23 - Heavens' Outcasts
Previous session: 22 - Dome & Devil
After a long self-reflecting night, when we wake up, we notice that many of the villagers are out and tasked to investigate the fire damage. We notice Lady Lutrina and Sir Tonq standing outside, with representatives of the other villages (minus the Capybaras).
All of them bow at the same time.
Duck representative: On behalf of the Duck Duchy tribe, please accept this earring:
Beaver: On behalf of Longtooth the Eldest and the beaver tribe, please accept this trinket:
Cat: From Lady Felisia and the cat tribe, accept this:
He turns around dramatically, even if Reylynn said or did nothing.
He curls his fingers around Reylynn to attach the pendant and gives her a kiss on the cheek. Reylynn smiles and thanks him.
The villagers cheer and clap.
On these words, we bid our farewells, and we head towards our original entry point.
When we get back to the grate, the river is still flowing which is making it easier to exit. However, the debris are completely blocking the grate, leaving only the water to flow outside. As we can't get out that way, we're trying The Platypus's lair exit.
We're reaching the lair, and fortunately, the exit tunnel is still there, and we're taking it in the following order:
Willum - Persy - Balnorin - Nesvalyn - Reylynn
This tube is going to different directions instead of being forward and lasts a long time. After a while, we're all propelled into the void, and starts to fall.
[Acrobatics] Balnorin and Willum takes 3 fall dmg.
Persy gets down gracefully with the Pirate Hookshot.
Willum yells about not being a landing mat and complains about his discomfort.
[Perception - Pass ✔] We notice on the other side of the crevasse, a large cavern opening up, but also being much colder than the surroundings.
[Nature - Pass ✔] Persy notices it's a mountain cavern. The cold temperature is throwing him a bit, as these temperatures should be much when getting inside the mountains.
With the idea of the potential thread, we're splitting the items we received between ourselves.
We're attuning to them and we're swapping to the winter gear once again. As we're all ready, we head to the cavern, as it's the only way to progress.
[Perception - Pass ✔] In the center of the cavern, it's filled with shiny objects, and a continuous layer of ice, making it difficult to move around.
↪Balnorin feels something drip on his shoulder, and looks at the source. He sees a dragon dripping up and opening their maw.
[CON Save] The group takes 40 cold dmg.
[Round 1]
The dragon roars an aura of fear...
↪[WIS Save] Balnorin is frightened.
... and flies down and puts himself between the gold and us.
Nesvalyn tries to talk his way through in Draconic.
↪[Persuasion - Pass ✔] The dragon takes more a curious pose and wants to hear more. (Combat is temporarily suspended)
[Insight - Pass ✔] That dragon being older than Nesvalyn, it's hard to read. However he doesn't seem aggressive at the party, more curious.
From that, Nesvalyn explains the story about The Platypus. Upon the story the dragon let out a laugh.
The dragon goes back, and sits down near his treasure, and we hear clicking noises. Two white wyrmling pop out, and all of three of them put the treasure into their pouches.
We quickly cross the cavern to reach the other side.
Once we manage to get out, we notice it's already dark.
[Survival - Pass ✔] We're on the western side of the mountain (The Dome is on the eastern side).
Willum's intuition points to the North / North West.
We're waking up, and we see snow fields around us that never ends. For the direction, we're heading to the Alderakh, a massive place, even from our position. We estimate being a week away if we stay on course.
It's been two days since we've been travelling from the caverns.
[Perception - Pass ✔] Reylynn and Willum smell a campfire smoke on our way while dusk is falling.
Willum mentions the smell, and suggests we approach sneakily.
[Stealth] Nesvalyn and Reylynn are really well hidden, Balnorin is stealthy, Persy and Willum aren't quite stealthy.
When getting closer, we hear lively noises, along the smell of food being cooked. We notice a woman with a cooking set, along the camp a bit further.
Persy snaps a twig, making that woman reacting with "Who's there?"
Persy and Willum reveal themselves.
Nesvalyn and Reylynn also reveal themselves (leaving only Balnorin hidden).
She pulls a knife towards us.
[Persuasion - Pass ✔] She lowers her knife.
[Religion - Pass ✔] Balnorin and Persy recognizes the symbol of pendant around her next, being the symbol of the wonder of Heavens (Related to Cosmetology, the Domain of Beauty, Wisdom, Ascension and Cosmic Design).
The scout mentioned by Hilda gets back with the logs, and we're brought to the main camp to met Mother Hilda.
On our way, we notice that this camp counts around 25 pilgrims, along a few children and teenagers. Everybody seems to be Wunderran. We arrive at a bonfire, where 12 pilgrims are sit around. Hilda leads us to a middle-aged woman.
She presents her hand, where we all shake her hand, except Balnorin. We can notice a wrinkled and sun damaged face.
We're being settled closer to the fire for the conversation.
She kisses her pendant.
Nesvalyn laughs nervously.
She whistles and an acolyte brings a Magitech anti rifle.
He pulls out the Boon Stick, and all the weapons are drawn to him.
He then shoots at Persy
She pulls out the ammo and hands it to Persy, and everybody calms down as Willum stows his "firearm".
[Investigation] Persy knows it's a pretty standard Dwarven gun. This one is a single shot rifle, no accessories or upgrades. They're likely from somewhere where this gun is from.
He gives the firearm back.
A bit later that night...
Willum gathers the party, and only us as he had something to share about Ludwig.
[Horizon Walker] Reylynn recalls precisely what it is, a devil humanoid tiger with their hands reversed, and a powerful shapeshifter.
[Perception - Pass ✔] Nesvalyn hears a woman wailing from outside the camp from the tree line.
[Insight - Fail ❌] Nesvalyn doesn't recognize it, but it feels deeply disturbing.
Once mentioned, the rest of the group hear the cries.
More and more voices are raising by the time Nesvalyn leaves.
Nesvalyn gets to Mother Arlene's tent, and convinces easily the guard to speak with and get into her tent. Once inside, she's without her equipment nor holy symbols.
[Insight - Pass ✔] She doesn't want us to interfere.
On the group's side during that time, more and more voices raise, then they all disappear and the rustling stops. The group seems confused.
[Divine Sense] Undead are sensed for a brief moment, then they disappear.
Nesvalyn gets back to group, a bit perplex.
Nesvalyn pulls out a journal similar to his and hands it to Persy. He opens it and finds a folded note.
Persy starts to read the journal, and the group tries to sleep, ignoring the cries.
We still hear a faint wailing sound when waking up and during the day, as it's a bit unnerving energy. We've been travelling like that for a few days.
[Detect Portals] Reylynn detects no portal around us.
Persy has really a hard time dealing with these wailing sounds, as it seems to haunt the caravan, and goes to confront Mother Arlene.
[Insight - Pass ✔] She's hiding something, especially about hearing things.
Balnorin shows his holy symbol, revealing to her he's a follower of the Wonder of Death.
[Persuasion - Pass ✔] She pauses for a moment to consider this.
We set up the horses after the hour, and as promised, we have this talk with Mother Arlene.
[Cleric of Death] Balnorin knows it's false.
We hear a ghostly voice requiring help from the woods
And they keep insulting each other for a while, even if some of us trying to calm down the fight until they split.
We resume the travel until we reach the border of a lake. We're near dusk time. Some pilgrims test the ice, and conclude it's solid enough to hold the caravans. They suggest to rest tonight and go tomorrow.
Balnorin notices that the voices are getting louder.
Nesvalyn looks at Balnorin, waiting to see his reaction about this.
We all start to cross the frozen lake. As we're advancing safely, the sun starts to set. The shadow of the Alderakh expands over us. Behind us, we're hearing the wailing voices again as they seem to intensify.
Upon checking, we see 8 black figures, calling and begging for help.
They're moving towards the caravan, faster and faster.
She takes the lead of the caravan and wipe the leash to advance faster.
As the figures are closer, they don't look like ghosts. They're solid shapes, running on all fours, and their faces are blank shadows. The voice calling from help is ear shattering. They look like humans, except they're behaving like animals.
[Religion - Fail ❌] Balnorin has no idea what it is.
[Religion - Pass ✔] Persy has read something in the Logarium Undead Encyclopedia. He thinks we're getting attacked by a pack of Skin Walkers.
[Round 1]
The pack gets closer and morphs into a weird werewolf shape. 4 for them leaps to the group and 4 others go after the caravan.
We hear the screaming from outside.
Reylynn casts [Protection from Evil and Good] on Nesvalyn.
Nesvalyn attacks the Skin Walker in front of him (hits once for 22 psy dmg).
Willum rages then attacks the one in front of him (crits for 75 dmg 💀) then attacks the one next to Nesvalyn (hits for 26 dmg).
Persy attacks the one in front of him (hits once for 11 dmg) then Ozzy tries to attack it (miss), and he runs towards the caravan.
Balnorin casts [Spirit Guardians] (deals 13 radiant dmg to three enemies - one dead 💀) and uses the Longtooth’s Trinket.
[Round 2]
Skin walkers' turn:
↪Spirit Guardians deals 13 dmg to the ones close to the party
Reylynn throws darts at the Skin Walker near Balnorin (hits for 29 dmg, ricochets for 14 dmg, then crits! for 25 dmg, ricochets for 12 dmg).
Nesvalyn attacks one next to Balnorin (hits for 22 dmg 💀) and tries to attack the other one (miss).
Willum attacks the last one in our group (hits for 27 dmg 💀) then gets closer to the broken ice.
Persy resists the cold water ([CON Save - Pass ✔]), then casts [Misty Step] to get out of the water safely.
When turning back, Persy notices the blue lights from the Skin Walkers, and we hear Mother Arlene screaming from help.
Balnorin uses [Control Water] to eject the caravan out of the water. The pilgrims are cold, screaming, but safe at least. Mother Arlene lays down. When Persy tries to [Cure Wounds], she stops him.
She puts her hand on Persy's forehead, and he has a vision from her:
Eight pilgrims are tied to a tree stomp, then Mother Arlene stabs in their forehead.
The vision shifts to her leading to the caravan.
As she expires her last breath. Persy shakes his head.
The acolytes get back to the shore, and we're following to reach the shore, resting for the night.
Next session: 24 - Reunion beneath the full moon