Session Sixteen

General Summary

Departing the Hearth of Zivaria for The Avail Academy

The Aftermath

Fith (9) of Bird Moon (9)   Wrapping up the events of the ambush of Ghytan clerics at the Hearth of Zivaria.

Something's Off

The eternal flame is out. Sending spells don't work. Even the air feels... empty.   No spells are able to be cast, no healing and no wards, and word quickly spreads throughout the tent city. Something with the attack has caused a massive anti-magic field centered on the Hearth.   Even on a long rest, the heroes are only able to regain hit points through spending hit dice - no spell slots or magical abilities are restored through resting here.

Newly Blind

Blind like baby kittens. Cheyanne does some examinations and notes that once out of the antimagic field, the whirling clouds in Lilvi and Minkara's eyes to settle into a still, opaque cloudy film.

A Tale of Two Clerics

Lilvi shares how she came to be at the Hearth. Her and her mentor, Varvis Byrrimin traveled to The Avail Academy for a guest lectureship. Lilvi recalls the unfortunate circumstance of Varvis not receiving Ghyta's vision.

Please Locate Your Nearest Exit

News of the ambush, coupled with the effects of the explosion and new antimagic field spreads panic like wildfire, and while the majority of those present recognize the party as heroes that stopped the cultists, there was still a lot of death, and everyone is on edge.   Caravans are going to want to leave the Hearth, and do it soon. They'll be understandably nervous about taking on any passengers not originally contracted, and so pricing will very quickly become extortionate, starting at 30 gp per passenger, easily double the going rate on a good day! Blackfin was able to haggle per-person passage down to 20 gp, but that is still notably expensive.   However, some familiar faces catch Vaurvan's eye, and he recognizes a caravan from his hometown of Aflan Settlement, led by Lezana Teneye and Breesa Quillboot - they'll take the party aboard for 10 gp each, and won't charge for the two blinded clerics. The caravan is bound for Aflan, but the party should be able to handle a short 3-day travel by foot to Avail Academy from there. Perhaps they could even obtain mounts in Aflan.

Caravan Travel

Popping the Bubble

Departing on Fith (9) of Bird Moon (9). Transitioning from the antimagic field to outside of it gives each person a tingling sensation like pins and needles - until finally, your ears pop and the magic seems to rush back into your very veins.   This day is otherwise uneventful.

The Riderless Horse

Gai (10) of Bird Moon (9)   The party comes across a fully tacked riding horse is grazing in the field unattended. Within its saddle bags are 10 days’ worth of rations, a bedroll, two full waterskins, and 30 gp. Its rider is nowhere to be seen, but the horse doesn't appear to have been on its own for more than an overnight.

Cinderbrush Howler

A hell-hound like creature with hooves, that cracks the very earth open to unleash multicolored, magical fire.   The party noticed fireflies following them after this encounter, and surrounding their camp this night.

The Centaur Who Dreamed You

Ghyt (11) of Bird Moon (9)  
The party is traveling a gently rolling stretch of countryside late in the afternoon.The terrain features sparse trees, low mists, and a strange hush as birdsong dies away. As you approach a solitary stone menhir jutting from the earth near an old trail fork, you can see that it is etched faintly with some kind of glowing script. A lone centaur mare stands vigil beside it, wearing silvery braidwork in her mane and a flowing woolen cloak of weathered blue. When she sees your party, her face falls into a startled, reverent expression.   “It’s you. From the dream. From my dream, not the herd’s. You rode beside me across a meadow of fireflies and bone.”
“I am Siloah of the Dreamward Tribe. I’ve waited here two days, unsure why. I didn’t know your faces until I saw them… in a dream. The wind carried it to me.” She was clearly watching for someone but she seems genuinely surprised to see you - while watching, she was truly not expecting to see anyone.
  • Siloah claims the wind has been sending dreams to certain centaurs — dreams of people who don’t belong here yet, echoes of potential travelers or intruders. The party matches her dream exactly, down to the triton’s tattoo and the goblin’s odd steel dog.
  • She had a dream last week where she rode beside these three figures, though she didn’t know their names. There were others, but they were indistinct to her.
  • The dream changed every time she tried to ignore it. When she stopped to camp, the dream came again — clearer each time.
  • The triton was looking over the lip of a fathomless trench as pale lights drifted from below, and something vast turned its eye upward.
  • The cleric was standing on a mountain ledge, surrounded by flickering stars, but they were sinking, not rising.
  • The goblin was kneeling and the ground beneath her hands split open, and glowing filaments emerged from the crack, tangling with her fingers.
 
At some point in the dream, the goblin gave her a small wooden charm carved into the shape of a key without teeth, threaded onto old silver wire. She holds it out now. “You dropped this, in the dream. I thought maybe it was meant for you... in waking.”   As you examine the object - it is not familiar to any party member. It does not appear to have any clear function — yet. It radiates faint conjuration or divination magic if checked.   “It felt heavy in the dream. Not like wood. Like… not quite regret. More like the weight of knowing that one does not understand the unknown."
Harmony noticed that as they stood to converse with Siloah, the sun seemed to reverse slightly in the sky and then resume its descent, and the party’s shadows briefly faced the wrong direction.

Whispering Wind Calls a Name

Kidit (12) of Bird Moon (9)   A steady, magical wind blows over the hills—but it whispers in an unknown tongue. It says each of the party member’s names. Cheyanne, Blackfin and Harmony followed the wind, and it led to a strange spiral depression in the grass with shimmering air and a buried skeleton half-fused with crystal.

The Crooked Orchard

Ia (13) of Bird Moon (9)  
A popular rest stop — an orchard owned by a friendly old woman who has supplied travelers for years — lies ahead. But when the caravan arrives, they find it abandoned, fruit rotting on the trees, and a bone-chilling silence.
The party explored the orchard's house, barn and orchard.   In the house, Harmony found a journal with the last entry dated (10) of Bird Moon (9), the day after the eclipse. The last entries become increasingly nonsensical, but she noted mentions of "the soil souring," "shadows at noon," "the river whispering," and something about "eclipse waking them."   The well reeks of rot, and any water drawn is terribly bitter.   At the crest of a low hill in the center of the orchard, where a few benches lie - previously a beautiful place for a picnic, the party encounters two tree blights which throw rotting, poisonous fruit, and emit a death burst of poisonous fumes when slain.

Arrival in Aflan

The Fields of Silence

On Trix (14) of Bird Moon (9), the party arrives at the outskirts of Aflan Settlement, to an unexpected sight.  
As the caravan crests the final ridge, the farming town — once vibrant and golden with harvest — sprawls out below.But something is wrong.   The fields that should be heavy with wheat, barley, and corn are instead a sea of gray-green decay. Crops stand withered and stunted, black mold climbing the stalks in strange spiral patterns. Scarecrows lean at odd angles, their straw spilling out like entrails, heads slumped as if mourning.   As the road winds down into the village proper:   No children run to greet the caravan.   No barking dogs, no shouted welcomes, no smells of baking bread or cooking stew.   Shutters hang closed or broken, doors ajar.   Carts sit abandoned in the street, goods spoiling where they were dropped.   The mist clings low to the ground, refusing to lift fully even in daylight.   A low, metallic clanging echoes faintly through the empty streets — a tavern sign swinging wildly in the wind.
   

Quest Log

Race for the Rails

  • Figure out who's behind the sabotage of the Rusty Rails rail line.
  • High Noon Shootout: Survive the Vipers gang attack on Copper Ridge. Completed: Session One.
  • Wanted: Dead or Alive: Hunt down Fang, the leader of the Vipers bandit gang. Completed: Session Three.
  • The Big Bang: Survive the rockslide triggered by the explosion at The Cut, and save as many townsfolk as possible. Completed: Session Four - WIP.
  • Under the Light of the Moon: Investigate the large object discovered at the blast site near the Cut. Completed: Session Five - WIP.
  • "H.": Follow up on the lead in Z'Veena about the mysterious "H." who hired the Vipers to disrupt the Rusty Rails construction project. Letter found in Session Three.

The Vipers

  • Find out where the money went. Get it back.
  • Red Rock Ridge: Clear out the Vipers bandit gang from their hideout/stronghold near Copper Ridge. Completed: Session Three
  • As the Crow Flies: Track down "Crow", the mage who sold Sage, the snake with a hundred mage hands to Fang, leader of the Vipers bandit gang. Completed:Session Eleven
  • The Mysterious S.V.: Find where the stolen money went by tracking down "S.V.", per a letter from Fang's boot, received in Session Three. S.V. likely captains the Nightscream, a sky-pirate dirigible airship, last seen traveling south along Readmuse Range.
  • Sage, the Snake with a Hundred Mage Hands: Track down the snake used in the Copper Ridge heist. Calicrysta Byrch says it is probably seeking its mother - search for a large, darkly iridescent scale similar to the one Crysta used to create Sage. Perhaps in Z'Veena?

Uncovering the Past

  • Work with the Trill Society to uncover and identify the mysterious object unearthed by the explosion outside Copper Ridge.
  • The Trill Society: Visit the headquarters of the Trill Society, an archaeological guild. Completed: Session Nine Report
  • The Vault of Shadows: Locate and explore the Vault of Shadows, returning to the Council of Matrons in Tarana when finished. Completed: Session Fourteen )
  • Primordial Remains: Follow up with Field Crew Callithrix after they've had time to excavate the site near Copper Ridge.

A Curious Wreckage:

  • Investigate the airship wreckage and learn what happened to the vehicle.
  • Dearest Renegade: Investigate the crashed airship, Dear Renegade, its wreckage located outside of Copper Ridge. Completed: Session Two
  • Repair the Black Box: Repair the glass orb recovered from the crashed airship. Lew's notes at Rainwood Hall indicate the Lascari twins in Nova Excelsium were the creators of the orb.

The Blinded Seers:

  • The Hearth of Zivaria: Travel to and explore the Hearth of Zivaria (Completed Session Fifteen)
  • The Sole Survivors: Stop the cultists from eliminating all of the Ghytan clerics assembled. Escort them to safety.
  • A Prophecy Spoken: Decipher the prophecy spoken by the surviving Ghytan clerics.

Other Missions:

  • Assorted and unoffiliated missions (for now...)
  • Restore Zeb's Memories: Zeb, who runs the Copper Tubs bathhouse in Copper Ridge appears to have serious amnesia.
  • Haunting Blueprints: Follow up on the airship tower blueprints found at Lew's workshop at Rainwood Hall, as found in Session Nine Report.
  • The Genesis Cube: Escort the Cube to the Pillars of the Aesnii, Viena's shrine in Z'Veena.
  • Back to School: Investigate the missing and ill students at The Avail Academy.
Campaign
Zivaria: Season One
Protagonists
Cheyanne "Doc" Adkins
Chaotic Good Goblin (City Watch / Investigator)
Artificer 5
38 / 38 HP
STR
12
DEX
16
CON
14
INT
17
WIS
8
CHA
12
Harmony Moonweaver
Lawful Good Aasimar (Far Traveler)
Cleric 6
57 / 57 HP
STR
13
DEX
10
CON
18
INT
7
WIS
20
CHA
16
Vaurvan
Chaotic Good Goliath (Sky Pirate)
Barbarian 5
62 / 62 HP
STR
18
DEX
12
CON
16
INT
8
WIS
12
CHA
12
Captain Blackfin "Ice Heart" Thornside
Lawfull Evil Reborn (Pirate)
Fighter 3
Warlock 3
56 / 56 HP
STR
17
DEX
14
CON
14
INT
8
WIS
12
CHA
18
Lucor Briskbrand
Chaotic Good Rock Gnome (Folk Hero)
Bard 5
43 / 43 HP
STR
12
DEX
14
CON
16
INT
10
WIS
8
CHA
17
Report Date
03 May 2025
Primary Location
Secondary Location

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