The World Eaters




Companionship

Date: 03/03/2019
Entry: #1
Who was present

- Thermaine Xyris
- Tuvix
- Argha

The players started off in Willsden
There they woke up branded with emblems, each in a different position.
Tuuvix just woke up, Thermaine escaped a cage and Argha woke up with a chicken, had to retrieve his axe.
They found out they are bound together, they can´t go too far or they pass out

They fought a drunk
They helped a woman find a child
They bought a headband
They helped a man beat off his exorbitant interest extortioner (Gilliam Vandersons)

They found their way into the academy, finding a tree that switches seasons very quickly.
Learned about Therion and his fate, found more info in an old abandoned house and a guarding post.
They bought Bert for a sandwich and some gold, caught someone stealing gold and filled their pockets and then they went on their way.

  1. Almost falling through a bridge.
  2. Going to sleep and waking up to bandit goblins.

The records of Tuvix

Tuvix - Chapter I, The Beginning

Woken up in an unfamiliar Inn. Had some breakfast. Read the paper.
It seems to be midsummer. Town is unknown.

Was attracted to a random Druid and Orc after I had a burning sensation. A mark appeared on my arm.

Went to eat somewhere and talekd with both Druid and Orc. Found out that we have the same marks.
A man wanted to provoke me but the Orc helped prevent a fight.

Once outside we come accross a merchant who sells me a special dagger named Dennis.
Went to the market towards a spice stall and found the merchant there having a powder that resembles my cure.
Also Dylan Horsit visited. The powder is way too expensive so I need to find Dylan.

The Orc gave me his headband which made me very stupid. I could not place it.
Suddenly we both got very ill and dizzy.
We startred walking a random way and found the Druid again, started to feel better.

The headband is moved from my head knocking me out cold. When waking up I am normal again.
Also, we see a strange man that seems to teleport, and with him, everything around him.

A sudden smell of roses hits us. Whilst I asked for a carriage.
However it seems that we need a map too, finding it is easy.

We decide to walk to the other side of the city in hopes of finding a carriage.
Watch HQ is our destination.
Once on the bridge we see someone drowning. The Orc saves this man and we bring him home.

Further down the ally a man insults me and we ensue in a fight. I open this fight and the guy wins at fist, then the Orc darkens the area and casts a thunderclap.
The fight suddenly ends as the man gets scared.

When the darkness is lifted two guards almost arrest us but we can avoid it.
They tell us where a cart can be found.

Also back on our way we found somebody being blackmailed and oppressed for money.
The Orc steps in and tries to help, but it seems nothing can be done. Although the Orc keeps trying until the money merchant walks away.

Finally got to the carriages. Went inside, a big dirty place with guards. We go to ain impound where a very fat lady resides.
She provides us a cheap but working cart. She falls in love with the Orc whom does not like her.

We get a carriage with a horse buying 10 coleslaws for the horse. We need to find a way to repair it.
However we see a child being abducted. Our Druid creates water to prevent this, which works.

We arrive at the craftsmen to get the cart fix this. With an orc persuasion we can get it down to 25 gold to get it fixed.
It will take a day so we decide to go into town again.

When going to the academy we find a gate, this gate has a logo on it. This resembles the emblems we have burned on our bodies.
This gate is closed and won´t budge.

Because we want to know more so we break open this gate. Our Orc succeeds and we find ourselves on academy grounds.
These grounds are different from the rest of the academy. When we walk in we start to feel warm and happy.
The sound of the city completely fades away, the blossom trees attract us. We feel like home. The closer we got, the more the city fades away.
Inside of the academy people are present, we go in.

We meet people inside and ask questions until everything suddenly vanishes and all is gone. No people.
The trees go through the seasons autumn, winter, spring, summer in mere seconds. Could be a student project.

When going back to the gate we see the man again whom then disappears. He leaves behind a floating hand.

When following this hand we go into the building.
Until we get into a tower full of junk. I know that this has to do with a spell.
The name sign reads ¨Therion Landart¨.

This hand points out a magnifying glass. Then we need to watch the map and City Watch HQ.
Not sure what to do so we look around and find a photo of a man and a woman. Possibly Therion.

After finding nothing else, we go to City HQ. We see the same two guards and we talk to them.
They tell us this person is wanted and very dangerous, murdered many.

They send us to the captain. We just walk there.
This man is seen and not seen. Looking aas if it was the man we´ve seen before.
He has been a professor at the academy. He cannot help further so we decide to dive into the archives.

There we find that he is suspected to make several sitizens to be disappeared. He is very powerful and the magic police is investigating.
House Nykk and Lkrh is Lost. His current residence is unknown.
Then the alert goes off and the cops come in when they almost have us, all disappeared.

Then when getting in Inn, the keeper us under threat by two men. The Orc goes to bed, although on both floors we ensue in a battle.
We win on both fronts and get to stay overnight for free. We drink beer and get this free as well.

Waking up I take a bath and have a breakfast. Then we head back for the campus.
We cannot get in there, they hold us back.

The archive we´d stolen had changed and an address named drivelst. 64 came up.
We´d get our hose and then headed to our street.

On our way there we find a drowned person. I find a magic ring upon searching him.
Not sure what its properties are.

Once at the house we find a small space. We have to break in to see what is there.
Upstairs we find another small room. In the middle is a table and we try to light the candle.
It won´t work and goes off. Trying again won´t help.

Once the Orc comes up the candle goes on. When he goes down it goes off.
Once going back again the candle goes on.

The archive changes again. A text appearing once more. Telling the archive is true.
The man, Therion is there too and tells us that he helps us. He positively cursed us to help us.

According to him the world changes all the time. No-one notices, only he and we.
So he needs our help, we need to look for an even bigger wizard. He tells us we need to leave Willsden fast.
The flux is getting worse. That is why we are connected. That spared us.

He can save the world too. But only when in the right dimension. For that we need to find Tom.
That wizard, living in the town of Sloth, a long drive.

We fill up on our stocks and provisions before we leave. Then we head for the gate.
See some farms and it turns into grassland with cattle.

Along the way we see a very wealthy cart passing. In the meantime I find that the ring makes my swimming speed increases 4 times.
We also see animals eating eachother.

Then we get to a bad bridge which clearly can´t hold us all. So we go one by one.
When our carriage gets over, the bridge begins to collapse. We grab the horse and the carriage, they make iot.

On a small island in the lake we encounter a box. We retrieve it and find a philter of blave (A brown potion).
We take a rest by the fire and have a chat. We decide to sleep there and in the middle of the night the Druid wakes us since there are goblins.

I get hit by a fireblast and a fight ensues. It is fierce and we almost die.
But at the brink we win. We go back to sleep.

Waking up we scavenge the dead bodies. This finds me some gold and a dagger.
A huge slug slowly devours the dead Goblins.

Who was present

- [Character]Thermaine Xyris[/Character]
- [Character]Tuvix[/Character]
- [Character]Argha[/Character]

The players started off in [MapPoint]Willsden[/MapPoint]
There they woke up branded with emblems, each in a different position.
Tuuvix just woke up, Thermaine escaped a cage and Argha woke up with a chicken, had to retrieve his axe.
They found out they are bound together, they can´t go too far or they pass out

They fought a drunk
They helped a woman find a child
They bought a headband
They helped a man beat off his exorbitant interest extortioner (Gilliam Vandersons)

They found their way into the academy, finding a tree that switches seasons very quickly.
Learned about Therion and his fate, found more info in an old abandoned house and a guarding post.
They bought Bert for a sandwich and some gold, caught someone stealing gold and filled their pockets and then they went on their way.

  1. Almost falling through a bridge.
  2. Going to sleep and waking up to bandit goblins.

The records of Tuvix

Tuvix - Chapter I, The Beginning

Woken up in an unfamiliar Inn. Had some breakfast. Read the paper.
It seems to be midsummer. Town is unknown.

Was attracted to a random Druid and Orc after I had a burning sensation. A mark appeared on my arm.

Went to eat somewhere and talekd with both Druid and Orc. Found out that we have the same marks.
A man wanted to provoke me but the Orc helped prevent a fight.

Once outside we come accross a merchant who sells me a special dagger named Dennis.
Went to the market towards a spice stall and found the merchant there having a powder that resembles my cure.
Also Dylan Horsit visited. The powder is way too expensive so I need to find Dylan.

The Orc gave me his headband which made me very stupid. I could not place it.
Suddenly we both got very ill and dizzy.
We startred walking a random way and found the Druid again, started to feel better.

The headband is moved from my head knocking me out cold. When waking up I am normal again.
Also, we see a strange man that seems to teleport, and with him, everything around him.

A sudden smell of roses hits us. Whilst I asked for a carriage.
However it seems that we need a map too, finding it is easy.

We decide to walk to the other side of the city in hopes of finding a carriage.
Watch HQ is our destination.
Once on the bridge we see someone drowning. The Orc saves this man and we bring him home.

Further down the ally a man insults me and we ensue in a fight. I open this fight and the guy wins at fist, then the Orc darkens the area and casts a thunderclap.
The fight suddenly ends as the man gets scared.

When the darkness is lifted two guards almost arrest us but we can avoid it.
They tell us where a cart can be found.

Also back on our way we found somebody being blackmailed and oppressed for money.
The Orc steps in and tries to help, but it seems nothing can be done. Although the Orc keeps trying until the money merchant walks away.

Finally got to the carriages. Went inside, a big dirty place with guards. We go to ain impound where a very fat lady resides.
She provides us a cheap but working cart. She falls in love with the Orc whom does not like her.

We get a carriage with a horse buying 10 coleslaws for the horse. We need to find a way to repair it.
However we see a child being abducted. Our Druid creates water to prevent this, which works.

We arrive at the craftsmen to get the cart fix this. With an orc persuasion we can get it down to 25 gold to get it fixed.
It will take a day so we decide to go into town again.

When going to the academy we find a gate, this gate has a logo on it. This resembles the emblems we have burned on our bodies.
This gate is closed and won´t budge.

Because we want to know more so we break open this gate. Our Orc succeeds and we find ourselves on academy grounds.
These grounds are different from the rest of the academy. When we walk in we start to feel warm and happy.
The sound of the city completely fades away, the blossom trees attract us. We feel like home. The closer we got, the more the city fades away.
Inside of the academy people are present, we go in.

We meet people inside and ask questions until everything suddenly vanishes and all is gone. No people.
The trees go through the seasons autumn, winter, spring, summer in mere seconds. Could be a student project.

When going back to the gate we see the man again whom then disappears. He leaves behind a floating hand.

When following this hand we go into the building.
Until we get into a tower full of junk. I know that this has to do with a spell.
The name sign reads ¨Therion Landart¨.

This hand points out a magnifying glass. Then we need to watch the map and City Watch HQ.
Not sure what to do so we look around and find a photo of a man and a woman. Possibly Therion.

After finding nothing else, we go to City HQ. We see the same two guards and we talk to them.
They tell us this person is wanted and very dangerous, murdered many.

They send us to the captain. We just walk there.
This man is seen and not seen. Looking aas if it was the man we´ve seen before.
He has been a professor at the academy. He cannot help further so we decide to dive into the archives.

There we find that he is suspected to make several sitizens to be disappeared. He is very powerful and the magic police is investigating.
House Nykk and Lkrh is Lost. His current residence is unknown.
Then the alert goes off and the cops come in when they almost have us, all disappeared.

Then when getting in Inn, the keeper us under threat by two men. The Orc goes to bed, although on both floors we ensue in a battle.
We win on both fronts and get to stay overnight for free. We drink beer and get this free as well.

Waking up I take a bath and have a breakfast. Then we head back for the campus.
We cannot get in there, they hold us back.

The archive we´d stolen had changed and an address named drivelst. 64 came up.
We´d get our hose and then headed to our street.

On our way there we find a drowned person. I find a magic ring upon searching him.
Not sure what its properties are.

Once at the house we find a small space. We have to break in to see what is there.
Upstairs we find another small room. In the middle is a table and we try to light the candle.
It won´t work and goes off. Trying again won´t help.

Once the Orc comes up the candle goes on. When he goes down it goes off.
Once going back again the candle goes on.

The archive changes again. A text appearing once more. Telling the archive is true.
The man, Therion is there too and tells us that he helps us. He positively cursed us to help us.

According to him the world changes all the time. No-one notices, only he and we.
So he needs our help, we need to look for an even bigger wizard. He tells us we need to leave Willsden fast.
The flux is getting worse. That is why we are connected. That spared us.

He can save the world too. But only when in the right dimension. For that we need to find Tom.
That wizard, living in the town of Sloth, a long drive.

We fill up on our stocks and provisions before we leave. Then we head for the gate.
See some farms and it turns into grassland with cattle.

Along the way we see a very wealthy cart passing. In the meantime I find that the ring makes my swimming speed increases 4 times.
We also see animals eating eachother.

Then we get to a bad bridge which clearly can´t hold us all. So we go one by one.
When our carriage gets over, the bridge begins to collapse. We grab the horse and the carriage, they make iot.

On a small island in the lake we encounter a box. We retrieve it and find a philter of blave (A brown potion).
We take a rest by the fire and have a chat. We decide to sleep there and in the middle of the night the Druid wakes us since there are goblins.

I get hit by a fireblast and a fight ensues. It is fierce and we almost die.
But at the brink we win. We go back to sleep.

Waking up we scavenge the dead bodies. This finds me some gold and a dagger.
A huge slug slowly devours the dead Goblins.


Finding bearings

Date: 20/04/2019
Entry: #2
Who was present

- Thermaine Xyris
- Tuvix
- Argha
- Azaka Tonnerre

As the players looted the goblins and the slugs ate what was left they went on their way.

  1. They encountered a friendly trader with an airship, bought a nice looking glass off of him.
  2. Almost killed themselves in an Ogre camp, they just had to stop and investigate (finding loot in the process though)
  3. It became dark and stormy, they had to find a cave to sleep. There they found animals and a sleeping Firbolg, Azaka. He joined them after they got ambushed while exiting the cave, mostly forced to join by Therion.
  4. They encountered an old beautiful tree which remembers wars and civilizations of the past. It hid some loot but Azaka found it.

Finally arriving at Milthyr they quickly noticed that water was expensive here.
They decided to ask around and investigate, and the sheriff told them the pump had been overrun.
This seemed like a quick job to earn some cash so they went there.

  1. It was overrun by spiders, they had to get rid of them and Azaka gave the queen spider the final blow.
The water restored, they returned and were handsomly rewarded.
Learning they needed to cross the desert they decided to sleep the night there and go shopping the next day.
They bought a thermal tent, some potions and some other oddities.
Then they went on their way.

  1. They only saw an old wizard running after a fireball in the night, when day came they went to sleep to escape the heat.

The records of Tuvix

Tuvix - Chapter II, The water of Mitton
We decide to travel further. Suddenly we hear a humming sound. It is very low pitch.
Then it seems a balloon is flying towards us. It looks like a warship.

It stops right on top of us. Five men drop down from it.
The main man says he is Captain Drek. They seem to be merchants.
So we go up to see what they have. Not what I hoped for but I find a tear in the balloon.
I warn them and they fix it. They thank me, then we go down and they leave with a lot of sound.

When we continue the terrain gets more mountainlike. We go to the left to find a lake and I take a shower.
The Orc drops me in and later he throws me back in the wagon.

Eventually, all is too quiet. The druid tells us that she smells death and rotting meat.
We find a camp with rotting meat. We go in and the Orc decides to take the meat.
In the other tents we find the same.

A thumping sound ensues. Multiple Ogres are coming. Our horse gets spooked and we can hardly go away.
Our Orc falls to the ground. We get into a fight.

After two eldritch blasts and a hit from a dagger he takes a lot of damage.
The others get an even bigger hit. Eventually I get him down by stabbing him in the eye.
The other Ogre attacks me. Always killing me. The Druid quickly heals me, then I take a potion.
We damage both of them. Eventually killing them both.

After the fight it suddenly starts to rain and storm. A thunderstorm sits above us.
We decide to hide in a nearby cave. It is filled with animals, we sleep there.

When we wake up we are greeted by a Figbolg resting by our fire.
This Clerk greets us politely. Offering us food.
He has to go to the town of Sloh too, so he joins us.
When stepping out of the cave we are ambushed by hungry fire lizards.

We fight again and hear a voice saying ‘defend yourselves’.
Shooting two arrows hitting one, which works, but not enough.
The voice mentions ‘you could be the missing link’. I shoot another arrow and then we hear the voice again knowing that this is Therion.
He says ‘I think you can use this’. Then he goes on saying ‘I do not want to misplace you although there is no choice.’
We look up, ‘This might hurt’ Therion continues. We then get burn damage and the mark hurts.
We manage to kill all of the enemies.

We skin some of them for meat, then we explain to the new guy what happened and we advance.

The mountainous terrain becomes more flat. There we encounter a beautiful tree that shows visions of an ancient civilization.
It is a place of rest, there are graves here and a lot of ruins.

We seem to be in the neighborhood of Sloh. But we soon find it to be Mitton.
There we split for a while. Seeking for powerful or magic arrows.
There are none, so I head for the magical corner.

I buy Gnomish Tobacco there and some door oil. We also try to play a guitar that sounds awful to the player but great to the observer.
Later at the potion merchant I manage to get 3 Health potions for a brown potion.

We go eating at the Inn where I drug the Druid with Gnomish Tobacco.
She is happy. There the owner of the Inn tells us that there is a water shortage.
We should see the sheriff so we will go there. There could be money involved.

We went to the sheriff whom tells us that the town pump is broken.
They need someone to fix it so they send us.

When we get to the pump we hear a lot of noise. It is a jack pump running on magic.
To our feeling it goes too slow. It looks entombed or being crawled upon by small animals.
They are spiders.

The Druid tries to talk with the spiders whom tell her we have to leave.
Their web prevents the pump from working. We try it with a gust of wind.
This makes them scatter so then I shoot them away. They come back at me.
I attack them again with Thunderclap.
Twice, even thrice.

A big humming sound ensues and a huge spider comes up. When all hope seems lost the Orc kills him.
I capture one spider in a jar.

I cast spiderclimb to get the webs off the pump. It does not really help, it is still stuck.
After a while it goes off and it starts running faster and being louder. There the Clerk finds a ring of Featherfall.

We then go back to town. We get 60 gold each, which the Orc doesn’t like.
Then is convinced we get a free all-in night at the Inn. We get dinner and talk.
Strangely the force of attraction is less strong. Then we go to bed.

We wake up from the sound of a chicken. It is Pikkins, the chicken owned by the Orc.
We breakfast and decide to get waterskins.
This is needed for travel through the Desert. We will leave that night.

We are going to the market. The Clerk provides us with waterskins.
Then we will go looking for a heat repelling tent. We buy one with discount.

Then the evening falls. We make ourselves ready when a light comes towards us.
It doesn’t directly harm us but we manage to keep our distance.
In front of us is the open desert. We walk in and are ready to go there.

Who was present

- [Character]Thermaine Xyris[/Character]
- [Character]Tuvix[/Character]
- [Character]Argha[/Character]
- [Character]Azaka Tonnerre[/Character]

As the players looted the goblins and the slugs ate what was left they went on their way.

  1. They encountered a friendly trader with an airship, bought a nice looking glass off of him.
  2. Almost killed themselves in an Ogre camp, they just had to stop and investigate (finding loot in the process though)
  3. It became dark and stormy, they had to find a cave to sleep. There they found animals and a sleeping Firbolg, Azaka. He joined them after they got ambushed while exiting the cave, mostly forced to join by Therion.
  4. They encountered an old beautiful tree which remembers wars and civilizations of the past. It hid some loot but Azaka found it.

Finally arriving at [MapPoint]Milthyr[/MapPoint] they quickly noticed that water was expensive here.
They decided to ask around and investigate, and the sheriff told them the pump had been overrun.
This seemed like a quick job to earn some cash so they went there.

  1. It was overrun by spiders, they had to get rid of them and Azaka gave the queen spider the final blow.
The water restored, they returned and were handsomly rewarded.
Learning they needed to cross the desert they decided to sleep the night there and go shopping the next day.
They bought a thermal tent, some potions and some other oddities.
Then they went on their way.

  1. They only saw an old wizard running after a fireball in the night, when day came they went to sleep to escape the heat.

The records of Tuvix

Tuvix - Chapter II, The water of Mitton
We decide to travel further. Suddenly we hear a humming sound. It is very low pitch.
Then it seems a balloon is flying towards us. It looks like a warship.

It stops right on top of us. Five men drop down from it.
The main man says he is Captain Drek. They seem to be merchants.
So we go up to see what they have. Not what I hoped for but I find a tear in the balloon.
I warn them and they fix it. They thank me, then we go down and they leave with a lot of sound.

When we continue the terrain gets more mountainlike. We go to the left to find a lake and I take a shower.
The Orc drops me in and later he throws me back in the wagon.

Eventually, all is too quiet. The druid tells us that she smells death and rotting meat.
We find a camp with rotting meat. We go in and the Orc decides to take the meat.
In the other tents we find the same.

A thumping sound ensues. Multiple Ogres are coming. Our horse gets spooked and we can hardly go away.
Our Orc falls to the ground. We get into a fight.

After two eldritch blasts and a hit from a dagger he takes a lot of damage.
The others get an even bigger hit. Eventually I get him down by stabbing him in the eye.
The other Ogre attacks me. Always killing me. The Druid quickly heals me, then I take a potion.
We damage both of them. Eventually killing them both.

After the fight it suddenly starts to rain and storm. A thunderstorm sits above us.
We decide to hide in a nearby cave. It is filled with animals, we sleep there.

When we wake up we are greeted by a Figbolg resting by our fire.
This Clerk greets us politely. Offering us food.
He has to go to the town of Sloh too, so he joins us.
When stepping out of the cave we are ambushed by hungry fire lizards.

We fight again and hear a voice saying ‘defend yourselves’.
Shooting two arrows hitting one, which works, but not enough.
The voice mentions ‘you could be the missing link’. I shoot another arrow and then we hear the voice again knowing that this is Therion.
He says ‘I think you can use this’. Then he goes on saying ‘I do not want to misplace you although there is no choice.’
We look up, ‘This might hurt’ Therion continues. We then get burn damage and the mark hurts.
We manage to kill all of the enemies.

We skin some of them for meat, then we explain to the new guy what happened and we advance.

The mountainous terrain becomes more flat. There we encounter a beautiful tree that shows visions of an ancient civilization.
It is a place of rest, there are graves here and a lot of ruins.

We seem to be in the neighborhood of Sloh. But we soon find it to be Mitton.
There we split for a while. Seeking for powerful or magic arrows.
There are none, so I head for the magical corner.

I buy Gnomish Tobacco there and some door oil. We also try to play a guitar that sounds awful to the player but great to the observer.
Later at the potion merchant I manage to get 3 Health potions for a brown potion.

We go eating at the Inn where I drug the Druid with Gnomish Tobacco.
She is happy. There the owner of the Inn tells us that there is a water shortage.
We should see the sheriff so we will go there. There could be money involved.

We went to the sheriff whom tells us that the town pump is broken.
They need someone to fix it so they send us.

When we get to the pump we hear a lot of noise. It is a jack pump running on magic.
To our feeling it goes too slow. It looks entombed or being crawled upon by small animals.
They are spiders.

The Druid tries to talk with the spiders whom tell her we have to leave.
Their web prevents the pump from working. We try it with a gust of wind.
This makes them scatter so then I shoot them away. They come back at me.
I attack them again with Thunderclap.
Twice, even thrice.

A big humming sound ensues and a huge spider comes up. When all hope seems lost the Orc kills him.
I capture one spider in a jar.

I cast spiderclimb to get the webs off the pump. It does not really help, it is still stuck.
After a while it goes off and it starts running faster and being louder. There the Clerk finds a ring of Featherfall.

We then go back to town. We get 60 gold each, which the Orc doesn’t like.
Then is convinced we get a free all-in night at the Inn. We get dinner and talk.
Strangely the force of attraction is less strong. Then we go to bed.

We wake up from the sound of a chicken. It is Pikkins, the chicken owned by the Orc.
We breakfast and decide to get waterskins.
This is needed for travel through the Desert. We will leave that night.

We are going to the market. The Clerk provides us with waterskins.
Then we will go looking for a heat repelling tent. We buy one with discount.

Then the evening falls. We make ourselves ready when a light comes towards us.
It doesn’t directly harm us but we manage to keep our distance.
In front of us is the open desert. We walk in and are ready to go there.


Trek to the Wizard

Date: 06/07/2019
Entry: #3
Who was present

- Thermaine Xyris
- Tuvix
- Argha
- Azaka Tonnerre

  1. One night they encountered some old ruins where some bandits decided to take refuge, they swiftly cut these bandits short and almost killed those who ran.
  2. Closer to Sloh they encountered an old man who wished to join them on the road. He collapsed later on but it seemed he had an antidote for a poisen he contracted. The players saved his life and he shared his antidote.

They arrive in Sloh, noticing Sloh is a very rich little trading town.
They decide to try and do some trading, Tuuvix looking for his angel drugs, Azaka for some books and the rest mostly for food.
They pay for some rooms in the inn, Argha pays a rediculous amount for a suite meant for the richest, he has an amazing bath and a great night.
Afterwards they go find Tom, the wizard they came for. While the city seems to have some kind of biosphere magic in action to keep temperatures optimal.
Tom seems like a bit of a strange one, he looks really confused (By this point they don´t learn that he´s basically a Physicist wizard, a new school of wizardry that screws with the laws of nature but does so very carefully. He made the biosphere and the neverending ice)
After some Harry-Pottering with memories he can tell them a lot more, they need to find Harrick. Yet another wizard!
Well, time to restock and head North or South? The compass (needle) they get to find him seems to lead in both directions. They choose south.

  1. Finally out of the desert, through the grasslands and into the forest they find the animals to be a little bit strange. Glow in the dark. Talking to them reveals the forest water has this property.
  2. Not caring too much about all this, they find Harricks cabin, who tells them to go no further or they activate a bunch of well placed traps.

The records of Tuvix

Tuvix - Chapter III, The desert
We then see an old man running and screaming to the orb “Stop it!”
It seems that this man cannot stop it and gets after it.

Apart from being surprised we journey on.
As the day breaks, we set up our tent. It is marvelous and big with a constant of 20 degrees.

After sleeping through the day to evade the heat we get up to travel.
We have some firelizard bacon. This provides us with a tingling sensation.
Breaking up the tent has us laughing a bit. The Orc cannot get it done.

We get to an open space that differs from its surroundings. Containing mostly rock plateaus.
It seems it has once been a town. When investigating we hear cries of help and find an old man.
He doesn’t react to us we quickly find it to be fake.

We start hearing many voices and chains rattling. Azaka shouts ‘Reveal yourself!’ followed by the sound of Thunder.
The voices stop and we hear ears ringing. We investigate the former sound and it seems a failed ambush by humans. We try to stop it.

We get into a fight. Not too much happens since they quickly run away although it has been fun.

When we venture on we see falling stars and see the sun coming up.
The tent comes out, we sleep and set up guards. When guarding I receive an egg from our Orc.
The egg has been laid by Pikkins.

We fell asleep by accident. When waking upon what is supposed to be nigh we see a white light.
Outside we encounter a man with a shining ring.

The man seems friendly and tells us he’d like to join us for the remainder of the desert trip.
He tells us that his ring can repel the heat. He is a human Druid, then he pours us a strong moonshine.

He is called Merdoh. He comes from the Island of Leungit. We then leave again and Merdoh tells his story.
This is about the city of Behemoth. That once was, now there is only a crater left marked by 12 pillars.
Each pillar contains an image of an ape. The island is now mostly inhabited by such.
You can only live on such island becoming an ape. The island is mostly jungle and deserts, being very hot.

Merdoh suddenly becomes more restless and sweaty. So our Druid places him on the cart.
He becomes very ill, at this point the horizon starts showing slopes.
After a spell has been cast the old man feels better. He has been bitten by a snake.

Tuvix - Chapter IV, Tom in the village
At last the desert ends for a while and we find a village. It contains water.
We are here for Therion, to find Tom the wizard.
The first thing that happens is a rude man almost going through me.

Then I find a pharmacist hoping it has spices and herbs I need. He seems to have it so I buy a little for 1 gold.
So I decide to test it in water to see if it lights up. It does, I buy it all for 29 gold.
I am absolutely ecstatic but I cannot use it.

We’ve found out where Tom lives and visit him. We tell him Therion has sent us and he invites us in.
The building is full of books about mostly magic. When we tell him about Therion he seems oblivious.
He cannot help us with our curse. He then steps in another room and we see a bright flash.
When he comes back he tells us that he cannot remember anything. He now remembers Therion with whom he studies.

He goes on to say that Therion never had enough time so he tries to change it.
He is very wreckless. We tell him what Therion has been doing.
So he mentions Harrick and uses amethyst so we can find him since he always hides.
He could be in the North and the South. This changes every 60 seconds.

He gives us an enchanted needle so we can find Harrick. We will go to the forest but because it is dawning we go to sleep and wait for nightfall.

The next morning we eat in rather high luxury when a friendly by the name of Davidious Crouch fellow joins us.
He tells us New Holden, a big harbor city, is worth visiting and it is very religious.

Once outside we get some food and other exotic products.
At nightfall we leave town for the forest.

Tuvix - Chapter V, The search for Harrick
Outside of the towns city walls we are struck by the late evening heat that subsides slowly as the night progresses.
There is a road that we can follow.

Some hours later the sounds change and the sands give way for grass. We are now finally leaving the desert.
The closer we get the denser the forest. We even encounter some streams.

Further into this forest where the trees are higher we get to see lights.
Green litterfliesand white litrabbits where the Druid speaks to the rabbit.
It tells us that bioluminescence is normal here, we seem to be the exception.

The animals we have with us start to light up as well since they’ve drank the water here.
Also the further we go, the more light.

We eventually encounter a cabin that has a little fire going on. We suddenly see a person that confesses to being Harrick.

Who was present

- [Character]Thermaine Xyris[/Character]
- [Character]Tuvix[/Character]
- [Character]Argha[/Character]
- [Character]Azaka Tonnerre[/Character]

  1. One night they encountered some old ruins where some bandits decided to take refuge, they swiftly cut these bandits short and almost killed those who ran.
  2. Closer to [MapPoint]Sloh[/MapPoint] they encountered an old man who wished to join them on the road. He collapsed later on but it seemed he had an antidote for a poisen he contracted. The players saved his life and he shared his antidote.

They arrive in [MapPoint]Sloh[/MapPoint], noticing [MapPoint]Sloh[/MapPoint] is a very rich little trading town.
They decide to try and do some trading, Tuuvix looking for his angel drugs, Azaka for some books and the rest mostly for food.
They pay for some rooms in the inn, Argha pays a rediculous amount for a suite meant for the richest, he has an amazing bath and a great night.
Afterwards they go find Tom, the wizard they came for. While the city seems to have some kind of biosphere magic in action to keep temperatures optimal.
Tom seems like a bit of a strange one, he looks really confused (By this point they don´t learn that he´s basically a Physicist wizard, a new school of wizardry that screws with the laws of nature but does so very carefully. He made the biosphere and the neverending ice)
After some Harry-Pottering with memories he can tell them a lot more, they need to find Harrick. Yet another wizard!
Well, time to restock and head North or South? The compass (needle) they get to find him seems to lead in both directions. They choose south.

  1. Finally out of the desert, through the grasslands and into the forest they find the animals to be a little bit strange. Glow in the dark. Talking to them reveals the forest water has this property.
  2. Not caring too much about all this, they find Harricks cabin, who tells them to go no further or they activate a bunch of well placed traps.

The records of Tuvix

Tuvix - Chapter III, The desert
We then see an old man running and screaming to the orb “Stop it!”
It seems that this man cannot stop it and gets after it.

Apart from being surprised we journey on.
As the day breaks, we set up our tent. It is marvelous and big with a constant of 20 degrees.

After sleeping through the day to evade the heat we get up to travel.
We have some firelizard bacon. This provides us with a tingling sensation.
Breaking up the tent has us laughing a bit. The Orc cannot get it done.

We get to an open space that differs from its surroundings. Containing mostly rock plateaus.
It seems it has once been a town. When investigating we hear cries of help and find an old man.
He doesn’t react to us we quickly find it to be fake.

We start hearing many voices and chains rattling. Azaka shouts ‘Reveal yourself!’ followed by the sound of Thunder.
The voices stop and we hear ears ringing. We investigate the former sound and it seems a failed ambush by humans. We try to stop it.

We get into a fight. Not too much happens since they quickly run away although it has been fun.

When we venture on we see falling stars and see the sun coming up.
The tent comes out, we sleep and set up guards. When guarding I receive an egg from our Orc.
The egg has been laid by Pikkins.

We fell asleep by accident. When waking upon what is supposed to be nigh we see a white light.
Outside we encounter a man with a shining ring.

The man seems friendly and tells us he’d like to join us for the remainder of the desert trip.
He tells us that his ring can repel the heat. He is a human Druid, then he pours us a strong moonshine.

He is called Merdoh. He comes from the Island of Leungit. We then leave again and Merdoh tells his story.
This is about the city of Behemoth. That once was, now there is only a crater left marked by 12 pillars.
Each pillar contains an image of an ape. The island is now mostly inhabited by such.
You can only live on such island becoming an ape. The island is mostly jungle and deserts, being very hot.

Merdoh suddenly becomes more restless and sweaty. So our Druid places him on the cart.
He becomes very ill, at this point the horizon starts showing slopes.
After a spell has been cast the old man feels better. He has been bitten by a snake.

Tuvix - Chapter IV, Tom in the village
At last the desert ends for a while and we find a village. It contains water.
We are here for Therion, to find Tom the wizard.
The first thing that happens is a rude man almost going through me.

Then I find a pharmacist hoping it has spices and herbs I need. He seems to have it so I buy a little for 1 gold.
So I decide to test it in water to see if it lights up. It does, I buy it all for 29 gold.
I am absolutely ecstatic but I cannot use it.

We’ve found out where Tom lives and visit him. We tell him Therion has sent us and he invites us in.
The building is full of books about mostly magic. When we tell him about Therion he seems oblivious.
He cannot help us with our curse. He then steps in another room and we see a bright flash.
When he comes back he tells us that he cannot remember anything. He now remembers Therion with whom he studies.

He goes on to say that Therion never had enough time so he tries to change it.
He is very wreckless. We tell him what Therion has been doing.
So he mentions Harrick and uses amethyst so we can find him since he always hides.
He could be in the North and the South. This changes every 60 seconds.

He gives us an enchanted needle so we can find Harrick. We will go to the forest but because it is dawning we go to sleep and wait for nightfall.

The next morning we eat in rather high luxury when a friendly by the name of Davidious Crouch fellow joins us.
He tells us New Holden, a big harbor city, is worth visiting and it is very religious.

Once outside we get some food and other exotic products.
At nightfall we leave town for the forest.

Tuvix - Chapter V, The search for Harrick
Outside of the towns city walls we are struck by the late evening heat that subsides slowly as the night progresses.
There is a road that we can follow.

Some hours later the sounds change and the sands give way for grass. We are now finally leaving the desert.
The closer we get the denser the forest. We even encounter some streams.

Further into this forest where the trees are higher we get to see lights.
Green litterfliesand white litrabbits where the Druid speaks to the rabbit.
It tells us that bioluminescence is normal here, we seem to be the exception.

The animals we have with us start to light up as well since they’ve drank the water here.
Also the further we go, the more light.

We eventually encounter a cabin that has a little fire going on. We suddenly see a person that confesses to being Harrick.


Back to the unstable city

Date: 10/08/2019
Entry: #4
Who was present

- Thermaine Xyris
- Tuvix
- Argha
- Azaka Tonnerre

The players started again at Harrick´s place.
They found out he has a portal and actually two homes.
When they tell him the story he is very concerned, he wishes to fix things with the players but urges them to go early. He tells them if a plan to reanchor the city.
The players leave him again and they go on their way to New Holden first (Azaka stole a bag of holding). They follow a time-dog, flash-dog like animal.
It leads them to a clearin where a ship is packing up.

14: They encounter their friendly airship captain, who offers them a place to travel if they help out. And so they do, traveling over the deserts back to Willsden.
15: They land at Willsden, this time Willsden seems properly broken, they have to fix this. They need to fight some time guardians to get into the city.

Once in the city they act on Harricks´ plan, trying to fix things.
Suddenly the city flattens into an arena, chains cross the top and a real timekeeper attacks.
They can not reason with him and have to beat him into understanding, and so they do.
They defeat him, he apologises and tells them what´s wrong, they reanchor the city somewhat and manage to unscrew time into only 2 lines for Willsden.
The city is ´snapped´ in half, one half here, one half stuck in another timeplane, imprisoned in the city because that is the only place they are allowed to roam.
The players gain the ability to step through these two places in Willsden.

The records of Tuvix

Tuvix - Chapter V, The search for Harrick - Cont;
He lets us in clearing the way for us to get in.

When we talk to him, he shows us a mark that resembles ours. He tells us that he invented it and that the mark is there to protect us against replacement.
This is exactly what is going on right now.

We follow him when he persuades us to go with him.
We get through a portal that sends us to another place.

Once there he goes through all sorts of books to find our curse.
We help him and do not seem to find much at first. During reading he asks us when we first encountered Time Displacement.
He then writes it down. He tells us that we need time.

Then he provides us with a magic stone that can be enchanted with chalk.
The problem seems to be bigger than we know. Therion made a mistake that caused the timelines to dislodge.
This has started in Willsden and spreads. We need to stop this by using the now glowing red chalkstone to re-anchor the city of Willsden.
He will accompany us. And we need chalk. He also mentions that the further away we are from the city the better we will feel.

We need to stop it. If we don’t do it on time, strange and dangerous beings will appear.
So it could be a rough ride back to the city. Stopping this might kill Therion.
Also the re-anchoring of Time might cause heavy nausea for every person there.

Harrick then teleports to the town and leaves us to it. We go back through the old route and fill our Waterskins.

Tuvix - Chapter VI, Back to Willsden
When gathering food a dog appears that is able to speak.
It will help us and teleports around saying we need to follow, he seems to be coming from Harrick.

When following the dog we seem to go the wrong way but according to the dog this is faster ‘By air’.
We then reach the edge of the forest. From up the hill we see the city of New Holden.
In front of us we see Drek’s airship again. See we need to ask them for a favor.
And luckily for us they agree to give us a flight. Shedding 3 to 4 days off of our trip. We help and perform some tasks. Later we sleep.

Upon arriving in Willsden we feel the spell strengthening. The Druid walks out the ship first and bumps into someone that feels like stone.
Everyone seems to ignore us. They won’t budge and only move when we touch them.

It is very strange to us seeing that everyone ignores us. We see strange android like beings patrolling.
At this point we aren’t noticed.

They seem to be built as a pocket watch. This is what I notice when getting close.
Two of our companions bump into eachother, making the beings notice us. A fight with them seems inevitable.

I shoot at the machine and accidentally blow up myself. The Druid casts a firesphere.
He attacks back, but our Firbolg hits him hard too. The Orc misses. Then another one joins the fight and my next blast hits.
More and more come up. I get hit very badly. The fight continues like this until I blow one up.
The ones left are gone too. It seemed they shared health.
All the people around didn’t notice, we seem to be in another timezone. All is a little off and we see more clockwork beings but much smaller.

When entering the city we see more of them in the distance. We keep being ignored and bumped into.

On the bridge in the middle of the city we encounter Harrick. Strangely there are no people here.
He had drawn a chalk circle there and tells us he has gotten the spell mostly at bay.
Now it is time for us to enchant the chalk by holding them against the stone. We need to make a mark with them in each cardinal direction of the city.

In the North a circle with half a slash.
In the East a small Sun.
In the South an hourglass.
In the West a crescent moon.

If they are drawn correctly they will light up since the sunlight must hit it.
We decide to split it and I’ll go for the east getting overrun from time to time.

When all has been drawn great magic is seen and a shockwave goes around town.
It looks like a protective shield. When getting back to Harricks a quake appears.
Another blast, then everyone is gone. All that wasn’t tied down like plants, pets, etc. is gone now.
Then the whole city disappears until only the walls are left.
Harrick is shocked. Knowing that it is not his doing, then the city gets chained in huge chains.

A large clockwork being appears, staring at us. Harrick is in shock. The being tells us that we aren’t in the right time and we’ve made a big mistake. Then he attacks when getting into temporal flux.
Harrick heals us.

In one particular attack the being briefly sends me home. I am happy but cannot leave my peers behind so I return.

The being suddenly talks to us again saying that he made a mistake.
Telling us that he now knows we are the good ones. Everything gets cancelled out and everything returns to normal.
Except from every single person including us being nauseous and puking. Harrick tells us that was a Timekeeper.

The marks on us subside and the town gets busier every second. It almost looks like some kind of panic.
When we ask someone all the time seems to stop again.
The person we were talking to vanishes, then in his place, other people appear.

The Timekeeper comes back telling us we did well and only one timeline is here besides the original one.
He explains that Therion is not the cause but merely a factor. We are now connected to that. We need him now.

We are not in our original timeline but rather in the other one. The one that is not stable.
Since only this town exists here, outside the walls there is nothing. Meaning the inhabitants here will slowly die.
We are told that only we can help.

We need to go to ‘time’ which is his homeworld. This is needed to restore the timeline.
We ourselves however can switch between timelines here. Harrick cuts in saying that he knows of a gateway in Old Holden.
This has been destroyed in the war. Also going to the university for extra info is good.
But first we go to an Inn.
Harrick will leave us later this evening for research.

We decide to stay the night and sleep.

Who was present

- [Character]Thermaine Xyris[/Character]
- [Character]Tuvix[/Character]
- [Character]Argha[/Character]
- [Character]Azaka Tonnerre[/Character]

The players started again at Harrick´s place.
They found out he has a portal and actually two homes.
When they tell him the story he is very concerned, he wishes to fix things with the players but urges them to go early. He tells them if a plan to reanchor the city.
The players leave him again and they go on their way to [MapPoint]New Holden[/MapPoint] first (Azaka stole a bag of holding). They follow a time-dog, flash-dog like animal.
It leads them to a clearin where a ship is packing up.

14: They encounter their friendly airship captain, who offers them a place to travel if they help out. And so they do, traveling over the deserts back to [MapPoint]Willsden[/MapPoint].
15: They land at Willsden, this time Willsden seems properly broken, they have to fix this. They need to fight some time guardians to get into the city.

Once in the city they act on Harricks´ plan, trying to fix things.
Suddenly the city flattens into an arena, chains cross the top and a real timekeeper attacks.
They can not reason with him and have to beat him into understanding, and so they do.
They defeat him, he apologises and tells them what´s wrong, they reanchor the city somewhat and manage to unscrew time into only 2 lines for [MapPoint]Willsden[/MapPoint].
The city is ´snapped´ in half, one half here, one half stuck in another timeplane, imprisoned in the city because that is the only place they are allowed to roam.
The players gain the ability to step through these two places in [MapPoint]Willsden[/MapPoint].

The records of Tuvix

Tuvix - Chapter V, The search for Harrick - Cont;
He lets us in clearing the way for us to get in.

When we talk to him, he shows us a mark that resembles ours. He tells us that he invented it and that the mark is there to protect us against replacement.
This is exactly what is going on right now.

We follow him when he persuades us to go with him.
We get through a portal that sends us to another place.

Once there he goes through all sorts of books to find our curse.
We help him and do not seem to find much at first. During reading he asks us when we first encountered Time Displacement.
He then writes it down. He tells us that we need time.

Then he provides us with a magic stone that can be enchanted with chalk.
The problem seems to be bigger than we know. Therion made a mistake that caused the timelines to dislodge.
This has started in Willsden and spreads. We need to stop this by using the now glowing red chalkstone to re-anchor the city of Willsden.
He will accompany us. And we need chalk. He also mentions that the further away we are from the city the better we will feel.

We need to stop it. If we don’t do it on time, strange and dangerous beings will appear.
So it could be a rough ride back to the city. Stopping this might kill Therion.
Also the re-anchoring of Time might cause heavy nausea for every person there.

Harrick then teleports to the town and leaves us to it. We go back through the old route and fill our Waterskins.

Tuvix - Chapter VI, Back to Willsden
When gathering food a dog appears that is able to speak.
It will help us and teleports around saying we need to follow, he seems to be coming from Harrick.

When following the dog we seem to go the wrong way but according to the dog this is faster ‘By air’.
We then reach the edge of the forest. From up the hill we see the city of New Holden.
In front of us we see Drek’s airship again. See we need to ask them for a favor.
And luckily for us they agree to give us a flight. Shedding 3 to 4 days off of our trip. We help and perform some tasks. Later we sleep.

Upon arriving in Willsden we feel the spell strengthening. The Druid walks out the ship first and bumps into someone that feels like stone.
Everyone seems to ignore us. They won’t budge and only move when we touch them.

It is very strange to us seeing that everyone ignores us. We see strange android like beings patrolling.
At this point we aren’t noticed.

They seem to be built as a pocket watch. This is what I notice when getting close.
Two of our companions bump into eachother, making the beings notice us. A fight with them seems inevitable.

I shoot at the machine and accidentally blow up myself. The Druid casts a firesphere.
He attacks back, but our Firbolg hits him hard too. The Orc misses. Then another one joins the fight and my next blast hits.
More and more come up. I get hit very badly. The fight continues like this until I blow one up.
The ones left are gone too. It seemed they shared health.
All the people around didn’t notice, we seem to be in another timezone. All is a little off and we see more clockwork beings but much smaller.

When entering the city we see more of them in the distance. We keep being ignored and bumped into.

On the bridge in the middle of the city we encounter Harrick. Strangely there are no people here.
He had drawn a chalk circle there and tells us he has gotten the spell mostly at bay.
Now it is time for us to enchant the chalk by holding them against the stone. We need to make a mark with them in each cardinal direction of the city.

In the North a circle with half a slash.
In the East a small Sun.
In the South an hourglass.
In the West a crescent moon.

If they are drawn correctly they will light up since the sunlight must hit it.
We decide to split it and I’ll go for the east getting overrun from time to time.

When all has been drawn great magic is seen and a shockwave goes around town.
It looks like a protective shield. When getting back to Harricks a quake appears.
Another blast, then everyone is gone. All that wasn’t tied down like plants, pets, etc. is gone now.
Then the whole city disappears until only the walls are left.
Harrick is shocked. Knowing that it is not his doing, then the city gets chained in huge chains.

A large clockwork being appears, staring at us. Harrick is in shock. The being tells us that we aren’t in the right time and we’ve made a big mistake. Then he attacks when getting into temporal flux.
Harrick heals us.

In one particular attack the being briefly sends me home. I am happy but cannot leave my peers behind so I return.

The being suddenly talks to us again saying that he made a mistake.
Telling us that he now knows we are the good ones. Everything gets cancelled out and everything returns to normal.
Except from every single person including us being nauseous and puking. Harrick tells us that was a Timekeeper.

The marks on us subside and the town gets busier every second. It almost looks like some kind of panic.
When we ask someone all the time seems to stop again.
The person we were talking to vanishes, then in his place, other people appear.

The Timekeeper comes back telling us we did well and only one timeline is here besides the original one.
He explains that Therion is not the cause but merely a factor. We are now connected to that. We need him now.

We are not in our original timeline but rather in the other one. The one that is not stable.
Since only this town exists here, outside the walls there is nothing. Meaning the inhabitants here will slowly die.
We are told that only we can help.

We need to go to ‘time’ which is his homeworld. This is needed to restore the timeline.
We ourselves however can switch between timelines here. Harrick cuts in saying that he knows of a gateway in Old Holden.
This has been destroyed in the war. Also going to the university for extra info is good.
But first we go to an Inn.
Harrick will leave us later this evening for research.

We decide to stay the night and sleep.


On to the plateau

Date: 16/11/2019
Entry: #5
Who was present

- Thermaine Xyris
- Tuvix
- Argha
- Azaka Tonnerre

The players started off back in Willsden after the split.
They went to the correct timeline to eat, they find a lot of wanted and missing posters.

18: They went into the university, into the library, looking for information on what happened and how to fix it. To get inside they used a key next to the door.
There´s barely anybody there, but a warden prohibits them from almost stealing books.

They go up to Therions room and switch to and fro timelines to get a full letter of information there, here they learn that switching can make them feel quite ill.
They have to find and read the Old Holden Book Bundle.
They decide to go to Old Holden via the plateau.

19: They find a miniature city hidden between some trees, they have no idea what to do with it and almost crush a part of it.
20: They find animals, almost get hunted down but manage to chase away the animals. They lost Bambex
21: They hide in a cave from a creepy dragging sound, dimming all the lights and trying to keep everything out before realizing Bambex had slain a massive goat and dragged it toward them.
22: They go North to find a route, they find an old moonshiners route and by luck (Not darkness crystals) they manage to find the right path also creatively bridging across some water with ice and an infinite length pole (instead of mechanisms)
They also find moonshiner minotaurs here, friendly (drunk) minotaurs who offer them a drink, avoiding conflict by drinking and joining them with their moonshining.
23: They travel along and get offered Sandwiches (Din, the Humonculus), they refuse, so they get attacked. Then enter Alinius The Barbarians´ cave and fight off a horde of bandits.

In the bandits cave they have to sleep because the Orc got downed

The records of Tuvix

Tuvix - Chapter VII, The letter from Therion
When we get up we decide to go to the university. We switch to another timeline.
The main one, there, some of us eat.

We are en route to the university and we see that there are a lot of wanted posters accompanied by missing posters.
Lots of people are trapped in the other timeline.

Once at the university we enter and it is as calm as before. The trees are still going through stages.
Once inside, all is locked. We go to Therion’s office. We enter a huge library that we had to open by using a key.
I take a book about doors there, which was not what I was looking for.

When getting outside we encounter a man that asks us what we are doing.
We tell him what we are looking for. He doesn’t let us, so then we greater detail.
He calmed down but the Orc won’t give away the books almost causing a fight.
We got it covered on time.

When we enter Therion’s office again and find a letter there it is still sealed. It says ‘From Therion’. The letter is only half.
It should be in the other timeline. Once in the other timeline everything is a mess. The original letter has burnt. We find the exact same one when the Druid picks it up she gets burned.
The rest of us can touch it. When opening it, the characters run to their correct place.
They contain the missing words.

The Firbolg finds a magic coin that resembles Harrick’s magic.

We then go back to our original time. When we switch back it seems to get worse every time.
There we can read the letter, it reads the following:

“To whom it may concern,

If you find this, please help us.
You can converge the times and bring us back together.
Old Holden holds the key to this, please find the Old Holden book bundle.”

We first go to the man again who tells us that this book bundle is available in the library.
They can be bought. It costs 4 gold pieces.

We decide to go to Old Holden by going via the plateau.

Tuvix - Chapter VIII, The road to Plateau
We get outside the city to first stop at the elevated plateau AKA the bandit plateau as locals call it.

Once on the way we find an open spot with a weird sign. We go there. It seems like a map where all is present in miniature size.
In fact a whole city. When getting a closer look at it, we see it is empty. So we abandon it and venture on.

Upon reaching the plateau we hunt some animals for food. But first the Druid talks with them.
They then run away to get to sleep but they are running for a predator.
We manage to scare it away.

Soon after we hear a growling and scraping sound. We decide to hide and cast darkness.
The sound is getting louder, then it stops. We prepare and when the darkness spell subsides we see a huge being.
With light casted we see it is the Banbex dragging a huge sheep.

In this hideout we sleep, eat the venison and strip the wool.
We then sleep there, the night progresses peacefully. When we wake up we find that we need a way to climb up the cliff.
That seems to be rather hard and thus we decide to follow the cliff. We head North.

When we find a cave that differs from the rest, we enter it. It looks like a mine and is going up.
We find a split and go right, following a fire we made. We get to more splits and find a point where nothing happens so we choose to go left.
We get up in a spiral and suddenly feel wind and hear the flowing of water.
It is an underground river that is very violent. We take some water out of it.
We try to freeze the river but it won’t work first time so the Druid shoots multiple blasts to get us over.
When there the Orc accidentally hits a button in the form of a stalagmite. This creates a concrete bridge.

After all this, the cave keeps getting up, We encounter a fire where minotaurs reside. They aren’t friendly at first sight and are carrying weapons.

Still we decide to be neutral and approach them. The Firbolg goes ahead and gets presented with a drink.
They now seem neutral, as if waiting for something. The Firbolg takes a large sip.
He starts to cough. The minotaurs laugh and present the Orc with the same.
He doesn’t cough, and they laugh again. The Druid starts puking immediately when she drinks it.
Then it is my turn, it is extremely strong. But I keep my pride high.

They tell us that they sort of live there and brew their drink. Just as they are in search of the said treasure that is supposed to be hidden here.
We thank them and continue. We walk further and see orange plains. It is not hot, nor warm.

On the top we see more roads again and decide to take a left one. There a woman approaches us.
She has blonde hair and is pushing a cart. She says she’s called Din and is very happy. That is odd, she really tries persuading us to buy sandwiches from her cart.

When she is persuaded to leave she walks very strangely. Something is off. Then the Orc feels a dagger in him and someone says ‘You deserve it’.
Which is the woman. We see that it is a bread knife. He doesn’t respond.

A little further down the line we encounter a door. There are six bandits that ask us what we do here.
A fight ensues, it is heavy and we win but the Orc is incapacitated. We will heal him.
We decide to rest with him.

Who was present

- [Character]Thermaine Xyris[/Character]
- [Character]Tuvix[/Character]
- [Character]Argha[/Character]
- [Character]Azaka Tonnerre[/Character]

The players started off back in [MapPoint]Willsden[/MapPoint] after the split.
They went to the correct timeline to eat, they find a lot of wanted and missing posters.

18: They went into the university, into the library, looking for information on what happened and how to fix it. To get inside they used a key next to the door.
There´s barely anybody there, but a warden prohibits them from almost stealing books.

They go up to Therions room and switch to and fro timelines to get a full letter of information there, here they learn that switching can make them feel quite ill.
They have to find and read the Old [MapPoint]Holden[/MapPoint] Book Bundle.
They decide to go to Old [MapPoint]Holden[/MapPoint] via the plateau.

19: They find a miniature city hidden between some trees, they have no idea what to do with it and almost crush a part of it.
20: They find animals, almost get hunted down but manage to chase away the animals. They lost Bambex
21: They hide in a cave from a creepy dragging sound, dimming all the lights and trying to keep everything out before realizing Bambex had slain a massive goat and dragged it toward them.
22: They go North to find a route, they find an old moonshiners route and by luck (Not darkness crystals) they manage to find the right path also creatively bridging across some water with ice and an infinite length pole (instead of mechanisms)
They also find moonshiner minotaurs here, friendly (drunk) minotaurs who offer them a drink, avoiding conflict by drinking and joining them with their moonshining.
23: They travel along and get offered Sandwiches (Din, the Humonculus), they refuse, so they get attacked. Then enter Alinius The Barbarians´ cave and fight off a horde of bandits.

In the bandits cave they have to sleep because the Orc got downed

The records of Tuvix

Tuvix - Chapter VII, The letter from Therion
When we get up we decide to go to the university. We switch to another timeline.
The main one, there, some of us eat.

We are en route to the university and we see that there are a lot of wanted posters accompanied by missing posters.
Lots of people are trapped in the other timeline.

Once at the university we enter and it is as calm as before. The trees are still going through stages.
Once inside, all is locked. We go to Therion’s office. We enter a huge library that we had to open by using a key.
I take a book about doors there, which was not what I was looking for.

When getting outside we encounter a man that asks us what we are doing.
We tell him what we are looking for. He doesn’t let us, so then we greater detail.
He calmed down but the Orc won’t give away the books almost causing a fight.
We got it covered on time.

When we enter Therion’s office again and find a letter there it is still sealed. It says ‘From Therion’. The letter is only half.
It should be in the other timeline. Once in the other timeline everything is a mess. The original letter has burnt. We find the exact same one when the Druid picks it up she gets burned.
The rest of us can touch it. When opening it, the characters run to their correct place.
They contain the missing words.

The Firbolg finds a magic coin that resembles Harrick’s magic.

We then go back to our original time. When we switch back it seems to get worse every time.
There we can read the letter, it reads the following:

“To whom it may concern,

If you find this, please help us.
You can converge the times and bring us back together.
Old Holden holds the key to this, please find the Old Holden book bundle.”

We first go to the man again who tells us that this book bundle is available in the library.
They can be bought. It costs 4 gold pieces.

We decide to go to Old Holden by going via the plateau.

Tuvix - Chapter VIII, The road to Plateau
We get outside the city to first stop at the elevated plateau AKA the bandit plateau as locals call it.

Once on the way we find an open spot with a weird sign. We go there. It seems like a map where all is present in miniature size.
In fact a whole city. When getting a closer look at it, we see it is empty. So we abandon it and venture on.

Upon reaching the plateau we hunt some animals for food. But first the Druid talks with them.
They then run away to get to sleep but they are running for a predator.
We manage to scare it away.

Soon after we hear a growling and scraping sound. We decide to hide and cast darkness.
The sound is getting louder, then it stops. We prepare and when the darkness spell subsides we see a huge being.
With light casted we see it is the Banbex dragging a huge sheep.

In this hideout we sleep, eat the venison and strip the wool.
We then sleep there, the night progresses peacefully. When we wake up we find that we need a way to climb up the cliff.
That seems to be rather hard and thus we decide to follow the cliff. We head North.

When we find a cave that differs from the rest, we enter it. It looks like a mine and is going up.
We find a split and go right, following a fire we made. We get to more splits and find a point where nothing happens so we choose to go left.
We get up in a spiral and suddenly feel wind and hear the flowing of water.
It is an underground river that is very violent. We take some water out of it.
We try to freeze the river but it won’t work first time so the Druid shoots multiple blasts to get us over.
When there the Orc accidentally hits a button in the form of a stalagmite. This creates a concrete bridge.

After all this, the cave keeps getting up, We encounter a fire where minotaurs reside. They aren’t friendly at first sight and are carrying weapons.

Still we decide to be neutral and approach them. The Firbolg goes ahead and gets presented with a drink.
They now seem neutral, as if waiting for something. The Firbolg takes a large sip.
He starts to cough. The minotaurs laugh and present the Orc with the same.
He doesn’t cough, and they laugh again. The Druid starts puking immediately when she drinks it.
Then it is my turn, it is extremely strong. But I keep my pride high.

They tell us that they sort of live there and brew their drink. Just as they are in search of the said treasure that is supposed to be hidden here.
We thank them and continue. We walk further and see orange plains. It is not hot, nor warm.

On the top we see more roads again and decide to take a left one. There a woman approaches us.
She has blonde hair and is pushing a cart. She says she’s called Din and is very happy. That is odd, she really tries persuading us to buy sandwiches from her cart.

When she is persuaded to leave she walks very strangely. Something is off. Then the Orc feels a dagger in him and someone says ‘You deserve it’.
Which is the woman. We see that it is a bread knife. He doesn’t respond.

A little further down the line we encounter a door. There are six bandits that ask us what we do here.
A fight ensues, it is heavy and we win but the Orc is incapacitated. We will heal him.
We decide to rest with him.


An old or new friend

Date: 20/02/2020
Entry: #6

23: The players wake up in a bandit cave.
They barricaded it, pay no attention to the outside and eventually after waking up correctly decide to try and solve the simple riddle.
They scramble together materials to get the chalices to work, eventually opening the big round coin-shaped door.

They enter the bandits cave where they find a lot of rubble in the first hallway.
Eventually a metal boar-like being comes out (Steel defender) and a dwarf comes out of the rubble.
They introduces themselves as Azaka already knows the dwarf named Hamish, and his steel defender Tusk.

They make their way through the dungeon, cleverly solving the puzzles (With Hamish and Azaka on the front, solving most of them)
They find the end room, discover the gold is fake, find the real end room (after a lot of lever pulling), find some valueable statues and some extra gold and decide to make their way out. A lot of loot is distributed here too.

When they make their way outside they notice that everyone is dead, there´s fire and destruction everywhere. They find some loot and decide to ignore it.
24: They walk towards the East to find a way down, then they come past some minotaurs that ambush them. One recognizes them and takes them to their secret moonshine house on the platue hidden in a mirage-rock.
The minotaurs tell them that a meteor fell, that´s what killed everyone. Hamish rides back and gets a load of meteoric iron ore.
25: Then they refuse an escort down and find their own way promising to keep it a secret.

26: They make their way to Antallia where they notice how friendly everyone is and how rich and clean this town looks.
Some houses are fitted with copper systems which is new to the players, the technology is high in this town.
They try and find a way to pass to Fayre, a ferry goes there on which they can board and sleep.
Hamish goes to the governing building in the hopes of setting up a Kundarak bank only to find out they already have one. So he decides to check it out and dump some stuff.
Then they browse some shops, some curiosity shops too where Hamish manages to buy a load of treasure for his meteoric iron (Very lenient here, just to give them some stuff to fiddle with)
The wizard in this triple shop setup helps Argha out by fixing his headband of intellect up.
He decides to make rings of them so he can sell the rings, then they go outside and encounter a Humonculous, sadness, which they try to console but he´s not okay with that.

They eventually get on a boat on their journey to the next town.

The records of Tuvix

Tuvix - Chapter IX, The Dwarf
We open a round shaped door by resolving a puzzle. There we find a large passage.
It has been partly collapsed. Underneath the rubble we find a boar and a person.
Our Firbolg seems to be familiar with him. He is a Dwarf called Hamish. The boar is called Tusks and it is metal.

We open the door to the other side and the Orc goes towards it.
A safety mechanism is triggered, piercing his feet. The dwarf makes it happen again.
When pushing the door we get in.

Unexpectedly the boar gets hit by a swinging axe. The Dwarf fixes it right away.
Not much further we stumble upon a door again, another hallway presents itself to us.
Much in here is made out of iron. There is an electric current. The boar is sent in first. This does not end well.
However we can find a pressure plate. I am the one to shut it down, we venture on.

Two golems and a fiend we saw before are waiting for us. They aren’t acrive. We find a way to entomb them.
The boar and the Firbolg hold a lever to keep them closed.

We find a huge treasure, a room filled with gold. When we touch the gold parts of our body gets tainted in gold because the dust that is on the now plain iron coin comes off.
We find 3 levers. The first one does nothing. The one I pull triggers a small earthquake and the last one we leave for later.
We find the missing one. These resemble the traps we’ve encountered.
At last the one with the golem on it is activated, another rumbling happens.

The Druid then figures out that there is an opening that we can create. We need to solve it by using a code in the switches.
To make matters more interesting a pole with a sharp tips comes up from the floor. When powering it, another room opens.

The new room has four tables against a wall. Gold on it, and small statues with elements on it.
Fire, water, dirt and air. They also seem to be decorated with gold and gems.

When picking up the golden statues the door behind us closes. The Dwarf hits the table and a drawer comes into view.
The one I open has another horse statue. There is a purple and red yinyang sign on it.
It is an artifact. Last but not least we find an electric lamp and a speaking stone that keeps repeating “You’ve got bigger hands.”
Eventually the stone keeps repeating the Firbolgs voice.

We are stuck in the room and are eventually saved. When outside the room the Orc runs away.

When we are completely in the outside air we find that all is scorched. The horse is gone.
When we find it we see that it is bleeding., It has stolen some vegetables.

Tuvix - Chapter X, Antalya
The area we stand upon now is filled to the brim with bodies.
It looks as if a dragon has passed through. Upon looking I find a pouch with dices and gold.

We finally venture on to Old Holden and get ambushed by minotaurs.
They seem to be the friendly ones. They want us to followe. We end up in their brewery and have us take a drink.
The Druid buys us a 3 liter flask of moonshine. They also tell us that the fire was not a dragon but a meteor strike.
They show us the way below. They will escort us for money and express to us that we need to keep it a secret or else.
We decide for them not to escort us.

We enter Antalya, a medium sized fishing village. It is very crowded and the people seem to be rich.
All is high class, some houses even contain copper. Even though we look least appealing here everyone is friendly.
Also everything is very technological.

We spend the night there so that the dwarf can forge rings. With that he gets enough money so we can get special items.

We will take a boat to the next town, also the Orc is now much smarter because of an enchanted headband.
We also fight a deranged crying guy. Which turns out to be an evil being.
We defeat him and board the boat.

Who was present

- [Character]Thermaine Xyris[/Character]
- [Character]Tuvix[/Character]
- [Character]Argha[/Character]
- [Character]Azaka Tonnerre[/Character]
- [Character]Hamish Macleod[/Character]

23: The players wake up in a bandit cave.
They barricaded it, pay no attention to the outside and eventually after waking up correctly decide to try and solve the simple riddle.
They scramble together materials to get the chalices to work, eventually opening the big round coin-shaped door.

They enter the bandits cave where they find a lot of rubble in the first hallway.
Eventually a metal boar-like being comes out (Steel defender) and a dwarf comes out of the rubble.
They introduces themselves as Azaka already knows the dwarf named Hamish, and his steel defender Tusk.

They make their way through the dungeon, cleverly solving the puzzles (With Hamish and Azaka on the front, solving most of them)
They find the end room, discover the gold is fake, find the real end room (after a lot of lever pulling), find some valueable statues and some extra gold and decide to make their way out. A lot of loot is distributed here too.

When they make their way outside they notice that everyone is dead, there´s fire and destruction everywhere. They find some loot and decide to ignore it.
24: They walk towards the East to find a way down, then they come past some minotaurs that ambush them. One recognizes them and takes them to their secret moonshine house on the platue hidden in a mirage-rock.
The minotaurs tell them that a meteor fell, that´s what killed everyone. Hamish rides back and gets a load of meteoric iron ore.
25: Then they refuse an escort down and find their own way promising to keep it a secret.

26: They make their way to [MapPoint]Antallia[/MapPoint] where they notice how friendly everyone is and how rich and clean this town looks.
Some houses are fitted with copper systems which is new to the players, the technology is high in this town.
They try and find a way to pass to [MapPoint]Fayre[/MapPoint], a ferry goes there on which they can board and sleep.
Hamish goes to the governing building in the hopes of setting up a Kundarak bank only to find out they already have one. So he decides to check it out and dump some stuff.
Then they browse some shops, some curiosity shops too where Hamish manages to buy a load of treasure for his meteoric iron (Very lenient here, just to give them some stuff to fiddle with)
The wizard in this triple shop setup helps Argha out by fixing his headband of intellect up.
He decides to make rings of them so he can sell the rings, then they go outside and encounter a Humonculous, sadness, which they try to console but he´s not okay with that.

They eventually get on a boat on their journey to the next town.

The records of Tuvix

Tuvix - Chapter IX, The Dwarf
We open a round shaped door by resolving a puzzle. There we find a large passage.
It has been partly collapsed. Underneath the rubble we find a boar and a person.
Our Firbolg seems to be familiar with him. He is a Dwarf called Hamish. The boar is called Tusks and it is metal.

We open the door to the other side and the Orc goes towards it.
A safety mechanism is triggered, piercing his feet. The dwarf makes it happen again.
When pushing the door we get in.

Unexpectedly the boar gets hit by a swinging axe. The Dwarf fixes it right away.
Not much further we stumble upon a door again, another hallway presents itself to us.
Much in here is made out of iron. There is an electric current. The boar is sent in first. This does not end well.
However we can find a pressure plate. I am the one to shut it down, we venture on.

Two golems and a fiend we saw before are waiting for us. They aren’t acrive. We find a way to entomb them.
The boar and the Firbolg hold a lever to keep them closed.

We find a huge treasure, a room filled with gold. When we touch the gold parts of our body gets tainted in gold because the dust that is on the now plain iron coin comes off.
We find 3 levers. The first one does nothing. The one I pull triggers a small earthquake and the last one we leave for later.
We find the missing one. These resemble the traps we’ve encountered.
At last the one with the golem on it is activated, another rumbling happens.

The Druid then figures out that there is an opening that we can create. We need to solve it by using a code in the switches.
To make matters more interesting a pole with a sharp tips comes up from the floor. When powering it, another room opens.

The new room has four tables against a wall. Gold on it, and small statues with elements on it.
Fire, water, dirt and air. They also seem to be decorated with gold and gems.

When picking up the golden statues the door behind us closes. The Dwarf hits the table and a drawer comes into view.
The one I open has another horse statue. There is a purple and red yinyang sign on it.
It is an artifact. Last but not least we find an electric lamp and a speaking stone that keeps repeating “You’ve got bigger hands.”
Eventually the stone keeps repeating the Firbolgs voice.

We are stuck in the room and are eventually saved. When outside the room the Orc runs away.

When we are completely in the outside air we find that all is scorched. The horse is gone.
When we find it we see that it is bleeding., It has stolen some vegetables.

Tuvix - Chapter X, Antalya
The area we stand upon now is filled to the brim with bodies.
It looks as if a dragon has passed through. Upon looking I find a pouch with dices and gold.

We finally venture on to Old Holden and get ambushed by minotaurs.
They seem to be the friendly ones. They want us to followe. We end up in their brewery and have us take a drink.
The Druid buys us a 3 liter flask of moonshine. They also tell us that the fire was not a dragon but a meteor strike.
They show us the way below. They will escort us for money and express to us that we need to keep it a secret or else.
We decide for them not to escort us.

We enter Antalya, a medium sized fishing village. It is very crowded and the people seem to be rich.
All is high class, some houses even contain copper. Even though we look least appealing here everyone is friendly.
Also everything is very technological.

We spend the night there so that the dwarf can forge rings. With that he gets enough money so we can get special items.

We will take a boat to the next town, also the Orc is now much smarter because of an enchanted headband.
We also fight a deranged crying guy. Which turns out to be an evil being.
We defeat him and board the boat.


Towards Old Holden

Date: 01/04/2020
Entry: #7

27: The players start on a boat to Fayre.
The player for Argha is absent for this session.
While on the river, some sort of dread creeps up on the players, at first, only Thermaine gets affected by an unnatural source of fear.
28: Eventually it jumps from player to player, slightly petrifying every player with a sense of fear. The captain is last to be affected.
Azaka finds out that light clears their mind and chases the feeling of fear away.
Shadows look off and it seems that some kind of shadow creatures are attacking the players, light keeps them at bay but doesn´t chase them away.
Hamish decides to electrocute the entire outside of the boat with a spell, effectively chasing away the shadows and killing a lot of riverfish.
The players take some fish and the rest of the journey is safe.

29: The players arrive outside of Fayre, they get off the boat and see a town surrounded by pure clean marble high walls.
A clear display of wealth, this entices Hamish to investigate and upon reaching the gate they find out that there´s quite a big line to get in.
People keep getting rejected, the players get in line anyway as Argha wanders off mindlessly.
The players notice that the town seems very heavily guarded, ballistea on the wall and plenty of militia to go around.
Hamish decides to throw his status at the guards, he cuts to the front and Azaka follows him.
Azaka puts up an act of Hamish´s bodyguard, and the people waiting in line seem to ignore the two cutting to the front.

30: Hamish easily gets the guards to recognize his authority, and he leads in Argha and the rest of the party as his guests/servants.
Inside there´s a clear divide between the rich and the poor. The rich walk around freely and act snobbish while the poor are cleaning, slaving and some even chained.
From inside it can be seen that the ballistea on the walls are controlled by some kind of gyro mechanism at the bottom of the towers, where a soldier controls them without actually putting themselves in harms way.
Hamish finds a bank, they go in, do some things like usual and after that they all decide to leave. Thermaine feels uncomfortable because she is clearly regarded as a lowly servant here.
The rest isn´t too happy with slavery either.

31: The party decides to walk to Old Holden, the closer they come the more ruined houses and buildings they find.
It´s clearly a dangerous place, bandits, animals and who knows what else have taken over what was left of Holden.
32: The players encounter a strange looking man, he runs at them at high speed right before stopping and greeting them.
With a wide grin he talks to them about masks, he wants to know more about masks. Something follows behind him, his luggage, it can walk by itself apparently. It´s filled with masks.
The man tells them he is looking for more masks.
He tries to ask them to find more masks for him if they can, if they do find any masks he´ll know where to find them anyway. And then he leaves happily.
Dawn falls, and the players decide to find a place to sleep.

33: The players set up camp in an abandoned house, they find the safest room and decide to take watch on a very strict schedule.
Of course the odds are not in their favor, and while everyone eventually falls asleep someone manages to sneak in from the one place that wasn´t set up with alarms.
He steals something from everyone, something valueable, and then he takes off as fast as he can.
The players wake in time to see him run, they fire at him, chase him, but he seems to get away. He runs into an old building.

34: They follow the guy inside. It´s clear that he hasn´t left the building yet. The building is filled with old things, ancient stuff, animals, bones, a museum.
Argha stands mindlessly outside.
Night at the museum, the players investigate and loot, while the thief starts their necromancy and all creatures come alive one by one assaulting the players.
They fight animals, skeletons, armors, even a couple of dinosaurs and a bone dragon to finally make their way to the room where the thief was held up.
Hamish and Azaka are extremely enraged. Hamish breaks all of his fingers and hands and Azaka, who has found a creepy mask to wear, grabs the thief by the face and forces him to perish with necrotic damage.
They find some loot and decide to sleep there.

The records of Tuvix

Tuvix - Chapter XI, The boat
Whilst on the boat. The Firbolg shouts out to the Dwarf. He says something is off.

When he gets there it seems the shadows are off as well. When a bright light has been thrown the shadows seem to react normally.
This seems to resolve the issue. It seems to be coming from one point.

The more light is being cast the better it gets. This feeling of fear subsides but only half.

So then the Dwarf electrifies the boat. This creates a lot of light and dead fish in the water.
The shadows are gone now and we take some fish.

The strange thing is that nobody else has noticed anything at all.


Tuvix - Chapter XII, Fayre
We start to encounter a new town that is encased by complete pure marble walls.
It is completely clean and flawless, the gate is closed.

We see a waiting line. Not everyone seems to get it. We do not have to be here persé but we still go in.
So when closing in we see a lot of security. All is heavily guarded. And even the Orcs are clean.

The Dwarf and the Firbolg just walk past the line. Me and the Druid remain in line.
The Dwarf and the Firbolg get in. Somehow they get us in too.

Inside there are more rich people and obvious slaves cleaning. Also there are autonomous devices inside.
Everyone is very unfriendly.

We go to the bank. I stay outside. When they get out we decide to leave.

Tuvix - Chapter XIII, The Old Holden territories
We walk away from Fayre and enter the Old Holden territories. This is visible by the ruins scattered about.

We don’t have to go far to get to Old Holden. It is huge and decayed. We can smell danger in the air.

A strange person is approaching us at high speed as he greets us. Something is following him.
He tells us that he is a traveler in search of something. The thing following him is luggage.
It is alive and filled with masks. That is what he is been searching for.

He asks us to find more masks and if we do find them, he knows where to find us. When he leaves it starts to dawn.

We then go to bed, to go to the next day.

During the night a break in occurs. The Firbolg has heard it and awakens us.

We all follow the guy towards another building (Museum) and burst in. Seeing a large hallway.
This is a museum. It seems that there is more life in this building.

We find monkeys in the building. They follow us with their eyes and head even though they seem to be status. They come alive and a fight ensues.

During the fight we find that the monkeys are undead. During this a ‘kiratosaur’ comes to attack.
It is all bones. It is followed suit by a baby bone T-Rex.

All gets slain by us. Then some fancy antiquities have been found.
The Firbolg finds an antique armor made for humans. But it is a mimic, which attacks, or as we later find it to be inhabited by a living skeleton.

3 more appear from underneath other curtains. All wearing a different kind of ancient armor.
During fighting, they suddenly fall into nothingness. I take a pristine Sandeulian helmet.

In another room I find a small yellow orb. The animals here are following us, so I blast them to be sure.
The others follow suit. Not too much to find there. Not the thief we were looking for.
So we visit the second floor. There we see dragon bone statues are present.

Once there we feel an evil and hear a sound coming from both directions. We go right first, all is more evil than before.

Another fight breaks out. The monsters group together and seem to form a swarm.

Then a zombie-like dragon enters the room too. It crashlands directly in front of us. He packs a great punch.

The Firbolg summons creatures that resemble himself. It gives the strength to get the dragon down.
So we continue to clear out this area.

We get across an area that seems like a living quarters. Here we find the thief crying. The Dwarf hurts him very badly.
We find a bag with stolen goods. The Firbolg kills the thief, donning a mask before murdering him. We get our stuff back.

A book of necromancy is found among other interesting items. So then we spend the night.
The Orc has slept through all.

Who was present

- [Character]Thermaine Xyris[/Character]
- [Character]Tuvix[/Character]
- [Character]Azaka Tonnerre[/Character]
- [Character]Hamish Macleod[/Character]

27: The players start on a boat to Fayre.
The player for Argha is absent for this session.
While on the river, some sort of dread creeps up on the players, at first, only Thermaine gets affected by an unnatural source of fear.
28: Eventually it jumps from player to player, slightly petrifying every player with a sense of fear. The captain is last to be affected.
Azaka finds out that light clears their mind and chases the feeling of fear away.
Shadows look off and it seems that some kind of shadow creatures are attacking the players, light keeps them at bay but doesn´t chase them away.
Hamish decides to electrocute the entire outside of the boat with a spell, effectively chasing away the shadows and killing a lot of riverfish.
The players take some fish and the rest of the journey is safe.

29: The players arrive outside of [MapPoint]Fayre[/MapPoint], they get off the boat and see a town surrounded by pure clean marble high walls.
A clear display of wealth, this entices Hamish to investigate and upon reaching the gate they find out that there´s quite a big line to get in.
People keep getting rejected, the players get in line anyway as Argha wanders off mindlessly.
The players notice that the town seems very heavily guarded, ballistea on the wall and plenty of militia to go around.
Hamish decides to throw his status at the guards, he cuts to the front and Azaka follows him.
Azaka puts up an act of Hamish´s bodyguard, and the people waiting in line seem to ignore the two cutting to the front.

30: Hamish easily gets the guards to recognize his authority, and he leads in Argha and the rest of the party as his guests/servants.
Inside there´s a clear divide between the rich and the poor. The rich walk around freely and act snobbish while the poor are cleaning, slaving and some even chained.
From inside it can be seen that the ballistea on the walls are controlled by some kind of gyro mechanism at the bottom of the towers, where a soldier controls them without actually putting themselves in harms way.
Hamish finds a bank, they go in, do some things like usual and after that they all decide to leave. Thermaine feels uncomfortable because she is clearly regarded as a lowly servant here.
The rest isn´t too happy with slavery either.

31: The party decides to walk to Old [MapPoint]Holden[/MapPoint], the closer they come the more ruined houses and buildings they find.
It´s clearly a dangerous place, bandits, animals and who knows what else have taken over what was left of [MapPoint]Holden[/MapPoint].
32: The players encounter a strange looking man, he runs at them at high speed right before stopping and greeting them.
With a wide grin he talks to them about masks, he wants to know more about masks. Something follows behind him, his luggage, it can walk by itself apparently. It´s filled with masks.
The man tells them he is looking for more masks.
He tries to ask them to find more masks for him if they can, if they do find any masks he´ll know where to find them anyway. And then he leaves happily.
Dawn falls, and the players decide to find a place to sleep.

33: The players set up camp in an abandoned house, they find the safest room and decide to take watch on a very strict schedule.
Of course the odds are not in their favor, and while everyone eventually falls asleep someone manages to sneak in from the one place that wasn´t set up with alarms.
He steals something from everyone, something valueable, and then he takes off as fast as he can.
The players wake in time to see him run, they fire at him, chase him, but he seems to get away. He runs into an old building.

34: They follow the guy inside. It´s clear that he hasn´t left the building yet. The building is filled with old things, ancient stuff, animals, bones, a museum.
Argha stands mindlessly outside.
Night at the museum, the players investigate and loot, while the thief starts their necromancy and all creatures come alive one by one assaulting the players.
They fight animals, skeletons, armors, even a couple of dinosaurs and a bone dragon to finally make their way to the room where the thief was held up.
Hamish and Azaka are extremely enraged. Hamish breaks all of his fingers and hands and Azaka, who has found a creepy mask to wear, grabs the thief by the face and forces him to perish with necrotic damage.
They find some loot and decide to sleep there.

The records of Tuvix

Tuvix - Chapter XI, The boat
Whilst on the boat. The Firbolg shouts out to the Dwarf. He says something is off.

When he gets there it seems the shadows are off as well. When a bright light has been thrown the shadows seem to react normally.
This seems to resolve the issue. It seems to be coming from one point.

The more light is being cast the better it gets. This feeling of fear subsides but only half.

So then the Dwarf electrifies the boat. This creates a lot of light and dead fish in the water.
The shadows are gone now and we take some fish.

The strange thing is that nobody else has noticed anything at all.


Tuvix - Chapter XII, Fayre
We start to encounter a new town that is encased by complete pure marble walls.
It is completely clean and flawless, the gate is closed.

We see a waiting line. Not everyone seems to get it. We do not have to be here persé but we still go in.
So when closing in we see a lot of security. All is heavily guarded. And even the Orcs are clean.

The Dwarf and the Firbolg just walk past the line. Me and the Druid remain in line.
The Dwarf and the Firbolg get in. Somehow they get us in too.

Inside there are more rich people and obvious slaves cleaning. Also there are autonomous devices inside.
Everyone is very unfriendly.

We go to the bank. I stay outside. When they get out we decide to leave.

Tuvix - Chapter XIII, The Old Holden territories
We walk away from Fayre and enter the Old Holden territories. This is visible by the ruins scattered about.

We don’t have to go far to get to Old Holden. It is huge and decayed. We can smell danger in the air.

A strange person is approaching us at high speed as he greets us. Something is following him.
He tells us that he is a traveler in search of something. The thing following him is luggage.
It is alive and filled with masks. That is what he is been searching for.

He asks us to find more masks and if we do find them, he knows where to find us. When he leaves it starts to dawn.

We then go to bed, to go to the next day.

During the night a break in occurs. The Firbolg has heard it and awakens us.

We all follow the guy towards another building (Museum) and burst in. Seeing a large hallway.
This is a museum. It seems that there is more life in this building.

We find monkeys in the building. They follow us with their eyes and head even though they seem to be status. They come alive and a fight ensues.

During the fight we find that the monkeys are undead. During this a ‘kiratosaur’ comes to attack.
It is all bones. It is followed suit by a baby bone T-Rex.

All gets slain by us. Then some fancy antiquities have been found.
The Firbolg finds an antique armor made for humans. But it is a mimic, which attacks, or as we later find it to be inhabited by a living skeleton.

3 more appear from underneath other curtains. All wearing a different kind of ancient armor.
During fighting, they suddenly fall into nothingness. I take a pristine Sandeulian helmet.

In another room I find a small yellow orb. The animals here are following us, so I blast them to be sure.
The others follow suit. Not too much to find there. Not the thief we were looking for.
So we visit the second floor. There we see dragon bone statues are present.

Once there we feel an evil and hear a sound coming from both directions. We go right first, all is more evil than before.

Another fight breaks out. The monsters group together and seem to form a swarm.

Then a zombie-like dragon enters the room too. It crashlands directly in front of us. He packs a great punch.

The Firbolg summons creatures that resemble himself. It gives the strength to get the dragon down.
So we continue to clear out this area.

We get across an area that seems like a living quarters. Here we find the thief crying. The Dwarf hurts him very badly.
We find a bag with stolen goods. The Firbolg kills the thief, donning a mask before murdering him. We get our stuff back.

A book of necromancy is found among other interesting items. So then we spend the night.
The Orc has slept through all.


Another realm

Date: 31/05/2020
Entry: #8

35: Old Holden lives at night, but the party stays safe and waits it out sleeping.
The party sees the happy Mask salesman again, but from a distance. He stays safe and doesn´t attack at all.
The Orc and the Aasimar go hunting, coming back with some random sheep.
There´s a dog willing to lead them on, but first, there´s a clean woman. Disgust, coming for the Orog.
She ties him up and attempts to drag him off but the party saves him.
They destroy Disgust, and the Dwarf keeps the necklace-chain she used. She revealed she wanted the Orog to go to the Master (father) but they don´t understand.

They do not seem to understand the attack, and find out it is a humonculus.
The dog becons them to follow, which they do, they are being followed though.
They are asked for a mask by the mask salesman. Not giving up a fight ensues and they defeat the salesman.
They get two masks and follow the dog into an alley, they find a fake wall and make their way through into a dungeon room.
It houses a portal which they activate, transporting them to mechanus.

They appear in a forest at first, but quickly realise they´re in mechanus.
They need to stay near the dog for safety. Upon making their way through the original portal gear, they find their way down to the other side.
They need the material Crivitium, which they do find, and mine. They enter a mineshaft.
Inside it´s dangerous, they need to hide a lot and make their way through thin veils of reality.
They end up in the real world for a while, in a hotel, making their way through this seeming magicless illusion they eventually end up in their plane again.
They finally mine the time-metal and make their way out safely after avoiding conflict.

They find a way through a door, using lamp oil, to the end of time. Hanging out here and revitalising for a while.
They meet the barkeep, and make friends with him.

Getting found out the Modrons chase them off, they jump to another gear and find a destroyed village which has a smeltery.
The dog reveals himself as a chronomancer. They quickly forge the shackles needed for hooking themselves into the timeline and digging deeper.
Therions alternates attack all together, trying to stop them. They get thwarted. Time to move through dimensions.

The records of Tuvix

Tuvix - Chapter XIV, Old Holden town square
When night comes we find that light starts burning outside. When looking outside it feels as someone or something is looking back.

When waking up, we go outside and see the mask man again. He pulls of a mask or person’s face from someone in the distance.
I tell the Orc that it ain’t safe. We go hunting.

We come back without food but instead carry two sheep. The Orc and I had stolen.
A strange dog is at our current premises. Not long after a strange and clean woman in full white clothing appears.
Her name is Faraday. She asks us to stay away.

When she sees the Orc she looks at him intensely. The Orc approaches her and then she approaches him.
She grabs her pouch and throws a necklace around the Orc. He falls down and she pulls him away.
We attack her. When attacked she seems not to be living but made out of pure energy.
When destroyed she shatters. The Dwarf keeps the necklace that is more like a chain.
It is a very strong but thin one.

We cannot figure out why she told the Orc to go to the master. We find out that she is a Homunculus.
An artificial being.

We hear something in our heads which seems to be the dog. We then venture on, following the dog.
The dog tells us that we need to go to the middle.
The dog runs away so fast it looks like disappearing. Then it gets very quiet. There is a well in the middle.

The Druid tells us we are being followed. Her pendant detects evil magicks. We hear a laugh.
It seems the mask man is back. Claiming we have a mask.

He keeps insisting so we get into a brawl. When being killed almost he puts on a mask and morphs into a coconut shooting scrub.

When defeated we find a white and black mask. The dog goes into an alleyway. It sits at a wall in which we can pass as it is an apparition.
Inside is a light clean and made out of marble hallway.

We find a door that has a text with “May you live in interesting times”.
We decide to rest there at first, then the dog sits next to 4 clocks.

We find that the black mask makes you feel full and happy. You get weaker.
More charisma and you get smarter.

The white mask makes you angry and violent. You lose morals.
It makes you dumb. I get the black one.

Using information from the books we find how to arrange the clocks. According to the festivals once held here.
The door slowly opens.

Behind it is a large area. There are machines, devices and other oddities. On the ground sits a clock.
It’s some alchemical facility. We also find a paper that says ‘Teleporter’.

The dog points the giant clock towards 9 o’clock and a ‘Sun’ sign.
The dog lets us know we need to use the instructions to power the device.

A portal opens and we go through.

Tuvix - Chapter XV, The other side of the portal
We find ourselves in a forest. There we see the same room as before but extremely overgrown.
The dog tells us to stay near it.

A little further in, we see a small hill. The top is in a clearing. The dog tells us he is guiding us to a place where time can be fixed.

From the top we can see all sorts of landscapes. All on gears that are spinning on the distance.
Below we see the same but then upside down. It is called Mechanis here.
Also gravity is a little lower here.

We need to go to the upside down version underneath us so we have to venture to the dge. An edge that is also water.
We need to row there in a boat.

We need to find cravitium, a metal that is very rare and connected to and made out of time energy.
This metal guides us to the time flows.

The dog tells us that each gear has its own gravity. And when falling off, gravity is gone.
So we jump to the other side. It is rocky and there are metal beings there.

In the ovary we enter a mine. The dog tells us we need to lay low.
We fail to do so, a robot approaches us. So the Firbolg starts playing music.
They are intrigued. They are very curious.

We find a lot of carts with unknown heavy metals. With colors that don’t really exist.
More robots start to show up. We find a closed shaft, going in is not accepted.
We need to find a way to go in without being seen.

Behind the door we accidentally lose track of the dog. There we suddenly encounter a lot of chambes.
There is a clear absence of magic here. It feels like a real cave but it looks like an otherworldly hotel.
This seems to go on forever.

In a surge we tow the Orc back in towards us since the feelings have changed, he stated.
In another room the Dwarf lights a bed on fire. It instantly burns up.

We then see a humanlike woman and want to follow her. The dog asks us why.
As we explain he doesn’t answer anymore.
So we then enter another room and when looking outside we see a modern city.
It is either a very strong illusion or another time. We then lose all that is magic and our items.
The dog is gone, we go deeper. Then we have to head into a dark area with a turnstyle door.
Behind it seems to be a void.

All changes back into a cave and we see the dog again. All magic is back.

We enter a huge area with the blue crystals that should be the metal we are looking for.
All is full of magic. The metal is very strange and buzzing. When dropped to the ground it shatters into nothingness.

When going back, we have to go back through a door. So we use door oil.
Behind the door now sits an Inn. We walk in, and grab a drink.
The Dwarf at the bar that pours us the drinks tells us that this is the “Edge of Existence.”

We can always come back as long as we have the door oil. After a rest we go back to where we were by leaving the otherworldy Inn again.
And once back in the cave we get pushed out. The dog tells us to find a spot to smelt the metal.

A bigger robot approaches us making weird sounds. He seems agitated.
I persuade him that we continue. We hear a horn and a swarm comes for us. We run.

At the edge, we jump to another gear. We jump there, the gravity is heavier here.
The dog changes into a wizard but we find he is a Chronomancer. A being in control of time.

After looking for a smithy we forge some shackles. Outside is Therion himself, splitting into more Therions.
Another Therion voice in our head tells us not to listen to the Therions in front of us.
We start fighting and kill them.

According to the guide more can appear.

Who was present

- [Character]Thermaine Xyris[/Character]
- [Character]Tuvix[/Character]
- [Character]Argha[/Character]
- [Character]Azaka Tonnerre[/Character]
- [Character]Hamish Macleod[/Character]

35: Old [MapPoint]Holden[/MapPoint] lives at night, but the party stays safe and waits it out sleeping.
The party sees the happy Mask salesman again, but from a distance. He stays safe and doesn´t attack at all.
The Orc and the Aasimar go hunting, coming back with some random sheep.
There´s a dog willing to lead them on, but first, there´s a clean woman. Disgust, coming for the Orog.
She ties him up and attempts to drag him off but the party saves him.
They destroy Disgust, and the Dwarf keeps the necklace-chain she used. She revealed she wanted the Orog to go to the Master (father) but they don´t understand.

They do not seem to understand the attack, and find out it is a humonculus.
The dog becons them to follow, which they do, they are being followed though.
They are asked for a mask by the mask salesman. Not giving up a fight ensues and they defeat the salesman.
They get two masks and follow the dog into an alley, they find a fake wall and make their way through into a dungeon room.
It houses a portal which they activate, transporting them to mechanus.

They appear in a forest at first, but quickly realise they´re in mechanus.
They need to stay near the dog for safety. Upon making their way through the original portal gear, they find their way down to the other side.
They need the material Crivitium, which they do find, and mine. They enter a mineshaft.
Inside it´s dangerous, they need to hide a lot and make their way through thin veils of reality.
They end up in the real world for a while, in a hotel, making their way through this seeming magicless illusion they eventually end up in their plane again.
They finally mine the time-metal and make their way out safely after avoiding conflict.

They find a way through a door, using lamp oil, to the end of time. Hanging out here and revitalising for a while.
They meet the barkeep, and make friends with him.

Getting found out the Modrons chase them off, they jump to another gear and find a destroyed village which has a smeltery.
The dog reveals himself as a chronomancer. They quickly forge the shackles needed for hooking themselves into the timeline and digging deeper.
Therions alternates attack all together, trying to stop them. They get thwarted. Time to move through dimensions.

The records of Tuvix

Tuvix - Chapter XIV, Old Holden town square
When night comes we find that light starts burning outside. When looking outside it feels as someone or something is looking back.

When waking up, we go outside and see the mask man again. He pulls of a mask or person’s face from someone in the distance.
I tell the Orc that it ain’t safe. We go hunting.

We come back without food but instead carry two sheep. The Orc and I had stolen.
A strange dog is at our current premises. Not long after a strange and clean woman in full white clothing appears.
Her name is Faraday. She asks us to stay away.

When she sees the Orc she looks at him intensely. The Orc approaches her and then she approaches him.
She grabs her pouch and throws a necklace around the Orc. He falls down and she pulls him away.
We attack her. When attacked she seems not to be living but made out of pure energy.
When destroyed she shatters. The Dwarf keeps the necklace that is more like a chain.
It is a very strong but thin one.

We cannot figure out why she told the Orc to go to the master. We find out that she is a Homunculus.
An artificial being.

We hear something in our heads which seems to be the dog. We then venture on, following the dog.
The dog tells us that we need to go to the middle.
The dog runs away so fast it looks like disappearing. Then it gets very quiet. There is a well in the middle.

The Druid tells us we are being followed. Her pendant detects evil magicks. We hear a laugh.
It seems the mask man is back. Claiming we have a mask.

He keeps insisting so we get into a brawl. When being killed almost he puts on a mask and morphs into a coconut shooting scrub.

When defeated we find a white and black mask. The dog goes into an alleyway. It sits at a wall in which we can pass as it is an apparition.
Inside is a light clean and made out of marble hallway.

We find a door that has a text with “May you live in interesting times”.
We decide to rest there at first, then the dog sits next to 4 clocks.

We find that the black mask makes you feel full and happy. You get weaker.
More charisma and you get smarter.

The white mask makes you angry and violent. You lose morals.
It makes you dumb. I get the black one.

Using information from the books we find how to arrange the clocks. According to the festivals once held here.
The door slowly opens.

Behind it is a large area. There are machines, devices and other oddities. On the ground sits a clock.
It’s some alchemical facility. We also find a paper that says ‘Teleporter’.

The dog points the giant clock towards 9 o’clock and a ‘Sun’ sign.
The dog lets us know we need to use the instructions to power the device.

A portal opens and we go through.

Tuvix - Chapter XV, The other side of the portal
We find ourselves in a forest. There we see the same room as before but extremely overgrown.
The dog tells us to stay near it.

A little further in, we see a small hill. The top is in a clearing. The dog tells us he is guiding us to a place where time can be fixed.

From the top we can see all sorts of landscapes. All on gears that are spinning on the distance.
Below we see the same but then upside down. It is called Mechanis here.
Also gravity is a little lower here.

We need to go to the upside down version underneath us so we have to venture to the dge. An edge that is also water.
We need to row there in a boat.

We need to find cravitium, a metal that is very rare and connected to and made out of time energy.
This metal guides us to the time flows.

The dog tells us that each gear has its own gravity. And when falling off, gravity is gone.
So we jump to the other side. It is rocky and there are metal beings there.

In the ovary we enter a mine. The dog tells us we need to lay low.
We fail to do so, a robot approaches us. So the Firbolg starts playing music.
They are intrigued. They are very curious.

We find a lot of carts with unknown heavy metals. With colors that don’t really exist.
More robots start to show up. We find a closed shaft, going in is not accepted.
We need to find a way to go in without being seen.

Behind the door we accidentally lose track of the dog. There we suddenly encounter a lot of chambes.
There is a clear absence of magic here. It feels like a real cave but it looks like an otherworldly hotel.
This seems to go on forever.

In a surge we tow the Orc back in towards us since the feelings have changed, he stated.
In another room the Dwarf lights a bed on fire. It instantly burns up.

We then see a humanlike woman and want to follow her. The dog asks us why.
As we explain he doesn’t answer anymore.
So we then enter another room and when looking outside we see a modern city.
It is either a very strong illusion or another time. We then lose all that is magic and our items.
The dog is gone, we go deeper. Then we have to head into a dark area with a turnstyle door.
Behind it seems to be a void.

All changes back into a cave and we see the dog again. All magic is back.

We enter a huge area with the blue crystals that should be the metal we are looking for.
All is full of magic. The metal is very strange and buzzing. When dropped to the ground it shatters into nothingness.

When going back, we have to go back through a door. So we use door oil.
Behind the door now sits an Inn. We walk in, and grab a drink.
The Dwarf at the bar that pours us the drinks tells us that this is the “Edge of Existence.”

We can always come back as long as we have the door oil. After a rest we go back to where we were by leaving the otherworldy Inn again.
And once back in the cave we get pushed out. The dog tells us to find a spot to smelt the metal.

A bigger robot approaches us making weird sounds. He seems agitated.
I persuade him that we continue. We hear a horn and a swarm comes for us. We run.

At the edge, we jump to another gear. We jump there, the gravity is heavier here.
The dog changes into a wizard but we find he is a Chronomancer. A being in control of time.

After looking for a smithy we forge some shackles. Outside is Therion himself, splitting into more Therions.
Another Therion voice in our head tells us not to listen to the Therions in front of us.
We start fighting and kill them.

According to the guide more can appear.


The last fight

Date: 16/01/2021
Entry: #9

36: The timekeeper meditates and tells the crew to fasten the shackles to something.
As the players fumble about and ground to something sturdy the timekeeper opens a portal.
The players enter it one by one. They enter the ethereal plane (Old Holden area) The timekeeper tells them he made a mistake and their connection to it is the best way to rectify it.
In the ethereal plane the players need to search for an abnormal out-of-place spot (A thin veil in reality)

The players float around, confused at first where they are. They can fly and float through the streets. Intangible and invisible to anybody else there.
The colourless world keeps them on their toes as they pass a watcher without agitating it. After that they manage to sneak past time spider creatures safely as well before reaching a tree.
The world is stitched in here the tree tangible and the area quite calm and a little more colorful.
They enter a tear, and transport somewhere else. All of them nearly blacking out and ending up in a white sandstorm (Demiplane of time and sands of time).
After floating about they follow their timelines to where they converge.

They jump back in time by touching it, ending up exactly before Therion made his worst mistake.
Back in Willsden they are seen and tangible, but they have little time. The players beeline for Therion´s old office some of them really angry.
They barge in wishing to kill him, ready to fight and attack but Therion manages to distract them just enough to run away and get past his forcefield.
Therion says he knows what´ll go wrong now but he must do this to make sure everything will happen as it should. (Stopping it would be more catastrophic especially to the players, but they don´t understand this.)
Therion does it again, tearing time and messing everything up. They are in a paradox, and the shackle pulls them back through to the strands of time, through the ethereal plane, into other versions of themselves. (Since time has changed a little)
It smashes them up properly and lands them back in Mechanus. Except this time Therion is there. Initially the get aggressive but Therion has already turned himself in.

He explains why he had to do it again even this time. The players barely understand but it doesn´t matter. All seems safe for now.
The druid gets a clockwork eye without being told what it does. They get transported back to the normal world.
During a rest the Druid dreams of her mother calling her for help. This starts A'athrion lost.

The records of Tuvix

Tuvix - Chapter XVI, Time is feeble
The timekeeper starts meditating. We need to fasten the shackles. We connect them to a building.
The timekeeper is creating something unnatural. It is a passage of sorts, a floating portal.

We need to go there and step through. This will transport us through to the ethereal plane.
The shackles should help us. Also the timekeeper seems to know everyone as he also knows Therion he tells us that he made a mistake.

In the ethereal plane we need to find things that are abnormal. The timekeeper will keep the gate open.

At the other side we find a colorless room. We can walk up vertically and go through walls and ceilings. We cannot pick up stuff and nobody can see us.
We feel the shackles tethering us back, which is a safe feeling.
We seem to be watched as the Firbolg tells me.

The street we are on suddenly changes into a field in a sudden transition.
The Firbolg is acting strange, we cannot hear him and see him panicking.
However when he is calm, we do hear him.

The Druid sees an 8 legged creature. It resembles a spider. We accidentally hit it and see 3 more.
We go up as the spider wants to defend itself. Luckily it doesn’t do anything as we walk up.
We find a huge tree on a hill.

We ask the tree for help. As the tree is touched we find that it is tangible and there is color.

The timekeeper tells us to meditate and concentrate to make a portal.
The Firbolg suddenly disappears. So we decide to enter the same circle and we enter a complete dark void. Where we can hear ourselves.

My eyes start to hurt, when it subsides we seem to float in a sort of white sandstorm.
The guide tells us to not touch anything. This is not sand, but timelines. We are attracted to the one that is our own line. There we can find Therion.

We find 5 timelines adjacent to each other. At some point, they are tangled.
We can use our shackle to enter a timeline. To go there.
We go to the point where they converge and split.

The Druid touches one and goes inanimate. So we enter the same point.

Tuvix - Chapter XVII, Back in time
We are back in Willsden, except for Hamish. It takes a little longer for him to be there.

All seems normal and we can now be seen. So we will go to the academy. We stormed into Therions room.
He got angry as the Druid tells him what has happened. As he tries to open the books, the Firbolg prevents him and the Dwarf pushes him away. The Druid wants to burn the papers.

She asks Therion to do the same but without making this mistake. He tries to walk away as the Firbolg grabs him.
Therion tells him he is worried and then escapes, as we go after him.
In another room Therion tries to continue as he has the papers copied there.
We cannot use spells on him or attack him. There is some kind of shield.
His drawings are disappearing. He tells us there is no other way.

Therion starts to fade away and all around us seems to stop. Then the shackle gets us back to the room with the strings of time.
It is as if we are being pulled to a mirror.

Then we get pulled back towards the timekeeper. Then we see Therion, he asks us not to attack.

He tells us that he had to make the mistake. We are in a different timeline as events have transpired differently.
This because we went back and changed it. All is fine now he states.

The timekeeper confirms this. It seems that Therion gets sort of arrested. We are free.

The Druid gets a clockwork eye without explanation of what it does and after he offers us to go back.

After a long rest, the Druid tells us that she saw her mother as a ghost, telling her to come home since her town has been overrun.

The Dwarf tells us that there are Orcs there. We need to head there.

Who was present

- [Character]Thermaine Xyrris[/Character]
- [Character]Tuvix[/Character]
- [Character]Azaka Tonnerre[/Character]
- [Character]Hamish Macleod[/Character]

36: The timekeeper meditates and tells the crew to fasten the shackles to something.
As the players fumble about and ground to something sturdy the timekeeper opens a portal.
The players enter it one by one. They enter the ethereal plane (Old [Nation]Holden[/Nation] area) The timekeeper tells them he made a mistake and their connection to it is the best way to rectify it.
In the ethereal plane the players need to search for an abnormal out-of-place spot (A thin veil in reality)

The players float around, confused at first where they are. They can fly and float through the streets. Intangible and invisible to anybody else there.
The colourless world keeps them on their toes as they pass a watcher without agitating it. After that they manage to sneak past time spider creatures safely as well before reaching a tree.
The world is stitched in here the tree tangible and the area quite calm and a little more colorful.
They enter a tear, and transport somewhere else. All of them nearly blacking out and ending up in a white sandstorm (Demiplane of time and sands of time).
After floating about they follow their timelines to where they converge.

They jump back in time by touching it, ending up exactly before Therion made his worst mistake.
Back in [Nation]Willsden[/Nation] they are seen and tangible, but they have little time. The players beeline for Therion´s old office some of them really angry.
They barge in wishing to kill him, ready to fight and attack but Therion manages to distract them just enough to run away and get past his forcefield.
Therion says he knows what´ll go wrong now but he must do this to make sure everything will happen as it should. (Stopping it would be more catastrophic especially to the players, but they don´t understand this.)
Therion does it again, tearing time and messing everything up. They are in a paradox, and the shackle pulls them back through to the strands of time, through the ethereal plane, into other versions of themselves. (Since time has changed a little)
It smashes them up properly and lands them back in Mechanus. Except this time Therion is there. Initially the get aggressive but Therion has already turned himself in.

He explains why he had to do it again even this time. The players barely understand but it doesn´t matter. All seems safe for now.
The druid gets a clockwork eye without being told what it does. They get transported back to the normal world.
During a rest the Druid dreams of her mother calling her for help. This starts [Nation]A'athrion[/Nation] lost.

The records of Tuvix

Tuvix - Chapter XVI, Time is feeble
The timekeeper starts meditating. We need to fasten the shackles. We connect them to a building.
The timekeeper is creating something unnatural. It is a passage of sorts, a floating portal.

We need to go there and step through. This will transport us through to the ethereal plane.
The shackles should help us. Also the timekeeper seems to know everyone as he also knows Therion he tells us that he made a mistake.

In the ethereal plane we need to find things that are abnormal. The timekeeper will keep the gate open.

At the other side we find a colorless room. We can walk up vertically and go through walls and ceilings. We cannot pick up stuff and nobody can see us.
We feel the shackles tethering us back, which is a safe feeling.
We seem to be watched as the Firbolg tells me.

The street we are on suddenly changes into a field in a sudden transition.
The Firbolg is acting strange, we cannot hear him and see him panicking.
However when he is calm, we do hear him.

The Druid sees an 8 legged creature. It resembles a spider. We accidentally hit it and see 3 more.
We go up as the spider wants to defend itself. Luckily it doesn’t do anything as we walk up.
We find a huge tree on a hill.

We ask the tree for help. As the tree is touched we find that it is tangible and there is color.

The timekeeper tells us to meditate and concentrate to make a portal.
The Firbolg suddenly disappears. So we decide to enter the same circle and we enter a complete dark void. Where we can hear ourselves.

My eyes start to hurt, when it subsides we seem to float in a sort of white sandstorm.
The guide tells us to not touch anything. This is not sand, but timelines. We are attracted to the one that is our own line. There we can find Therion.

We find 5 timelines adjacent to each other. At some point, they are tangled.
We can use our shackle to enter a timeline. To go there.
We go to the point where they converge and split.

The Druid touches one and goes inanimate. So we enter the same point.

Tuvix - Chapter XVII, Back in time
We are back in Willsden, except for Hamish. It takes a little longer for him to be there.

All seems normal and we can now be seen. So we will go to the academy. We stormed into Therions room.
He got angry as the Druid tells him what has happened. As he tries to open the books, the Firbolg prevents him and the Dwarf pushes him away. The Druid wants to burn the papers.

She asks Therion to do the same but without making this mistake. He tries to walk away as the Firbolg grabs him.
Therion tells him he is worried and then escapes, as we go after him.
In another room Therion tries to continue as he has the papers copied there.
We cannot use spells on him or attack him. There is some kind of shield.
His drawings are disappearing. He tells us there is no other way.

Therion starts to fade away and all around us seems to stop. Then the shackle gets us back to the room with the strings of time.
It is as if we are being pulled to a mirror.

Then we get pulled back towards the timekeeper. Then we see Therion, he asks us not to attack.

He tells us that he had to make the mistake. We are in a different timeline as events have transpired differently.
This because we went back and changed it. All is fine now he states.

The timekeeper confirms this. It seems that Therion gets sort of arrested. We are free.

The Druid gets a clockwork eye without explanation of what it does and after he offers us to go back.

After a long rest, the Druid tells us that she saw her mother as a ghost, telling her to come home since her town has been overrun.

The Dwarf tells us that there are Orcs there. We need to head there.