Session 1-8: The Beginning of Lumière Éternelle
From a chance meeting to the downfall of a criminal element.
General Summary
A Quick Summary
Our party, Lumière Éternelle, has its beginnings within a fateful train ride that would be stopped within Reclaimed District and stripped of a part essential to its' continued operation. When goblins threaten the belongings and safety of the passengers, our party jumps to action, repelling the attack through each of their individual capabilities and chasing them into an abandoned mine. From there, the party bands together, dealing with threats, discovering secrets, and solving pertinent problems to reach the ringleader of the goblin band. Through their combined efforts, the goblin boss is felled, and the train part is retrieved. Returning to the surface, the party meets with a gendarmerie sergeant named Sgt. Kyrie, who rewards the leader and asks them if she could contract them for help as an adventuring party in the future. It is here where the party discovers they are all headed towards the same District: the Corsican District. Arriving at the Corsican District, they are approached by a tabaxi courier named Windstep, who provides them with a number of letters pertaining to their business within the District. After retiring to the Homely Rest, run by an acquaintance, they discover in dealing with each of their businesses the next day that the District is threatened by a developing terrorist threat, which could upend the livelihoods of all those involved in a singular act that was promised to occur at the end of the week. Banding together, they resolve to stop this threat before it could be enacted. As they arrived at a warehouse where two of their members were slated to perform business, they were attacked by the group that would be behind these threats, called the Corsican Reclaimers, led by a mad warlock who wielded the power of blood through her fingertips; a tiefling who called herself Dread. The attempt to gain explosive materials is partially foiled, but the party is split when the gendarmerie arrive to investigate the commotion. One half of the party submits to interrogation by the Corsican gendarmerie by Sgt. Kyrie, where they slowly get the picture that the Reclaimers may have once had a noble goal. When released by the gendarmerie, they are contacted by the same tabaxi courier Windstep, where he reveals that he is among the Outcast population of this District, and that the party who fled the warehouse was safe and at their hideout. After being convinced of the threat that the Reclaimers posed, they reunited underneath the city. It is here where they met Valentius, a noble rouge who intended to end the Reclaimer threat for the good of all. After some discussion, the party accept his aid, information, and manpower in their quest to stop Dread once and for all. A week of investigation ensues, where the party discovers the scale of the Reclaimers' plan to force Guilds out of the District, and manage to foil a majority of their plans. On the final day of their investigation, two distinct leads are distinguished among the many that were foiled: Parlen, a vedalken and an uncle to one of the party, who was seen conspiring with the terrorist group, and Dotoe, a satyr who had been harassing a friend of the party. The party decides to chase after Dotoe, believing him to be a greater threat. A tough battle ensues, where the party had received the aid of a cleric of the Church named Silque, who had helped the gendarmerie interrogate them earlier in the week. Soon, Dotoe was slain, and a definitive lead to the true hideout of the Reclaimers was found. The party resolve to end the threat before the final day of the week. After some final preparations, the party raid the hideout of the Reclaimers, where glimpses into how much they have fallen from their original goal are gleamed from the documents and journals found about the compound. Several powerful demons are encountered, and after difficult combat, are slain on the way to the tiefling. The party also discovers a set of hostages being held for nefarious purposes, including the wife of Parlen, which kickstarted his forced cooperation with the group. Finally, arriving at the chapel of the compound, the party faces off against Dread and her powerful demons. The grueling combat saw many of the party's morals tested and lives put on the line, but thanks to the party's combined efforts, the party ends Dread's potential for a massive terrorist attack with a single attack. The next day, the party accomplishes a debrief with Sgt. Kyrie, where their efforts are recognized in service of the District and to Verdane as a whole. As a group, the party, then and there, names themselves:Lumière Éternelle
In the aftermath, the party catches the attention of a Council official, who send her most trusted people to evaluate the party and to try to get them on her side. Will they fight for good? Or will they fight for their own selves?
Session Summaries
Session 1 & 2: The Beginning & Goblin Chase
The beginning of it all.
The current year is 1085. Date, 18th of Parthe. Solday. It is a relatively calm day, all things considered; workers were taking advantage of the early hours to commute using the class C trains that were affordable to the lower class. So, within an unassuming train station at the eastern end of the Coastal District a small crowd had gathered to await the first train of the day. Among those waiting was a rogue who had made her way onto the platform without a ticket, a monk who had asked the rogue to come along with her, and a professor who was forced to conduct a test on an early morning Solday. They are:
- Stephanie Auclair: A rogue initiate to the Brotherhood of Cloak and Dagger, who has made it her life's goal to determine the mysterious circumstances behind the disappearance of her father.
- Tandi Seylas: A monk pirate of Isabela's Chasm Surfers, who ran from her home after the disappearance of her mother.
- Quico Condorcet-Mersenne: A bard and professor belonging to the Emilian College Circle, who is stuck between following either of his families.
- Faessi Sylvestre: An amfibiu taliyan wizard studying magic at the Inquisitors to the Arcane, who hides his identity for fear of the discrimination he would face.
- Harrison Grey: An elven artificer who researches for the Ambitious Experimental Technology guild, hoping to advance his research in time manipulation in order to bring back the woman he lost.
- K'aamni Déon: A half-tabaxi artificer partnered with Harrison at the Eighties guild, who works on an armored defense project in an effort to please her disapproving mother.
- Eris Dahraklis: An aasimar fighter honing her skills under the Honed Blades, seeking a way to rid herself of her personal demon.
A goblin attacker.
Faced against the tide of would-be attackers, the party jumped to action, repelling them and driving them back to their hideout underground. In the chaos, a part had been stolen from the front of the train, preventing it from starting up, which necessitated that someone retrieve it from the thieving goblins. Knowing this, the seven adventurers volunteered for the job, being promised a gold sum for retrieving the train part.Traveling through the underground mines where the goblins had fled, the party discovered a little bit of history behind the centuries-old mine: it had once been a joint expedition between the Eighties and the Ore Fishers two centuries ago, where a rift had divided the two guild units over their vision for the expeditions. This would result in an event where a married miner had been sent on an expedition that was doomed from the start, thanks to the explosive power of the dynamite that the Eighties had engineered for the expedition. Retrieving his wedding ring, the party continued onwards. Soon, they came across a central point of the mine available, past a collapsed elevator, where the leader of this small group of goblin burglars was found berating his underlings. The party, having only banded together mere hours ago, planned for a strategy to take the goblins by surprise. When that failed due to indecision, the party still managed to pull through after a series of close calls, slaying most of the goblins and the boss, before letting a single one escape. Retrieving the train part as well as a magical horn1, the party returned to the surface. After they return to the surface, the party returns and affixes the part of the train necessary for its operation, and Sgt. Kyrie rewards them with a gold sum, before suggesting to them that they become an adventuring party, planting the seeds for the seven heroes to become more than just simple acquaintances. With that, the party boards the train towards their collective destination: the Corsican District.
Session 3 & 4: Corsican Beginnings & Vigilantes
A map of Corsican District.
When the party arrives at the Corsican District, they are greeted by a tabaxi courier vying for their attention on the train platform. Approaching him, they learn that he is here to deliver four letters, updating them on the status of their current jobs after the delay they experienced on the train. After that, on Eris' suggestion, the party stays the night at the Homely Rest Inn, manned by Sal, a human who took Eris in at the request of a business associate, and his daughter Ophelia, a child who studies fighting with Eris. The next day, 19th of Parthe, the party goes on their separate ways to accomplish their individual businesses throughout the District. However, for each group, they discover troubling hints and clues that suggest that something dark is brewing within Corsican...
- Eris discovers a note in an abandoned room at the inn which alludes to an attack at Storage Row, where all the warehouses of the District are located.
- Faessi and Stephanie go to the Brewer's Suite to meet his father's contact, a vedalken Inquisitor by the name of Parlen, who also happens to be the assigned target for Stephanie to tail. After Faessi delivers an unknown package to Parlen, Stephanie tails him all the way to a secret hideout, where she hears of a big event that would happen at the end of the week.
- Tandi and Quico go to her friend's home, where Quico unknowingly delivers a vial of potent poison to an elven courtesan named Leandra Vallerin. Leandra had contacted Tandi in order to assign her an important mission: to kill a satyr by the name of Dotoe who has threatened her and her family's lives.
- K'aamni, Harrison, and Eris went to Storage Row to rent Warehouse #3, a warehouse owned by the Eighties guild, where K'aamni was to test her experimental armor's riggings and parts. Here, Eris discovered a group of hooded individuals spying upon them from a distance.
A scout, among those who raided the warehouse.
Unable to remain stealthy, the tiefling notices them all and invites them to a bout, introducing herself as Dread. She drew upon her magical power to summon from the ritual circle. The party then sees as from the blood circle, three imps appear from thin air, then disappear with a cackle. They act fast, storming the building and trying to take down as many criminals as they could. One of them had activated a project that the hostages seemingly worked upon, providing an additional obstacle in the form of a sturdy wooden construct that impeded their progression. During the fight, Eris charged forward and appeared to impale Dread on her shoulder, before the tiefling smiled, dug her weapon in deeper, then bade them farewell as she disappeared before her very eyes. A grind soon ensued as the party fought against the poisonous imps and the devious criminals, until they had eventually apprehended all but one of the criminals and slain all of the imps. The party discusses the implications of what they had discovered: demon summoning which resulted in fully-obedient imps, the attempted theft of various volatile materials, and the prevented sacrifices of the three guild members, namely, the human Javon Edward and gnome Sinvyn, and the dwarven templar Bertha, belonging to the Inquisitors. After cleansing the blood circle, the party is rewarded by the trio of hostages, including a set of mechanized boots2. In addition, they tell the party who those criminals were: a group called the Corsican Reclaimers, who wished to remove all guild presence from the Corsican District, even with extreme measures, if need be. Quico also discovers a secret map on one of the criminals they had apprehended, keeping it to himself after showing the party the map. The party is unable to rest, however, as they are soon made aware of gendarmerie closing in upon the warehouse for the sounds of combat. In the chaos, three of the party made their escape: namely, Stephanie, Tandi, and Quico, while the rest were apprehended for questioning.
Session 5 & 6: Night Escape & Seeking Blood
A map found on one of the apprehended criminals.
The party had been split into two groups following the fight at the warehouse. The group of Stephanie, Tandi, and Quico stole into the night, finding their way using various markings decoded by Stephanie towards an enclosed building cluster. Climbing up a series of ledges using the newly-rewarded boots, Stephanie meets a housekeeper by the name of Carver, who tests her by reciting the current passcode. Upon confirmation, he allows them entry into the hideout underground, which is a joint collaboration between the Brotherhood and the Returners guild within an underground cistern, containing a large bar, a marketplace, and several quarters and various exits.
The Brotherhood-Returner hideout of the Corsican District
It is here where they meet the tabaxi courier again. This time, he properly introduces himself as Windstep, a Returner whose surface job is that of a courier to justify his using his speed and thieving skills to his advantage. Upon meeting the party, he offers to retrieve the other half of the party. Meanwhile, the party of Eris, Faessi, Harrison, and K'aamni are led towards the gendarmerie station, where they meet a simple sister to the Church of Creation on the way. At the station, the party is slated to be interviewed by Sgt. Kyrie, with the sister revealed to have cast a zone of truth spell to keep them honest, her name being Silque. One by one, the party is interrogated regarding their involvement in the conflict within the warehouse. After which, the following happened:
- The four cleared their names of suspicion, while simultaneously implicating Stephanie, Tandi, and Quico due to their hesitation in defending their escape.
- The Reclaimers have evidently performed several acts within the District already, by the file that Sgt. Kyrie possessed.
- K'aamni had a nervous breakdown regarding the sheer scale of what they had gotten into, being calmed down thanks to the calming words of Silque.
- Eris had overheard one of the members they had captured in an adjacent room, learning that the man, named Irvine, was disillusioned with what the Reclaimers had become.
- On the first day of investigation (20th of Parthe, Dewday):
- Quico clears his name with Sgt. Kyrie.
- Stephanie and Tandi prevent a misinformation and rumor-spreading plot from occurring within the Travelers' Enclave, followed by Stephanie tailing one of the Reclaimers to a potential hideout. The two would eventually discover that the Reclaimer disappeared from the hideout, leaving nothing but an updated map behind, indicating the attacks that had succeeded or failed.
- Eris and Faessi discover the aftermath of an attack centered around posters trying to implicate the Mystic guilds for trying to poison the citizens of Corsican District. Joined by Quico, they foil a plan to sabotage a train about to leave from Corsiacan District later on, apprehending and arresting one of them in the process.
- K'aamni and Harrison visit the Fire-Forged Blacksmith to purchase materials needed for K'aamni's new set of armor, before visiting the souvenir shops in the southwestern end of the District. In the process, they prevent a disguised set of Reclaimers from locking down a part of Inn Street and employing a machine with unknown purpose.
- On the second day (21st of Parthe, Wineday):
- Tandi received a letter from Leandra stating that Dotoe had arrived in the District. She investigated the lead her friend had provided, but found no evidence pointing to where he was.
- The party visited the attacked Stone's Endurance construction project where a timeline and rough estimate of where the Reclaimers could be hiding was provided by the on-site foreman.
- On the third day (22nd of Parthe, Throneday):
- The party is made aware of an attack on one of his spy cells at the location where Stephanie had trailed Parlen days prior. They rush to the location, saving one of the spies, who tell them that him and his partners were attacked by magic-wielding assailants.
- They are then informed of an attack that occurred at the center of Corsican. Moving there, they discover that Leandra Vallerin's home had been completely trashed, with a message written down stating that the attackers would come back the next day.
- They move to the hideout to get one of their weapons silvered, following difficulties injuring the imps summoned by Dread.
Session 7 & 8: The Blood Warlock & A District Reclaimed
The true hideout.
Returning to the Outcast hideout to make some final preparations, they take a long rest to recover from the harrowing encounter they had just concluded with Dotoe. In the same day, the following was procured in their preparations:
- A precision-engineered crossbow called Steel's Breath5.
- A paralyzing poison called the Scorpion's Sting.
- A temporary spell cast upon one of their weapons to improve it.
- The aid of Windstep.
- Lobby:
- An invisibility potion was found and a safe was looted.
- A few bodies covered over was investigated by Tandi, which revealed that they had died due to bites and fangs rending their flesh.
- They had heard noises coming from the next-door garage.
- Garage:
- An encounter with a Hellish Hound and a Jury-Rigged Animated Armor ensued as the party ambushed the creatures, with imps suddenly joining the fray.
- The wagons had been identified as to the reason behind the Reclaimers' fast movements throughout the District.
Animated armor, jury-rigged.
- Garage Storage area:
- A trap was sprung by K'aamni, nearly pinning a foot of hers to a hunting trap.
- A crate full of bloodied rags and a dagger was found, indicating something sinister was going on within this compound.
- A covered crate was revealed to possess the stolen volatile material from the warehouse, as well as disassembled parts to a machine identified to make up the machine that was being deployed by the disguised Reclaimers at the souvenir shops. K'aamni and Harrison get shivers as they realize they have the potential of an explosive bomb in their hands. The party wisely lets it stay.
- Kitchen:
- The party finds three antitoxins alongside a note complaining of stronger demons.
- Barracks:
- A journal is discovered that belongs to an original member of the Reclaimers, detailing their original purpose, followed by the discovery of Dread, whose true name is Xerxes, and their eventual downfall.
- Armory:
- A few pieces of equipment were taken by the party.
- Confessional booths:
- Eris and Tandi have a brief moment staring at the mirrors.
- Parishioner's office:
- A list of goals is discovered, where the party's exploits seem to have made them a large target by the Reclaimers.
- A bloodstain was discovered underneath a series of bookshelves, leading a party to discover a secret bedroom.
- Secret bedroom:
- An area of silence is felt by the party attempting to enter. Using the magic horn they had looted earlier, Tandi hears the sounds of whimpering and shouting coming from another door.
- Faessi loots a chest containing a feather charm with a bell dedicated to Labrys Joybringer6.
- A signed letter sealed with an wax seal belonging to Parlen is opened, revealing the reason why he allied with the Reclaimers: to save his captive wife.
- A journal belonging to the previous leader of the Reclaimers is found, detailing Xerxes' history and her eventual corruption of the Reclaimers.
- Torture room:
- A vedalken, revealed to be Parlen's wife by the name of Pasaah, is discovered alongside a dwarven friend named Maggran, who built the armor that the party faced earlier. After a briefing on what happened, Windstep, who had been aiding the party, offered to bring them back to safety.
- They also discovered the captured criminal from before, Irvine, with his eyes gouged out and bleeding out. Quico lets him rest in the barracks before he eventually expires.
- Stephanie considered completing the ritual that Xerxes started, positing that the summoned demon would be on the summoner's side. Eris threatened the rogue with violence, stated that if she pulled through it, she would kill Stephanie herself, spurred on by her experience with the demon. Luckily, Eris was able to secure the catalyst of the ritual, a heart, and threw it across, telling Stephanie to continue the fight against Dread.
- Realizing that the bleeding Reclaimers would be used as fodder for Xerxes' revival, K'aamni shouted for Faessi to take care of the one next to her as she ran to aid Stephanie and Eris. Forced to follow with no one nearby, Faessi took out his dagger and stabbed the suffering Reclaimers, haunted after the man's eyes shot open and he stared at the taliyan in complete shock as his final act. Xerxes would hear of this act and laugh, further taunting the young wizard that he would continue to kill as he lived his life.
- Faced with the prospect of several of his teammates close to death, Quico considered ending Dread with the last of his spells, unaware that in the haze of battle, Harrison had gone down and would have been absorbed by Xerxes if he killed her. He realized it before he could pull through, and healed Harrison before he could be sacrificed.
The fruits of the party's labor.
The party, celebrating their success, attended the mini-festival and bought many gifts and souvenirs, both for themselves and for each other, celebrating their party as a success. They had won the day for the Corsican District. But their duty was not done yet. Walking to the gendarmerie station, they are surprised to see Parlen pleading his case alongside Pasaah and Maggran to Sgt. Kyrie. Confronting him, he reveals why he had done all those actions: to save his wife, even if it meant he performed heinous actions. As the person most affected by his betrayal, Faessi chose to forgive him, and he promised not to show his face around Faessi and the District ever again, with the support of Pasaah and Maggran watching him. Finally alone with Sgt. Kyrie, she debriefed them of the situation that occurred over the week, as well as handing them three forms. The first, a pardon for the party for any potential crimes they could be charged for over the week, especially Stephanie and Tandi, who had not cleared their names prior. The second, a report of what happened, filled over by Stephanie while omitting the involvement of the Outcasts. Lastly, a report to the Council themselves, declaring them as a party who had performed a great act in service to the city of Verdane. After discussing amongst themselves, the party came to an agreement as to what they would call themselves as a party of seven...
Lumière Éternelle
Aftermath
The party's deed reaches the attention of a person of importance.
An assistant delivers a report to a Council official, bearing documents surrounding the events of Corsican District. She thumbs through the documents, satisfied by what she sees. With singular motions, she issues a set of commands to her Left and Right Hands: for the Right Hand to monitor, evaluate, and test them, and for the Left Hand to get them on her side, to see her point of view. As she is left alone at her chambers, she looks over the report once more, musing to herself.
There is a new force in town. Will they fight for right, or will they fight for themselves?
Rewards Granted
Notable Items Gained
- 1. Ear Horn of Hearing. Looted from the Abandoned Mineshaft in the Freya Salva District. Allows the holder to hear through Silence effects when holding it up to their ear.
- 2. Boots of Striding and Springing. Reward from Javon Edward for saving him. Allows wearer to move unimpeded and jump higher distances.
- 3. Sending Stones. Provided by Valentius to aid in the investigation against the Reclaimers. Allows holders to cast Sending to the paired sending stones.
- 4. Charlatan's Die. Looted from Dotoe's person. A six-sided die that rolls any number that the holder is thinking of before tossing/rolling it.
- 5. Steel's Breath. A light crossbow finely crafted and sold to the party from the Returners' Hideout. Can hold four shots and release them all at once in an arc, while still retaining the ability to aim and fire individual shots.
- 6. Charm of the Joybringer. Found within a chest within the Corsican Reclaimers' Hideout. Requires Attunement by a character with a good alignment. Allows user to cast Aid on their allies once a day.
- 7. Justice's Needle. Reforged from the remnant of Xerxes' weapon. A +1 Rapier that is blessed to slay monstrosities and fiends with extra efficiency.
- 8. Circlet of Blasting. Looted from the person of Xerxes. Requires Attunement. Allows the wearer to cast Scorching Ray with a +5 attack modifier once per day.
Missions/Quests Completed
Main Missions
- Returned the train part that was stolen by the goblins within Freya Salva.
- Accomplished the various tasks set out by the party within Corsican District.
- Discovered and investigated a plot to uproot and completely overturn the political landscape of the Corsican District.
- Dread was slain, ending the threat posed by her manic tendencies and her devout followers.
Side Missions
- Discovered the grim history of the mines under Freya Salva District.
- Distributed fliers advertising the Brewer's Suite for Tarte.
- Successfully saved all three hostages held by Dread in the warehouse fight.
- Successfully killed Dotoe, ending a threat to Leandra and her close acquaintances.
Character(s) interacted with
Session 1
- Sgt. Kyrie: A sergeant who works within the Corsican District, found briefing a new recruit on the responsibilities of his new posting. She became a valuable ally as well as a thorn on the party's side in the investigation against the Reclaimers.
- Pvt. Brindel: A new private on the gendarmerie force, nervous on his first day.
- Lady selling Sandwiches: A working Baser who works as a train attendant, selling sandwiches as her side job.
- Dwarven Train Conductor: A dwarven train conductor who is willing to take some of the stolen riches of the Aristocrats recovered from thieving goblins.
Session 2
- Tunneler Quiron: A tunneler belonging to the Ore Fishers that the party discovered the fate of while exploring the mines under Freya Salva. Was the victim of a conspiracy between his superior, Minestripper Porick, and the Eighties working alongside them.
- Minestripper Porick: A leader of the expedition, who arranged for Quiron to embark on a doomed expedition deeper into the mines.
- Project Head Norchack: A leader of the expedition who worked alongside Porick. Threatened the Minestripper for results, uncaring of the threat the mines possessed.
Session 3
- Windstep: A tabaxi courier who delivered various letters to the party, which would end up coincidentally involving them in a plot that would threaten the District. Revealed to be a Returner in disguise and a companion in their fight against the Reclaimers.
- Sal: The kindly innkeeper of the Homely Rest, where the party would rest throughout the week. Took Eris in when she needed a place to stay, long ago.
- Ophelia: The daughter of Sal, and an aspiring adventurer who wishes to follow in the footsteps of Eris.
- Parlen: A vedalken who is an associate of Pierre Sylvestre and a member of the Inquisitors. Was forced to work for the Reclaimers in exchange for his wife's safety.
- Leandra Vallerin: A friend of Tandi's from her past in the Golden Girdle. Asked Tandi and Quico, who unknowingly delivered a poison, to kill a dogged harasser of hers: a satyr named Dotoe.
- Tarte: Half-orc shopkeeper of the Brewer's Suite. Works with Fazenti to produce quality potions and Laborer's Respite for those who need it.
Session 4
- Tannen: Half-elven assistant to the particular, eccentric Mesure.
- Mesure: Gnomish tailor and owner of the Chaud et Froid tailor.
- Krisli: Dragonborn blacksmith who operates the Fire-Forged Blacksmith. Has a son named Canis. Helped K'aamni with her armorsmithing.
- Canis: Dragonborn son of Krisli, who helps her around the shop in selling and in inventory.
- Rouac: Half-elven ranger who is the proprietor of The Marksman's Quiver. Was preparing to leave on a hunting trip.
- Franz: Half-elven cousin to Rouac who is learning the business side of things. Sold silver ammunition and a hand crossbow to the party.
- Fazenti: Alchemist and proprietor of the Brewer's Suite. Hides his identity for fear of those finding out his true lineage.
- Irvine: The second-in-command to Dread, who was captured and eventually turned against his former leader due to the lives she had callously risked.
- Dread (Xerxes): The leader of the Corsican Reclaimers and the first real antagonist the party faced. Threatened to destroy a large part of Corsican District in her quest to reclaim the district from the guilds.
- Javon Edward: A human member of the Eighties who was working on a Project involving a Wooden Tank. Rewarded the party for saving him with Boots of Striding and Springing.
- Sinvyn: A gnomish partner of Javon and a member of the Eighties. Worked on the motorics of the Wooden Tank. Rewarded the party with gold and scrolls of cure wounds.
- Bertha: A dwarven templar and handler of the two Eighties, overseeing their project to make sure nothing goes wrong. Silvered Eris' weapon for their upcoming fight against the Reclaimers.
Session 5
- Silque: A sister working within the Church of Creation of the Corsican District, and an advisor and helper for the gendarmerie. Aided the party in a battle against Dotoe.
- Valentius: Among the leaders managing the Corsican Returners' Hideout. Proved an invaluable ally in scouting and spying on the Reclaimers.
- Jewelry Shopkeeper: A down-on-his-luck shopkeeper who can't seem to get anyone to buy his wares. Left his stall at the Hideout when confronted with the party's haggling attempts.
- Mute Armorer: A Returner who sold the party arms and armor. Sold the Steel's Breath light crossbow to the party.
- Pallid Elven Gadgeteer: An elven craftsman with an unhealthy glow about him, selling smoke bombs and the potent Scorpion's Sting poison to the party.
- Elderly Bookkeeper: An elderly man selling books and scrolls at the underground marketplace. Sold various scrolls and books to the party.
Session 6
- Dotoe: A satyr bard belonging to the Bard's College guilds, who was spurned by Leandra a long time ago. Had returned to exact his revenge and get what was due him by force, until the party stopped him.
- Foreman Erimmond: One of the leaders of the construction project that was raided by the Reclaimers weeks ago.
Session 7
- Pasaah: An advisor to the Inquisitors and the wife of Parlen. Her kidnapping was what spurred Parlen to work with the Reclaimers in exchange for her safety.
- Maggran: A dwarven tinkerer and friend of Parlen, who built the animated armor the party faced, before being imprisoned in a torture cell.
- Ichud: One of the original members of the Corsican Reclaimers. Bore witness to Xerxes' first appearance and eventual takeover, before presumably losing his life while trying to confront her.
- Reuben: The former elderly leader of the Reclaimers who built rapport with the crazed and lost Xerxes, before eventually losing his life to the blood-crazed tiefling.
Report Date
26 Sep 2021
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