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Session #8
Tones deafen ever so slightly as night falls. Each hero separated in their cells and vulnerable to their own thoughts. Something feels odd about tonight... Something feels different in the air. A great wizard once said “All who feel magic experience it differently. Some can see it. Some can feel it. Some can even hear it and even often others command it. Those who pursue greatness however... follow it”. Despite the unfamiliar territory, exhausted by their journeys our adventurers with the exclusion of one find themselves lullabied to sleep with dulcet tones by what some would call a familiar man in the cell across. Vistra rests peacefully in light of potential new allies that are on the side of good.
Our sorcerer Seildar finds himself unable to sleep this night. He stares off in attempts to gauge his environment better. Sensing the pressure in the air, the disturbance of magic and how they might fit together as if forged by riddles. He finds himself cloudy visioned and allows his mind to drift off in curiosity of where it may take him. Unaware of his previous intentions he finds himself in the sky but not falling. A great beasts wings span many meters across and he sits atop it. Confusion and worry grow in this unfamiliar environment until a recognizable voice plays out with the turn of this beast’s face. He listens in as it beckons him to prepare for what is to come. A quick survey of his surroundings reveals a largescale battle of dragons. Ingot shined dragon scales reflect the sun sharply off his allies and several miles a palette multi colored other dragons' resist. Suddenly, both forces are off to what seems a death sentence. Flying at ludicrous speeds with no intention of slowing down Seildar gains strength from his allies call and begins twisting a spell past the might of his former capabilities. Just as the dragons collide and the fear of real death boons, he is awoken by the same very light he created realizing he was moments away from disastrous consequences to all who call him an ally.
Upon his flora dressed bed Zaryk finds short-lived comfort as he stumbles into a nightmare. Unable to open his eyes he feels immense heat surrounding him. A woman nearby beings to hopelessly sob as Zaryk’s concern grows. He reaches for his sword to no avail and quickly attempts to cast a light source in his hand. His eyes loosen and he cries out looking to find her a solution to which only the continued sobbing of a woman who may have not comprehended progressed. Upon regaining vision Zaryk bounds off to save the faceless woman but just as quickly finds himself dodging a gruesome figure. A huge clawed hand wrapped in shadow had attempted to grab him but his dexterous ability allows him to nearly save himself. He attempts to speak out and understand who chases him but the laughter only grows more maniacally. Frustration grows in this source less laughter as young Zaryk continues to dodge the shadowed attacks. In response he quickly slices his thumb, kneels to the ground and strives to summon his sword. Only moments after doing so he raises his gaze to realize he has returned to his jail cell and is postured as he had been.
Despite his curious nature Leth decides he requires rest to continue being curious tomorrow. As sleep overtakes him, he finds himself on a long and dusty road. His boots kick up dust and his stomach grabs at him in hunger. He comes to a fork in the road and a very unique mighty figure stands before him. A woman sits upon a throne appearing at least 20 feet tall holding an imbalanced scale with one arm and seemingly pulling down strings with the fingers of her other arm. She speaks ever so vaguely and she insinuates to a greater purpose. She presents three paths and allows Leth to focus on choosing these paths. The first path glows golden but writes illegibly. Before his consideration the second path writes “Fortune” and eventually the last path writes seemingly in a language foreign to him. The figure provides him with his favorite dish and without long consideration he decides to take the first (leftmost) path. As he departs the figure insists that often destinies may not be known until further is known. He finds himself engulfed in a bright light as the shadow of nightfall grows upon his newly awoken vision.
Quiet as a mouse, Gnarky finds his way dreamland with ease. Shortly after, Archmage Tyrius stumbles toward his cell awakening him with keys jingling explaining to him that there is a matter of utmost important regarding him. As he takes him to a corridor, he explains that his mother is in eminent danger and he must follow the portal he will create to save her. Gnarky steps through the portal without question and appears in formal attire at a restaurant. The only other gentlemen in the establishment beckons him over eagerly. This man appears donning a top hat with a pearly white handlebar mustache. He begins conversations as if familiar with Gnarky mentioning polite remarks regarding “his” establishment to which he plays along. The gentlemen continues the conversation guiding it toward a business deal that implies the act of trafficking. Playing along he contently shakes the man’s hand agreeing to a deal of 2 gnomes and a dwarf for the lump sum “previously” spoken about. His hand still in a greeting gesture Gnarky awakes.
Early morning arises and there is an immense radiating heat and light coming from Vistra’s cell. It seems to be her and Zaryk calls out “Someone help!” in attempts to alarm the Ministry. Assessments are done by all members and it is concluded that she is locked behind some divine force. The Ministry realizes she would be in better care under that of a priest and suggests their Redberry teleport for her best chance of survival. After strenuous minutes discussing, planning and searching they eventually decide their best option is to slide a shield under her quickly. Use some spare chain they found to pull the shield and then a rope at the end of the chain as some sort of sled.
The moment comes where they are summoned to The Court of Magics. Again, Archmage Tyrius introduces himself and most in the room including “Fenora the Green” which appears as a guest. All and any who are willing to speak on the party's behalf may and Aldrick steps up. He and Tyrius clearly show tension but he is able to push through that it was all a misunderstanding with the help of the adventurers. They provide valuable information to the Ministry and they are deemed innocent. The Ministry then goes on to extend an offer of representation through them with the clear intention of compensating them for their services. All except Leth accept this gracious offer and conversations are exchanged on less than even ground between Gnarky, Zaryk and the Archmage regarding their pendants. Unable to provide specifics Tyrius reveals that their origin lies from somewhere or someone within the Ministry. The group is left to decide now what is best for them... to leave, stay, ask for recompense from Black Heights, pursue quests or something else altogether?
On to Session #9 Back to sessions overview