach in with a vial to collect a sample, but the moment I touch the surface, an overwhelming wave of exhaustion washes over me.
    As the others explore the cavern, one by one, we all succumb to an unnatural drowsiness, slipping into darkness. When we awaken, we find ourselves in a vast, empty space, dreamlike and surreal. As we wander this strange plane of existence, we come across a massive, ten-foot-tall harp with strings woven from pure light. Seated nearby is a solemn statue, unmoving and enigmatic.
    Curiosity compels me to pluck the strings of the harp, but as I play, an eerie phenomenon occurs—the harp begins playing a tune of its own, discordant and unsettling. A voice echoes in my mind, whispering that we stand within the Precinct of Numb Apathy. Wisps of restless spirits swirl in the air. Ra'Zuul, ever observant, finds a piece of sheet music in the statue’s stone hands and hands it to me. As I play the notes upon the page, a path forward unveils itself.
    Beyond, we encounter haunting statues frozen in various states of emotion—anguish, sorrow, rage, despair. At their feet lie pots of grayish paint. Ra’Zuul, ever mischievous, smears the paint onto his own face in mockery of the figures. The moment the pigment touches him, it begins spreading unnaturally fast, creeping across his body like a living curse, leeching away his very memories. He stares at us, confused, unable to recall our names—only that we seem familiar.
    A swift casting of Dispel Magic halts the paint’s advance, but Ra'Zuul remains affected, a part of him still lost to the haze of forgetfulness. Through trial and error, we discover that the paint can be imbued with emotion. As we pour feeling into it, the gray sludge transforms into vibrant hues. One by one, we restore the statues, each stroke of color breathing life back into the frozen figures.
    Pressing on, we arrive in a chamber filled with strange, dormant machinery. At its center sits a man, lost to apathy, his eyes dull, his purpose long forgotten. As we speak to him, urging him to remember, the machines around us begin to stir, as if bound to his will. With each spark of regained awareness, more devices whir to life. But as the final mechanism hums into motion, the man himself crumbles into dust—his essence spent, his existence tied to the machines.
    Pressing on, we arrive in a chamber filled with strange, dormant machinery. At its center sits a man, lost to apathy, his eyes dull, his purpose long forgotten. As we speak to him, urging him to remember, the machines around us begin to stir, as if bound to his will. With each spark of regained awareness, more devices whir to life. But as the final mechanism hums into motion, the man himself crumbles into dust—his essence spent, his existence tied to the machines.
    Before we can process what has happened, two massive, beaked worms—Gricks—slither into the room, accompanied by an even greater horror. A colossal, shadowy mass in the shape of a man looms before us, radiating despair and suffocating apathy. The Stillborn Thought has come.
    A desperate battle ensues. Through steel, spell, and willpower, we overcome the abominations, their forms dissolving into nothingness.   And just like that, we awaken—back in the cavern, our hearts still pounding. The search for the vile cult known as the Reapers of the Abyss continues.




    S01E42:" Midnight on the Firing Line? "
    (Kopav Alliance: T2)


    The Steelhawks continue their perilous path, beset with strangeness in the form of weird places and situations-- like other planes of existence-- and intersections with what has been tentatively identified as at least a portion of the Infinite Staircase.   But each step forward (sideways? upwards? widdershins?) somehow has led closer to the former hideout of the Reapers of the Abyss.   From the cliffs above the small mountain lake, the intrepid Steelhawks can gaze down to the entry of the lair of the Reapers.   Probably, anyway. A strange rain falls though sunlight still shines through, and who knows what strange twists of time, space, and fate lay between where the adventurers are, and where they can see.   What more does the Far Realms madness flooding the valley through the Wyrd in the deepest part of the lair have in store for our Steelhawks? What indeed....

    S01E42:" Midnight on the Firing Line? "
    (Kopav Alliance: T2)


    **Kopav Alliance, episode 42: "King or street sweeper, everyone dances.**
    Mission report by Tik'Chaa
      Tik’Chaa – Level 11 Ranger
    Kazuma Kiryu – Level 8 Wizard
    Khazrak – Level 8 Fighter/Barbarian
    Evelyn – Level 11 Wasoba
    Ned Crotic – Level 11 Artizard
    Oryn Mosswater – Level 11 Cleric
    Initial Approach – The Cliffside & The Watching Presence
    After departing from the strange tavern/inn, we arrived at a sheer cliffside. Weather conditions were immediately unnatural—sunshower. No logical pattern. No clear source.   Oryn attempted to commune with the plant life—no response. Unusual. Wrong.   Below us: a deep pool of water. No visible disturbances.   I attempted to climb down. Should have been easy. I am skilled.   It wasn’t. Something made it difficult. Then—Chak’Nar refused my command.   He sensed something. So did Zzithra. They were afraid. No hesitation. Just fear. The others felt something too. Not fear. Not dread. Just—cold indifference.   Kazuma saw it first.   A wraith-like figure. Holding a bowl. Catching the unnatural rain. When she stepped forward, it reacted. Slightly. Then vanished. Ned jumped. Kazuma followed. No time for more observations—we all leapt.   Left the spiders behind.   Transition – The Table of Specters Mid-fall, everything shifted. No impact. No water. No ground.   We landed in a different space.   One table. Several chairs.   Six vacant seats. The others—occupied.   Specters. Watching. Silent. Waiting.   The others sat immediately. I did not. Did not trust the table. Did not trust the chairs. Did not trust the specters.   Instead, I had Harry sit.   The specters ignored him.   Khazrak spoke to one like an old friend. Some started eating the food. Reckless.   Then—the memories came. Flashbacks. Figures from the past.   Oryn and I ignored it. The problem seemed to ignore us back.
    The others finished their interaction. The specters vanished.   The area opened to the north. We moved forward.   The Hallway of Confession The walls were covered in writing. Messages. Personal.   I read:   "You were right about me, and I hated you for it."   Another:   "I knew what was coming, and I said nothing."   Some ignored the words. They suffered for it. Headaches. Bad ones.   We continued forward— Only to find ourselves back where we started. Looped.   No time to analyze. No time to react.   The Ambush – Echoes & Donut Monsters Then they struck.   Echo-like creatures. And… something else.   Meaty. Round. Donut-shaped. Arms. Legs. Heads. A gaping hole in their centers.   Monsters.   They hit hard.   Brutal attacks. Unnatural movements. They fought like they weren’t bound by the same rules as us. We fought back. Pushed through. Barely.   When we finally escaped— No transition. No shift.   We were back. At the bottom of the cliff.   End report.






    S01E41:" Midnight on the Firing Line? "
    (Kopav Alliance: T2)


    ***Kopav Alliance, episode 41: "Midnight on the firing line." T2 storyline
      What's up my homie biscuits! It's your favourite changeling here with another installment of a story. Luckily it was the one I started telling last time so no one gets lost. Grab your snacks, grab your libations, take your potty breaks. When we last left off the party had made their way to the chalet from a janky stairwell and….
    The party is sitting at their table, noticing not much else other than the fact the rest of the patrons are nervous and paying attention to the clock. As they listened to Munster explain what information he had acquired, time seemed to jump forward… Only Morcant recognizes something “Guys, it appears that The Margrave and Margavine are waiting for something to happen” and quietly gestures over. The party looks over- The fey nobles are difficult to read. But they aren't looking at the clock, they are paying more attention to the party! The patrons look fearful as the clock seems to stand still at a second before Midnight. Everyone begins to cluster up and all look at the clock with more and more trepidation as the minute seems to drag on forever. . Agdon Longscarf leans against the wall - the only one looking non chalant. Even Matilda joins the group of patrons and everyone's faces go from worried to fearful. The party questions what to do. “We should go outside," Winston suggests. Looking out the windows; everything looks idyllic. A beautiful snowscape stares back at the party with trees heavily dusted and the group crisp and unmarred with footprints. A frozen lake reflects the moonlight back at us. Ra'Zuul goes to The Margrave and they have a quick chat- And after a few moments he returns. “Alright guys, so it turns out the reason the people are so fearful is because their lives are on the line. The predators are going to pick a few patrons to sacrifice.” “We should go out and see what this is all about.” Salvos chimes in. Munster puts a giant fistful of cheese into his mouth “Lets go. Fight. Win. Earn much cheese!”
    So the party decides to go outside and face these predators. As the party steps out- the air is chilly and brisk, it's cold but not freezing and our breath flies away in a beautiful puff of smoke. The stairs let out shortly before the frozen pond. As the party gazes out, the spy 8 gremlin-like things appear out of the treelines and form a semi circle around the other side of the pond. A few members can tell that the ice on the pond is thick enough to walk on, but it will be difficult to cross. However, Ra'Zuul spies that the predator's boots have spikes that make it easier to move.
    Matilda peers outside, and seeing the bodies, realizes the party was victorious. “They’ve… they’ve done it! The adventures have defeated the predators! We are safe!” She announces to the crowd inside, and the chalet erupts in cheers! The party heads inside, and the room is filled with celebration. Drinks are brought out, Munster is supplied the largest assortment of cheeses known to man, a chef comes out with a beautifully decorated cake, “For ze vic-torious part-ay” he says, placing it on your table. The Margrave and the Margavine share a look between the two of them, and stride over to the party. “Hello, well I hope you enjoyed yourselves. It was…interesting wouldn't you say so? Oh, what happened? They were quicklings of a sort wearing fancy suits. It was entertainment for us and you, I suppose, what kind of hosts would we be if we didn't provide entertainment with your meal? We find it…” He pauses for a moment with a sly but honest smile- “…for us to understand the thinking and behaviour of mortals. We’ve come to know you Steelhawks a little with our dealing with the Kopav Alliance folk
    “Please feel free to visit our gift shop. You may stay and celebrate as long as you’d like, the chalet is most hospitable.” And with the wave of his hand, several nymphs and redcap man make themselves “available” (Most people seem to decline these offers tho) Margrave smiles. “The last time I was here the interior was much different, what makes you decide on the decor?” Winston asks “Pure whimsy my friend” The Margravine answers with an even coyer smile than her husband. The Margrave gestures to people to the guest, implying we are good people to study. “When you are done, head back up and Matilda will show you the way out.” The Margrave says to Munster, who doesn't understand. The Margravine tells Matilda to take the party to the giftshop. *shopping montage*
    After shopping Matilda takes us back up to the main floor and towards the back, the landscape begins to melt and seems to begin to crack. Pieces flying every which way faster and faster, blurring… until the party finds us back at the staircase that never ends!! The party begin to look around, since the last time we were here we found a riddle on the wall. Members who had bought items at the gift shop feel a weird vibration in either their hands or pockets. Items that the party just purchased fly out and are shaking. They fall onto the floor and heave and twist into new shapes. They change into giant snails with multi-hued shells. What's happening??
    After 1 round the snails all begin to shake and writhe, eventually going back to their original state, and the stairway melts away (This must be a final “gift” from The Margrave and Margravine). The party arrives at what looks to be a rocky cliffwell. Strange rain falls down; cold and icy. The area looks to be in the middle of nowhere. Peering down over the edge, the party sees a mountainous pool … this must be the famous pool known for being the Reapers’ hideout. This lair is known for its arduous pathways inside, who knows how janked up it’ll be. The approach downwards will be treacherous…






    S01E40:" A Bridge Too Far out? "
    (Kopav Alliance: T2)


    Kopav Alliance, episode 40: "A bridge too far out?"
    Location: Waruka Valley (probably), Kopav Alliance
    L11 rogue naelen shadowstrike
    L10 Druid Mira Adaptina
    L9 Fighter Pastor Veto
    L8 cleric/sorcerer Winston
    L10 Rogarian Munster
    L10 Druid/Monk Yar
    Mission: The Steelhawks continue their perilous and circuitous path through the distorted Waruka Valley-- distorted in both space and time!-- yet making progress ever forward. It is disorienting. Frightening. Hazardous due to challenges both physical and mental. And it's not over yet. How much farther do they have to go to get to the former hideout of the Reapers of the Abyss? Who could possibly say, when time and space are anything but linear? And yet, is there anything to do but persevere? Come join us for the continuing mission into the warped terrain of the Waruka Valley, on the way to close the portal from the Far Realms before it corrupts all of Karagatan
    *Fade in *Scene opens in the valley: Terrain has been all messed up lately, stretching, shrinking, twisting and winding, melting and bursting to the eye. - the party is on a path in Waruka Valley, somewhere north of Last Chance Hollow heading towards former hideout of the gang/chaos cult, the Reapers of the Abyss Where the port hole to the far realms is attached. Pastor veto (dressed as a cowboy), who hails from Kopav alliance is ecstatic to be back in his homeland and begins to describe the beauty that is Kopav alliance. The rest of the party divvies protection and other items amongst themselves. Munster leaps onto a cliff edge and looks around, looking for movement or strange occurrences “And there has been a lot of those lately” he mutters to himself- spies that there is a bit of an incline up ahead and a general sense of mountainous terrain up ahead. As he climbs down, a forked tongue licks the back of his hand- and then withdraws. Munster quickly climbs down shouting that he isn't cheese! Naelen and Winston scout for traps ahead, meanwhile Yar casts Pass without a trace to ensure our survival. The two scouts spy the air rippling above the cliff to the west and what is most certainly a sapphire dragon “Is that a dragon??” Naelen points out in concern and confusion- but in the same instant it vanishes.. Cautiously the party continues forward, Winston flying up and ahead 30ft- nothing much sticking out beyond the way the land warps at the edges.
    Winston, you are clear for take-off! Sorry, I couldn't help myself.
    Pastor Veto steps over to the stream and examines the water to ensure it is pure and safe- it churns, a free flowing creek, the water ripples in patterns that seem to defy logic, spiraling with coloured fractals not yet seen before that make him uncomfortable, his own face stares back distorted- bubbles rise to the surface and burst with whispers, a percolating whimsy of soft words-inticing him to walk into the water. The Air stings with a slightly metallic tang. The good pastor, in love with his homeland, starts to inch towards the softly calling creek, but Yar yanks him back and reminds him “Now is not the time to get lost in the beauty of the world, do so tomorrow”
    We come to the edge of a cliff- with a deep chasm dividing the land. “Strange, this was never here before” Pastor Veto mutters. “But, we must get across!” Fragments of what must have been a stone bridge float above the cavern, and looking below there is a weird swirling black chaotic mess below- its hazy, and hangs like a thick mist. Naelen hucks a rock into the abyss- it hits the surface and sticks to it like molasses, then starts to “dissappear” below the surface and into the abyss.
    This stuff was cool and gross looking guys, like it was fluffy and floating and black with purple sparkles all throughout. Its giving some seriously bad magic ju-ju.
    Naelen calls his familiar over and sends him over the abyss. We see the familiar slowly start to descend towards the chaotic black mess below, and the group notices the familiar fighting against the invisible pull; luckily it manages to swing around and come back unharmed. Looking across the chasm, the bridge fragments are moving slightly, back and forth “jiggling in place”, seemingly in a random pattern, sometimes they bash against each other with a slight rumble. Munster mind links with all but Yar, who pouts but stands firm. Winston examines the gorge- flies up 40ft and tells the group that the pull is immense. Pastor Veto thinks out loud: “it might be some kind of earth bind effect- magically targeting flight” Suddenly a goblin climbs up and cackles! - looks at us and… points a slingesque (?) thing at the good Pastor and throws concussive blast- a hit!- knocks veto 5ft back and onto his heavenly booty.
    Somehow, the party finds itself in a spiral stairway, no wind or smell of anything. Its close and feels like you've been entombed. The stairs seem to go up and down forever- it's dizzying. There's varying motifs of overwhelming designs in a baroque fashion. To pick a single emotion or feeling to describe would be impossible and simply nauseating. A few party members see a sign magically appear on the wall.. Weird, it wasn't there a second ago. Reads: *"Up you climb to greet the sky,
    Down you go where shadows lie.
    Twice to the heights, once to descend,
    The path repeats until the end.
    What sequence leads you safely through?
    The key is found in what you do.
    Naelen takes a piece of chalk and marks a giant X on the wall. After a few moments of discussion The party goes up two flights of stairs then back down one flight. The shadows as you pass seem to shrink and grow sporadically and seem to follow a beat behind, but nothing happened. Nothing calls to Naelen's attention as they look for a clue. The party then goes up one floor, down one floor, and then up one floor. Up and down the stairs, faint glimmers like stars blinking out at night, fog drifts in and out, just at the edge of vision but nothing else happens. Then they go 2 up, one down, 2 up. All of a sudden the air shifts- the dead mausoleum smell gets lighter and the air shifts, carrying scents that evoke long-forgotten memories—home-cooked meals, a lover's perfume, or the burning wood of a childhood fireplace. The party repeats that pattern…The colors of the landscape seem to drip and pool, creating blotches of unearthly hues that shimmer like oil on water.. The party decides to change the pattern again….(why? Who knows- it's a mystery) and go up 2, down 2, up 2, and suddenly some party members start feeling exhausted. Puzzling over the riddle, Mira thinks over and over that “the path repeating until the end” is important. And that we have to find the correct pattern. The party agrees to do the first pattern again, and go up 2 floors and then down 1 floor for 3 patterns. Then suddenly the wall goes filmy. Some of the party feels a cool breeze and a whiff of mountain air. One by one the Party members go through: and find themselves in another place entirely There's snow falling, Mountain alpine landscapes, some water runs along the bottom of the chalet they find themselves in. A few can hear music and smell hot food being cooked. There's a sense of movement inside. The rest of the area is pretty desolate but the chalet is so inviting. With no sign of the staircase behind them, the party trudges inside the chalet. Pastor Veto spies his rabbit friend- Adgon Longscarf, and quickly steps over to speak with him. . There's the Margrave of Just Deserts and the Margravine of Sweet Sorrow sitting at the head of the room, And the entire chalet is staring at us..we did kind of just show up. After being welcomed by the Margrave and Margravine we learn that this place is the Auld Valley Hideaway and the room settles back into its previous state. A lady named Matilda leads us to a table, while Winston gives the new people to the margrave and margravine the rundown
    “The Margrave and Margravine are members of the Unseelie, and have been in a somewhat dominant position for a while, (having been the first Domain encountered upon entry to the feywild.)They are generous hosts and it would be foolish to refuse such hospitality. And do not ask too many questions.” Matilda serves us food and drink. The place is cheerful. Naelen notices a couple people checking their watch- but can't quite figure out why, oh well no big deal. As evening wears on, he notices that more and more people are paying attention to a giant grandfather clock. Yar and Veto notices that a couple Male presenting people have some sweat appearing upon their brows and lips. The party gets a sense of fear and desperation as people are consulting the clocks. Naelen asks Matilda about the nervous people and the clocks. She puts on a fake smile and disregards their question and asks about more food. Naelen repeats the question. She looks at the Margrave and Margravine and shakes her head-and offers to bring more drink. She leaves and comes back later with ale- her hand shakes as she hands it to Naelen. Munster goes and has a conversation with The Margrave…. It goes.. Alright. He only gets told to ask a nervous looking person about why they are nervous with a half genuine smile and half coy smile.
    I think that Munster’s natural Jerbeen cuteness really saved his butt when asking questions
    Munster goes up to a person who is nervous looking “What waiting for?” while munching on cheese, a nice gouda i think it was Lady looks up at clock and with barely a whisper says “Predators come at midnight” Munster looks at the clock..(its about 10 to midnight) and heading back to the table, conveys everything to the rest of the party. They all look at the grandfather clock…. The time: 1158. Everyone readys an action in preparation for predators…






    S01E39:" Are We Making Any Progress?. "
    (Kopav Alliance: T2)


    ## Kopav Alliance, episode 39: "Are We Making Any Progress?" T2 storyline: Location: Waruka Valley (probably), Kopav Alliance   **__Personnel__:** MTF Eta-39 (Ecto’s Eradicators)
  • Rge N. Shadowstrike (η-Leader)
  • Rng Tik’Chaa (η-2)
  • Ftr D. Test (η-3)
  • DrdC S. Artenon (η-4)
  • Rng I. Hoff (η-5)
  • ScrW D. Crep (η-6)
  • Additional Information: Due to the Far Realms energy distortion, many personnel encountered difficulties with recording.
    ;Operatives, Duck and Goose Test are seen walking through campus.   [Goose] Ha! I always knew your bug addiction would get you in trouble.   [Duck] Look, it was a perfectly nice day, and I had found a perfectly nice bug to eat! Well, alright, it wasn’t “perfect”. It had weirdly expressive and big eyes.   [Goose] And you didn’t find that weird?   [Duck] I asked Tik’Chaa, since he’s just a big bug. It was his cousin, apparently, but he didn’t know why he was here soo…   [Goose] ??   [Duck] I ate him.   [Goose] You ate his cousin…?   [Duck] I ate his cousin. It was very suspicious that he was all the way out here.   [Goose] And you got what you deserved.   [Duck] First of all: he was really tasty. Second of all, I felt a liiittle bad when he started screaming “nooo”. I’ve never eaten a bug that could talk before.   [Goose] You’re sick in the head, bro.   [Duck] Then, all of a sudden, the sunny valley turns into a winter storm. One second I'm munching on a bug on a beautiful day, the next second there’s howling wind and snow.   [Goose] Serves you right!   [Duck] Eh, it didn’t really serve me anything since I’ve got a Ring of Warmth. The rest of the party, except for Tik’Chaa, definitely got served.   [Goose] I feel like a big, fat fighter like you wouldn’t need a Ring of Warmth. Why didn’t you give it to your party?   [Duck] Uhhh. Anyways, three ghosts appeared. They didn’t seem to be hostile, but they started copying our movements.   [Goose] What do you mean?   [Duck] Like, whenever we talked, they moved their mouths but no sound came out. We waved at them, but they just waved back. Tik’Chaa tried to telepathically talk to them, but it looked like he just had a headache. When I flew up, it looked like the shadows on their back tried to grow wings and follow me.   [Goose] That’s…creepy.
    kopav 1
    Duck] Yeah. Anyways, they faded after a while and we found some runes on the rocks where they stood. Something about a portal and Living/Mobile/Hunting.   [Goose] What does that mean? Is it related to the Far Realms Portal. Did the Reapers of the Abyss summon them?   [Duck] Ehhhh… you know… not sure. But anyways, Dark Crep’s Imp scouts ahead and sees an Elder Brain Dragon. It flies off after a while, but I read up about them in the library. I’d hate to be the group that fights the thing without psychic resistance.   [Goose]...You…read?? A book???   [Duck] It had pictures, don't worry your nerdy heart.   [Goose] Uh uhh.   [Duck] Anyways, I blink again and the storm is gone. Most of the party still has frostbite, so we had to camp for a while next to this stream and forest. And you know what? They blamed ME for the storm, when all I did was eat a single bug! Just a bug! They even threatened to shoot me if I ate more…   [Goose] Did you eat more?   [Duck] Yeah, but I did it while they were sleeping. And whaddaya know, nothing bad happens! Speaking of sleep, during the rest, Selvos Communed with Nature and he said that the earth felt…revulsion. Revulsion and there were no animals larger than bugs around. Not only that, Dark Crep said that when he tried to sleep, he heard voices.   [Goose] What did the voices say?   [Duck] He didn’t know. It was some sorcerous speech. Must’ve been some speech, cuz he looked exhausted, even after the rest.     [Goose] Man, that’s rough.   [Duck] Anyways we move on. Still no animals, no tracks, no signs of life besides plants and bugs. Then we turn the corner and we are back at the stream and forest area where we were before!   [Goose] Alright, I know your memory is really spotty.   [Duck] Nonono, the rest of the party agreed.   [Goose] I’m guessing this is where shit hit the fan?
    kopav 2
    [Duck] Yeppers. Two huge stone golems appear. They’re all misshapen and they have alien plant life sproutin’ out of ‘em. Then void rifts started appearing randomly throughout the area. It was a whole mess…   [Goose] How’d you beat them?   [Duck] I have no idea! I lost consciousness immediately. Last thing I remember is this aura coming off of the golems. When I wake up, Naelen’s pulling his sword outta the last one.
    kopav 3
    kopav 4
    that came from the hand of the sinner I shall bring forth the seeds of the dead to share with the worms that gather in the darkness and surround the world with the power of their lives while from the dim lit halls of other places forms that never were and never could be writhe for the impatience of the few who never saw what could have been. In the black water with the sun shining at midnight, those fruit shall co[me] ripe and in the darkness of that which is golden shall split open to reveal the revelation of the fatal softness in the earth. The shadows of the abyss are like the petals of a monstrous flower that shall blossom within the skull and expand the mind beyond what any man can bear, but whether it decays under the earth or above on green fields, or out to sea or in the very air, all shall come to revelation, and to revel, in the knowledge of the strangling fruit—and the hand of the sinner shall rejoice, for there is no sin in shadow or in light that the seeds of the dead cannot forgive. And there shall be in the planting in the shadows a grace and a mercy from which shall blossom dark flowers, and their teeth shall devour and sustain and herald the passing of an age. That which dies shall still know life in death for all that decays is not forgotten and reanimated it shall walk the world in the bliss of not-knowing. And then there shall be a fire that knows the naming of you, and in the presence of the strangling fruit, its dark flame shall acquire every part of you that remains.”





    S01E38:" Still raining weird. "
    (Kopav Alliance: T1)


    Watcher: Snuss


    Lv7 Rogue | Grumbletick
    Lv5 Sorcerer | Snuss
    Lv7 Paladin | Astraeus
    Lv6 Warlock | Tathys
    Lv6 Cleric | Wulfric
    Lv6 Artizard | Wiz

    ===Report Prologue===
    Upon reviewing previous entries of the area and lots of Koboldian Koldcaine to stay awake, Snuss feels he is ready for this mission of viewing and recording. Snuss is interested in seeing how the team tackles the Song of Unmaking. I have given hope to many of the members in this endeavor, however, I sense the magic shifting and sensing others teleporting in for others.
    A small gem no bigger than a Human thumb attached to a simple leather strap on his wrist begins to glow rapidly. Making the magic he already senses normally become tense.
    "Ah, they are in need of reinforcements it seems. I was hoping to only watch from the sideline this time, but -" Jace stands up rapidly and gathers his ready bag in a sprint to the teleportation circles "- No time like the present to experience this firsthand!"

    ===Start of Jace's Perspective===
    As I teleported in to the area with the rest of members, the teleportation felt it was struggling to get me to the destination due to the fluctuations of the weave that had been entangling itself in the area. However, after arriving to the area, it is unexpectedly calmer and clearer than I thought it would be. The area that greeted me was warmer than anticipated. I thought this area would be more torn up than I thought, but it was still bad to traverse into. The ground was still very much scarred from the upheaval of magics. Grumbletick went ahead of the rest of us to scout for traps. Finding nothing that would immediately endanger us, we came to to a fork in the road ahead of us.

    Wulfric decided to take the right path and inspect it further ahead. By the time I caught up to the rest, cursed Koboldian legs, I heard what he already started to hear. A melodic sorrow of sounds.
    kopav 1
    We decided to go further toward the sounds, my heart heavy and my magic even felt affected by the ode of music that came from ahead of us. I never knew magic could feel this sad. However sorrowful, we pressed forward until we came to a series of monoliths. Each singing a note individually, but their harmony, heavy. My magic felt affected in this area even more. I was distracted by the scene in front of and around me to notice who interacted with the pillars, but the discord in the magic around me affected me deeply. I was tasting my lunch again in the next split second as it exited me by force. Someone just about joined me in gagging but Astraeus eased the nausea of whoever was joining me in this gut wrenching feeling. Was this magic sickness? I hadn't felt that since I was first learning how to control my magic as a young hatchling. However, Astraeus, I would like to personally thank you for the relief you gave me to my weak stomach from what these monoliths did to us.... oh and for the dried beef. It was a nice snack for the journey later on once the bile taste was out of my mouth.

    Given the situation that just happened, Wulfric was getting startled and unnerved by the area. With everyone else not wanting to experience that again, we all decided to leave the area and head out back to the area where we came from.
    kopav 2
    After everyone had to venture up the remaining path, there was something off with the magic again. I couldn't figure it out fast enough before the sky shifted to a dusky ember color, and foliage turning as black as the abyss with vines having thorns the color of gloom nightshade; all of them lashing out towards us and grabbing us as we tumbled through a cacophony of dizzying magic and most of us landed onto a staircase like structure. I was praying this was just an accidental snack of druidic shrooms finally kicking in from lunch. However, the descent ended as abruptly as it started.

    My snout hurting from the faceplant into stairs did me no favors. I barely was able to maintain my mage armor spell. It felt like it flickered in response to the area but, I couldn't even begin to figure out where I - or we - were. Astraeus along with Wulfric, I believe, were able to tell us that we were in an improbable area of planes. The Infinite Staircase. An area were all planes are connected; a cosmic anomaly. The staircase seemed truly infinite with the center of it being truly unending. I wish I could find something like this when smuggling people in need out of their situations or even my own personal ventures. However wishful in my thinking in this, I do not wish to be tossed around again to arrive here. As we began to investigate the immediate area, a plaque was found with the following inscription:
    "One path rises, one path dips,
    one brings struggle, one brings slips.
    Ease your journey, choose your way—
    for only toil will greet the day."


    After a short deliberation, Astraeus helped convince us to go up the higher path. As we began the ascent, Grumbletick and I saw them begin to crack apart from the wall. At first I believed this area to be unstable, but Grumbletick asked this: "Who is farting creatures from the wall?" I wish to know the same leader.
    kopav 3
    Bodies that had an exoskeleton like jagged rocks, with legs and antennae as equally jagged and fearsome, three of them emerged from walls as if osmosis was occurring quickly. Swiftly not taking any chances, I unleashed a volley of Scorching Rays and quickened Fire Bolt to the creatures, hitting them all to some degree with one of them being critically hit. Praying that my Mage Armor would hold up for the duration of this fight, I had hope that we would come out of this rather unscathed; since we had numbers on our side.

    The legs of one of the creatures began to click down the walls swiftly, hoping to go for a quick snack against Grumbletick. Unnerving as it was to hear that sound of legs rushing forward, Grumbletick was able to dodge out of the way from this insectoid's mandibles and roll into the stair rail. I was beginning to sense something with my magic warning me of an impending failure. Looking at the scene and quickly scanning the area, I saw as Tathys missed her attack with the frost of magic being knocked away. I couldn't bare to see my teammates and I in such a predicament. I willed for the magic within to restore the order of this fight before and before I knew it, Tathys was able to successfully inflict some frosty damage to this insectoid, not knowing what I had already saw. Not missing a beat, Wizz and his mechanical rabbit sprung into action against the same insectoid. Unleashing a Dragon's Fiery Breath that wreathed itself around the insectoid, I was beginning to smell a fresh dinner. I just hoped it wasn't too charred.
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    Astraeus tapped into his magic to strategically move around the creature given the tight combat space. Blessing us all with his magic. Wulfric quickly flies and hovers into place as he unleashes his magic offering us his support in this battle. However, something tried to hit me and paralyze me from further up the walls. The droplet of liquid that landed on me felt tingly against my scales. Grumbletick, using his size to his advantage, deftly rolled under the insectoid in front of him and climbed the stairs while getting his guns ready to fire. Given the situation and quick aiming, the first shot missed the first creature.

    The second creature rushed its way down the wall to behind me after trying to paralyze me also. Getting use to this, I tried to use my red razerwhip against this creature, but I guess the droplets that did hit me slowed my movements as the creature dodged out of my whip's way. I, Snuss, cussed. The one Orcish word I was never supposed to say. I just hope no one understood what that word was. Wulfric continued to reliably heal us, but in his distractions of healing us, let his guard down just enough for one of the insectoid to paralyze him forcing him to lose his concentration on all of his magic. Falling down the staircase and crashing into the levels below. I was stunned. Without him, our odds drastically went against us. We would still win, I was sure, but not without more damaged than initially calculated.

    The first creature distracted by it's successful stun to our healer had also let its guard down enough for Tathys to witness what had happened and roast this creature alive and it finally slumped and crumbled into the staircase and rail. Finally, a snack for later. With the third creature still in front of me now, Wizz and his mechanical rabbit, unleashed a quick volley of arrows behind his rabbit's fiery breath attacks. Oh, how I envy that mechanical being for being able to actually breathe fire. Astraeus seeing the first creature go down with the second one still high up on the wall swiftly appeared beside the insectoid in front of me and use his rapier to elegantly and precisely land his attacks. The insectoid seeing an opportunity to escape from us, launched its paralyzing spit at Wizz and coated him successfully. Wizz not being able to move anymore fell flat against the floor.

    The second insectoid sprung into action taking the opportunity to bite into him hard, the blood I saw seeping down his arms and body. If we didn't help him soon while our healer was still down, this could turn even more perilous than anticipated. Grumbletick taking his time to aim more accurately this time, landed a decisive shot against the creature causing significant damage. I should give him a tattoo in the future to give him more use to his shots. Astraeus was being bit at by the insectoid that was in front of me and him, but his elegant rapier showed how well his defenses were with it also deflecting it away and blocking its bites. I tried to force a warp on this insectoid and couldn't get it to budge as it was much more sturdy than the magic could handle given this magical dissonance that was happening around me. I quickened my spellcasting fast and tried to fire bolt the other insectoid and failed spectacularly. I, Snuss, cussed yet again.

    Wizz is finally able to shake off the paralysis that was affecting him but he is still pinched into the mandibles of this creature. Astraeus rushes over to where Wizz is in danger and makes quick, decisive blows against the insectoid; it wasn't enough to dispatch it though. The insectoid uses it antennae and touches the head of Wizz. A shutter, a scream, and then - blood. From his eyes and ears, dripping slowly as he finally slumps down. Wulfric still paralyzed below can't be reached by us as the path is still blocked by one of these other insectoids in front of me. From the distance, loud and louder shots from Grumble's Thunderbust rang out and hit the creature in front of me. Still standing, it was looking like it was ready crumble to the ground limping around a bit, before it fell down succumbing to its injuries.

    Bells quickly ring out from Tathys' position; the magic still distorted by the Infinite Staircase I suspect, essentially nullified the magic's usefulness. The creature sensing that Wizz was no longer a threat, discarded him to the ground and went after Astraeus trying to quickly bite and grab hold of him. The elegance of his bladework showed me why he wore his armor, dodging and blocking the creatures array of attacks, he stood strong like the mountains of home. Grumbletick grabs his musket he set down and fired off one last shot at the creature attacking Astraeus, cleanly puncturing a hole through its head as the goop that was once its eyes and brain (probably) splattered against the wall. We - had won.

    Wulfric and Wizz were healed up quickly there after, while the rest of us quickly caught up our breath and strength. We were not chancing a stay in this hell-case and started our ascent again. Infinite it was. My legs burned from the rapid ascent and wished I born just a little taller or longer in my legs. But, not before I and most of the others had started to catch a cool scent. Water? Fresh-Air? Re-invigorated, we went up the stairs yet again until we came to a bluish glowing doorway. The scent was strong here and much welcomed, but Grumbletick touched the doorway and instantly evaporated into the door. Not feeling much more we could do I started to turn away before the rest of the party rushed to the portal and we were all quickly whisked away.

    In front of us, a villa. Well kept, but also strange. The magic here felt like an illusion that couldn't be broken by me. We turned around though to see if the portal was still there, only to be met by a sea of fragmented like glass. Perplexed by what was going on, we ventured further into the villa; being greeted by an older woman and young boy. The woman left and got the child's parents who introduced themselves as the Lord and Lady Caprichoso of the Caprichoso Villa. They had several servants waiting on them and were thinking we had arrived on a boat. With no boat to be seen in the area, my doubts began as to what was truly going on.
    kopav 5
    We had arrived to an area they believed to be called Finland and we were emissaries from a boat or land called Rutcha? Why these people allowed names for parts of sea creatures and acts of mating to be their land's names is beyond me. Grumbletick states everything I was thinking rather loudly and begins to show his paranoia to the situation ahead of me. I was beginning to believe my theory was true.
    kopav 6
    kopav 7
    With the Lord and Lady inviting us inside, Grumbletick and Wizz converse with the boy, and I later discovered that Grumble was trying to teach explosives to the boy. Rather amusing. They begin to talk to Astraeus, Tathys, Wulfric, and I about diplomatic relations with Rutcha and about restoring the proper royal line to their son, Percy.

    I needed to do a test and asked to shake the Lord's hand in a friendly gesture as part of starting our talks, quickly releasing a way to dispel any magic that he might be. He blinked at me and didn't even perceive what had happened. I was correct. We - were in a puzzle. GODS BLAST IT!! I wondered if Grumble had a big enough explosive to get us out but, I was sure that wasn't happening even if he did have it. I left the area to explore the grounds after having some unique fish and bread that was rather filling and felt pleasantly full. Tathys looked rather unnerved by the meal, but put on a brave face and ate the meal provided by the Lord and Lady. The Lord and Lady had show us before the meal a statue, a painting of a pear tree, and their small orchard where there was stump remaining. I suspected it had to be a piece of the puzzle, but Wulfric was apparently ahead of me after discovering this skip-rope song the boy was skipping to:
    "’Whose?'   ‘His who is gone.’   ‘Who shall have it?’   ‘He who will come.’   ‘Where was the sun?'   ‘Just over the wall.’   ‘Where was the shadow?’   ‘From under the pear to the point’   ‘How was it stepped?'   ‘North by five and five and five and five and five and five, and east by five and five and five and north by five and five, and so under.’   ‘What shall we give for it?’   ‘All that is ours.’   ‘Why should we give it?’   ‘For the sake of the trust.'
    kopav 8
    kopav 9

    From what Wulfric was looking at with the statue, there was a paleness to his face. As if he, had remembered something regarding it. If I recall from reading he is from Ebonval; there was ties about Ebonvale and the song of unmaking being founded there. And finally, to Wizz's dismay, the cult of the balance. Most likely a perversion to what is truly called balance in the world. Or whatever world/plane/existence we are in. I met up with Grumbletick again and watched as he tried to go through the portal location where we came in at. He jumped forward only to reappear back into the same spot. In his frustration, and to my amusement as well as agreeance, shouted "Where the fuck are we?!" Following him out of the Villa's main living area, we went to the dock again where he whipped together a bomb with me silently praying to myself that it would get us out, only to see it disappear from existence. By the gods, this sucked. Grumbletick, I blame you for getting us stuck here. We had no choice to trudge forward in solving this. By this point the adrenaline and Koboldian Kolcaine had fully worn off me and I was severely feeling the drain.

    We ran a test on the Lord and Lady of the villa again only to discover they didn't even realize that the pear tree illusions me and Astraeus conjured up were imperceptible to them. They were completely oblivious to our true forms and the magics we used. Perplexing still. We searched for hours for a solution only to be led on by the servants of the villa and them dodging questions from us in regards to the garden/orchard area. This was the first area we had searched, but upon further examination of the painting and the Catechism we missed a small detail. Wulfric was almost correct initially, but we didn't take into account where the shadow was when the riddle was formed. With renewed vigor and adjusted calculations, we dug into the earth of the villa to discover a burried vaultdoor that Astraeus opens. Inside a corpse whose head was bashed in, putrified, next to a plaque that read:
    "Beneath still glass where ripples play,
    royal birthright awaits new day.
    Its northern depths, our secrets keep,
    Dive below, the prize does sleep.


    With some quick realizations, we head to the northend of the villa where the waters bordered, unlike the other water area were we came in at. Tathys dove into the lake and pulled up a chest. Old and showing no signs of rot or bloated wood, Wulfric quickly picks the lock open to show us treasures within. Each of us grab our respective treasures and within an instant of the final one being grabbed, the Lord, Lady, Percy, and their servants freeze. Their faces fracture, the world around us that we were in begins to shatter, the familiar dusky ember colors quickly surround us again, as I fear we are about to re-enter the Infinite Staircase. The fractures shatter as the dusky ember quickly shifts to colors of natural light. All of us, re-appearing in the Valley again. And my stomach now empty. I SHOULD HAVE ATE THE BUG!!!!!!
    ====End of Log ====




    S01E37:" It gazes back into you. "
    (Kopav Alliance: T2)


    Watcher: Selvos Artenon


    Lv10 Druid/Monk | Yar
    Lv8 Druid/cleric | Selvos Artenon
    Lv11 Paladin | Zarban
    Lv10 Artizard | Ned
    Lv10 Roguarian | Munster
    Lv8 Moondruid | Mira

    Location: Last Chance Hollow

    The Steelhawks regrouped at their international office in Last Chance Hollow, recovering from their previous encounter with the aberrations. While the team was eager to press forward, the weight of their mission—to locate the elusive Reaper’s hideout in the dangerous Waruka Valley—loomed heavily. Before embarking, Munster, the ever-unpredictable roguarian, insisted on one last visit to the Lucky Nugget Saloon. “One more dance,” he declared, though his confidence wavered when they arrived. In the saloon, the adventurers mingled with the staff, enjoying the atmosphere. Sunny Dei, a familiar face in town, approached the party, having heard whispers of their mission. She expressed her gratitude for their bravery, though her demeanor betrayed the strain of the past events haunting the town. Munster, despite his earlier resolve, shy-ed away from the dance floor, to the group's amusement. Meanwhile, Ned’s eccentric robot companion caused a scene by loudly berating a staff member, "whore", eliciting confused laughter. “That thing’s not getting laid anytime soon,” quipped Selvos. With Sunny wishing them luck, the Steelhawks left the saloon and headed north-west, their spirits lifted by the brief reprieve. Mira offered to polymorph into a larger form to carry the party, a gesture that was met with enthusiastic agreement. The day was sunny and pleasant as they traversed the rolling hills.

    Halfway into their journey, the team entered a narrow valley. Yar scouted ahead, while Munster climbed some of the nearby rocky hill, keeping watch from above, with both sensing an oddness in the terrain. Selvos, casting Detect Magic, was blinded by a sudden flash of light—a sign of potent magic distorting the area. Unable to identify its nature, the party pressed onward, wary of what lay ahead.

    Facing the past

    As the trails continues, the scenery shifted abruptly. Grassy slopes gave way to a dark, misty basin. The temperature dropped sharply, and an invasive psychic presence began to weigh on the minds of the party, particularly Mira, Selvos, and Yar. The oppressive atmosphere seemed to claw at their innermost thoughts. Munster wandered off to a nearby riverbank, muttering incoherently about cheese. It was as though he were caught in a vivid hallucination, lamenting the waste of some imaginary cheese.

    On the other side of the river, Ned succumbed to haunting memories of his past. Shouting “No..!!” he managed to disperse the vision but was visibly shaken. Resolute, Ned crossed the river to help Munster confront his own torment, snapping him out of the delusion. Meanwhile, Mira was struck by a vision of her own insecurities. Overwhelmed, she curled into herself, tears streaming as she faced feelings of inferiority. Selvos intervened, shoving and urging her to wake from the nightmare. Though shaken, Mira managed to break free with the encouragement of her comrades. Not long after, Selvos, too, succumbed to a psychic pull, reliving the destruction of his homeland by corruption. Guilt surged within him as he realized he had grown complacent in his current life, forgetting his mission to seek aid in the far east. However, the vision also brought clarity—this corruption was spreading faster than it should. With newfound resolve, Selvos snapped out of the trance, determined to see their mission through.

    Yar and Zarban approached the psychic pull with caution but were briefly ensnared in their own visions. They emerged from the ordeal more aware of their vulnerabilities and more determined than ever.

    Continuing forward to Waruka Valley

    Emerging from the mist, the Steelhawks were reminded of their mission and hurried onward. As night fell, they arrived at a deep gorge, only to be ambushed by aberrant creatures. Two towering Ettin Ceremorphs, alongside two floating Death Kisses attacked the party with their tentacles lashing out. Facing their aggression, Zarban held the line, his divine light illuminating the battlefield, while Mira called upon the forces of nature to strike at their foes. Ned used his artificer tools and sidekicks to disable one of the Death Kisses, while Munster darted in and out of the shadows, dealing decisive blows. Selvos’s druidic magic, followed by healing magic kept the team alive as the Ettin Ceremorphs’ devastating psionic blasts threatened to overwhelm them. Oddly, Yar was being cautious and took a more defensive maneuvers, suspect to be taking a poop in the bushes. It eventually ended with the creatures collapsing one after another, and the Steelhawks emerges victorious.

    Soon, the surroundings shifted once more. The party found themselves in a sunlit crossroads in the heart of the valley. Confused and disoriented, the Steelhawks paused to rest and reflect on the events of the day. The Steelhawks shared the lingering effects of their visions with one another, opening up about their pasts and vulnerabilities. The shared experience fostered a deeper bond among the group, solidifying their resolve to face whatever lay ahead. With their spirits renewed, they steeled themselves for the challenges to come, ready to confront the Reaper and whatever horrors awaited in Waruka Valley.




    S01E36:" Last Chance favors the prepared mind."
    (Kopav Alliance: T1)


    Watcher: Devni Silverkin


    Lv6 Rogue | Naelen
    Lv6 Rogue/Ranger/Cleric | Devni Silverkin
    Lv7 Rune Knight | Duck Test
    Lv5 Ranger | Vesten
    Lv4 Rogue | Tulsa Lana
    Lv4 Cleric | Thalor

    Incident Report, pursuant to Contract Group 17. Please refer to Contract 17-D15 and 17-D24

    Contractee: Sarah Mullaney, Director of Defense and Security
    Location: Last Chance Hollow
    Steelhawk Personnel Dispatched: Naelen Shadowstrike (Expedition Leader), Duck Test, Devni Silverkin, Vesten, Tuls Lana, Thalor
    Incident Description: Coordination among Steelhawk operatives in the field and Kopav authorities disrupted by the discovery of infiltration by hostile agents. Hostile agents neutralized. Incident Response: Group 17 Operations to proceed as planned. Extent of compromise by infiltrating agents unknown. Additional intelligence and counterintelligence assets requested.

    Summary:
    Significant assets in the form of specialist personnel and powerful artifacts are required in the Kopav Alliance to close the Far Realms Portal and end its deleterious effects on the region. Director Sarah Mullaney has contracted multiple Steelhawk squads (in addition to other local assets) to pursue matters relevant to collecting and deploying these assets.

    Our squad was called into a meeting by the Director to ensure that these various assets were properly coordinated before beginning the expedition. As representatives of the home office, we were present to observe and ensure that Steelhawk interests were preserved, but lacked the experience with the region, logistical expertise, or specialized magical knowledge necessary to contribute substantially to this mustering. It is to be hoped that Director Mulaney did not see this as a snub by Steelhawks proper, but rather as the natural consequence of having so many pieces on the board.

    The squad was briefed by the Director at the Bards and the Bees before the meeting began, and were released to our own devices in Last Chance Hollow. We briefly explored the settlement and inquired with the locals about conditions in the area and learned nothing to change our current assessment of the region: the portal has intense and far-reaching magical effects that render the region more unpredictable and dangerous, with particular threats emerging in the form of aberrant creatures that are typically hostile to any locals. The danger becomes more pronounced lower in the Waruka Valley, closer to the portal site.

    At the advice of Dusty Trails, the proprietor of the general store, several members of our squad visited Redwood and Sons, a local blacksmith, to procure enchanted weapons. Though the enchantments are largely minor in scope, they were still recommended when contending with aberrations. Thereafter, we proceeded to the scheduled meeting, at the Last Chance Saloon, where Allen “Buckshot” McTavish, the Director of Culture and Heritage, hosted the gathering. In attendance were Sarah Mullaney, Shiloh Tate, and Racquel MacFarlane. The points covered were as follows:
  • Assets required to properly close the Far Realms Portal include a powerful magical ritual called the Song of Unmaking, magical power sources of some kind called Echoes of the Primordial Chorus, musical instruments of sufficient magical power to perform the musical components of the ritual, skilled performers to play the instruments at the ritual site, which must take place very close to the portal itself.
  • The Song of Unmaking was acquired in an incomplete form by earlier Steelhawk ventures in the region, and Racquel MacFarlane, a local talent associated with the Cult of Balance had been recruited to complete it. At this meeting she stated that her work was nearly complete, and would be ready before the arrival of any expedition to the portal.
  • Echoes of the Primordial Chorus had also been acquired in sufficient quantity by previous Steelhawk efforts, and were ready to be deployed in a final mission to close the portal.

  • Director Mullaney emphasized that the last requirement for musical performers presented a special challenge, and that Steelhawks would likely have to provide the requisite personnel. Performers who are sufficiently trained to survive the dangerous journey through Waruka Valley and the hostile environment around the portal itself are rare.

    It might, in theory, be possible to carry less resilient or combat-ready musicians with us to the ritual, but no serious consideration was given to attempting to secure passage and a ritual site for such performers. Since specific intelligence regarding the dangers of the portal are largely not available, it would be prohibitively difficult to prepare such security measures.

    We were able to proceed no further before two members of our squad, Duck Test and Naelen Shadowstrike, noticed an irregularity in the behavior of one of the attendants at the meeting, apparently an employee of McTavish’s saloon. Upon being questioned, he successfully deflected attention, and Shiloh Tate continued to offer suggestions for planning the mission.

    Another member of our party, Thalor, interrupted once more to note that the attendants were paying more attention to the proceedings than seemed appropriate. They attempted once more to deflect attention, excusing themselves by saying that they are naturally interested since the future of the region affects everybody, but in so doing, begin to act and react oddly in concert, even sychronizing their speech in an odd way. Vesten addresses them bluntly, demanding further explanation, and their forms shiver as they drop magical disguises, revealing themselves to be monstrous aberrations, and combat ensues.

    The chaos did not favor our squad in combat, as we devolved into separate duels and skirmishes, constrained by the size of the space and the fact that hostiles initiated combat while dispersed among us. Tuls Lana was felled early in the fight, though he was soon brought up with some of my healing magic. Shiloh called on our relatively inexperienced squad to focus fire, as he took savage hits while pressed at close range.

    Duck Test responded by taking initiative and calling for attacks on the mass of tentacles, engaging it and attempting to hold it in place. Thalor was able to join in by sending his spiritual weapon, but the bulk of the squad, being ranged attackers, were unable to capitalize on Duck Test’s efforts, because he knocked the creature prone in the course of his engagement with it.

    With significant Assistance from Director Mullaney and Shiloh Tate, our squad did in the end dispatch the creatures. Thalor was able to cleanse the aberrant disease from our afflicted squad members, and Director McTavish was seen to by his own people. He seemed shaken, but received our recommendation that he vet his people more carefully before sensitive meetings with aplomb

    Director Mullaney commented that this sort of infiltration was a much subtler and more clearly directed form of activity than had previously been seen from the aberrations. All previous encounters were just random acts of savagery. An attempted infiltration, even a somewhat clumsy one, supported by deceptive magics, suggests a greater intelligence at work. She thanked the Steelhawks for their assistance, and disbursed some remuneration along with her thanks.

    Though she expressed some caution at needing to take into account an intelligence directing hostile actors and aberrations in the region, she also expressed relief that this infiltration had not been successful, leaving her sanguine about continuing with the plan outlined at the beginning of our meeting.

    Analysis and Recommendations:

    • Very notably, Racquel MacFarlane did not participate in combat once the melee erupted in the room. If this is because she is not combat-capable, that is a fact worth noting. If she’s to accompany the expedition to the Portal, this lack of competence could make her a liability. If she was merely unwilling to spend her magic in combat against this threat, that indicates that she may not be aligned with Steelhawk-Kopav interests in this matter. It behooves us to watch her for any sign of malfeasance.
    • Even in the absence of malfeasance, MacFarlane represents a single point of failure in a large and very significant operation. If she’s our only asset capable of completing the Song of Unmaking, then any error on her part could be devastating. We should seek out an expert capable of verifying her work, and if none is available, be ready to abort the mission and extract personnel if her ritual does not perform as she has assured us it would.
    • I believe that Director Mullaney is too confident in her intelligence and counterintelligence posture here. She blithely asserted this is the first such infiltration by the aberrations, but it should be the default to assume this is merely the first we’ve detected. If an intelligence directing the aberrations is preparing to counter our efforts, then we should assume that previous communications and preparations may have been compromised. While this may not change our grand strategy, it is still worth taking into account.
    • Furthermore, I believe that Director Mullaney is too sanguine about having interrupted this particular infiltration. During combat several of the aberrations exhibited the use of mind-affecting magics. It’s not too much to assume that creatures with access to such magic may have access to telepathic communication or remote sensing. Even our most recent preparations may now have been exposed to the enemy.
    • On a note of lesser significance, Shiloh Tate was correct to chastise this squad over its lack of coherent tactical posture. Steelhawks should be better unified in combat, even against a surprise assailant. No specific failure beyond inexperience suggests itself to me here. Duck Test made a reasonable effort to serve as the eye of the storm and redirect our attention, and Thalor made a brave stand trying to hold the line with Shiloh Tate to keep the room from devolving into further chaos. More joint training, or a more robust tactical playbook discussed in advance of deployment on missions may be sufficient to avoid the shortfalls Tate noticed.





    S01E35:" Twists and turns (in real time)."
    (Kopav Alliance: T2)


    Watcher: Tik-Chaa


    Lv8 Cleric | Eryndor Nightshade
    Lv8 Ranger | Tik-Chaa
    Lv10 Druid | Adiphos
    Lv10 Sorcerer/Druid/Cleric | Cindella
    Lv9 Barbarian | Bardock
    Lv8 Artizard | ned crotic

    Location: The Voiceless Waste, Kopav Alliance

    Starting Where Chaos Left Off
    We found ourselves deep in Kragoth the Stonebound’s Domain, the underground railroad of doom or whatever they call it. Kragoth introduced us to The Chalice, a walking swarm of bad vibes and secrets. Average height, undead, and surrounded by bugs that masked his face like some weird horror novel cover.

    Cindella, our “pacifist,” looked ready to fight him. I mean, she’s all about peace, love, and not setting people on fire—but she gave me some serious “let’s end this guy” energy. Maybe it’s because The Chalice casually dropped his plan: controlling the rift instead of closing it. Brilliant. Totally not dangerous at all. I could almost hear the rift laughing at us.

    We tried reasoning with him, even offering to work with the Kopav Alliance. But nope. The Chalice said the Alliance would just kill him outright because of his, uh, extensive criminal record. Fair point, honestly. Then, after some back-and-forth and ominous muttering, he handed us one-half of a sending stone and told us to call him when we’re “ready.” Whatever that means.

    Train Ride to Last Chance Hollow
    With no more Chalice drama (for now), we hopped on the train to Last Chance Hollow. Nice place, honestly. Urban but wild—my kind of vibe. Larry and Moe seemed to like it too. We checked in with the local Steelhawk rep, Shiloh Tate, aka “The Heartbreak Kid.” He’s a rabbit man, which honestly, is pretty cool.

    Shiloh asked us for updates, so we filled him in on The Chalice and his “control the rift” plan. Shiloh suggested we chat with Sarah Mulaney, Director of Security and Defense for the Kopav Alliance. Good call. He also advised us to maybe not lead with the part about The Chalice.

    Shopping and Singing Problems
    Before heading out, we hit the Dusty Trails General Store for supplies. After a bit of shopping, we started south, and that’s when things got weird. Some of us (Cindella and Ned) got hit with this strange humming song that froze them in place. Adiphos couldn’t hear it, so he was fine, but the rest of us? Stuck with two stunned teammates. Naturally, I sent Moe and Curly to yell at them—because why not? Surprisingly, it worked! Ned and Cindella snapped out of it, and we chalked the whole thing up to the rift throwing a tantrum. Typical.

    The Bards and the Bees
    Our next stop was a charming tavern called The Bards and the Bees, run by a woman named Sunny Dei. Nice spot—good food, good drinks, and apparently a family of very attractive sisters named Tra’nala who specialize in showing people a “Good Time.” Don’t ask me what that means; I’m just here to drink and keep my apes alive.

    But, of course, peace didn’t last.

    A Swirl of Darkness
    The room changed suddenly—darkness, swirling fog, and creepy creatures everywhere. Before I knew it, we were under attack. These things were nasty, and they went straight for my companions. Curly and Harry fell during the fight, which really pissed off their brothers, Larry and Moe. The two of them went berserk, tearing into the creatures with a vengeance.

    The rest of the party fought hard, and we managed to kill all the attackers. As the last creature fell, the room faded back to normal—but it wasn’t a dream. Curly and Harry were still dead, lying on the table where I’d left them.

    Enter Sarah Mulaney
    Before we had time to process, a woman in fancy clothes strode into the room. It was Sarah Mulaney, just as Shiloh had suggested. Her timing was impeccable—if only she’d shown up five minutes earlier.

    Final Thoughts
    This mission was a rollercoaster. The Chalice gave us more questions than answers, the rift is getting weirder, and I lost two of my best companions. I don’t know what’s coming next, but one thing’s for sure: this isn’t over. Moe and Larry will keep fighting, and so will I.

    Mission Status: Complete
    Casualties: Curly and Harry (They are back already)
    New Challenges: Figuring out Sarah Mulaney’s deal, dealing with The Chalice, and not losing what’s left of my sanity.




    S01E34:"A new adventure and a deep sense of homecoming."
    (Kopav Alliance: T3)


    Watcher: Jimothy


    Lv12 Cleric | Hollow
    Lv13 Sorcerer/Warlock | Jimothy
    Lv15 Fighter | Talon
    Lv15 Paladin | Tytharion
    Lv14 Rogue/Ranger | Alexei
    Lv12 Sorcerer/Warlock | Salune

    Mission Overview:
    Ah, the Voiceless Waste—a charming little slice of nowhere where the shadows whisper sweet nothings in your ear, and everything feels like it’s been dipped in existential dread. We kicked things off with the Ankle Shankers, a fine goblin clan led by Chief Naklanan, whose breakfast spread was unexpectedly delightful. I made sure to let them know their goblins at the Steelhawks have been doing great. Morale boost for everyone! Things were lovely—until a goblin came screaming from a cliff, shouting, "It’s coming!" That’s when a giant scorpion appeared, casually strolling into the camp. No one attacked it, so naturally, we all just watched like the confused bystanders we were.

    Enter Thane Shadowbinder:
    The scorpion decided to one-up the weirdness by turning into a humanoid man. This was Thane Shadowbinder. He chatted with the Chief in goblin before turning to us. Tytharion knew the name—apparently, Thane was an old Warlock who ventured into the Voiceless Waste seeking power and made a pact with whatever eldritch horror rules the place. He’s now some kind of emissary, or as I like to think of him, the Waste’s Customer Service Representative.

    Thane hit us with ominous warnings about the state of the world:
    The Far Realms' energy is seeping into ours, and the Voiceless Waste is especially vulnerable to its corruption.
    The portal in the Waruka Valley is a festering wound that could destroy the balance of existence if left unchecked.
    The Primordial Chorus fragments we hold are powerful beyond comprehension, and mishandling them could birth chaos anew.
    Then he gave us the heads-up about The Chalice, leader of the Reapers of the Abyss:
    Once a Champion of Balance, they’ve fallen into a twisted faith.
    Dealing with them will cost more than we’re willing to give.
    After some cryptic advice, Thane cast a spell, and the shadows around us swirled, leaving us with a boon from the Voiceless Waste. Creepy whispers filled my head—not that I’m a stranger to whispers, but it’s weird being on the receiving end. Still, a boon’s a boon.

    Bethel’s Bastion:
    We made our way to Bethel’s Bastion, where we planned to catch a train toward the Kopav Alliance. Upon arrival, the sky was pulling its best impression of an abstract painting—swirls of color and movement that made me question my own sanity (and I’m someone who hears whispers regularly). As we headed into town, we were rudely interrupted by ugly-ass creatures clawing their way out of the ground and cliffs. These weren’t your average pests—one was large and intimidating, while two smaller (but still unnervingly big) insectoid aberrations joined in the fun.

    The fight was rough, but we held our ground. Tytharion banished one of the creatures back to its home plane, proving he’s the “send it home” guy when things get dicey. The rest of us worked together to take down the remaining threats. They were no match for the Steelhawks’ might (and my incredible commentary, of course).

    After dispatching the beasts, we met up with Dr. Jasper Hobart and some of the townsfolk. We gave them the rundown of what we’d encountered, and they informed us the train we needed was leaving in about an hour. Naturally, everyone decided to go shopping for goodies while I, ever the broke old man, loitered and pondered the futility of wealth inequality. Someday, I’ll be the one buying shiny things. Until then, I’ll just keep the team alive and make witty remarks.

    Kragoth’s Domain:
    The train ride into Kragoth’s Domain was short, and Kragoth was waiting for us expectantly. He wanted one of the Primordial Chorus fragments we’d been carrying, as per our agreement. Being the honorable (and not particularly stupid) folks we are, we handed it over. He seemed pleased, but he had another surprise for us.

    He mentioned that someone else had been traveling through his domain, someone who knew a great deal about our situation. When this “someone” walked around the corner, I felt a chill. At first, I didn’t recognize him, but then it hit me like a Mind Sliver to the skull—it was The Chalice. Yep, the same person Thane warned us about.




    S01E33: "Like a vein of water. "
    (Kopav Alliance: T2)


    Watcher: Hollow


    Lv8 Barbarian/Fighter | Mr Critical Jr
    Lv10 Cleric | Hollow
    Lv10 Paladin | Fang
    Lv9 Cleric | Oryn
    Lv8 Sorcerer | Aether
    Lv8 Paladin | Reinhard Van Astrea

    The adventurers consisting of Hollow, Aether, Fang, Reinhard van astrea, Mr critical jr and oryn arrived at the Elemental King's Castle, home of Kolag, the Reaper of the Hollow Earth. Their objective was to find the "Echoes of the Primordial Chorus," a mysterious and potentially powerful force hidden within the castle. Upon arrival, the party faced a decision regarding the best path to take: one option involved flying or jumping to a distant balcony, but not all members of the party could fly. As a result, the group chose to take a cave path to the right, which seemed the safest option for everyone.

    Exploring the Cave:

    As they traversed the cave, the party noticed crystalline stalactites that seemed to pierce out from the stone like it sprouted from within that emitted distorted, reverberating echoes. These crystals appeared to be part of a larger harmonic system, with their vibrations seemingly interacting with the surrounding environment in unusual ways.

    Interaction with the Crystalline Stalagmites:

    Hollow, one of the adventurers, approached one of the crystals by flying up to it using steps of night and touched it. Upon contact, he heard a distinct musical tone emanating from the crystal. The energy within the crystal seemed to focus on the point where Hollow had made contact, hinting at a reactive energy source within the structure of the crystals. Hollow continued experimenting, tapping the crystal lightly. This action triggered the emergence of a stone humanoid figure from the crystal, which did not seem to be hostile but instead simply reacted to the tone produced by the crystal.
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    The stone creature caused Hollow to accidentally bumped into a second stalactite . The tone from this crystal made the stone humanoid wince, further confirming that the stone figures were sensitive to the vibrations and sounds created by the crystals maybe the was a key here to helping the part get into the castle. The stone figure even tried to clear its throat, producing a sound that resembled rocks smashing together, although it remained non-aggressive.

    Understanding the Echoes and Harmonic Vibrations:

    Oryn, another party member, theorized that the echoes in the cave were distorted in such a way that the natural vibrations of the environment were being suppressed or altered. He postulated that multiple factors, including sound interference and vibrations, were muting the natural frequencies of the cave. This led the adventurers to an important discovery: by touching the stalactites and humming a particular melody, the party could render themselves invisible to the elemental senses within the cave.

    Fang attempted to replicate the hum on his lute, and Hollow used Thaumaturgy to amplify the sound. Others simply hummed the tune, With their plan in motion, the party carefully ascended the stairs, narrowly avoiding detection by elemental beings scattered along the staircase.

    Main Hall and Its Perils:

    Upon reaching the main hall, the adventurers encountered an energy field emanating from the polished stone walls. This energy field caused some of the party members to lose the ability to act, rendering them temporarily immobilized. The party’s ability to cast spells was also hindered by the field. In an attempt to alleviate the effect, the adventurers cast Dispel Magic, which temporarily removed the hindrance but did not resolve the underlying issue. The energy within the hall posed a significant danger, and the adventurers needed to proceed with caution.
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    The Crystal Humanoids and Further Exploration:

    As they ascended the stairs, Hollow began to hear a distinct sound that was different from the usual echoes. Following the sound, the adventurers came upon a large crystal humanoid figure. Hollow's observation confirmed that this figure was one of the sources of the unique hum he had heard. As the party entered the room, they found that the rest of the group could also hear the hum, confirming Hollow’s initial perception.

    Fang noticed that this large crystal statue was optimized to emit the same tone that had resonated when Reinhard first interacted with a crystal earlier in their journey. Fang attempted to reproduce the sound by flicking the statue, but nothing happened. Continuing their exploration, the party discovered another, smaller crystal humanoid figure nearby. This time, they also found another inscription in Primordial, which read: “Find the heart.” The meaning of this inscription was unclear but seemed important to understanding the puzzle they were unraveling.

    Mirror and Throne Room Discovery:

    In the same area, the party found a mirror that showed the image of a stone humanoid, which sent a chill down the adventurers’ spines. The significance of the mirror and the figure it depicted was none other that the earth king himself kolag fortunately for the heroes kolag didnt seem to see them or notice them, maybe he couldnt for now because of the notes they were playing from the stalagitites

    Additionally, the adventurers found a side room that contained a throne and, notably, a tuning fork. Fang took the tuning fork, suspecting that it might be important for unlocking the mysteries of the castle. On the wall, they discovered a depiction of five statues, each corresponding to one of the crystals. The statues appeared to be part of a puzzle, indicating the order in which the crystals needed to be interacted with.
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    The Fifth Room and the Sixth Statue:

    In the fifth room, an inscription confirmed that there was a hidden sixth statue behind a polished stone wall. The inscription further explained that the five statues needed to be activated in a specific order. As the adventurers followed this order, they triggered a series of sounds, with the unmistakable sound of rocks dragging across stone echoing through the halls.

    As the correct sequence was completed, the polished stone wall opened, revealing the hidden sixth statue. Alongside it, a cluster of crystals was exposed, and the resonating vibrations from these crystals created a sound reminiscent of the primordial chorus the adventurers had been seeking. This was a significant discovery, suggesting that the crystals were tied to the ancient, primal forces within the castle.

    Risks and Wise Decisions:

    The adventurers quickly realized that disturbing too many of the larger crystals could have disastrous consequences. They considered the possibility that taking too many of the crystals or interacting with the larger ones might create a disturbance, alerting the elemental guardians to their presence. After careful deliberation, they decided to take only a few crystals, understanding that a disturbance could have irreversible consequences. The party wisely chose to proceed with caution, aware that their actions could disrupt the balance of the elemental forces that governed the castle. Taking a handful of smaller crystals they quickly made the way back from where they came back with their mission accomplished.
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    S01E32:" As long as the heart beats, as long as the flesh quivers."
    (Kopav Alliance: T3)


    Watcher: Thytarion


    Lv13 Sorcerer/Warlock | Jimothy
    Lv14 Paladin | Tytharion
    Lv15 Fighter | Talon
    Lv15 Wizard | Blade
    Lv14 Paladin | Malcom
    Lv13 Barderer | Tydus

    We began our journey in a dark, cave-like tunnel, an eerie sound echoing through the air—strange and unsettling. The path ahead led us from featureless natural stone into a stretch of tunnel that seemed more deliberately paved. As we walked, we noticed the walls were covered in strange, unfamiliar scripts—lines and symbols etched deeply into the rock. At first glance, they appeared to be names, some roughly carved, others more meticulously inscribed.

    As we continued down the tunnel, the names stretched on endlessly, an unnerving procession that felt like a tribute to the lost and forgotten. It was as though these names represented people who had disappeared over time, their identities swallowed by the darkness, and we couldn't shake the feeling that if we stayed too long, our own names might eventually join them—inscribed on the wall, forgotten by time. The weight of it all was oppressive, and the atmosphere turned heavy with despair.

    Jimothy, despite the haunting presence of the names, began to read them aloud as we walked. His voice echoed down the tunnel, only adding to the eerie feeling. Then we reached a section of the tunnel where the wall was completely blank. No names, no markings—just emptiness. We investigated, but couldn't find anything that explained the stark difference. However, the absence of names felt somehow worse than the endless list behind us. The void was suffocating, and as we walked past, an overwhelming sense of loss washed over us. It was as if the blank wall had swallowed the names of those who had gone, and we were left with nothing but an abyss of despair.

    Blade was the first to pass the blank wall, and as he moved forward, he collapsed to his knees, overcome by an unbearable sorrow. Jimothy shrugged it off and continued past without issue, but when Fang tried to pass, he too fell to his knees, stricken by grief. One by one, we tried, but only Jimothy seemed able to walk through unscathed. The rest of us were crippled by the sorrow that clung to the air.

    We spent what felt like hours trying to figure out what was keeping us from moving forward, until, finally, a realization dawned on us. We began reading the names aloud from the walls, and with each name spoken, we could move forward. One by one, we uttered the names—until we were finally able to cross.

    As we descended deeper, the cramped corridors opened up, and we could hear the wind stirring far below. Suddenly, the tunnel behind us collapsed with a deafening roar. We barely made it out in time, the debris and dust flying through the air. And then, out of the walls, emerged three terrifying creatures. They looked like twisted, stone-bound wraiths—spectral figures with cracked, twisted faces and limbs lined with fault lines. The space was cramped, and the fight that followed was brutal. But after a fierce struggle, we managed to bring the creatures down.

    We moved on, descending a spiral stone path until we came upon a pool of water surrounded by skeletal remains. The air was thick with despair, and a suffocating sense of guilt settled over us. The pool reflected more than just our images—it seemed to reflect our deepest regrets. When I peered into the water, I was overwhelmed by a flood of memories—failures, missed opportunities, moments of loss. I was trapped in the sorrow of it all.

    Talon and Titus, too, were affected, staring into the pool and succumbing to its pull. We learned that this was the **Reflection Pool of Regret**, an artifact designed to trap people in their own sorrow and prevent them from moving forward. We debated whether to dive into the pool, unsure of what it might hold. Malcolm, ever the optimist, gave a heartfelt speech about how much he loved us and how he was willing to jump in. But before he could, Jimothy and I, unable to resist the pull, dove in without hesitation.

    The moment I submerged, I was consumed by vivid visions—scenes of regret that played over and over in my mind. I found myself back in my parent's house, a young man again. My parents were yelling at me, disappointed in me. My father’s harsh words stung, my mother’s tears were a bitter reminder of my failures. Then, the scene shifted, and I was with Brandi, the love of my life. My heart swelled with joy, and we held hands, gazing into each other’s eyes. But soon, the scene shifted again, and I was back with my parents. My father, stern and unyielding, told me I had to choose my family over Brandi. Burdened by his expectations, I walked away from her—my love, my heart’s desire. I chose responsibility over my own happiness.

    The scene kept looping, playing over and over, tormenting me with the decision I’d made. It drove me to the brink of madness. But then, in a moment of clarity, I realized something: I didn’t have to carry the guilt anymore. I had been young and naive, torn between love and duty. What happened to Brandi after was beyond my control. It wasn’t my fault. I had let go of my guilt.

    And just like that, I was pulled out of the vision. The weight of the sorrow lifted, and I found myself standing outside the pool, free from the grip of regret. The ground beneath us began to tremble, and the earth parted, revealing a vast palace fortress, its gates wide open.

    Before we left, we discovered the remains of those who had succumbed to the pool's grip—trapped by their own memories and regrets until they starved to death. It was a sobering reminder of how powerful the pull of the past can be. But we were free now, and with that freedom, we stepped forward into whatever lay ahead.




    S01E31: "Which move to bear you witness."
    (Kopav Alliance: T2)


    Watcher: Korn


    Lv10 Barbarian Fighter Ranger | Thunderfooot
    Lv10 Cleric | Korn
    Lv10 Sorclock | Salune
    Lv10 Sorcerer/Warlock | Pickles
    Lv8 Barbarian | Neririeth
    Lv8 Waradin | Aenig

    Location: Voiceless Waste, Kopav Alliance

    To Whom It May Concern,

    This report outlines our journey into Kohlag’s Domain, a venture that took us far deeper into the earth than any known maps. Guided by the goblins of the Ankle Shanker Tribe, led by Chief Naklanan, we traversed a labyrinth of tunnels used by the goblins to navigate their lands and avoid the desert sun. Their knowledge of the path was invaluable, and for that, I extend my thanks to Chief Naklanan, who warned us we’d need all the luck we could get.

    Descent and Initial Observations:

    Our descent into Kohlag’s Domain began with winding passages that alternated in width and depth. Salune, one of our party, noted a strong smell of rust in the air—a strange observation, but one that seemed worth remembering as we continued. The goblin-dug tunnels soon gave way to more natural caverns, indicating we were moving beyond any previously mapped or inhabited regions.

    After roughly an hour, the tunnels grew stranger still. While we encountered small creatures like scorpions—expected in such a place—the lack of other life felt increasingly ominous. Old pickaxes and remnants left by the goblins marked our path as we continued, descending further into territory that even our goblin allies had not explored.

    The Mushroom Ambush:

    About two hours into the descent, Thunderfoot took a proactive step by summoning an owl to scout ahead, but the creature vanished unexpectedly. We moved forward to investigate and were met with an ambush, not from any beast or traditional enemy, but from a series of hostile mushroom creatures.

    One of these fungi emitted a blinding strobe of light, temporarily taking away my sight and that of others. Another large fungal creature peeled itself from the wall, releasing spores in an attempt to charm us, while two invisible mushroom forms attacked with paralyzing spores. The fight was difficult and disorienting, but we managed to overcome these strange creatures and pressed forward. This encounter hinted that our path would only grow stranger and more perilous.

    Specters and Undead Elementals:

    After dispatching the mushroom creatures, we heard what sounded like faint tinkering or mining up ahead. As we moved toward the sound, we spotted the specter of what appeared to be a miner, his face bearing an expression of profound sorrow. Suddenly, my mind filled with memories that were not my own—visions of endless digging, of hopelessness and abandonment. I felt trapped in the spirit’s torment until the vision lifted, leaving me shaken.

    Thunderfoot, who moved closer to investigate, was grabbed by an unexpected foe: a strange, undead earth elemental. I had never seen an elemental in such a state; their connection to life and natural order made the very concept of an undead elemental deeply unsettling. Yet here it was, corrupted and driven to violence. Whatever forces are at work in Kohlag’s Domain, they seem capable of twisting even the most fundamental beings.

    Conclusion:

    We managed to fend off these corrupted stone elementals, but the experience has left me wary. We continue our descent into Kohlag’s Domain, aware now that this place holds not just dangers but strange and unnatural forces we don’t yet understand.

    I will leave this report as a record of our journey thus far, should anything happen to us before we reach our objective. The next party to venture here would be wise to prepare themselves for the unknown, as this place defies any natural order we have encountered before.

    --Korin



    S01E30: "Dreamers, shapers, singers, and makers."
    (Kopav Alliance: T2)


    Watcher: Zarban


    Lv9 Cleric | Korin
    Lv10 Paladin | Zarban
    Lv10 Artificer/Paladin/Sorcerer/Cleric | Jig
    Lv10 Rogue | Geter
    Lv11 Sorcerer/Warlock/Cleric | Sheridan Shenanigan
    Lv8 Bonk | George


    We start our adventure in the town of Bethel's Bastion during early to mid morning and make our way to Dr.Jasper Hobarts office as we make our way to the office the party decides to go to the magic item shop .

    As we walk in to the office we meet our new contact Thistlebloom Thorntongue she informs us She hails from The Ankle Shanker Tribe and She answers our questions about sneaking into her camp and she mentioned something about Thane Shadowbinder and Evelyn Darkweaver.

    She informs us her Chief probably knows more than they have let on she also informs us about things her people need like Stories/songs/entertainment/food(especially exotic) water or water sources

    The party decides to all chip in to buying the Tribe and care package

    The team sets out in the desert after traveling for awhile the team runs into a small pack of strange little green creatures and they invite us to there camp to meet with chieftain Naklanan

    We spoke with the chieftain exchanging stories and having a feast then all of a sudden the team and the strange little green creatures get ambushed by a group of Yuan ti
    The team and strange green creatures fight couragesly and defeat the yuan ti and regroup with the strange green creatures which I'm now being told are called Goblins This has been Zarban tune in next time for another exciting adventure in.
    THE KOPAV ALLIANCE.




    S01E29:" Romantic, Nostalgiac, and Hopeful. "
    (Kopav Alliance: T2)


    Watcher: Gwendolyn-Mitore


    Lv8 Sorcerer/Cleric/Druid | Cindella
    Lv11 Warlock | Gwendolyn-Mitore
    Lv10 Barbarian/Monk | Caskin
    Lv8 Paladin | Fang
    Lv8 Warlock | Pickles
    Lv8 Rogue | Geter


    We met with Raquel McFarlane, who informed us about our mission to discover the echoes of the primordial Chorus. We boarded a train to Nephilim's Reach, where an unsettling ticket collector, appearing neither fully alive nor undead, raised immediate concern among us.

    As the train journey progressed, strange occurrences began: flickering lights and vibrations intensified. Fang attempted to use his Channel Divinity, but it had no effect on the enigmatic collector. When Fang tried to use his Amulet of the Devout, it passed through the figure, causing him to recoil in shock. Suddenly, Fang was struck by a wave of dread, accompanied by the sight of fluttering, torn pages. Among them, he deciphered a ritual aimed at siphoning power from the primordial nexus to strengthen the wyrd.

    The collector vanished, replaced by aggressive spirit-like creatures known as Reapers. After a fierce battle, we found that the remnants of the spectral figure seemed frightened and confused.

    Upon entering Railway 6, we saw shadowy figures collecting rocks and troglodytes maintaining the tracks. The conductors generously provided food and supplies, demonstrating the success of the alliance with the troglodytes.

    Kragoth, the Stone Bond, emerged to oversee his followers and acknowledged us by our gear. He revealed that we sought a fragment of the world's life, a melding of elemental forces, to gain significant power. He mentioned Kolag, the Shaper of Hallowed Earth, as a being of immense strength.

    Kragoth agreed to aid us in our quest, but requested the purest crystal as his price. He warned us that beyond the Carven of Sorrow lies the path to Kolag, who is haunted by a fallen earth elemental.





    S01E28:"And Miles to Go"
    (Kopav Alliance: T2)


    Watcher: Jimothy Jones


    Lv9 Sorcerer/Warlock | Jimothy Jones
    Lv10 Barbarian/Monk | Caskin
    Lv10 Monk/Cleric | Blerc
    Lv10 Fighter | Talon
    Lv8 Druid/Barbarian | Dewdrop Sharptail
    Lv7 Sorcerer/Warlock | Ellyond

    Upon our triumphant return to Ebonvale, the first order of business is... shopping, of course! Nothing heals the wounds of eldritch horrors and angry banshees like a bit of retail therapy. After grabbing a few new wares, a couple of us find ourselves seated at the outdoor bar, the Luck of the Draw Saloon—charming place, if you're into the whole "undead bartender" aesthetic. Honestly, the guy's been dead for a while, but hey, he's a good conversationalist, so who's counting?

    After some drinks and small talk, Caskin gets all suspicious (as usual) and asks the bartender how long he’s been in town. Turns out, the guy’s been there long enough to grow roots... or whatever the undead equivalent is. With a little bit of gold persuasion, we get the scoop—apparently, eyes are on us. People think we found something valuable (which we absolutely did). Word travels fast in Ebonvale, especially if you’re as fabulous as us.

    Before we can order another round, Sheriff Doomy McDoomface walks in, looking serious as ever. He basically confirms the bartender’s story—other parties are interested in us. Because, of course, we’re famous now. Caskin, being the brave, reckless, "tactical genius" he is, suggests we go introduce ourselves to these mysterious parties. And by "introduce," I mean walk into an ambush like we own the place. Why not? Ambushes are practically a pastime at this point.

    Blerc and I—being the more scholarly members of the group—plan to hit the Nephilim's Reach Library later to dig up some knowledge. But first, we’ve got to make it through "Ambush O’Clock" at the docks. Off we go, with no coherent strategy, as usual. We reach the docks, greeted by the delightful aroma of fish guts, and immediately, the group scatters in every possible direction. Coordination, people. Ever heard of it?

    Then—BAM—out of nowhere, an ANGRY BONES skeletal mage materializes right in front of me. It was almost like it knew I had plans to NOT get my face melted today. First thing it does? Blinds Blerc. Typical. I rush in like the hero I am and slap a Tattoo of Lesser Restoration on him. Not my finest moment, though, because all I managed to do was stop the blindness and start the drooling. You win some, you lose some.

    Talon, as expected, charges in with his flaming greatsword and starts hacking away at the skeleton. Meanwhile, Dewdrop is casually wandering off, probably wondering what the ocean smells like, while Caskin takes a pretty nasty hit but shrugs it off because, well, it’s Caskin. Suddenly, the skeletal mage lets out the most godawful toxic gas cloud I’ve ever had the misfortune of smelling. And I’ve been around for eighty years, so I know bad smells.

    Naturally, I dart out of the cloud like I’m running from my responsibilities, while Elleyond saves the day with a Dispel Magic. Crisis averted, Talon takes one final swing and obliterates the skeleton. Bones scattered, evil thwarted, we take a breather. Then, Caskin finds a note tucked into his pocket, and I have to admit, this is where things get interesting. It’s an invitation—an actual, honest-to-the-gods invitation to The Warbler Theater to see an opera called The Charm. Do I love a good opera? Absolutely. So we head back to the bar, where we learn that this theater is exclusive, and you don’t get in without one of these invitations. We decide to gear up, get fancy, and attend the show. After all, nothing says "post-skeletal-mage-fight" like dressing up for the theater.

    We arrive at The Warbler Theater, greeted by a slick-haired human fellow in a fine suit who takes our invitation and ushers us inside. Once inside, we meet Raquel MacFarland an intriguing woman with an aura of mystery. She knows we’ve got the Song of Unmaking (even though we deny it to her face). Honestly, she seems more interested in playing the long game with us. Blerc asks her about the Primordial Chorus, and she name-drops Kragoth the Stonebound, an elemental beneath a mountain, and suggests we seek him out.

    The real twist comes when Raquel offers a deal: she can help us complete the Song of Unmaking, but only if she gets control of it afterward. She’s all about the greater good and claims that the Song should be destroyed after our mission. She even promises to show us how to destroy it. Seems straightforward enough—except for the part where she wants to be the one calling the shots. I tried to read her mind (as one does), but I was met with a wall of mental fortitude. This woman is no pushover, I’ll give her that.

    Caskin asks the obvious question: What does she want from us now? Raquel insists her actions aren’t about good or evil but rather about balance and order. She wants to ensure that the Song doesn’t fall into the wrong hands—who those are, well, that’s a conversation for another day.

    Just when I think things can’t get more dramatic, Alistair, Raquel’s equally suave husband, walks in with our friend slick-haired-guy carrying drinks. They raise a toast to our "collaboration" with the Steelhawks and the Kopav Alliance. Seems we’re now in business with them—whether we like it or not.

    For now, we’re heading back to Steelhawk HQ to present Raquel’s proposition to the higher-ups and see what they think. But I’m just happy I got to enjoy an evening at the theater.


    End Report.




    S01E27:"The Conservatory: Apotheosis"
    (Kopav Alliance: T3)


    Watcher: Kaivalya


    Lvl15 Wizard/Cleric | Isabel Arcanum
    Lvl13 Rogue/Bard | Kaivalya
    Lvl15 Wizard | Shuden
    Lvl13 Paladin Tytharion
    Lvl13 Rogue/ Ranger | Alexei
    Lvl12 Sorc/Cleric/Druid/Bard | Barber Ian

    Overview:
    This report outlines the events of the final encounter within the Silver Spurs Conservatory, where we faced LiRien and her summoned minions. Our objective was to recover the Song of Unmaking and neutralize the necromantic threats lurking in the conservatory. The following account describes the challenges we faced, beginning with a puzzle and culminating in the first phase of the battle.

    The Hallway of Shadows:
    Our initial obstacle was a hallway cloaked in magical darkness. Shuden quickly dispelled this shadow, allowing us to proceed toward the door at the end of the hall. The door was marked with Abyssal inscriptions intertwined with musical notation, forming a puzzle that required careful interpretation.
    The riddle inscribed on the door was as follows:
    "To pass to the heart of the Wildsong's lament,
    One must echo the harmony she once did present.
    Each note in its place, a key to unlock.
    Then follows the silence, as if to make mock.
    Last, rhythm of sea must be heard in the night,
    For only in darkness shall you see the light."

    After analyzing the inscription, we determined that the Abyssal script corresponded to musical scales. We needed to play a sequence of notes in a specific order, with a critical pause between them. However, it was not until we extinguished all light sources and performed the sequence in darkness that the door opened, allowing us to move forward.

    Entry and Activation of the Glyph:
    As we entered the chamber beyond, a hidden glyph activated, releasing an enchantment of despair. The spell affected each of us, clouding our minds with hopelessness and severely hampering our ability to fight effectively. The room itself was large, with an oppressive atmosphere that signaled the presence of something far more dangerous than we had yet encountered. We braced ourselves for an incoming threat, still struggling under the weight of the despair spell.

    Emerging from the far side of the chamber, a hulking flesh golem made its presence known. The creature, a grotesque amalgamation of decaying bodies, wasted no time in unleashing a spray of highly corrosive acid that filled the air. The acid caused extensive damage to both our armor and our skin, particularly affecting Alexei, whose gunmetal gear began to melt under the onslaught. Despite the ongoing effects of despair, I acted quickly to dispel the enchantment, freeing the team from its grip. With our clarity restored, we immediately focused on the golem. Tytharion, empowered by divine magic, engaged the creature in close combat, striking at its vulnerable spots. Shuden assisted by casting protective wards and delivering precision strikes at the golem's weakened joints. Meanwhile, Alexei maintained his distance and continued to fire upon the golem, despite the damage to his gear. Ian, constantly on alert, provided healing where needed, allowing us to recover from the golem's acidic attacks and remain in the fight.

    LiRien's Entrance and the Hollowborn:
    Just as we were gaining the upper hand against the flesh golem, LiRien herself entered the chamber. Though not yet showing the signs of her lich transformation, her presence was unmistakably tied to the dark energies permeating the conservatory. With a few words of dark incantation, she summoned two additional creatures—Hollowborn, corporeal undead warriors with acidic weapons and malevolent intent. LiRien immediately began casting necromantic spells, hurling dark energy toward us with deadly precision. Recognizing the threat she posed, I directed my attention toward her, unleashing a series of spells designed to disrupt her defenses. Shuden and I coordinated our counterspells, preventing LiRien from completing her more powerful necromantic incantations. While we engaged LiRien directly, Tytharion and Alexei focused on finishing off the flesh golem. Tytharion's divine strikes tore through the creature's decaying flesh, while Alexei provided covering fire, picking off the Hollowborn who attempted to close in on us. Ian, as always, was essential in keeping the group alive, ensuring that the injuries inflicted by the acid and necromantic energy were swiftly healed.

    Combat Strategy and the Shift in Battle:
    LiRien, though powerful, struggled to maintain control of the battlefield as we pressed our assault. Each time she attempted to cast a spell of significant power, we met her with counterspells, forcing her to expend energy and leaving her vulnerable. I concentrated on wearing down her magical defenses, using a combination of direct assaults and precision spellcasting to break through her resistance. Meanwhile, the two Hollowborn proved more durable than anticipated. Their acid-coated weapons wreaked havoc on Tytharion's armor, but he held his ground, refusing to yield. Shuden engaged the Hollowborn directly, using a combination of martial prowess and spellwork to keep them at bay. Alexei's gunfire, though diminished by the damage to his equipment, remained effective in wearing down their physical defenses. The turning point came when I managed to disrupt one of LiRien's major spells, leaving her briefly disoriented. This allowed us to shift our focus entirely toward neutralizing her. With the flesh golem on the brink of defeat and the Hollowborn slowly being overwhelmed, we had the advantage—at least for the moment. And yet this was only the half way point.

    At the close of this phase, the flesh golem was severely weakened, and LiRien's control over the battle was slipping. Though she remained a significant threat, the combined efforts of our team to counter her spells and reduce her summoned minions had placed us in a stronger position. The next phase of the battle would see us confront LiRien's true capabilities, but for now, we had gained critical ground. In this final phase of the battle, we employed a combination of strategic magic and direct combat to incapacitate LiRien and defeat her summoned Hollowborn warriors. This report covers the events leading to the conclusion of our encounter, including the use of Polymorph on LiRien and the neutralization of her remaining minions.

    LiRien's Polymorph and Drowning:
    With LiRien's magic faltering and the Hollowborn still posing a threat, I seized the opportunity to cast Polymorph on LiRien, transforming her into a helpless rooster. Lutum, my earth elemental follower, quickly prepared a bucket of water using the Decanter of Endless Water. This provided a means to drown LiRien in her weakened state. Klepse Snow, my simulacrum, acted swiftly, grabbing the rooster-form LiRien and submerging her in the bucket. While Klepse held her under the water, the Hollowborn attempted to come to her aid. However, before they could intervene, Alexei cut down one of the Hollowborn with a well-placed shot, reducing the threat. As the remaining Hollowborn warrior advanced toward Klepse and LiRien, Shuden intervened. Using his magical whip, he ensnared the creature, pulling it away from its master and preventing it from disrupting the drowning attempt. This allowed us to continue focusing on neutralizing LiRien without interference.

    The Final Assault:
    With the last Hollowborn restrained by Shuden, I unleashed a powerful spell, lifting the undead warrior against the ceiling and igniting its internal fluids with magical fire. The flames consumed the Hollowborn from within, rendering it helpless as it burned. Meanwhile, Tytharion mounted his griffon, and Shuden flew on his broom to deliver the final blows to the creature. Together, they struck with precision, ending the Hollowborn's existence and ensuring no further threats remained.

    Once the Hollowborn were eliminated, we ensured LiRien, still in her rooster form, was properly dealt with. The battle concluded successfully, with no further interference from her or her minions. We collected the incomplete Song of Unmaking, securing it to prevent any misuse of its dangerous power. The final battle against LiRien demonstrated the effectiveness of teamwork and resourcefulness in overcoming both physical and magical threats. By combining creative magic, such as the Polymorph, and coordinated combat tactics, we neutralized LiRien and her Hollowborn. With the conservatory now secure, we departed, mindful of the implications the Song of Unmaking might have for the future.




     

    S01E26:"The Conservatory: Dark Serenade."
    (Kopav Alliance: T2)


    Watcher: Jimothy


    Lvl10 Paladin/Barbarian | Ursula Killgraven
    Lvl8 Sorcerer/Warlock | Jimothy
    Lvl10 Bard/Rogue | Tydus
    Lvl9 Cleric/Druid | Rasa
    Lvl8 Fighter | Talon
    Lvl8 Monk/Cleric | Blerc

    Ah, Waruka Valley. A picturesque place where the air is crisp, the ruins are creepy, and the carpets are more dangerous than the actual traps. We kick things off with me, Jimothy, the resident Sorcerer/Warlock/Professional Smartass, riding atop Ursula's majestic steed, Trogdor. Now, Trogdor isn't your average steed—no, this beast is loaded with more magical bling than a wizard with a hoarding problem. We stroll through damp, decrepit hallways, like we're on some kind of macabre field trip, as Ursula reads out the cryptic phrases left by the last poor sods who ventured in here.

    The phrases are all about silence, balance, voids, chaos, and other abstract shit that makes me think someone got really deep into meditation while high. Personally, I think "silence" might mean casting Silence in an area to reveal something hidden—because nothing says "I'm thinking hard" like blasting out everyone's eardrums with magic. Tydus, our Bard/Rogue (because we all need that one guy who can't decide if he's going to steal your gold or serenade you), scouted ahead while Ursula, in all her Paladin/Barbarian glory, gives us a very valuable life lesson: Never trust a carpet in a creepy ruin. After a thorough check for traps, we discover it's just mold—the silent, sneaky killer of adventurers over 80. Luckily, the mold didn't do much, except try to choke us out like a cheap tavern date.

    Next, we find what looks like the remains of some ancient Bard school. You know, the kind where everyone probably wore berets and talked about how misunderstood they were. There’s an old music crystal inset into the floor, which Tydus figures out is just a glorified music recorder. I break Ursula’s rule, of course, and walk on the cursed carpet, unleashing a cloud of mold so thick I nearly take Rasa down with me. But hey, I survived, so that's a win in my book. The other side of the room is giving off some weird ambient warmth, like someone left a magical heater running. Turns out, this was a fancy old setup where they channeled heat from a nearby meditation room to keep things comfy. Because nothing says "old-timey spa" like a deadly dungeon with central heating.

    Meanwhile, Blerc, our Monk/Cleric, finds this gnarly deck of cards. These aren't your grandma's playing cards; they’ve got creepy lyres, twisted ivy, and ghostly faces. Definitely something you want to bust out at your next undead poker night. But before we can dive too deep into whatever cursed game these cards are meant for, a goddamn banshee comes screaming down the hall like it’s late for a death metal concert. We manage to resist its deadly wail—our minds are like steel traps. Rusty, but still traps. The banshee tries some spooky shit on Ursula, but she's too chonky to care. Then it starts wailing on Blerc, who gets in a few good hits before freezing up like he's seen a ghost. Oh wait, he literally did.

    Tydus and Ursula jump into action, with Ursula going full Hulk and smashing the banshee into the next room. Talon, our Fighter, charges in with his frostbrand sword, which would be a lot more impressive if he could actually hit something consistently (no shade, Talon, but... yeah). Another wraith shows up and tries to ruin our day, but Rasa steps in, glowing like a magical light bulb, making everyone feel all warm and fuzzy inside. Then there's me, doing what I do best—twin casting Haste on Blerc and Ursula. Because nothing says "badass" like a giant Barbarian moving at warp speed. Ursula tears through the wraiths like they're made of tissue paper, and even when the Haste gets dispelled, the damage is already done.

    I try whispering some sweet psychic nothings into the wraiths' ears , but these bastards are immune to my mind games. So, I switch to the old reliable Eldritch Blast. Nothing like making deals with dark entities—totally kidding, of course. I definitely learned it from a book... The fight gets even more interesting when Talon, our brave but occasionally misguided warrior, gets controlled by a wraith and almost takes Tydus's head off. Meanwhile, this creepy music keeps playing, messing with everyone's heads. It’s like the worst elevator music ever, but with added psychological torment.

    Finally, Ursula charges to the east side of the room, pinning one of the wraiths down like a boss. She points far west, spotting more of the creepy specters lurking in the shadows. That’s when Blerc and the others bolt into the darkness, weapons ready. Not wanting to miss out on the action, I follow suit, tossing a few more blasteroos (yes, that’s the technical term). But just as things start to heat up, the wraiths begin speaking Abyssal and bamf—they’re gone. Poof. Like a fart in the wind.

    With the immediate threat gone, we find a room full of broken mirrors. My reflection in those cracked surfaces? Sinister as hell. But I kinda dig the vibe. We pocket some loot, congratulate ourselves on not dying, and call it a day. Just another day in the life of adventurers, where carpets, mold, and creepy music are all trying to kill you.


     

    S01E25:"The Conservatory: Descent and Trespass"
    (Kopav Alliance: T3)


    Watcher: Gaius


    Lvl12 Paladin | Tytharion
    Lvl15 Cleric/Wizard | Isabel Arcanum
    Lvl14 Rogue/Ranger | Alexi
    Lvl13 Rogue Bard | Kaivalya
    Lvl12 Sorc/Cleric/Druid/Bard | Barber Ian
    Lvl10 rogue bard | Tydus

    Overview:[br] The journey through the Silver Spurs Conservatory has been a harrowing yet enlightening experience, one that has challenged our resolve, our understanding of the arcane, and our very perception of balance and order. As a relative newcomer to this expedition, I have found myself increasingly drawn into the complex web of mysteries that this ancient place weaves. While I have not been present for the entirety of this mission, the sections I have witnessed are enough to fill volumes with their significance.

    Current Session Summary:
    Our latest exploration took us deeper into the conservatory, an undertaking that has proven both perilous and rewarding. We began by descending a staircase that led us into the bowels of the once-great institution, a descent that would soon bring us face-to-face with an adversary of terrifying power—a banshee. The banshee's wail, a sound that chills the blood and tears at the soul, was enough to steal the life from an unprepared adventurer. The sheer force of her cry sent shivers through our party, a stark reminder that the conservatory is not merely an abandoned ruin but a place where ancient evils still linger. As if summoned by her cry, ghastly ghouls emerged from the very walls and paintings around us, their grotesque forms a testament to the corruption that has taken hold here.

    Our party, a skilled combination of magic users and warriors, fought back with a coordinated effort. Magic and brute force were our tools, and though the battle was fierce, we managed to fend off the undead. The memory of our previous battles, such as the encounter in the Grand Hall where musical shifts and ancient melodies influenced our every move, reminded us to stay vigilant. The conservatory has a way of using music and sound as both weapon and shield—a theme that would continue to play out as we ventured further.

    Lower Level Discoveries:
    Having survived the banshee and her ghouls, we continued down the stairs until we reached a long hallway that opened into a lower level. Here, we found two doors on either side of the hall, each leading to rooms filled with their own secrets.

    Stone Golem Research:
    In one of these rooms, I made a significant discovery—an entire collection of materials related to stone golem research. Ancient tomes, scrolls, and fragments of what appeared to be blueprints were scattered about, forgotten by time but preserved well enough to be of use. I quickly gathered these precious resources into my bag of holding, knowing that they could be invaluable not only for our current mission but for future studies as well. The potential to animate or control stone golems could prove to be a turning point in our expedition.

    Ceremonial Room and Mantras:
    The other room, however, was even more intriguing. It appeared to be a ceremonial space, though the ravages of time had worn away much of its original purpose. Ian, with his keen understanding of ancient languages, read the runes on the walls. I identified the significance of these runes as being tied to deities of balance—an alignment that is considered heinous and illegal in nearby Ebonvale. This revelation was both shocking and enlightening, suggesting that the conservatory was once a place where balance was not only taught but revered. The walls of this room were covered with mantras, inscribed in careful script, offering wisdom and guidance:
    "In silence, we find the truth that echoes beyond the veil."
    "Balance the heart, still the mind, and the path will be revealed."
    "Within the void lies creation, within chaos lies order."
    "Through focus, the unseen becomes known; through peace, the unknown becomes understood."
    "Echoes of the past guide us, whispers of the future call us."
    "From darkness comes light, from stillness, motion."
    "Breathe in the present, release the past, welcome the future."
    "The mind is a labyrinth; through patience, we find the center."

    These mantras, I believe, are more than just philosophical musings. They may hold the key to understanding the conservatory's purpose and the powers it harbors. The focus on balance, silence, and inner peace suggests a deep connection to both the arcane and the divine, hinting at a time when these forces were not in opposition but in harmony.

    Reflection on the Conservatory's Mysteries:
    The journey through the conservatory has been marked by encounters with powerful undead, enigmatic musical rituals, and now, the discovery of teachings centered on balance—teachings that are at odds with the laws of Ebonvale. It is becoming increasingly clear that the conservatory was a place of great power and knowledge, but also one of great danger. The combination of arcane studies, musical enchantments, and the reverence of balance suggests that this was once a center of learning where the boundaries between worlds were explored, and perhaps, crossed. The banshee's presence, the ghouls emerging from the very walls, and the shifting, haunting music that seems to permeate every corner of this place all point to a dark corruption that has taken root. This corruption, I fear, may be tied to the Song of Unmaking—a force that could unravel not just the conservatory but the very fabric of reality if left unchecked.

    Conclusion and Forward Plans:
    As we prepare to venture deeper into the conservatory, our path is uncertain, but our resolve is strong. We must continue to explore, to uncover the secrets that lie within, and to piece together the knowledge that has been lost to time. The stone golem research I have gathered may prove useful in the trials ahead, and the mantras we have discovered may guide us in unlocking the conservatory's true purpose. Our journey is far from over, and the dangers we face are only growing more formidable. But with each discovery, we grow stronger, more knowledgeable, and more prepared to face whatever lies ahead. The Silver Spurs Conservatory may be a place of darkness now, but it was once a beacon of learning and creation. It is up to us to ensure that its legacy is one of hope, not despair.

    End of Report.



     

    S01E24:"The Conservatory: The Grand Hall"
    (Kopav Alliance: T2)


    Watcher: Tydus


    Lvl9 Warlock | Gwendilyn-Mitore
    Lvl9 Bard/rouge | Tydus
    Lvl9 Wizard/Artificer | Lady Sakaala
    Lvl11 Barb/monk | Caskin
    Lvl8 Paladin/Sorcerer | Flukes Johannes | Klepse
    Lvl8 Blood Hunter Monk | Shupin

    After action report as seen by Tydus:
    The six party members find themselves outside of a large magically locked vault door decorated with musical instruments, notes, and other musical adornments. In abyssal, a language none of us can read is written “N14SoIamPent”. Tydus Sakaala, Gwendolyn, Shupin, Flukes, and Caskin stand around trying to make sense of whatever this means. Previously the party was required to create a Haiku in order to reach this door. Gwendolyn suggests that Pent must have something to do with the number 5. This clicks something within Tydus and he starts thinking about Pentatonic Harmonies but Sakaala with her years of research and learning puts the number 14 and pent together and she realizes we need to recite 14 lines in Iambic Pentameter.

    Sakaala recites a lovely sonnet about a summers’ day and the vault door opens to reveal the grand hall of the once glorious Silver Spurs Conservatory. We all hear more music and our senses are assaulted by the smell of mildew, must, and decaying books, instruments, ect. As we begin to investigate the ruins looking for more details regarding Lillian Wilson, the song of unmaking, and the magical possibilities of transplaner travel through musical vibrations we are set upon by three undead monstrosities. The first was a massive boneclaw. The second was a devourer, and last a barrowghast. After each member and enemy completes an attack there is a magical musical change from somewhere that causes our team some kind of affect. Caskin critically strikes the boneclaw, and Flukes connects twice, the second time critically, with divine power on the Devourer killing it.

    Tydus hits the remaining two undead with slow. On Flukes’ next strike he brings such furosity that he almost kills the Barrowghast himself. Ultimately Tydus delivers the final blow with his Fools Blade Rapier. With two finished Gwendolyn hits the last undead enemy with a psychic lance. As our undead foes lay at our feet the music shifts again dropping Gwendylin and Tydus. Quick action of Flukes and Sakaala save the two injured party members. We investigate more of the Grand Hall discovering a horn of blasting several damaged instruments from over 200 years ago. Tydus also takes a magical music stand and says “this will do nicely in my recently built theater at the Pis-Aller Palace.” Venturing further into the conservatory Shupin found a mirror that seemed to have shaken him up a little. After composing himself Shupin rejoins us with a spell rod tattoo needle.

    That is what we collected from the starboard side of the grand hall. We then proceeded to investigate the port side. Our investigation of the right side began in a dilapidated library. Sakaala goes into full Professor of Arcane History mode casting Mage Hand to read three important texts without damaging them further. The three we found of importance are :
    1) Harmonies of the Spheres
    2) The Enchanted Lute: A Barrs Guide to Magical Instruments
    3) Songs of the Ancients a Collection of Lost Melodies.

    Tydus sees a desk in rough shape. He approaches and expertly opens it with a slieght of hand. Inside a quill doodles incoherently for 2 centuries. It acknowledges Tydus then darts into his carrying gear. Our last discovery on the right hand side was made by Caskin who discovers what used to be a student living accommodations. Upon investigation he finds a journal from a former student that gives a more accurate location of Lilian Wilsongs private quarters two levels below our very feet. As we concluded our systematic search for Lillian, the song of unmaking, and the possible links between musical creation and inter-dimensional planer travel, we find a bard in a box, and a Bow of Melodies.

    What is in store for the Steelhawks below this grand hall in what once was a grand repository for music, art, and creation? It appears that in order to progress further into the mysteries and secrets of the Silver Spur Conservatory we must be open to the creative process and allow our own bardic inspirations to take hold
    end of report



     

    S01E23: "The Conservatory: Celestial Gardens"
    (Kopav Alliance: T3)


    Watcher: vyzion


    Lvl 15 cleric - Volare
    Lvl 14 SorFiCleBa - Gaius
    Lv 13 fighter - Stahl
    Lv 12 Sorc/Cleric - Arashi
    Lv 12 Rogue Bard - Kaivalya
    Lv 14 Wizard - Endora
     
    Kaivalya was more excited than she expected to be.

      Music had become a major part of life. Not only had her Bardic abilities been useful to the party in more than one battle, she had also found great solace in playing her flute: after a long day, whenever she was down, whenever she was happy, whenever she had time... So, normally the opportunity to visit the Conservatory was one she wouldn't pass up...but this time, she was also insatiably curious about the so-called "Song of Unmaking]," as well as rumors of the "songs of distraction" that have protected the area for hundreds of years. If someone was using music to spread evil or destruction, she had to stop them. And if she could learn anything to add to her own Bardic repertoire, even better.
      The first part of the travel was uneventful. Using her expertise in survival, she was able to identify the centuries old path and navigate the party the correct direction, where they eventually came upon a glade.
      Upon reaching the glade, Kaivalya was overcome with an intense dread. Unable to locate a source, she took to the sky to look above the canopy. Not to far away, she saw the ruins of what must be the conservatory. Gazing upon the ancient conservatory, her dread increased of the place increased.
      She descended back down to tell the others. However; upon relaying the information, to her surprise, some of the party (including Director Volare), had no memory of the conservator- or why they had come here.
      Between her intense, irrational fear (where there was only excitement before) and those members that had forgotten why they came, Kaivalya knew something wasn't right. Therefore, she convinced the party to traverse the glade to nearby ruins, which she assumed would be the conservatory.
      As they approached the ruins, a massive gate came into focus. She had heard about a gate similar to this in songs. The "Pearly Gates" she believed they were called in lore. As they approached, there was a reflective pool separating them from the Pearly Gates. Within the poo, there were two large shadows moving about, as if guarding the water. Next to the pool, directly across from the where the gate looked like it would open, was a plaque with a cryptic message:   "Reflect in silence, speak in verse, 575 is the way to traverse."   After brief reflection, Arashi recalled a form of poetry, called a 'haiku,' that matched the syllabic scheme on 575. After a brief moment of silence, Arashi spoke a verse and was able to traverse across the pool.
      Seeing the success, other followed, except for Former Shop Leader Endora and Former Director Gaius. Unable to utter the required verses, they attempted to cross the pool and were attacked by the aquatic defenders. Gaius was immediately banished, and Quavo sacrificed himself to save Endora. Endora was able to avoid the brunt of the attacks and eventually made it across the pool. Gaius, after a minute of banishment, emerged back into the plane and recited his own haiku, enabling passage.
      Shortly after passing through the gates, they came upon what appeared to be a garden, that had long since been over grown. While carefully traversing the garden, the party was attacked by some creatures that had taken up residence among the flora.
      Fighting beasts always hurt Kaivalya a little bit on the inside. She knew, of course, that there really was no other way. Beasts, being what they are, wouldn't relent except for death or victory, especially since they were the ones that invaded it's territory. She also knew that beasts were killed every day for food and resources. Still, she always had a bit of remorse in her heart when she had to take the life of an animal.
      Luckily, these animals weren't rare, or in any way notable. After a brief battle, the party continued through the gardens until the came to a door, with the following inscription:   N14SoIamPent   After some deliberation, it was decided to rest before entering the conservatory. A rest would not only give some time to recover hit die, but also time to decipher what the riddle meant and how to open the door.
      As Kaivalya sat down amongst the overgrowth, she closed her eyes and begin to trace her own musical journey, back to the Bard, who's face always escapes her. Perhaps there is something in the lessons he imparted that would be of help to the party in this situation...




    S01E22: "Though I walk in the Waruka Valley, I shall fear no evil"
    (Kopav Alliance: T2)


    Watcher: Tydus


    L8 Cleric/Fighter/Ranger - Briarson
    L8 Bard/Rogue - Tydus
    L8 Wizard/Artificer - Sakaala
    L11 Wizard - Isabel Arcanum
    L8 Warlock - Gwendilyn Mitore
    L9 Sorc/Cleric/Druid - Barber Ian
    Location: Ebonvale and Waruka Valley, KA*
      After action report according to Tydus for “Though I walk through the Waruka Valley…”

    The team were all standing in the middle of the theater district with dead swarms of rats, decaying abominations, and an ominous lantern that we all had no desire to touch.

    One minute we were in a circus owned by our own steelhawk (Lil Miss Mojo) and then we are fighting misty sentient sewage scum that plays a magical pipe that brings swarms of rats. Isabel stepped towards the strange lantern and attempted to detect any magical properties within this cursed lantern. During the investigation, Isabel’s pet bat Sparky touches the lantern and is immediately struck with some strange ailment that no one immediately knew how to cure.

    While dealing with a cursed bat, we are approached by several of Ebonvale’s peace keepers led by Sheriff Archie Flores. Tydus tells the rest of the party he will parlay with the sheriff. Archie asked what was the commotion regarding the panicked cries from Ebonvale citizens?

    Tydus explained that after leaving the circus we were accosted by two monstrosities that have since left no remains except for the pipes and this deadly lantern. The Sheriff, his posse, and the rest of the Steelhawks decided to destroy the cursed lantern. No one is more relieved than Isabel after Sparky’s condition normalizes once the spirit lantern is destroyed.

    With that the party prepares to venture forth into the Waruka Valley to find the ruins of the Silver Spurs Conservatory in hope of discovering more about Lilian Wildsong, the song of unmaking, and an end to these bizarre melodic mists that have the Ebonvalites engaging in superstitious behaviors.

    Before leaving the city proper, the team procures provisions; camping supplies, a few magical items, and several warhorses to ease the burden of traversing the valley without relying on the railroads, much to Sakaala’s dismay. Ian opted to mount our companion Branson, and Isabel conjured her own massive horse herself.

    Stocked and mounted, we proceed to head east from Ebonvale towards what we believe to be the last known location of the former Silver Spurs Conservatory. By the time we leave the city limits it is mid afternoon/ early evening. It’s here that we meet a band of haflings traveling towards a mining outpost further away from the perpetual dark and mists of Ebonvale. Dan Chiefry the hafling greets us and offers to let us enjoy their company for the evening. A hearty stew was made by Dan and his merry hafling companions. Stew, stories, and songs were shared and even some splendid pipe tobacco was shared.

    The next morning we part ways with our hafling hosts and continue for a full days travel further into the Waruka Valley. As we reach the end of another day of travel we set up camp and establish a watch for the evening. Gwendolyn and Ian took the first watch and had nothing to report except for the rustling of small woodland creatures. Isabel and Gwendolyn had the second shift. It’s here that a man wearing a green hat and cloak approached on a weary horse. Through his stained yellow teeth he asked if he was heading in the right direction for Ebonvale. Gwendolyn points to the direction from whence we came and the mysterious green cloaked rider is gone just as quickly as he had appeared.

    Briarson and Sakaala take the third watch and nothing significant happens in except for a light rain. Lastly, Tydus and Sakaala take the final watch. There is nothing of importance that Tydus observed but according to Sakaala there was a sad, somber melody coming from somewhere in the wilderness. The rest of the team awake for the new day. We breakdown camp, eat breakfast, and Isabel goes over the information gathered from the Hall of Public Records.

    Later that morning we are moved deeper into the valley. At one point we come upon some thick vegetation and Briarson goes to investigate the area. In side the brambles Briarson hears a chaotic musical assortment. The thick vegetation, and the smell of musty rocks fills the area. He suggests that we all follow him into the thicket to see if he’s the only one hearing this music.

    What we find within the brush and thorns was dreadful. Within this thicket lay a corpse flower giving off noxious fumes, a smoldering mound, and a massive greater smoldering mound. Quick to action Tydus moves towards the corpse flower and throws his returning dagger hitting the putrid plant and gave an encouraging word to Isabel, who then hits the lesser mound and corpse flower with a spell of slow.


    Unfortunately this is where Tydus’ first hand account ends because the massive swamp creature grabs a hold of him and engulfs the roguish bard for the remainder of the battle.


    I have pieced together from my comrades this: Sakaala hit the big guy with some kind of swarm of attack butterfly’s. Isabel threw a couple fireballs, Briarson landed a critical blow to the corpse flower. Ian was riding around Briarson looking for someone to heal. (That person in need of healing…THAT WAS ME IN THE BELLY OF A SMOLDERING, MOLDY, PILE OF TWIGS AND BRANCHES). Gwendolyn took a chunk out of someone with an eldritch blast. Sakaala killed the smaller mound, and Briarson killed the flower and the larger mound freeing Tydus from the creature.

    After all of this as we are catching our breath (one of us actually finally having the ability to breathe again) hear a wild melody from somewhere off in the distance.
  • End of Report



  •  

    S01E021: " The Mists and the Missed "
    (Kopav Alliance: T2)


    Watcher: Captain Thrasios


    Lv9 Barbarian | Shena
    Lv9 Barbadin | Captain Thrasios
    Lv11 Paladin | Tytharion
    Lv10 Andromeda
    Lv8 Bard/Rogue | Tydus
    Lv8 Artificer/Paladin/Cleric | Jig

    kopav 1
    We are outside an impressive gothic style church and Sheena uses an ability to gain better understanding the mists that surrounds the area. It seems it is not natural. She described us the mist to be a symphony of music to her ears. For the rest of us it looked strange and we decided to enter church. We entered inside the church and there was a woman that looked to be like a cleric and a very young fella. They welcomed us and the lady asked what we want. Sheena went straightforward to the chase. We are seeking the “Song of the Unmaking” that can be found in the “Codex of Cosmic Harmonies”. The woman said to wait until she find information about our request on the enormous library inside the temple. At some point the lady asked from us 100GP to give us this information. Sheena gave the money and the lady told us that there is a Bard with the name Lirien Wildsong that might know the song. For another 50GP she can check through a cross-reference the location of the bard. Sheena gave another 150GP for more information. From the records she found she gave us the following:

    First record:

    In the Ebonvale town hall, dusty records mention the founding of the Silver Spur Conservatory by Lirien Wildsong, a renowned bardic mistress. The records highlight the conservatory's reputation for excellence in the bardic arts and its role in the community as a cultural hub. There is a brief note about its sudden decline and abandonment for unknown reasons.

    Second record - Jemithon's Journal:

    Jemithon's Journal dates ~ 120 years ago. A worn journal found in the local inn’s library describes an adventurer’s brief visit to the ruins. The author mentions the conservatory’s grand, albeit crumbling, architecture and strange symbols etched into the walls. They recount hearing whispers and seeing flickering lights within the ruins, as if the place is still alive with residual magic.

    Third record - Map/Architecture:

    the adventurers might find an old, tattered map showing the layout of the conservatory. The map includes notes about key locations, such as the Grand Hall, the Library of Echoes, and the Celestial Garden. There are also cryptic annotations, such as “beware the shadows” and “the key lies within the song.”

    Also the lady of the temple told us that until now Bard with the name Lirien Wildsong is missing and there are not students of her. Sheena said that the information was very helpful and then she starting asking questions about the mists that surround the temple. The cleric replied that the mists stood on this place before the city was build. Some people say that the mists come from underneath the ground. Jig asked about the “Codex of Cosmic Harmonies” and if someone else seeks about the book. The cleric did not know anything about it. Sheena is willing to pay another 100GP for Reapers of the Abyss research. The lady said that it will take some time to search information about the reapers. After two hours she found the following information about the reapers:

    The Great Purge Decree: Issued by the ruling council of Ebonvale, this decree called for the extermination of the Reapers of the Abyss due to their increasingly violent activities and growing influence in the region. It declared them enemies of the state and authorized the formation of special task forces to hunt down and eliminate members of the cult.

    Protection Edicts: All of the city states of the KA issued protection edicts, urging citizens to report any suspicious activities or individuals. These edicts included descriptions of known cult members and their distinguishing features, as well as rewards for information leading to their capture.

    Waruka Valley: Official records from the city state of Ebonvale details a significant skirmish to the southeast, within the Waruka Valley, between local militia and the Reapers. These archives provide insight into the military strategy employed against the cult and the heavy toll the conflict took on the region.
    kopav 2

    We got our information and we went out the temple. It was around launch time and we decided to get something to eat. On our way there was a saloon and the smell of fried meat broke our noses and stimulated our hunger. Augustin the bartender took our order and he recommended some of their homebrew beers. The building looks dark and spooky with an eternal mist surrounding the streets of the city. Our order has arrived and we starting eating our burgers. Meanwhile Captain Thrasios asked about the mists. Augustin said that he heard some rumors about it. It might be from the chaos effect, or they might come from the sea. Nothing is sure. Recently he heard a tale about a spirit traveling with its companions. The rumor says that it travels through the night bringing chills to the local people. At the same time the spirit speaks gibberish.

    We asked the bar tender if he encountered the spirit. He said that it is just a rumor and he did not encounter the spirit. His personal opinion is that people like to tell stories and they improvise them. We asked for another place of interest on this town. He mentioned that there is the theatre district. It has musicians and people that are related with arts. The bard tender served us some strong booze and Titus tried it. He still feels OK. Augustin asked us where we are heading. We mentioned that we are heading the Waruka Valley. He recommends us to go with the railroad. Sheena made another question. She asked Augustin if he knows something about the ruins of the conservatory that lies in the Waruka Valley. To our surprise he knew a rumor about it. He mentioned us about a bard that was protecting lyrian songs in that area.

    Tydus suggested visiting first the theater district. We found it a good idea and we went straightforward there. There are a lot of theaters that promote the work of young actors. But our attention was grabbed by a circus. The road is lit with torches. We can listen barely the sound of pipes are coming from the circus. Captain Thrasios suggested visiting some theaters. He paid entrance fee 25 gold pieces to listen a performance. The act was an epic battlefield related a big conflict that took action on the conservatory. It felt like a Wagnerian symphony of a historical legend. Captain Thrasios tried to memorize the music and capture some lyrics related to this battle.

    Our next stop is to visit the circus. There are some acrobats performing juggling and tumbling bringing joy to the people. At the same time above us performers are jumping from ropes to rope as if they were flying. After some time we decided get out and move towards the train station. At this point we can listen better the faint music we were listening earlier, and through the mists a strange creature appeared in front of us. They were consisted with bones and mists and they had hostile intentions against us. One of them was holding a lamp and looked like a skeletal figure wearing robes. We could not figure out if this figure was wearing a mask or if it is a skeletal creature.

    Tydus was near them and without losing a chance he cast shatter towards them and the managed to avoid it. Another creature was holding a back pipe organ and it started playing a dramatic music. Suddenly we saw dome other horrific creatures starting showing up, like giant rats and an abomination. Sheena entered a rage mode and she moved towards the skeletal figure that is holding the lantern. She tried to deal damage to it but unfortunately she failed. The Figure with the lantern uses somehow this item and it deals psychic damage to us. Captain Thrasios made a small prayer and used his channel divinity and invoked an ability protection from harm. All hias allies now can protect better themselves from hostile spells and supernatural abilities that causes damage. Tytharion is getting surrounded by 3 opponents bust still ha can protect himself by casting a shield spell. Jigs tried to grapple the figure with the lantern with his razor whip and he missed. Captain Thrassios executed a very powerful blow destroying the skeletal figure with the lantern and immediately he closed the lantern, preventing for future Psychic damages. This blow changed the balance of battle and our team gained an advantage.

    Sheena while in rage, she runs through the mists and causes the big abomination to lose his balance. The creature falls down prone. Now every one of our team, can attack the abomination with great probability on hitting it. Captain Thrasios delivered another powerful blow to the abomination and we killed it with his purifying light. The rats that remained were easy targets and we killed then effortless. Once we eliminated our opponents we listen clearly a howling bubble that was a feint noise in the beginning.
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    S01E020: "Of Silver Spurs and Silver Tongues "
    (Kopav Alliance: T2)


    Watcher: Gaius


    Lvl 11 Paladin | Tytharion
    Lvl 10 wizard isabel
    Lv 8 Marbarion | Caskin
    Lv 8 Waradin | Aenig
    Lv 8 Bard/Rogue Tydus
    Lv 8 Blood Hunter Monk | Shupin

    Summary of Mission Objectives:
    The primary objective was to investigate potential solutions to the problems left behind by the Reapers. The three identified solutions include:
  • Song of Unmaking: Requires six skilled individuals to perform this powerful song. It is currently deemed the most feasible option.
  • Light-Anchored Metal: A mysterious concept requiring further research.
  • Celestial Sacrifice: Involves a willing celestial being, also under investigation.
  • The team also aimed to gather information about the Conservatory of the Silver Spurts and its connection to the issues at hand.

  • Key Events and Information Gathered:
    Initial Meeting and Direction:
    Met with Shiloh Tates, the Heartbreak Kid, a Harrengon in Last Chance Hollow. Shiloh facilitated a meeting with Miss Mojo, a Steelhawk native to Ebonvale, our next destination.
    Details about Ebonvale:
  • Location: Northwest city on the coast, due north of Nephilim's Reach.
  • Environment: Ebonvale is a city-state in perpetual twilight, with a peculiar atmosphere that shifts slightly with day and night. The city has a New Orleans-esque vibe with cobblestone and planked wood streets, numerous entertainment businesses, and eerie mists at night.

  • Noteworthy Features:
  • The mist is imbued with chaotic energies and is home to spirits. Prolonged exposure can cause madness. Macabre traditions such as lighting special lanterns, blood offerings, and silent vigils are prevalent. Presence of sea-based creatures off the coast. Lord or Lady of Balance is rumored to be worshipped secretly despite the dominant Lords of Law pantheon.

  • Travel to Ebonvale:
  • Encountered rocks on the tracks, delaying the train due to an intentional explosion by someone highly trained in their use. Tytharion and Zepher cleared the obstacles. Isabel Arcanum repaired the train. Dropped two train carts and proceeded to Ebonvale.

  • Investigation in Ebonvale:
  • Luck of the Draw Saloon: Augustine, a dhampir bartender, informed us about the Hall of Records for information on the Silver Spurs Conservatory.
  • Observations: Ebonvale had more lanterns than expected, suggesting heightened spiritual activity or local customs being strictly followed.

    Rest Stop: Recommended the Greasy Sorcerer Inn for lodging.

    Historical and Cultural Insights: Mists are believed to arise from the Waruka Valley and are linked to ancient chaotic energies. Phantom musicians and spectral bards are rumored to be echoes of a great song, possibly related to the Conservatory of the Silver Spurs. Mistwalkers, a group protecting ancient secrets, are speculated to control the mist and use it for teleportation.

    Conclusion and Recommendations:
    The Song of Unmaking appears to be the most viable solution to address the Reapers' legacy. Further exploration and research into the Conservatory of the Silver Spurs and Ebonvale's unique customs and mist phenomena are crucial. Continued vigilance and protective measures against the chaotic influences of the mist are advised.

    Report Prepared by:
    Isabel Arcanum
    Mage, Tier 2 Mercenary
    Attachments: Detailed Map of Ebonvale
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    End of Report




     

    S01E019: "Haven from the world"
    (Kopav Alliance: T1)


    Watcher: Jig



    Lvl7 Artificer/Wizard | Ned Crotic
    Lv7 Artificer/Paladin/Cleric | Jig
    Lv6 Sorcerer/Warlock | Sheridan Shenanigan
    Lv5 Fighter/Rogue | Blitz
    Lv4 Rogue | Conexio
    Lv4 Cleric/Bard Roland

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    We are summoned by Soledad Sildfate. She explains the mission for tonight. With her is Shiloh, good ole’ rabbit boy himself. He will be heading out with us, making sure we head in the right direction when we get to Last Chance. This mission is not for any specific director, it's for our own hook. However, the Kopav Alliance will reward us as they know it benefits all. We have been routing out a group of outlaws. Cult Worshipers of Arrioc. We end up finding out they are based in a hideout in the Waruka Valley.

    They are hiding in a location called “The Wird” inside Waruka Valley. They call themselves “The Reapers”. Our group tracked them down to their hideout and found a twisted laboratory where the reapers were transforming the lower members into hybrid monsters (chaos infused) and was able to dispatch everyone except the leader. We found out that he had a dimensional portal he used to get away. They did find out his name is "The Chalice". The Wird still remains though as does the dimensional portal and our job is to close the dimensional portal. We did find out this “directive” was given by the dragon who lives close to the Wird.

    Previous info gathered in our Steelhawk reports detail that we have 3 ways we can close the portal…
    1. We can perform a ritual song. To do this we must use…
    1a) A legendary musical instrument and a team of at least 6 people playing the best they ever have.
    1b) It requires a Song of Undoing” which is an ancient song we must find.
    1c)We also require “Echo's of the Primordial Chorus, which is a sound captured from dawn of creation.
    2. We can use an artifact. We must…
    2a)Find the artifact called “World Stone”, either a shard or the whole thing.
    2b)We need a core of a powerful elemental, something like a prince or more powerful.
    2c)and an ancient symbol that represents the Guardian of Planar Boundary.
    3. Perform a ritual of banishment. We must…
    3a)Dagger forged from a rare metal (like adamantine)
    3b)Crystal of Anchored Light,
    3c)Get the assistance of a free and willing celestial being. The kicker is this ritual will destroy/kill the celestial.

    We discuss what path we should take, some say the artifact is the best way to go (option 2) but after some discussion with Soledad Sildfate, we believe that Option 1 is the best, simply because the other 2 we are not equipped to deal with…yet… Nephilim's Reach might hold the answers for us. It has a lot of arcane and esoteric knowledge so we need to go there and see if we can find info, and then act on that info. We are warned that this place “attracts a lot of "bad magical stuff"” because of the info contained there, so keep your eyes open. Soledad reminds us that this is a lawful place. and to conduct ourselves as such. Basically, if you're going to do something stupid, don't get caught. After that we follow Shiloh into the teleport port and end up in Last Chance.

    Shiloh leads the way and after acquiring some things that we needed from Dusty's, the local general store, as well as the blacksmith and horse bartering location, we head to the train station and head off. Jig has been on this train once before too, and just like before we make an unscheduled stop in the middle of nowhere. The train slows down and Jig sees some people moving away from the track. Everyone jumps out and investigates.

    While looking at the track and trying to see what we see, we notice the engineer is looking really scared. After a short investigation of where the people we saw at the tracks was over, we talked with the engineer of the train. We ask why he is so scared. He explains something may have been done to the tracks and this used to be a place where they would get ambushed, but the reapers have been put down so he is not sure what to do. He doesn’t want to go back, but needs to know it's safe going forward. So…We decided to check it out further. Jig and Fritz(Ned's steel defender) move forward up the track. As we are looking at the tracks they explode in "psychic" fire and everyone (even those not close to the tracks) get “burned” by this fire. Everyone except Sheridan, he is not fooled though and finds a way to convince the rest of us of what it is. Once this illusion was identified, it of course ended. At the same time a large “mouth” forms in the earth near Jig and Fritz and yells "Reapers Forever!". Obviously we still have some straggling reapers. Either way, we jump back on the train and keep heading out. We make it to Nephilim's Reach with no additional issues. After a quick shopping spree, we head to the library where we are greeted by Camilla Bella the head librarian.

    She asked what we needed. We explained about the options listed above (1, 2 and 3). This info jogs her memory and she points us in the right direction, but we need to do a lot of searching. She leads us off to musical theory, great works of art, and other areas she believes we might find some info of what we need. After a quick tour of where we are going she drops us off with Rovaine, a Dhampire and scholar. We start searching and do very well. Ned finds an ancient scroll that was tucked away in an alcove, it talks about music alignments, celestial alignments, harmonic resonances, The scroll is called the codex of cosmic harmonies.

    Jig finds more of a historical text. The reading describes "something was active/present" near 200 years ago, a bardic conservatory, The Silver Spur Conservatory. This was out of Ebonvale (outside city) north western part of Waruka valley. It talks about Lirien Wildsong who was the mistress who established and ran the conservatory. She evidently theorized works about music and magic. Many historians believe she was working on/researching the song of unmaking. Since we know that MOST information about musical “stuff” is in Ebonvale, we will probably need to go there as well. Roland finds a treatise (writing) about the world stone. These writings suggest the ritual will need divinatory magic and/or earth elementals that might know about it. Conexio finds a small handbook that seemed out of place. As he reads into the book, it was called Handbook of Planar Conjunctions, which we identify as part of the ritual of banishment (option 3 above) necessary components. It also holds incantations that are required, but after reading through the book, it is obvious there are pages missing or the book stopped being written as it doesn't seem to "end", it just stops.

    Sheridan finds a book that has much to say about the song of unmaking, it mentions a small room that is off to the side of this library. a musical score that is stored IN A room with musical compilations. It was located on the right of this map. That seemed strange to Jig that an ancient writing would be speaking of a room in a library of today, but stranger things have happened (and I was busy writing the report so I didn't say anything lol). We all decide to head to that room as it seems that's where we are going to find a good piece of info about this musical ritual. As soon as we enter the room, the room goes wonky, doors seem to peel off, books start flying...Initiative!

    We all react quickly and “the Jig is up” (yes I finally said it in a report). He buffs up and prepares for what's to come. Ned moves up and hits with a firebolt on one of the books so hard and just bursts into flames and drops. Roland moves up dodges, Conexio hides in a corner and readies an action. Then these large mimics come out and the first one just wrecks Jig. Ned fairs well though and manages to avoid anything major. These guys hit hard, but we hit harder. Between Jig and Sheridan blasting these things. Ned and Fritz do their thing, taking down some of them. Roland using Clerical abilities to grant us temporary protections and our rogue Conexio sneak attacking the books and mimics, we take these things down fast.

    After the last mimic falls the spell ends (well we didn't know it was a spell until then). After a short investigation we find out exactly what happened. A book called “Book of Suggestions” used a suggestion spell on us. The book and the mimics were working together and the book casted the suggestion spell on us to get us to go into the room with the mimics. Well even though we didn’t get anything for going into the room, we did get a hole bunch of info and now have a great start on completing ritual 1 above (the musical ritual). We end the session here, what will we do next? Head to Ebonvale? Seek more info about this library? Maybe we hunt down some Reaper stragglers? This will be your choice…but next time!



       

    S01E018:"There must be some kinda way outta here"
    (Kopav Alliance: T3)


    Watcher: Gaius


    Lvl 14 Cleric | Volare Dipodops
    Lvl 12 Multiclass | Gaius
    Lvl12 Rogue/Ranger | Alexei
    Lvl 12 Wizard | Shuden
    Lvl 14 Paladin/Fighter | Klepse
    Lvl 14 Wizard | Endora


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    What Happened
    We continue venturing this bizarre place and we get a sense of edginess. It is like needles pinching all of our bodies. Alexei is inspecting the area in front of us and we found a new puzzle. This time it has 3 green and three red rectangles that are required to be moved and proceed further. Klepse tried a combination of the rectangles and she failed. The riddle possesses a trap and we got attacked by a dangerous ray. Thankfully we are very well trained and we managed to avoid the ray. Shuden is making a suggestion and turning into green all the rectangles of the puzzle. A light in front of us is glowing and we feel that we need to pass inside the light.   Alexei continues checking the new corridor in front of us and there is no danger. At some point we found another puzzle box. This box is consisted by 4 x 4 rectangles. Half are green and half are red. Shuden proposed a strange combination:   OXOO OOOX OOOO XOOX   And the puzzle is solved. Again we saw another light in front of us and we run through it. We teleported into a place that contains a circular window showing a starry sky with ripples and energy of chaos. On this room we see also three naga archers Manaseeh Overholt and the Chalice.
    Finally we see the Chalice. He introduced us as the champion of Arioch. He had a dominating presence and he tried to manipulate us. Chalice: “You will pay that you entered the domain of Chaos. Destruction and madness is the natural evolution of the universe. “   Gaius was infuriated by this statement and he said: “We are blessed by Donblas the justice maker and we will not fall easy to your words and promises. We came prepared. You cannot Frighten us”.   Gaius charged with his bear in the middle of battle and he putted the rod of Alertness providing protection to everybody. Also he invoked a spirit knight to give protection to his teammates. The chalice dispelled the spirit knight. The Chalice is a malicious opponent. He cast a plague swarm to Gaiu’s companions trying to harm them and disorienting them. Shuden engaged a Naga Archer. He tried to harm her with a spell, but unfortunately he missed. The Chalice is a very powerful caster. He casts spells like prismatic wall to take away the attention from him and giving a great advantage to his companions. He continues storming us with powerful spells like chain lighting harming really bad our companions.
    Shuden started hitting our opponents really hard and at some point he kills a naga archer. This gave us a little confidence in battle. Volare is healing the wounded companions to keep them alive. Alexei is delivering some good ranged powerful blows keeping wounding our opponents. The Chalice is throwing to us some really nasty spells like cone of cold.   Klepse the paladin of our team provide us some really good protections with his Aura. She is keeping us alive because it reduces the damage from those entire nasty spell. Klepse charged upon the Chalice and she restrained Chalice to the ground. Now the leader of this organization looks vulnerable and restrained. Unfortunately a naga archer cast plane shift to her and the Chalice and they escaped the battlefield.   Now our team is much powerful than the remaining opponents. It is a matter of time to bring them down. The combination of our blows was enough to bring them down very easily. We are still wondering were Chalice disappeared. Suddenly from a near small water lake the Sapphire Dragon appeared. Gaius said why took it so long for you to come here. The dragon mentioned that everyone has a specific job to do and our mission did not finish yet. We need to enter the gigantic chaotic window with the chaos ripples. The dragon said that he will help us to venture inside the window. He has gathered all the appropriate information. He asked directly to us if we are willing to continue. Gaius said that he is willing to continue this mission because the Chalice is terrorizing our world. The Saphire Dragon explained to us that we will require to do some of the following in order to undo the influence of chaos in our world.   1. The Ritual of Banishment A complex and ancient ritual, the Ritual of Banishment requires rare components, precise incantations, and a deep understanding of planar magic.
    • Components Needed:
      • A dagger forged from a rare metal that can cut through the fabric of reality (research reveals that Adamantine should serve).
      • Essence of a Bound Celestial: The pure essence from a celestial being, willingly given or bound by a powerful pact.
      • The input of a scholar with native/intuitive knowledge of planar magic/physics.
    Process: The adventurers must first gather the necessary components. Then, they must draw a complex arcane circle around the Wyrd, using the blade to carve runes into the stone floor. The essence of the bound celestial is then released at the heart of the ritual, willingly self-sacrificed to banish the Wyrd. As the incantations are chanted, the energies of the Wyrd are disrupted by the celestial life-energy, severing the connection to the Far Realm and sealing the portal.   The Heart of the Worldstone The Worldstone is a legendary artifact of Immense power, capable of altering the fabric of reality itself. Finding a shard of the Worldstone should provide the means to sever the Wyrd's connection.  
    • Components Needed:
      • Shard of the Worldstone: A piece of the legendary artifact, infused with the essence of the world.
      • Essence of the Firstborn: The core from an ancient and powerful Elemental being tied to the world's creation (high in one of the Elemental Courts).
      • Sigil of the Planar Guardian: An ancient symbol representing the guardian of planar boundaries. Would likely require appropriate research to find.
      Process: The adventurers must journey to a hidden or protected location to obtain the shard of the Worldstone. They must then seek out an ancient Elemental/Primordial being, possibly a dragon or primordial. With these items in hand, they travel to the Abyssal Maw and place the shard at the center of the Wyrd. The Essence is used to activate the shard, and the Sigil of the Planar Guardian is inscribed around it. The shard's power, combined with the blood and the sigil, disrupts the Wyrd's connection to the Far Realm, sealing it off   The Song of Unmaking A powerful, ancient song known only to a few bards and sages, the Song of Unmaking can unravel the threads of chaos binding the Wyrd to the world.
    • Components Needed:
      • A legendary (tier 3 magical) musical instrument to be able to manipulate the threads of destiny.
      • Echoes of the Primordial Chorus: Fragments of sound captured from the dawn of creation, stored in magical crystals.
      • Far-Reaching Harmony: A rare and harmonious performance by multiple performers (total 6), all meshing intensely well to allow the music to affect the vibration harmonics between planes to disrupt and unmoor the Wyrd.
      Process: The adventurers must find or create a powerful magical musical instrument They must also find or create crystals that capture the Echoes of the Primordial Chorus, perhaps requiring a journey to a place of ancient power. The final component, the Far-Reaching Harmony, requires excellent performances of at least 6 in harmony.   During the alignment, the bard plays the Song of Unmaking on the Lute of Fatestrings, amplified by the Echoes of the Primordial Chorus and the other musicians’ harmonies. The song's powerunravels the chaotic energies of the Wyrd and the vibrations which separate planes of existence, severing its link to the Far Realm and closing the portal.   Each of these methods requires significant preparation, rare components, and great bravery, reflecting the high stakes and the immense power needed to seal the Wyrd and protect the world from the encroaching chaos of the Far Realm.
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    Gaius is sitting on the command center very skeptical after his last conversation with the Sapphire dragon. He is writing a new report to be kept in the records of the Steelhawks organization. Since the last conversation he had with the Sapphire dragon Gaius gets broken fractures from his past . The Sapphire Dagon offered a part of his knowledge on how to travel through the ripples of Chaos and eliminate the “Chalice” from terrorizing our world. Or maybe stop him terrorizing and other worlds. The Dragon said that there are three different ways on how to do it.   1) Gaius of Alnoria. In the shadowed realm of Alnoria, a clandestine war rages with Marabok, with spies lurking in every corner. Octavius, a shrewd merchant, foresaw the threat to his trade and pledged allegiance to the Tarkonian mercenaries. His support secured safe passage for trade caravans, earning him respect and a crucial voice in Alnoria's councils.   On his final journey, Octavius accompanied a caravan to Alnoria's border. He enjoyed mingling with diverse travelers, always valuing every bit of information. As they neared the heavily guarded keep, a sudden ambush by camouflaged assassins wielding desert bows unfolded. Gaius, Octavius's loyal guard, fought valiantly but couldn't prevent a deadly arrow from striking his master. In a moment of horror, Octavius's wound erupted, claiming his life. His final words to Gaius were a cryptic plea to protect his paintings.   Grief-stricken and burdened with responsibility, Gaius faced interrogation by Alnoria’s authorities. The assassination was a grim warning against aiding Alnoria. Driven by Octavius’s enigmatic last words, Gaius delved into the paintings, searching for hidden messages. Each brushstroke might conceal clues to powerful allies or dangerous foes, guiding Gaius on a perilous quest to unravel the mystery of his master's death.   Gaius found out that a dark cult wanted to summon a dead god and his master had on his diary the secret location of the ingredients that were needed. They wanted to perform the “Ritual of Banishment” reversed, to banish the entity that keeps the soul of this dark dead god. On this realm this God was an aspect of the seven darks….   2) Gaius of Meletis. The narration is directly from Maximus. One of the greatest gladiator of all times: My name is Maximus. I was born In the sun-kissed city-state of Meletis, nestled on the cliffs overlooking the Theran Sea. Meletis is a polis devoted to learning, magic, and progress. It is the most populous city-state and home to progressive thinkers, pious thaumaturges, and wise oracles. My parents told me that I was born under the eternal gaze of the gods, and my journey began in the grand arenas of Meletis, where I mastered my combat skills with the spear and shield. Known for my strategic mind and unwavering determination, I got the attention of the city's ruling council. After a triumphant victory in the arena, they granted me my freedom, recognizing my potential as more than just a gladiator.   Freed from the chains of servitude, I found myself drawn into the ranks of the Praetorian Royal Guard, an elite force entrusted with the protection of Meletis and the leader Gaius Valerius. Me and my commander knew Little about our greatest challenge awaited on the horizon. Akros, the ancient colossus protector, stirred from its slumber and threatened the very foundations of Meletis. I was now a seasoned warrior in the Praetorian Royal Guard, and under the command of Gaius we were entrusted with the impossible task of repelling the colossal threat.   Guided by our tactical prowess, me and my fellow legionnaires embarked on a daring raid into the heart of Akros. The clash between mortal strength and ancient might echoed through the Theran skies. In the midst of chaos, I uncovered a long-forgotten weakness in the colossus's defenses, a knowledge that was passed down from the ancient scrolls of the oracle. With the combined efforts of the legionnaires, we exploited this vulnerability by dealing radiant damage with our weapons, trying to bring the mighty Colossus to its knees, but we failed. Gaius prayed loud to the god of light Heliod for protection and something happened that day and we suddenly came to this realm. In order to survive, we needed to leave our hostilities to the past.   Gaius remembers that they had in their possession an item similar of the “Heart of the world-stone”. It is the only item that can really hurt the colossus of Akros. The colossus was a construction of the god of Forge Purphorus, but somehow a god that is an aspect of the seven darks took control of it for his own reasons. In that realm he is called Phenax. He is the masked patron of lies and cheats. He is Heliod’s ethical antithesis, governing the spheres of gambling, deception, and betrayal. Phenax was once a mortal who was trapped in the Underworld, but he learned how to forsake his identity to prevent Erebos from detecting what he was doing. He crossed back over the Rivers That Ring the World wrapped in the tattered cloak of Athreos, the River Guide, who ushers the dead to their final rest. Hidden by illusion as he was, neither Athreos nor Erebos could find Phenax and bring him back.   3) Gaius of the Northern Pole. In the icy desolation of the Seventh Dark, where the biting winds howled like mournful spirits, Gaius, the runic warrior, trudged through the snow beside his loyal companion, Titus, a massive polar bear with eyes that gleamed with intelligence. Gaius, clad in hide armor inscribed with ancient runes, wielded a formidable pole arm, its blade shimmering with a magical glow.   For days they ventured through the endless white, battling demonic ice creatures that emerged from the shadows. Gaius's pole arm struck with precision, cleaving through the icy forms, while Titus roared and charged, his powerful paws and jaws dispatching foes with savage grace. Gaius spoke to Titus as if to a comrade, and the bear responded with understanding glances and growls.   Their journey was not merely a fight for survival. Gaius bore a sacred mission: to perform the Song of Unmaking, an ancient and powerful melody known to few. This song had the power to unravel the threads of chaos binding the Wyrd to the world. He sought to shatter the Portal of Entropy, a malevolent gateway threatening to plunge their realm into eternal winter. At last, they arrived at the heart of the Seventh Dark, where the air grew colder and the shadows deeper. Before them loomed the colossal portal, a terrifying maw of a demon from which ice demons streamed forth. Gaius's heart pounded as he beheld the source of their torment. The portal was a living thing, the gaping mouth of an ancient demon intent on consuming their world. Steeling himself, Gaius began to chant the Song of Unmaking, his voice echoing across the frozen wasteland. The runes on his armor glowed brighter, and the very air vibrated with the song's ancient power. Titus stood guard, his fierce eyes scanning for threats.   Suddenly, a bone-chilling roar pierced the air. From the depths of the portal emerged a towering ice demon, larger and more fearsome than any they had faced. It lunged at Gaius with outstretched claws, but Titus leaped to intercept, crashing into the demon with a force that shook the ground.   Gaius's chant wavered as he watched his companion struggle. The demon's strength was immense, and for a moment, it seemed even Titus might falter. But with a surge of determination, Gaius refocused, pouring his soul into the Song of Unmaking. The runes flared with blinding light, and the very fabric of reality began to warp around the portal.   As the song reached its crescendo, the portal started to fracture, its edges crumbling like brittle ice. The demon reeled, its connection to the portal weakening. With a final, thunderous roar, Titus hurled the demon back into the disintegrating maw.   The portal shattered in an explosion of light and sound, the demonic presence banished. The icy wind began to abate, the relentless cold easing as the balance was restored. Gaius, exhausted but triumphant, knelt beside Titus, his loyal companion nuzzling him with a deep, rumbling growl of approval.   Together, they had faced the Seventh Dark and emerged victorious, their bond unbroken and their world safe once more.     Gaius remembers all of those stories of his previous lives. In some he was Victorious and in some other he failed. But in all of those stories there are some similarities. He is fighting an entity that is an aspect of the seven darks and he uses similar techniques to defeat him. Ηe remembered those events of the past and the title the local people were giving to him:   The Ritual of Banishment. The Heart of the world-stone. The song of Unmaking.     Listening all the above and when Chalice said that he is a champion of Lord Arioch a small glimpse of memory came to Gaiu’s mind. He has the impression that the lord of the seven Darks exists at the same time in different worlds or in different realities. In some places he is stronger and in some other places he is weaker. Gaius also remembers that he heard about The Ritual of Banishment, the Heart of the world-stone and the song of Unmaking. Gaius came into the realization that he knows those names because he needed to find similar objects to prevent a great destruction on different realms.   Gaius looks himself to the mirror and he does not see the face of himself. He was looking way different when he was living in Meletis. He realizes with terror that the stories he was telling to the other Steelhawks members before the arena matches were the memories of a previous incarnation of him. But for some strange reason he had the same name. It is as if his name never abandoned him. Gaius starts putting this puzzle together from the memories he has of his previous reincarnation and he connects the following events:

       

    S01E017: "Bad day all around."
    (Kopav Alliance: T3)


    Watcher: Gaius


    Lv14 Cleric | Volare Dipodops
    Lv12 Sorcerer/Fighter/Cleric/Bard | Gaius Valerius
    Lv14 Wizard | Endora
    Lv12 Paladin/Fighter | Klepse
    Lv12 Wizard | Shuden
    Lv12 Rogu/Ranger | Alexei

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    What Happened
    Having fought through the Caverns of Ebon Nightmares, the team has fought and killed several Reapers in the Forge of Convergence. They have not yet determined what the dread laboratory-looking space is for, or where it leads. But somewhere below lie the Abyssal Maw and the Wyrd, the window to some Far Reams space bleeding through to the Kopav Alliance... and the leadership of the Reapers of the Abyss.

    On this Episode
    We are located in the Forge of Convergence and we have the control of the situation. We are discussing on how to proceed inside the Vortex that lies in the middle of the room. The Vortex in the middle is below some floor layers. Above the vortex is hanged a skeletal figure chained with a big rusty chain from the ceiling. Volare the healer of our team summoned 8 giant owls to grab the skeletal figure. Once the owl gets near the skeletal figure, it disappears and then reappears into flames. Volare tries another strategy. He gives a rope to two owls to grab the skeletal figure so that he can tie it and bring it down. The rope disappears and the owls are bursting into flames. At the same time there are 3 beams that collide in the middle where the vortex lies. We can pass between the beams but still did not figure out of what happens.

    The beams are coming from the walls and they seem that they activate the vortex in the middle. Shuden cast dispel magic towards the beams but nothing happens. Klepse decided to pass between from one beam and he observed a strange noise from a very well hidden closet. He explored more and we found a creature emerged from this closet. We see an air elemental warrior like creature. It looks angry but until now it did not attacked us. Shuden tried to communicate with the creature in Primordial language. He asked it “What are you doing here”? The creature looked surprised and it payed attention on Shuden’s words. It is trying to process this question. It answers back. Who are you? What are you doing here?
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    What are your intentions with me? Shuden answered straightforward that we are looking for the occult gang of reapers. The creature asked from us to open and the other closets to free his companions. We agreed to this task and we continued talking to the creature. The creature was explaining that they were more of them but the reapers captured them. Shuden said that they are free to go. We just asking what are behind the vortex. The creature spoke in discussed that beyond the vortex lies realms of chaos. Abominations and any type of horrors are lurking beyond the vortex. They also explained that bodies are sacrificed here to create abominations. Now that we released the air elementals the machine is running out of essences. Before the Air elemental leave one of them introduced us as Sonas of the Upper Air.

    Shuden remembered that the abominations the Air Elemental talked about are exhalations of chaos. They are emanations of mortals and Air elementals. And still we are clueless on how to close the vortex on the middle of the room. At the northern part of the room there is a giant stony door with the symbol of the cult “Reapers of the Abyss”. We decided to put some effort to open the door, to see what lies behind it. Beyond the door there is a dark corridor that holds 2 of us at the same time. It feels quiet and cold and we have a feeling of an unease sensation. We check the floor for traces and we have a sense that ahead of us there is some type of a presence. Volare tells us that there is a humanoid ahead of us. We also realize according to the traces on the floor that a lot of people are passing from this corridor. We arrived to another corridor towards the unknown figure to announce ourselves. Volare said who we are and we will help anyone that requires our help.
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    Gaius understood that it is a female figure. The woman Answered us that we are not the bad people she is was expecting. On the view of Shuden she looks very mad, because her face is scarfed and it seems that it is his lost wife. Shuden seems in shoked as if he does not believe her. He asked her immediately what are you doing here. The woman answered that he does not need to overanalyze everything. He should feel more. Afterwards Quavo appeared towards us and it was protesting towards Elora that she abandoned him and she uses him only when she is in need of him. Those creatures are trying to mesh with our member’s minds. To spread a confusion.

    A strange Confrontation
    We were not tricked and we got involved into a battle. Alexei delivered a very powerful shot to shuden’s wife. Shuden realized that if she was her real wife, she would be dead now. Volare granted us some blessings and made the attacking abilities even stronger. Shuden’s wife draws two shorts words and attacks to Shuden and she misses. Shuden retaliates delivering a powerful blow to his wife. Gaius cast bless and ignited one attack for Alexei. It was a powerful hit and Quavo is still alive. Quave stabs a special blade he is holding on his wrist and he looks that he is not bleeding. His face takes an angry look but we could not understand what this effect was.

    Alexei continues attacking Quavo and he scored critical hit. He managed to make him bleed. Klepse uses giants might to become one size bigger and tries to grapple Quavo and he succeeds. On our turns we deliver powerful blows trying to wipe out our enemies. Nomi tries recklessly and desperately to his Shuden but she misses. Shuden goes towards Quavo and kills him with a powerful blow. Klepse uses a javelin to strike Nomi that lies on the ground grappled and immobilized. Shuden delivered a powerful blow and she disappears in front of us. This creature was not a casual mortal being. Shuden seemed in a little shock and he felt a little sad for his wife, because he could not save her.

    We continue searching the corridor. The walls are rocky and nothing of importance can be found. At some point we reached a spot where a bright light emanates from the wall. With closer observation we found out that four button light resources were glowing. They were emanating red and green colors. Shuden pressed three times those buttons and we opened the door. We entered a room with a mouse that looks diseased. It looks to Volare’s mother and immediately spoke to him. “You should take care of us. But you selected to leave”. On the floor of this abandoned place there are some dead mouse creatures and they spread disease upon our members. Volare’s mother has an aura of disease and we need to be careful before we enter her Aura. At some time 3 Exhalation of Chaos appeared and they look very dangerous.

    We entered again into combat and we understand that Volare’s mother is a fake figure. Shuden and Alexei attacked without hesitation, delivering powerful blows and killing this foul creature. From its stomach various acidic and black fluids are jumping around, giving a feeling of disgust to everyone. The Exhalations of Chaos are coming towards us and they look formidable opponents. They have immunities into various types of attacks. Because we managed to kill Volares mother the Exhalations of Chaos could not contain their forms for a long time and they disappeared. We went back to the corridor and slowly, we understand why this place is called the Cavern of Chaos. We feel that we are making progress downwards but we understand that we will deal with many challenges.
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    S01E016: "Strive on with Diligence."
    (Kopav Alliance: T3!)


    Watcher: Gaius




    background
    We had this problem on how to deploy further the cavern. We are exhausted and our powers have been depleted. Gaius revealed to the party that he has Rod of Security where we can take a full rest to replenish our powers. Gaius teleported the entire team on a special spa center near the beach with big gardens. Everyone felt calm and rejuvenated. Gaius cast a detect evil spell to check if something evil is lurking around.

    After a long rest we teleported back to the cave and we continued our investigation on east north direction. Suddenly Shuden observed that something shiny comes is glowing from a schism on the wall. Gaius continued searching the area and fall upon a big shredder trap. Titus, his polar bear companion managed to avoid the trap completely. Gaius got some scratch from the trap. Once Titus avoided the trap a vortex of chaos appeared which can suck the life force from living beings. Gaius an Titus managed to avoid the vortex and got minimal damage.

    Shuden entered another corridor and a part of the ceiling started falling down towards his head. Shuden cast Rockfall Ward spell and he slowed the fall of those rocks and we can pass. On this corridor we found some crates. We opened the crates and we found the following things:
    A sandworm meat. Sleeping rolls, Blankets, Case mundane steel weapons from the desert realm. Those look like symbols and Klepse recognized them. The items belong to the Lunar society. The lunar society Liason will be Brother Boudreaux, high elf businessman. He brokers the deals. Wyrm Drivers are Goblins Rene' and Pierre. Volare mentioned us that he has a portable hole and he will put those items inside for further investigation. It took us around ten minutes to collect the items.

    Gaius observes on the eastern North side of the cave. There is a huge rockfall that covers the corridor and is a dead end. We decided to go west and Alexei risked to check the area there. As he was observing this area of the cave a pile of hornets appeared from the ground and starting biting him. He managed to get out of this pile because he is moving fast, due to his horse. At the same time his survival skills are very accurate and he found more footprints. He proposed to follow the footprints so that we can avoid future traps. Gaius made more exploration and he triggered another vortex. Finally we reached at the end of this cave and infront of us there is a big darkness.

    We arrived on a gigantic portal where there is an unknown language written upon it. Alexei managed to read it: "Some things cry out to do by hand". Gaius understands that because of his knowledge of Chaos understands that the inscription supports the urges of Violence, and freedom. The signs upon the door are symbols of the chaos cult. Klepse understood that the door needs violence to enter inside. He used Violence kicking it with his hooves and he opened the doors. We entered a gigantic room that looks like a a laboratory where in the middle of this room emanates a Vortex from where inside emanates light beams. This place is called the Crucible of Convergence. We also see some familiar faces. Moira Descarte and Griffin Mc Allister. We got surprised from Moira and she delivered some powerful Blows to Alexei. She wanted to get out from our reach but Gaius cast outmaneuver and came next to her and he stopped her movement. A breath Drinker Attacked Gaius two times and fortunately it missed. Another Breath Drinker attacked Alexei because he is stunned. Fortunately he managed to resist its draining ability.

    We got strucked really hard from this cult of chaos. And try to position ourselves into a better location in Battle. Endora cast hold person to Griffin Mc Alister giving him an opportunity to Shuden to hit him while paralyzed. The Drinkers are still attacking us bringing us weakness. We miss on our attacks and grappling abilities. Gaius took some time to evaluate the battlefield and he attacked Moira, using his Bloodshed sword, delivering a huge amount of damage. Also in her hands appeared fiery shackles and she is restrained right now. Alexei took advantage of this situation and executed to her a critical attack terminating her life once and for all.

    Shuden our Expedition leader a notorious bladesinger hit Mc Alister causing good amount of damage with her lighting blade. Volare tries to hit our opponents with his spiritual weapon. Klepse did something spectacular. He managed to use a cloud rune and redirected a very powerful blow from one drinker to another drinker. After that Klepse walked towards Mc Alister to help Shuden. Mc Alister took advantage on this and attacked Klepse with an entropy ray. Thankfully our paladin managed to resist.

    The pattern of battle continues on and on. Shuden and Klepse are fighting Mc Alister, Gaius, Alexei and Endora fight the two drinkers. Endora made a very powerful move and she forced one of the drinkers to worship her. We decided to grapple Mc Alister and gather around him, so that we can deliver multiple attacks. At the end we managed to defeat those creatures. We will require investigating furthermore this laboratory.
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    S01E015: "Of Nightmares and Dreamscapes."
    (Kopav Alliance: T2)


    Watcher: Blade


    Lv9 Sorlock | Salune
    Lv10 Wizard | Blade
    Lv10 Paladin | Thytarion
    Lv9 Paladin | Herbert
    Lv8 Paladin/Bard | Captain Thrasios
    Lv8 Warlock | Vengine

    Cave 02
    Cave_03
    We start mid-mission…in the middle of the top layer of this dungeon.

    Last group just chased off a cowboy wizard that wussed out and ran off. They also killed some invisible stalkers and some cowgirl that we had run into before. Someone put her in a bag of holding to make sure she stays dead. We looked around the room we thought the wizard cowboy teleported out but found nothing but more undetectable traps/natural phenomenons that are extremely frustrating . It's frustrating that we can't detect these things before they go off no matter how skilled we are.

    There was no way to the north that we found, but when Tytharion went to the west (left) side of the map, an insect mob attacked him. He manages to miss a lot of it but his steed gets killed. Gaius immediately uses divine senses to try and make sure we aren't getting attacked by other beings, but detected nothing. In the meantime Tytharion starts casting find steed to get his mount back.

    About 3 minutes left in Tytharion’s spell, we see gas starting to form and 2 large creatures attack us! We all move to cover our paladin's cast and make short work of them. A little trouble stepping in some traps or natural phenomenon but after some pushes and pulls of the bad guys, we manage to snuff out their gaseous forms...fun stuff! We ended up turning around as this was a dead end and started heading the other way. We checked around the first corner where our rock slide hurt our friend last week and found another dead end. We decided not to go that route as we kept getting hit by the stupid traps/phenomenon that we can't detect. We move past it and move on.

    As Blade moves north on the map, he hits one of those undetectable multidimensional phenomena and gets banished. Right away the rest of the party get attacked! This time some monk/rogue-like girl with a funky hat and unlimited teleportation/advantage/sneak attack/hits like a truck decides to attack us. Along with more of her gaseous and invisible friends...needless to say, after a frustrating battle with everything having disadvantage to hit or always being invisible, not to mention advantage on all attacks, oh and Blade, well he was banished for basically entire fight, we managed to kill everyone but the monk/rogue god lady in the funky hat ran off after dropping our Expo 2 times and finally, when Blade makes his save, got dropped in 2 hits by this lady.

    ***SUPER IMPORTANT INFO FOR NEXT GROUP***
    This appears to be the end of the tunnel if you will. We make it through the first level of this dungeon. We also determine that if we back out to get a full rest it will let them "reset" the dungeon. The next group will have to decide to rest or move on (moving on will take a lot of your abilities (spells, short/long rest abilities, etc…) We do know that everyone we were facing always ran off and retreated to the north-east, so at least we know where they are.

    GOOD LUCK STEELHAWKS!




    S01E015: "Of Nightmares and Dreamscapes."
    (Kopav Alliance: T2)


    Watcher: Blade


    Lv9 Sorlock | Salune
    Lv10 Wizard | Blade
    Lv10 Paladin | Thytarion
    Lv9 Paladin | Herbert
    Lv8 Paladin/Bard | Captain Thrasios
    Lv8 Warlock | Vengine
    **Additional Report of Nightmares and Dreamscapes** We are on the same chaotic cave of nightmares, we listen the ambient noise of rock falling and it gives us the impression of danger. Blade is scouting the area but he cannot find signs of anything. Everything is blocked of and it seems a mystery how the guy with the explosives goes away from the last battle. Captain Thrasios is using his special aura of Divine sense and he cannot feel something specifically evil. He suffers a wave of vertigo and he understands that the powers of chaos disrupt this cave. Tytherion stepped on a corner of the cave and some dangerous swarms of insects appeared biting our companion and his steed. The insects killed his steed and asked from us 10 minutes to summon a new steed. Captain Thrassios asked if this is necessary. Salune gave an explanation that expert Paladins like her father are attached to their steeds and they feel more safe or more confident with them on their side. As we were waiting for the spell to be completed some animated Exhalation creatures of Chaos appeared in front of us and attacked us. Blade and Vengine engaged the Exhalation creatures and had some successful attacks.   Herbert stepped on a random place on the cave as he was trying to approach an opponent and a vortex appeared in front of him. The Vortex made him feel unsafe and with discomfort making him to miss on his attack. The creatures teleport when they get hit dealing a small amount of necrotic damage. Captain Thrasios was concentrating upon one of those creatures and cast hunter’s mark and he got a successful attack. He used smite and booming blade and he delivered a significant amount of Damage. The battle was in favor of us and we manage to eliminate our opponents with ease. Captain Thrassios thinks that those opponents are just consuming powers and resources of the team. The Chalice wants probably to be weak when we arrive on his lair.
    We decided to search the other part of the cave and we stumbled upon another vortex. Blade stepped upon it and he feels dizzy. Also for a moment he vanished in front our eyes and we do not know where he is. We got an ambush attack from one of the cult members and another animated Exhalation of Chaos reappeared. We are engaged again to another and now the theory of Captain Thrasios is correct. The creatures will try to deplete our recourses and powers. Salune cast the spell slow to cut the mobility of our opponents and Captain Thrasios started smiting them. Right now more and more of animated Exhalation of Chaos creatures appear from random places of the cave. At the same time we have an invisible stalker that attacks exposed members of our party. The invisible Stalker hit Selune in surprise and he brought her down.   We see the same pattern and tactics. We need to kill the fast. Herbert managed to hit one of the creatures and smite them. Captain Thrasios used his new Teleport ability and moved next to Selune and provided Lay on hands on her. Selune got up and tried to slow our opponents. Unfortunately through a poor judge of positioning of herself she moved towards the invisible stalker and got an attack from him, with the result to fall down again. Tytherion on his turn managed to bring back Selune but we are getting attacks all the time and we look bad. At some point Blade appeared from the Vortex and he started storming our opponents. Maira our opponent with the puffy hat managed to deliver a powerful blow on Blade bringing him down and she seems very dangerous than ever.   Captain Thrasios used a greater healing potion to bring back blade on his feet. Selune cast Toll the Dead on the invisible Stalker and the creature seems to be immune to necrotic damage. Tytherion and Blade got somehow back their nerves and they delivered deadly attacks, and cleared the fight. Unfortunately Maira escaped from us.
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    S01E014: "And all my dreams torn asunder."
    (Kopav Alliance: T2)


    Watcher: Gaius


    Lv9 Paladin | Thytarion
    Lv10 Fighter | Sthall
    Lv10 Rogue/Ranger | Alexei
    Lv8 Fighter | Shivy
    Lv8 Fighter/Monk | Bill
    Lv8 Monk/Fighter | Quigley

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    We ventured all day in the Labyrinth of Convergent Paths and we reached at entrance of the cave of nightmares. It is evening and we reached the lair of the Reapers. The interesting thing is that we did not find any guards on the entrance of the cave. We were expecting some humanoid guards, but there is no resistance. We decided to walk around the lake with extra caution. Until now everything looks clear.

    We entered inside the cave and Volare summoned a bat so that it can sense with is senses the right direction towards the cave. The expedition Leader recommended to select always right. The cave has huge pathways and some of us already check for traps or hidden pathways. Shavy found a location with fallen rocks and warned us to not step at this location. Volare was checking the area all the time and still he did not find and any danger. We have the feeling that something is around us but still we did not find any opponents. Suddenly from nowhere we are attacked from invisible stalkers. Even if those creatures are attacking us they still remain invisible. It is very difficult for us to spot them.

    We are engaged to combat and at the same time we saw a familiar opponent. Dead shot appeared behind from us and she started shooting against our Director. She found a new weapon since Gaius still has her old magical gun. Volare cast a spiritual weapon to attack our opponents but it causes very minimal damage. Another Familiar face appeared and he summoned a circle of death against us. Thankfully Klepse protected us with his Aura and we did not get affected so much. Gaius got a lamp of revealing from his backpack and he ignited it to spread light towards the invisible creatures. Now everyone do not get penalties to hit those creatures.

    Shivy moved towards one of the invisible creatures and he delivered a tremendous amount of damage. We need to get rid of Ravena, because she can kill us from afar away. Klepse run towards Ravena and he grappled her. This was a nice tactical move so that she cannot attack us. Gaius cast Bless to Him Shivy and Klepse and Commanded Shivy to attack a specific target. Ravena looks bloodied but she smiled with the blood on her teeth. She continues firing towards Klepse and she misses. We managed to eliminate our opponents, except the guy with the hat. He run and we cannot see where he is heading towards. Tytharion went looking for this guy and a swarm of insects attacked our Paladin causing some small injuries. Volare asked to regroup and to not run away of each other.

    We were victorious and we continued searching the cave on a different direction. Volare took care our wounds and we were ready and healthy. Gaius grabbed the lamp from revealing and he sheds light in our way. Suddenly a strange vortex appeared in front of us. Blade explained to us that this is an effect of an elemental Chaos. This vortex will teleport us to a far realm of chaos. Kaivalya with her special gaze found a trap on the ground. We are standing on a wall and the rocks looks loose. We throw some rocks and we cannot find anything else on this area of the cave.



    S01E014: "And all my dreams torn asunder."
    (Kopav Alliance: T2)


    Lv9 Paladin | Thytarion
    Lv10 Fighter | Sthall
    Lv10 Rogue/Ranger | Alexei
    Lv8 Fighter | Shivy
    Lv8 Fighter/Monk | Bill
    Lv8 Monk/Fighter | Quigley
    Volare's additional report Journal form for and All my Dreams Torn Asunder   Journal entry from Volare Dipodops Director of the Steelhawks Mercenary Company., painstakingly detailed pencil sketches included from next page of his journal.   I have grown bold being surrounded by so many brave people. I have always been the kind of person to rush into danger to save another. But every time I would do it my heart would be sent into a raced panic. Taking on danger has become second nature, knowing that my involvement could lessen the danger for others is all the motivation I need to plunge into places with names like The Cave of Ebon Nightmares, and The Eternal Chasm.   The reports on this area led us to believe that a portal to the far realm exists somewhere within. Information from a reliable source, a Sapphire Dragon of all things. To think that I would grow to the point of having dealt with dragons on multiple occasions and even a god on another. Our first foray into the caves met with some difficulty as chaos was spreading throughout.   Chaos is so powerful that it manipulates time and space causing our senses to be untrustworthy and our path to be clouded with uncertainty. Luckily a magical familiar in the shape of a bat led us through much of the distortions. But now we find ourselves back outside the cave preparing to dive back in.   Traveling with my dear friend Klepse who has been by my side since we entered the Steelhawks. Gaius the previous director is back from his cross sea trek and joined in on the expedition. A member who I have personally watched grow from a fresh recruit into a powerful warrior Blade was there to help. Rounding out the party a bugbear woman named Shivy I have had a few jobs with and then Kaivalya and Tytharion. Kaivalya being the one who raised both Beaker and Slepnir, I never really imagined her in the field but it is a pleasure to have her around. Tytharion I do not know much of he came to the company recently as a powerful ally whom I have not had many opportunities to converse with yet.   Setting off into the cave we followed the tried and true “Always take the ‘right’ Path”. And within minutes we were beset by invisible stalkers. Nasty buggers with no real form though I imagine them looking something like this. As these creatures infested our ranks two humanoids showed up from the back and began shooting firearms and spells into my comrades, Luckily for them, I made an appealing target and took many of the firearm shots on myself.   Image of stalker   While chaos and the enemies did assail us it did little to slow down the skilled mercs of the Steelhawks. Cutting through the elementals and finding the ranged gunner and easy target for Klepse's powerful grasp. I even took my first swing with my blade. It didn’t hit. But I did it.   After dispatching the elementals and the gunner we searched for the caster who had been part of the ambush. To no avail, all attempts to track him ended believing that he had escaped via teleportation magics.   Gathering up and tending to our wounded we looked forward to completing the expedition. Having only just stepped foot back into the cave we had much more to discover.
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    S01E012: "Between and Betwixt."
    (Kopav Alliance: T2)


    Watcher: Gaius


    Lv10 Wizard | Shuden
    Lv11 Sorcerer | Cody
    Lv11Wizard | Endora
    Lv9 Paladin | Herbert
    Lv8 Rogue/ranger | Alexei
    Lv8 Warlock/Sorcerer | Saxx

    We are in the middle of the Labyrynth of Convergent Paths and we are venturing towards the North. Gaius knows that there is a time loop and at some point we will pass from the same spot. We are searching the area and Quigley found plants with sharp teeth. Saxx realized that this dark place reminds him an area from where he summoned his imp. It looks very alien to us. Snaxx passed very fast on this alien terrain and a trap from the ground was triggered. The trap is a geyser of cold compressed gas and fortunately he managed to avoid it at the last moment. Gaius proposed to hammer some pitons in the holes of the traps and Saxx suggested doing it with his mage hand. We managed to seal some tubes of the trap but at the same time we listened a strange noise from the Sky. There arealways clouds in dark red and brown colours giving the feeling of depression to those who tresspass the Labyrinth. This noise from the sky sounds like a big roar and snarl but we cannot understand what is this thing or creature.

    There was not any interaction with the noise and we still scouting the area. Snaxx Checked the North east and North West of the Canyon and the only danger we see are some small plants with teeth. Gaius grabbed a torch and burned those bushes with the aberration plants. We continued our way and the Time loop brought us back. Gaius tried to get direction by observing and touching the leaves, because they usually have a pattern showing a specific direction. Unfortunately those rules do not apply on this place. At some point Saxx got an inspirational idea and he told us that his familiar on its Bat form could get the right direction because of its sonic senses. Here the trick is to perceive not from our experience but as it is in a different reality without using our eyes.

    While we figured this out, Gaius informed the party to not touch a pile of stones, because it will summon a void sucker. It is a horrible creature created by shadows and smoke and the director encountered in the past. Unfortunately Aenig did not listen and he touched the stones and the Nightmare of Void was summoned. The creature attacked Aenig with three attacks and it brought our companion down. We tried to keep preoccupied the creature and delivered deadly blows to it. Gaius cast a healing spell and brought back Aenig. He clearly things that this guy in nott from the brightest people in Steelhawks.

    Saxx said to follow his Bat, because it will guide us with his sonar senses. After some time it brought us out of the Labyrinth and in front of us there is a mountain pass and then there is revealed a great valley. At the end of the canyon road we reached a very deep chasm of 180 feet. At the bottom there is a mountain lake. We decided to cast Feather fall spell and five of us fall down smoothly and one of us flied towards the lake. We are located on the side of the lake and suddenly a giant toad attacked us.

    We got involved on another battle, and this aberration used a Shriek frighten us. Suddenly one more of those creatures appeared trying to hit us from two different places. At the end an even greater aberration attacked us with a breath weapon trying to frighten us. Fortunately we had Sir Malcolm using his positive Aura granted to some of our party members’ immunity to fear. Also Gaius blessed some of our members increasing their chances to hit those creatures. Quigley the Ranger Pistolero of our team was firing bullets to those creatures dealing significant amount of Damage. Endora teleported with one of her spells one of those creatures far away, giving us the opportunity to kill faster the ones that were closer to us. Finally Aenig with his eldritch smite managed to bring down one of those aberrations easily and then it was a matter of time to kill the rest.
     

    S01E11: "Expectations"
    (Kopav Alliance: T2)


    Watcher: The Oracle


    Lv10 Figher/Cleric/Sorcerer | Gaius
    Lv11 Paladin | Malcolm
    Lv9 Wizard | Endora
    Lv9 Fighter | Stahl
    Lv9 Wizard | The Oracle
    Lv8 Rogue/Bard |Kaivalya

    The Oracle Mission Debrief

    In the wilderness of Waruka Valley, we continued our search for the Reapers of the Abyss. There were few clues of where exactly they were hiding in this arid expanse, and I was embarrassingly unequipped to divine their location, but we chose a direction and continued. We came along a body of water on whose shore was laid up a Carin. There was no good guess as to its purpose, and the marking on the stones was obscure. Suddenly a phantom leapt from it and assailed us. It took us by surprise, and we had not anticipated it to be so powerful. It cut down Gaius very quickly and drained some of his essence. Our great director fled for his life, leaving us all to our fates at the mercy of this breath drinker, and most of the party was shocked by his cowardice.

    It went for Kaivalya next, and things looked grim until Sir Malcolm stepped up and helped us turn the tide of the battle. The creature was unusually powerful, resistant to most elemental energy, and restored by any radiant damage. We cautiously ventured on and found ourselves in a labyrinth of narrow gorges with twisting and winding paths. The way shut behind us and a malignant force permeated the atmosphere, weighing us down and demoralizing us. I gave into it momentarily and felt madness creep up on me. It was lovely.

    The maze was riddled with trapped and dead ends, and when Ungoliant, my familiar, went forth creeping along the walls and did find a way out, we were transported back to our previous location. Time magic of some sort, or perhaps a wound in time. We couldn't be sure. Kaivalya had the idea to dismantle the Carin, that it might be connected to all this since the phantom did emerge from it initially. When we went to do so, however, we were set upon by another breath drinker. We were better prepared to handle it this time and dispatched it. Then, while deciding what to do next, a great dragon with sapphire scales approached us and alighted on the cliff overlooking us. These Blue Dragons were crusaders against aberrations, and that was my best guess for what the breath drinker was. I communicated with him psionically, as is preferred by their kind, and used their tongue.

    He was receptive and courteous even. He transmogrified into a humanoid that made Kaivalya blush quite a bit, and we conferred. He was aware of some type of Chaos cult inhabiting this region of the Kopav Alliance and explained to us it was their doing that marked the land and kept us in a time loop. The way we had tried to pass but were turned back from was called the Labyrinth of Converging Paths. We needed to pass it to reach the Caverns of Ebon Nightmares where the Reapers of the Abyss had set their headquarters. There we would also find the Abyssal Maw, the pathway that has allowed the Wyrd of the Worlds to gain access to our realm, and the source of all these aberrations and chaos magic.

    Our goal is to find a way to seal this portal. The Dragon, named Ildrum, offered us his assistance, at least to get through the Labyrinth of Converging Paths. I am ashamed that I was not capable enough to find a way through, but time with a dragon is always welcome.


     
     

    S01E10: "The law of nature, the dream of man."
    (Kopav Alliance: T2)


    Watcher: Kaivalya


    Lv9 Paladin | Malcolm Greywater
    Lv11 Monk Tasnera
    Lv10 Wizard Shuden
    Lv10 Jovial
    Lv8 Rogue/Bard Kaivalya
    Lv8 Druid Hugiin

    General shiny, AKA Director Gaius, hatched a plan to publicly execute Ravenna “Bloodshot” Blackwood. This would and did draw out the Reapers of the Abyss out of hiding to rescue her. Unbeknownst to them, Blackwood’s iconic single earring was replaced by a replica familiar to a tracker. The “Locate Object” spell was used to hone unto her location using the planted accessory, nifty trick.

    The team followed the tracker into the Waruka Valley, to a mountainous region north of Last Chance Hollow. We crossed paths with frontiersmen living among giants, and heard tales of aberrations making their home in the valley. Slightly further north is where the spell's effect was suddenly interrupted. We were unsure why the effect ceased to be, and all made our assumptions.

    The Steelhawks dispatched via train into the valley. Seating was comfy, service was average, I mean, all they had was tuna sandwiches, I’m told they were yummy. Anywho, we dropped off in the middle of nowhere and decided we should look for ourselves rather than ask around town. We took our best bet as to the direction of the last time the tracker was functional and headed off.

    Surprise, surprise, we didn’t get very far. I guess it’s not an ambush cause we’re in their home, but it was an ambush, trolls ambushed us. Big ones at that, two of ‘em, they had enormous claws that could just snatch you off the ground, no issue. If that wasn’t enough, they had tiny trollkin witch things along with them that bombarded us with annoying spells. We had to kill them over and over and over, they just kept getting back up! At one point, Tasnera smashed one’s face in, it just healed right up and kept annoying us until we set it on fire. Fire’s the best. Welp, by the end of the fight, we were all pretty tired. So it was time to find some place to hunker down for a bit. Hopefully on the next outing we’ll pick up the trail nice and easy.

    ~Jovial the Genie

     
     

    S01E09: "...doesn't listen to the harvest."
    (Kopav Alliance: T2)


    Watcher: Gaius Valerius



    Lv8 Wizard | Endora
    Lv10 Fighter | Gaius
    Lv10 Monk | Tasnera
    Lv9 Wizard | Shuden
    Lv9 Paladin | Malcolm Greywater
    Lv8 Artificer | Dusk

    We are at the office of Sheriff Alistair Gonclaives and he asks us if we are ready for the execution of the Notorious Blood Shot. Gaius proposed a small plan to surround the area of execution with deputy forces. They should not be visible so that saving Bloodshot looks an easy task. The Sheriff agrees and he applied his men around the city and to the escape passages. Gaius informed everyone that he looks different. He is more focused to establish the Law whenever it is needed.

    We are heading towards the execution area, and we are getting positioned appropriately, and waiting any hostile activities. The sheriff is stepping on the Gallows and he is declaring the crimes of Dead shot. She is tied very well and she looks with her red devilish eyes towards the crowd still frightening the crowd even on this condition. Ravena does not look afraid. Our party is watching around and the only different thing they find is only the whistling of wind that is surrounding the city. Tasnera pointed us that the weather is shifting and according the lightning creatures we fought the last time they might saw again.

    The sheriff asked Ravenna if she has to say something before she is going to be executed. She said that is expected to Arioch’s arms. The sheriff is pulling the trigger and the trap door below Ravenna’s feet is triggered. She falls down and her body does not reach the lowest point so that her neck snaps. There is an invisible force that is taking control of her body and not allowing her getting down. The rope gets snapped and one of the deputies is getting pushed out of the Gallows and fell down. Dead shot is elevated 50 feet above the ground.

    At the same time an invisible figure casts lightning towards Sir Malcolm and Endora, inflicting wounds to them. Another figure is rising and slams Endora and is doing a serious amount of damage. Those figures are like large Air Elementals and they can hover above the battle field. Tasnera attacked one of those creatures with a magical weapon and the Air Elemental like creature as a response to this attack teleported on the roof of a building. Fortunately Tasnera has great mobility and she is chasing the creature to the roof of the building.

    Endora has a a Pixie companion and it casts fly to her so that she can maneuver in the battlefield and protect us. At the end a creature with elven characteristics shows from below and started shooting with her longbow towards Endora, because she is flying and she is the only target that can catch Blood shot that hovers at 50 feet. Our positioning is the worse than any other time and our supernatural opponents have the upper hand. Tasnera managed to reveal their strengths and their weaknesses and still some of our party members were attacking to them with a type of damage that are immune. Gaius thinks that Steelhawks need more arena matches. He spotted a lot of weaknesses in the organization strategy.

    Sir Malcolm moved with his horse towards one of the Air Elemental like creatures and delivered some powerful hits with smites. Endora got some really powerful hits and the elven figure finished her with her scimitar. Gaius tried to prevent this attack but without any result. Blood Shot is flying against her will and she is getting away. Tasnera managed to finish one of the Elemental like creatures with her magical fists. Gaius stroked hard the elven creature with his runic properties and managed to create fiery magical manacles to the creature’s hands. It is considered restrained and it needs to break the chains to execute some offensive actions. The fight continues without aby interest at this point because Dead Shot got away and we lost one of our companions. The opponents that left in the battlefield lost their momentum. Or they do not care because they achieved their purpose.

    Sir Malcolm thankfully had prepared a revify spell and resurrected Endora. Gaius was really mad and he talked with a hard tone on his voice towards the sheriff. He said that his men were not positioned on the right spots and that is why we could not prevent our enemies. Shuden harvest the cores of those creatures and he understood that they are Animated Exhalations of Chaos. Gaius got it from a different perspective. He noticed that those creatures were moving away when they got hit into one of the eight directions. Like the symbol of chaos that has 8 arrows on different directions in an octagonal positioning.

    Inside the sheriff office came Sarah Mullaney the Director of Security and Defense. She gave our condolences for our loss in battle. She mentioned that she put an earring to locate her possibly guiding us to their lair. Also she learned that the second in command of the cult is a powerful druid. He commands the powers of the elemental lords. Gaius made another observation. Maybe the chaos lords twisted the mind of the elementals. But she disagrees. A better estimation is that maybe the Chalice might twist their minds when he summons them.

     
     

    S01E08: "Four in a Taxi."
    (Kopav Alliance)


    Watcher: Gaius Valerius



    At the same time a shady cowboy figure took advantage of this situation and having a maul he smashed the door of the bank and he entered inside. At the same time we saw a legendary figure with red eyes, shooting towards Kavalya. She Shouted at her three times and managed to injure her very hard.

    The fight seemed casual because Endora cast Fireball and she eliminated 4 of those iced creatures. Gaius with his animals attacked and killed another one. Shuden engaged a heavy armored guy and with the help of Milug wounded him really hard. The armored figure cast a circle of death and we were severe wounded. The battle continues and we managed to kill one by one our opponents. At the roof of the bank left only one opponent. Milug unleashed his echo to chase the opponent but without a success.

    Ravena sees the situation gets deteriorated and she disengages from us, trying to get away from us. Tasnera a very disciplined monk moves faster than a horse managed to catch Ravena and he unleashes a flurry of blows managing to wound her. The people in the streets seemed confused and that were looking at us with a fear in their eyes. Gaius entered the bank and stated that the perimeter is secured and the order is restored.

    Shuden and Dasnera Chased Tamera and they got her down. We took her down we did not kill her. We delivered this legendary criminal to the local sheriff. He is a Tabaxi and he said that he was informed about the robbery. He thanked us that we interfered and he rewarded us with additional 1000GP. Gaius made a suggestion to the sheriff. It would be advantageous if we select the place of execution with the intention to attract the attention of the rest of the gang. Also Gaius took as a reminder the gun of the legendary criminal of Ravena Deadshot.

     
     

    S01E07: "Archive of Longings."
    (Kopav Alliance: T1)


    Watcher: vYzion



      His patron must be mistaken.

    The more he accompanied these Steelhawk Mercenaries on their search for some bandit group or other, the more he questioned whether or they'd be able to follow the path of glory for which he was destined. Why they spent all this time talking to the rabbit is beyond Aenig's comprehension. The path is pretty clear: the bandits are heading towards Nephilim's Reach, and so should the party. What's there to discuss? And why waste time talking about this Malatestiana Library? Is our quarry expected to be there? Bandits are raiding libraries these days? Nonsense! What knowledge could a library contain that can be used to thwart the intentions of this gang? Especially when the Library "Stacks" are known to eat people up, without spitting them back out. What bandit would ever go to such a place?

    By the time he'd finished going over all these questions in his head, the group was on train headed for Nephilim's Reach, and he was 50GP lighter. Upon arrival, Aenig saw what he expected to see. A city bustling with common folk going about their mundane tasks, forever isolated from opportunities for glory. As soon as the party disembarked, they immediately headed to the library. "At least they're capable of sticking to the path they've laid out," Aenig observes as a positive.

    The party arrives at the library without much fanfare. They're greeted by a librarian, a Tiefling named Camilla, who "offers" to show them around the library personally. Turns out her offer was simply a cash-grab: 70GP for a bunch of fluff "knowledge" that anyone could read from the book covers. OF course, what would you expect from a Tiefling, those spawns of Devils. In an attempt to hide her blatant rip-off of our gold, Camille "informs" the party that the symbol they've brought, most likely belongs to the Cult of Arioch. But of course she'd know nothing about them, once agian proving that this devil's spawn had intentionally misled the party in order to enrichen herself by 70 GP. What a foul beast. "Who has the knowledge we seek," Aenig asks the librarian, his voice stern and unwavering. He would not be beguiled by the famed silver tongue of the devils. After not know, Camilla directs them to the stacks, where there were no bandits of cultist, only old wives takes of disappearnces. But, with a Tiefling present, who knows what the truth of the matter is.

    Upon arriving in the stacks, the party was greeted by a pale...very pale...individual who identified himself as Ravine. Rather be bored with meaningless talk about whatever meaningless things they were talking about, Aenig made his way over to sitting area, and sat.

    Shortly thereafter, the party was attacked by constructs and apparitions. From his vantage point, outside of the fray, he was able to clearly observe the battle abilities of the Steelhawk mercenaries. It reminded him of the stonework at the HQ. As evidenced by the repeated misses when striking the enemy and setting the library on fire, it was clear that his companions weren't fit to adventure alone. That's obviously why he was sent to accompany them. To rectify their mistakes (there's no way to prevent this many at once). Clean up their messes as they grew and developed into, hopefully, a party worthy of accompanying his on his quests for glory.

    So, first he quell the fire that had begun to spread. Second, he Blessed the party so that their weapons would strike true against their foes. Finally, he gave the necromancer a taste of his sacred Healing Light, the ability granted him by the gods themselves. Not because the Necromancer needed healing, but because it turned his stomach to watch this filthy necromancer making a mockery of Divine Healing Powers, as he had done twice now in this battle. Perhaps experiencing the power and the glory of the real thing, will set the him upon a more appropriate path, not one where he continues defiling gifts from the gods. Shortly after that battle, the Tiefling re-appeared. What a coincident that the abomination was nearby when these vulgar beasts appeared and attacked us. Between the lies of the hellspawn Camilla ("These things don't happen regularly.") and the misleading nature of pale-skinned Ravine, Aenig was on high-alert, looking for the opportunity to approach either one and get to the bottom of the evil that was being sheltered in these halls.

     
     

    S01E06: In all disorder, a secret order.
    (Kopav Alliance: T2)


    Watcher: Gaius Valerius & vYzion



    We teleported ourselves to Kopav Alliance. Shilon Tate congratulated us for our performance on our last missions. He gathered us today to speak with a lady that is high tempered. She is chief of the security in the area. Before that we visited some magic shops to buy some magical equipment. Shuden bought an Ioun stone and the holy man bought a cloak of displacement. After our shopping we headed towards the saloon and inside we found Sarah Mullaney. This woman complemented us about our reputation and achievements. She mentioned us that there is a problem that needs our attention. There is a gang problem. They call themselves the reapers of the abyss. They are under the leadership of a feared figure with the nickname “The Chalice”. His Lieutenant is named Manasseh Overholt. His is ruthless and cunning. They embrace the darkness into the wildlands. They committed a lot of outlaw activities. Bank robberies, kidnaps, train stealing etc. They also have a gang member a very deadly desperado with the name Ravena Blackwood (aka "Bloodshot").

    We asked Sarah when their last robbery target was. She mentioned that there was a train near a station under the commander of Ravena Blackwood. There is not any pattern on how they organize their crime scenes. Even if there are many patrols of Law people the gang manages to escape or slip the hands of law. They looked disciplined and organized. Also Sarah told us that there is a price for each gang member we bring alive or dead. They live in caves on a big wasteland area. For the last years they became bolder and they recruited some quality of people. Gaius proposed to make a stop into the chapel. He asked some information if the names that the gang uses has a connection with some portfolio of the Lords of Chaos. The revered father said that the most usual Lord to worship is Arioch is sophisticated high intelligence and very cruel figure. Lord Arioch’s figure is insane for mortal’s standards. Usually he looks like a grotesque gigantic fly. The triad of Chaos is consisted by Lord Arioch, Xiombarg the Queen of blades and Mabelrode the faceless. Those are among the most worshiped Chaos lords.

    The team decided to investigate more the town. We split the group for better flexibility so that we can gather information from different places. Alexei went to a bad reputation saloon to get information from not so lawful people. In that place a lot of beautiful women work inside the bar and offer massage and maybe other chill services. Alexei drink a very good quality whisky and he ate a tasteful steak. He felt relaxed and he asked from the girls for a good story. He paid 50 gold pieces per person for listening good stories. One of the girls started telling a story about a woman that her face was Hard as iron and her look was cold like ice. She had very fast hands, and she was carrying two pistols and a shotgun. Another girl mentioned that she came with another brute guy. His name was Ironclad. He mentioned that living to caves is really rough and he missed living to a civilized area. Also one of the girls said that there were two more people. The one was Griffin and the other one was The Hawk with an unknown last name. One of the bartenders he revealed to Alexei a pendant. It was looking like a scary skeleton surrounded with blades. Probably a pendant of a cult. He asked from Alexei to get it from his hand. We brought the pendant back to the temple of Law and the priest told us that this pendant belongs to one of the Chaos Lords.

    Gaius visited the general store and the vendor is a really good looking and well-dressed fellow. He asked about the gang the reapers of the abyss. The person he is interested about is about Bloodshot. At same time Gaius gave 500 gold pieces to the vendor to share a legendary story. The shopkeeper started saying stories of achievements about this notorious desperado. It is said that when she starts shooting her eyes glow with a red radiance. She carries some marks on her face reminding her battles she participated. Also no one dares to provoke her on a duel. She created a fearful name. Lastly the vendor mentioned that she has a crime companion with the name whisper. She is silent and elusive. It is said that she can walk through the shadows. Kayvalia visited to a place where a lot of gamblers are hanging around. She wanted to participate into a dice game. She started playing dices and observes how the other gamblers behave. Kayvalia started playing money and at same time she tried to gain some information, but unfortunately without luck.

    The night has fallen and we decided to take some rest in one of the saloons. We slept without any problem and we went to the main hall to eat our breakfast. One of the waitresses whispered to Shuden’s ears that the people we are seeking are heading towards Nephilim's Reach, "probably up to no damn good".

    Kaivalya stood outside the doors of the Saloon. It's been a while, but it's certainly not the first time she's brushed elbows with the seedier elements of society. Hell, the entire "Slave District" where she grew up was one big underbelly, teeming with crime. It was also the base of operations for more most organized gangs in the city. After her parents' murders, she spent many years as a captive to those gangs, where she was forced to assist in committing various crimes just to survive. So, she feels more comfortable surrounded by criminals and ruffians that the well-to-do, even pious, members of Steelhawk International.   Not that she dislikes her Steelhawk companions, it's actually quite the opposite. For the most part, being in a gang meant you were on your own, despite having strength in numbers. Especially for "conscripts" like her. She was recruited as an "expendable." The fact that she never got "expended" didn't help her status in the gang any. In fact, it probably made things worse (a matter of perspective, she supposes), since her orders got progressively more dangerous. Knowing that her "team" would abandon her, without hesitation, to save their own skin, made it pretty easy to not care. Her only real mission was to not die, by any means necessary. But with companions that were there for her, that she could count on for help, like many of her new Steelhawk friends, it was much different. When surrounded by people like that, there is a consistent feeling of inadequacy. She should be doing more to help out, regardless of what she's already done. And it's that drive to not let her team down that prompted her to once again mix and mingle with the worst that society has to offer.

    "Golgatha," she whispers to herself. During this brief moment of reflection, the name of the city where she was born and raised returned from the depths of her amnesia. "Now's not the time for this," she scolds herself and steps into the Saloon. Upon entering, her comfort level disappears. This isn't the boorish, run-down, acrid smelling establishment she expected. It was classy-ish. Not as classy of the one where they met the Directors, but there were still many well-to-do looking folks sitting at tables, eating and drinking over conversation. It's unlikely that ruthless gang members would frequent this place, but due diligence is due diligence. She scans the room looking for anyone that seems out of place, but finds no one. However, she does notice a door beside the bar, that is seemingly unused. "Probably the gambling room," she thinks to herself. The favorite pastime of pretty much every gang member she ever met was gambling. "Due diligence is due diligence" she repeats to herself.

    As she approached the door, she draws a quizzical glance from the bartender. Whether it's because she young, or because she's a tiefling, she couldn't tell. Not that it matters. She's been looked at for both reasons many times before, but no one has ever actually tried to stop her. And this time was no different. She opens the door and enters the room without so much as looking the directions of the bartender. The gambling room only had two people in it. Once very well dressed, and one in more common attire. "They're not the ones we're looking for," she thinks to herself as she makes her way to one of the empty chairs. "But maybe they know something," she continues as she sits at the table. While she's not a gambler, having been around it so much, Kaivalya was able to pick up on the rules of the game after watching a single roll of the dice. She'd learned long ago that gamblers only talk to you if you're playing...unless you're winning. It's never a good idea to win your first hand. She also learned long ago to never trust the house. Both of these reasons were why her first ante was only 50 GP. Always play a 'throw-away' round to understand the table. As it turned out, this table was pretty fair, at least judging from the reaction of her opponents when she asked if any unsavory people have ever tried to cheat.

    Kaivalya put down 50 GP for the next ante. Having been around so much gambling, she picked up more than one sleight of hand trick, for a variety of gambling games. Dice were especially easy to manipulate. Well, not so much the actual manipulation itself (which required quite a bit of skill to make the dice do what you wanted), but avoiding detection was much easier, than say, for a hand of cards. "I just need to get more information. I'll give it back," she thinks to herself as she rolls her dice, ever so subtlety influencing the outcome in her favor. After more dead end answers, she places her final bet for 100 GP and trusts the Luckstone she bought earlier in the day to...make her lucky. And as the dice roll her way, uninfluenced, she stands up, collects her winnings, and returns the 50 GP she 'won' from the previous hand. "If you see anyone suspicious, please tell Directors Sally or Buckshot. They'll be able to get word back to us."

    And she exits the bar to report her findings, or lack thereof, to the party.

     
       

    Kopav Alliance, episode 5: "In this life or the next!"







    Watcher: Spoon
    L7 Fighter Cleric | Gaius
    L4 Fighter | Snaggaltooth
    L6 rogue/ranger | Alexei
    L6 Barbarian | Shena
    L7 Fighter| Stahl
    L6 Paladin | Malcolm
      I was in a peaceful trance in my tiny hut, resting our sores away from a Young Remorhaz attack, when all hell broke loose. The ground rumbles and we hear something large break through the earth just outside my dome. Then two more booming crashes. Then suddenly, a fourth crash comes straight out of the ground beneath us and dispells my hut as it is way too big.   The rest of my party is thrown from their sleep and scattered across the snow. I just narrowly dodge from this explosion and realize that we are now surrounded by not one by FOUR Young Remorhaz! I prepare my bladesong and cold shield, since I know these things are flaming hot, while my allies try to recover from the surprise.   We battle these things down one by one, getting scorched as we deal damage. Endora confuses 3 of them with her lovely charm, which helps Stahl recover a bit. As we kill each one, they explode with fire burning our flesh. After downing the last one, we are a bloody, crispy mess.   We debate whether to rest again or move on since the blizzard has let up. Since we felt vulnerable and knew we couldn't fit the horse into a hut, we decide to move on. We make our way further up the mountain pass without further issue. As it gets dark, we hunker down in my tiny hut again, leaving Alexei and his hourse outside. This horse is not fairing well in the harsh weather, but we could not find shelter large enough for it.   We wake from a calm night and head on forward. After 2 hours of travel, we hit a white out blizzard. We continue on and the mountain pass narrows ahead to just 10 feet wide.   We are on jagged stone stairsteps with sheer cliffs on one side. 2 hours later, we are hit with another white out blizzard. We move for a few more hours and the snow lets up. We approach a cave and decide to check inside. There are glowing rocks spread out in the entrance. I detect magic and these stones give a faint aura. I pick up the ore with my mage hand and we inspect it closer. Stahl, our blacksmith, investigates the ore closely and determines it is an ore, that when combined with mithril, makes adamantine. WE WANT MORE!   Stahl, Herbert and I enter the cave. It's pure darkness in there, but we make out some detail with out dark vision. We see a strange central pillar. We see more stones and another cave path further in. The rest of our party follows in. Alexei looks into a dead end off to the side and discovers an alter with a humanoid skull on top.   I cast Comprehend Languages and try to make sense of the writings around the altar. It's infernal, but it's a bunch of random words and scribblings. Endora recognizes it as prayers, trying to call out to their god/patron.   Endora touches the altar and gets a flash image of a humanoid red-skinned devil with hooved feet.   We don't know what to do with it, so we continue picking up ore. As Stahl picks up more, he has a sudden and forceful feeling of uneasiness. Almost as if it is a magical effect from the stones.   Alexei and Herbert check out another outcove in the cave and find another altar. Herbert recognizes it as related to Moradin. Stahl pays homage to the shrine of Moradin and ensures that the ore he took will go to good use.   I venture off into a long hall with a dead end and find 3 altars. I recognize that all 3 are different and am familiar with them from what I learned at the guild hall. Altar 1: Bust of a dragon head painted silver: Bahamit Altar 2: Several wands in a pile (offerings from several people). Etched on the stone is an 8 pointed star. Korelin god of magic. Altar 3: plain stone slab with books piled up on either side. Crook-shaped stylized eye. Ioun goddess of knowledge. This appears to be used by various groups on pilgramages and are not all connected to eachother.   Herbert uses his Divine Sense to gain more details about this cave. It's consecrated ground. He has a feeling that we should just leave all the stuff here and go. Stahl leaves his shield behind as an offering to Moradin and he no longer has that magical uneasy feeling. Stahl has a feeling of inspiration. We decide to all take a rest in this cave and all gain inspiration, except for Endora who touched the evil altar.   Let's hope for some clear weather for our final stretch through the mountain pass tomorrow!  

    Kopav Alliance, episode 4: "It seems to me we can never give up longing and wishing..."







    Watcher: Spoon
    L7 Firic | Gaius
    L5 Druic | Sherbert
    L6 Fighter | Stahl
    L7 Cleric | Endora
    L5 Rogue | Alexei
      Kopav Alliance, episode 4: "It seems to me we can never give up longing and wishing..."   We rested for the night after fending of werehyenas and hyena packs to defend the cattle. There were lots of murmerings about the two cattle handlers they turned into werehyenas, but they are greatful that the shifters didn't plague the rest of them.   The vaqueros have heard of werehyenas and other strange things near the voiceless wastes. I decided to talk to the real experts here, the cattle! I had some great conversations, learned a LOT about chewing the chud, but learned nothing new about the werehyenas as they cattle had not seen such things before.   Alexei suggests playing some cards for gold, but the vaqueros say they need to save their money for their guest that will be coming by shortly. He's a hermit tortle that likes to gamble.   We pass some time playing intraments and telling stories. Gaius tells a story about cults in Azura. I couldn't really follow, but he seemed very interested in it so good for him! The vaqueros found it funny that people in Azura thought themselves gods as the gods on land have not existed for many generations. They mention that The Queen of Swords brings chaos in the open lands where there is no law. We learned quite a bit about the gods of these lands from the vaqueros and I wrote it down because I love this kind of stuff!   Arioch, the Knight of Swords: Arioch is not the most powerful, but is the most accessible Lord of Chaos. He is elegant and handsome, vain, unpredictable, and concerns himself with events in the mortal realm as learned via his clerics. (CE) Mabelode, the Faceless King: Mabelode is a mysterious and powerful figure within the Lords of Chaos, known only for his role in upholding cosmic chaos. He is known as the “Faceless”, all effigies of him rendered with a blankness where his face should be. (CN) Queen of Swords, Xiombarg: Xiombarg is a prominent Lady of Chaos, associated with war, conflict, and the capricious nature of chaos. She is always represented as a majestic warrior woman riding a 3 headed beast as a steed.   Shortly after the discussion on the gods, the tortle showed up! Cornelius the Hermit is here and he brought high quality, Angel's Envy Straight Bourbon!   Cornelius asks if we will play the Game of Cattle in the morning. We play until 3 cows known (known means knowing 4 characteristics). I bet 800GP that I will beat Endora and she accepts!   Score Endora: 1 Cornelius: 3 Sherbert: 3   I tied Cornelius in three rounds, thanks to a clutch reroll granted by a beautiful blue maiden. He granted me 200GP, Endora 100GP, and Endora paid me 800GP for out side bet! Man, that was a lot of fun counting teets!   Cornelius also gave us a bottle of Angel’s Envy Ice Cider Finished Rye (50GP value) out of apprecition of us playing along admirably.   We headed out after the game and made it to Bethil's Bastion. We met with Ligard Wicoff and he shows us some bulls that died in a pen waiting to be loaded on the train. I use my medical intuition to determine that these bulls look as if they died of old age. Ligard said they were all breeding aged bulls. We start to feel a sense of dread...   A ghostly necromancer pops up out of the floor and lets out a scream. Alexei and Stahl both cower in fear and visibly age by decades. Endora bestows a curse on the ghost, which shuts it down completely. The ghost drops into the floor, unable to act against us while cursed. After 20 seconds or so, that creep pops out and gets sent beyond by Stahl's firey shackles.   After receiving a chunk of change from the railroad office for dispelling this ghost, we head into Bethil's Bastion to get Alexei restored from his aging. We are fortunate to run into Father Zial, who pulls out a pair of greater restorations to put my pals right.   Whew! What a day so far! It's time to get these cattle on the train and head on back to Last Chance Hollow!  

    Kopav Alliance, episode 3: "Voices and Values."







    Watcher: Spoon
    L6 Fifghter Cleric | Gaius
    L7 Bladesinger | Shuden
    L4 Battlesmith | Zarakas
    L6 Divination Wizard | The Oracle
    L6 fighter | Stahl
    L6 Druid | Hugiin
      We wake up in the morning after staying the night in Bethel's Bastion. Our goal is to get to the Garadi Savannah. The herd is grazing and we need to bring the cattle back to Bethel's Bastion, load them up on the train, and take them back to Last Chance Hollow for slaughter.   The party decides to purchase some riding horses to make the trip out to the Savannah a lot quicker. Then, we start discussing our next step. I mention the bargain I made with Agdon Longscarf that requires for me to go out into the Voiceless Waste, find the great power, and extend an invitation to a conversation between the great power and Agdon.   Gaius and Hugin want to take care of our primary objective right away, but the rest of the party votes to head into the Voiceless Waste.   Shuden retells the stories that Father Zial shared with him the night before. "Evelyn Darkweaver was a scholar looking for the lost city shifting beneath the sands of the Voiceless Waste. She started with Bethel's Bastion, researched and discovered a map to the lost city. She headed out and found structures burried beneith the sands. There, she met a guardian, Thane Shadowbinder. He is a warlock attached to the voiceless waste, tested Evelyn's sincerity, she passed, and became connected to the voiceless waste."   This convinces Gaius that the Voiceless Waste is not a waste for us and we come to a unanimous decision.   We head out from Bethel's Bastion North-East into the Voiceless Waste. We continue deeper into the Waste until we are confronted with two giant scorpions and a huge scorpion. Shuden and Gaius brace for combat while Hugin begins speaking with the huge scorpion. This intrigues the huge scorpion and it holds off the others. The huge scorpion asks us why whn we tell it we want to pass through peacefully. It wants to know what we are doing here. Gaius suggests to Hugin to share that we are metal and not tasty and we are looking for the great lord of the land. The huge scorpion is smarter than he looks and says: "The Voiceless Waste is too large for conversations in the way you suggest. Since you have shown some restraint, it may be worth speaking to you in a different frame of reference." The huge scorpion then shapeshifts into a humanoid. He is surprised that we have approached the Voiceless Waste in a way that is not normal. Usually, people approach with hostility or fear. We come in peace, but can handle ourselves and stand strong.   Shuden requests an invitation to conversation between the power of The Voiceless Waste and Agdon Longscarf, per the bargain. Te shapeshifter agrees. We may let Agdon know that he is welcome to come to the Voiceless Waste and open a conversation as long as he comes in peace.   This shapeshifter turns out to be Thane Shadowbinder. He recommends we head out now that we have satisfied our needs. It doesn't make a difference to him if we head back the way we came or head South-East to the Savannah. We choose to head to the Savannah.   When we reach the Savannah, The Oracle points out that it's really unnatural how the terrain transitions from the Voiceless Waste to the Savannah.   We hear horses and cattle as we approach and finally reach the cattle we need. We are recognised as the mercinaries hired to escort the cattle by Felipe Gonzalez. He warns us of predators and critters that were sensed between the grazing ground and Bethel's Bastion that may be stalking the cattle. Previous herds have bee attacked by a pride of lions. Another incident involved horrors in the mountains along the train tracks, but there were no survivors to give more details. The vaqueros seem to be very supersticious.   After traveling a while and dusk begins to settle in, we reach a confluence of waterways with the cattle. Suddenly, a pack of preditor hyenas pop out of the brush and attack. Shuden takes out 3 hyenas in one motion. Gaius takes out another two. Then one of the vaqueros drops off of his horse and shifts into a werehyena and attacks Shuden. Then another vaqueros shapeshifts and attacks Gaius. Then some hellwasp grubs pop out of the ground and start biting and poisoning everything and avoiding all attacks against them like they're invincible. It turns out, Shuden was just in a blind rage and they were later easily taken out by the sole of Stahl's boot. Since we had the upperhand, one of the werehyena's bolted and we were able to get by with just one downed cow and Shuden's downed horse, who were both stable but paralized by the grub poison. Gaius uses an antitoxin to restore the poisoned cow.   Gaius, with his own guidance and Shuden's magical enhancement, takes his machete and skins a half dozen hyenas for their valuable pelts.   All in all, we defended this herd pretty well. We just need to figure out what was up with the werehyenas posing as friendly vaqueros. In the meantime, we are haggard and need some rest. We hunker down and camp the night away, telling stories of the invulnerable hellwasp grub that was hellbend on destruction.  

    Kopav Alliance, episode 2: "Demesne of the Stonebound."


    Watcher: Loyus
    Lv5 Cleric | Endora
    Lv5 Paladin | Loyus
    Lv6 Blade Singer | Shuden
    Lv5 Rouge | Kaivalya
    Lv5 Fighter | Sthal
    Lv4 Rogue | Drakkar

    Part One:
    Kragoth the Stonebound is a huge piece of art on this massive wall. How did the people making these railways not ever notice something like this? I mean fuck, its huge I could not imagine how much hair he took care of at that size. They even put goddamn stones on the track to slow us down and do manual labor to keep us going. There are noises deeper in the caves, and it sounds like a huge open space of falling rocks. They definitely are moving rock and they are planning something.

    After talking we gatta go get the sound and find out about it. Sthal said leaving it would bring job security I agreed, but we were outvoted. Moving into the big cavern its reallllly big and it has a lot of yellow stuff all over the place. Kaivalya has a bunch of rocks fall on their head, pretty funny to see someone flying get pelted with rocks. Stones are falling everywhere why the hells did we come here. THERE IS A GENIE?!?! Also Endora must likes rocks and sand given the amount that fell on her and that she was playing in like 2 feet of it. I think Shuden really likes trains. He said he brings justice of the trains to the Genie and his weird Cult. Shuden says it’s a Dao some kind of earth elemental? I do not know what that really means. THAT genie went into the stone and even moved in and out of it. That was crazy! Shuden whipped Endora…. She seemed really excited to be whipped. Make note of that you who reads this.

    I pulled Shuden’s hips and pulled put Endora out of the sand. Fancy stones would be a good tribute. The Genie keeps asking about this kind of thing. He wants to make a pact with someone…. Making Warlock what a weird thing to want. Does that not make you have to give your powers to someone else. The people are making deals with these elements and causing the elements to start vying and fighting for power and followers. The Dao wishes to make a pact in which the trains will be safe and that we must pass on stories of his glory so that this deal would be in benefit of both parties. He requires a WARLOCK to come and form this pact and complete this deal. He is giving us dead adventurer loot in good faith that we could do this very simply. Drakkar reaches into a hole and finds Everbright Lantern, Walloping crossbow bolts (x6), Pole of angling, healing potion x2, Instrument of illusions. Great find! For what I do not know we see a large blue stone in my minds eye and Kragoth the Stonebound looks like a giant Sapphire that he is bound to. Interesting maybe we could find the stone and make it into nice jewelry. We head back to the train and the Dao kept his end of the deal. We finally make our way out of the mountains heading to Bethel’s Bastion.

    Part Two:
    Voiceless Waste smells of Ozone. Bethel’s Bastion prides itself in faith and religious institutions. Many monastic temples and even though it is western it still carries faith as its core building block. We finally made it here. Priest Zyle is the Chief Legal Counsel: Provides legal advice, oversees compliance with laws and regulations, and represents the Alliance in legal matters– Zyle. What a busy man to be dealing with legal and religious duties. The town is rather pleasant and the center of the religious priesthood. Zyle works in the cathedral of the law bringers. Lords of Law is the main faith. Lords of Chaos is diametrically opposed.

    Lords of Law:
    Donblas, the Justice Bringer: Donblas embodies the principles of justice, and is a significant figure within the Lords of Law. (LG)
    Arkyn, the Sentinel of Harmony: Arkyn is a prominent Lord of Law, known for his unwavering commitment to maintaining the rule of law to provide order in the universe. (LN)
    Shalod of the Flail: Shalod is a revered and somewhat feared Lord of Law, associated with ensuring the appropriate discipline and redress through punishment of those who’ve broken the law. (LE)
    This place seems to very orderly given what and who they worship. Most likely a very safe, but uptight community. This teenager named Stella seemed willing to help us and sent us to a magic shop called Band of Brothers Magic Shoppe, Hooky's General Store. Nephilim's Reach: Nephilim's Reach is a city-state known for its towering spires and arcane academies. It's a hub of forbidden knowledge and eldritch experiments, where scholars and practitioners delve into the mysteries of the supernatural… and there is much supernatural lore to explore! This place is where the normal magic items are. Father Zyle we met him. A very accepting man and someone who can apricate all types. He knows of our plights and is giving to us. Father Zyle is a man who knows. The Voiceless Wastes were ruined by an ancient empire who used to use the magics and drained it destroying it as well.

    The Sacrifice of the Lost City:
    According to one legend, eons ago, a powerful civilization thrived in what is now the Voiceless Wastes. They grew arrogant and sought to harness the desert's mystical energies. In an act of cosmic retribution, the land itself became conscious, consuming the city and its inhabitants, forever binding their souls to the desert's sentience.

    The Eldritch Eclipse:
    Another tale speaks of a rare celestial event known as the Eldritch Eclipse. During this occurrence, the boundaries between realms weakened, allowing the Voiceless Wastes to gain a form of awareness. Some believe that the desert absorbed the collective memories and souls of those who perished within its confines, birthing its consciousness.

    Greatest Warlocks of the Alliance:
    Thane Shadowbinder: Thane was a cunning and ambitious warlock who ventured into the Voiceless Wastes seeking power. Legend has it that he communed with the desert's consciousness and struck a Pact of Shadows. In return for his loyalty, Thane gained control over shadow magic, becoming nearly unbeatable in battle. He led an army of shadowspawn in the Alliance's defense during the Shadow War, earning him a fearsome reputation.
      Evelyn Darkweaver:
    Evelyn was a scholar and mystic with an insatiable thirst for knowledge. Drawn to the mysteries of the Voiceless Wastes, she entered the desert with humility and respect. The desert recognized her genuine intentions and granted her the Pact of Ancients. This Pact bestowed upon her the ability to communicate with ancient spirits, control sandstorms, and summon spectral creatures. Evelyn's wisdom and mastery of the desert's power played a crucial role in negotiating alliances and averting conflicts.





    Kopav Alliance, episode 1: "If I had to live my life over, I'd live over a saloon."


      Watcher: Just Gene
    L5 Bladesinger | Shuden
    L4 Battlesmith Wizard | Aschente
    L4 Rogue | Alexei
    L4 Fighter | Stahl
    L4 Diviniation Wizard | The Oracle
    L5 Fighter | Gaius Valerius

    It’s only been a short time since I’ve joined Steelhawk International. Already I can see why they are famed the world over. The main hub is abuzz with activity. Adventurer’s going to and fro.

    I’ve been looking out for jobs that might take me to the Kopav Alliance territory. Though there are places near home I still haven’t checked, it’s for good reason. The Kopav Alliances is the next closest region.

    Thankfully, a representative of the guild seated in Last Chance Hollow has reached out to us for a job. Seems like it should be an easy job, finding some lost cattle and bringing them back. Nothing exciting, but I’m not just in it for the job itself.

    Anyway, I put my hand up for the job and thankfully was selected to represent Steelhawk. I found myself with five other adventurers;
    Gaius, an interesting man, supposedly from another planescape in it’s entirety. And I’ve heard he’s running for the director position.
    Stahl, a stoic and giant man, quiet though.
    Alexei, a man that carried a whip on his hip and a cool confidence.
    Shuden, another elf, apparently from a nearby region to my own home. I’ll keep my eye on him.
    And a woman that people are simply calling, The Oracle. Mysterious…

    Using the guild’s teleportation circles will never not be disorienting. Going from the cool air of the inside of our main sect, to the dry arid air permeating the Last Chance Hollow had me nauseated.

    We were welcomed to the satellite HQ by our contact Shiloh, a Harengon. The fellow turned out to be quite amicable and I immediately felt like I would get along well with the man. He gave us a tour of the town, showing off a few of the useful locales and a vista from which we could view the town as the sun set. I must admit that barren of the land outside of the town had a beauty to it I couldn’t see from home.

    After the tour, Shiloh brought us to a Saloon where we met the Director of Culture and Heritage. It seems to be the theme that people from this small town are personable as I found the Director, who introduced himself as Allen ‘Buckshot’ McTavish, to be a kind if quirky man. He told us of a storytelling competition being held in the saloon that evening, and when I put my foot forward he seemed to glow with joy. A few others in the group signed up too and we spent the evening listening to stories.

    I was up first and I told a story of horror from my childhood, hoping to thrill the audience. Gaius followed me up, giving some history of his home world. Apparently the gods of his realm walk among the mortals. Who’d have thought it?

    After Gaius a local woman, Dottie McClintock, regaled the audience with what seemed to be a well known but favorite story of the town. And I must admit, it had my interest peaked. She spoke of some kind of archeologist called Evelyn Darkweaver. She heard tell of an old and lost city buried somewhere in the Voiceless Wastes. She had managed to find it and pass the challenges set by an old Warlock guarding the place. She acquired an object called the Soulstone that contained all the knowledge and history of the buried city. To have the knowledge of an entire civilization… I must admit I’m tempted to visit the place.

    But that is neither here nor there. The story telling competition continued with Shuden stepping up to tell a story of a first love, and time spent in quiet companionship. Meanwhile Alexei told a story of friendship and loss, and of course canines. That in particular seemed to win him the competition as the judge, a man from Ebonvale called Zale, as apparently he’s a sucker for a story with dogs.

    The experience as a whole was enjoyable, there’s something beautiful about a territory at the precipice of innovation still upholding such traditions.

    After the top three of the competition were announced, it had gotten late and Shiloh gave us the details of the job we were called here for. We were to gather some cattle that were out in a prairie called the Garadi Savannah, not far from my home actually as I recognized the name.

    We were to take a train in the morning, and so Shiloh showed us to the Curl of the Hoof Hotel where we spent the night.

    We boarded the train early in the morning so that we could be at the prairie during the afternoon. The trip included scenic views of the desert and the surrounding mesas. Eventually we came across a tunnel which we entered to pass through the mountain in the way. Unfortunately it was blocked by some debris, and as per out contract we headed off the train to clear a path.

    Upon moving towards the debris however, we were met with a troglodyte yelling at us. The Oracle was able to interpret it’s screaming as a demand to make a tribute to someone it called ‘Kragoth the Stonebound’.

    When we were unable to meet it’s demands, communications broke down and another troglodyte brute came out of nowhere and attacked. I was immediately besieged by a gnoll that managed to land a clean blow on me in surprise before I erected a shield of force.

    Gaius backed me up, tripping the creature and landing several blows with his spear. Alexei struck it with a whip while it was down and Shuden followed up with a booming blade. I decided to follow his lead and struck with a booming blade of my own, caving in the creatures chest and killing it before throwing my axe at another brute.

    The axe struck the brute and the blade returned to my hand. The strangeness of it must have been enough to distract the brute as it didn’t notice Stahl growing into a giant to pick up and throw the brute of a cliff.

    Alexei and I moved to attack one of the shamans, when another on a cliff opposite us cast a spell that grew stone spikes across the terrain, cutting off our route. I managed to hit it with a few magic missiles distracting it long enough for Alexei to help The Oracle out with the other Shaman.

    With The Oracle using her strange mind magics on the shaman, and the other too far to aid it’s comrades, the brute fell to the combined might of Stahl and Alexei. The charmed Shaman didn’t last long after as The Oracle did something with her powers to expertly track the shaman near her scoring a strike with her lightning directly to it’s heart. The electricity stopping it long enough for Alexei to tear its throat with his whip.

    The last Shama, seeing it was alone, seemed to attempt to flee. Shuden was having none of that and pursued, teleporting from our side of the cavern to near the shaman. Despite Shudens expert pursuit, it barely managed to survive his attack, but was so distracted that my conjured orb of fire struck it squarely in center mass and set the creature ablaze killing it and ending the skirmish.

    Our first fight of this mission ended in our complete victory and we set about clearing the debris. When we were done we returned to the train to the applause of it’s passengers.

    I have to admit, for my first mission with Steelhawk International, it was more exhilarating that I thought it would be. I wouldn’t be here if I wasn’t exiled from my home, but if I’m going to be an adventurer for the foreseeable future, I’m glad it’s here with these people.



    Kopav Alliance

    Voicless Waste

    • Need Some Info Please