The World Eaters
A new quest
Entry: #1
Who was present
- Thermaine Xyrris
- Tuvix
- Azaka Tonnerre
- Hamish Macleod
37: They decide to trek Northwards to the colder realms of Vil and Vynd. In search of A'athrion.
They trek through the ruined city, through canyons and towns upwards towards A'athrion.
And they stop in a town, Dillhem, to get some sleep, food, and shopping/selling going. They´re not prepared for the weirdness of this town and it only livens up at night.
They encounter one of Taki´s domes and get some random objects from it for later (Pillow forts in a cube).
38: They leave in the morning for Carroburgh.,
There might be orcs, but first they encounter a massive golden dwarven airship wanting to tax them.
Some of the players do not understand this concept so discussions ensue, eventually taxes are paid and the dwarf is led aboard for inspections.
One of the players is taken by the ship, the Orcish player.
39: They are still being followed by something as they arrive in the city. The city is clearly divided between rich and poor. As they find refuge in a nicer part of town night slowly falls.
Before that they almost caused trouble with the guards. Many starving people line the streets.
They encounter religion, constant religious practices and words. Then they buy stuff at the market for later and try to find a bank which is closed.
40: The dwarf tries to get a cheap room for the night using his last name but the barkeep recognizes the name. The firbolg talks for the dwarf as if his peon, it is later revealed the Barkeep thought the dwarf was in fact his father.
When they leave they realise the town had walls at night, rising and lowering, and many wizardic protective forces.
They learn of the conflict outside when trekking into the snow, and encounter a group of beastmen they do not recognize.
The dwarf has enough of this and heats the armor of one of the beastmen.
The records of Tuvix
Tuvix - Chapter XVIII, A new Country
Some of us find some books as we start venturing on a new journey.
This leads us through canyons and mountains. We cross a shiny transparent bridge.
We find a town at the end of the evening, this is Dilhem. Completely encompassed by a wall.
There are guards but it is not too guarded. We fill on our rations here and decide to spend the night.
We go to the town for a night shopping there to go to a shop buying a ball that has a button.
It can create something to get warm. Also I get a flask with bread in it.
Then we go back to bed.
We find that during the day the town is deserted. It seems to be a night town. There is not too much to be found so we head out.
Outside this town it is more quiet. It is a completely open and empty field that is flat.
We are heading towards Carroburg. A low droning is suddenly heard.
A very fast and fancy airship is coming. It flies directly towards us. We ask if we can help so the ship lands.
The ship is called “The Dominus”. A lot of Dwarves come out of it. We are being asked to identify ourselves.
They are contributing to the government system. Collecting taxes. So they want us to do so too.
They are in business with house K. The Firbolg and the Dwarf are getting in since the rest of us stay outside.
When they get back outside the ship takes off with a lot of noise. The Firbolg is suddenly very short.
I keep laughing at it. Then I see the Orc is gone but keep laughing.
When we hear near the city we have a feeling of being watched.
Tuvix - Chapter XIX, The city of Carroburg
Nearing the city we see a moat without water. It seems to encompass the whole city.
The city has been built as if in a hurry. People are wearing rags but there are fancy carriages.
People that wave at us “Blessing thee with protection.” It smells a lot.
We walk to the market town. All is very weird here. There are even thin Dwarves.
People are very malnourished.
We buy stuff at the market, but quickly go to the palace. Here, everything is fine and neat.
We cannot get in, we are told to go the Noblemans District. So when we get there it is less smelly even fresh.
The bank is closed. So we have to overnight elsewhere. So we set up a plan to get into an Inn.
The most fancy one ever. We managed to get a discount. The rooms are also really large.
Outside a rumbling is heard.
We decide to investigate. We will also go to some shops.
The ones that are open that is. Light flashes are visible in the distance.
Nobody can help us, so we leave it and spend the night. We will go shopping the next day.
When in the fancy clothing shop we buy clothing for the coming cold.
So for 50 gold I buy a thicker layer of clothing. Then the Dwarf visits the back.
We will buy food as well.
Our next stop will be Hedton. It will be very very cold. We do not want to go over the mountains since there be dragons.
Tuvix - Chapter XX, The mountains
Outside of the city we find scorched grass. We slowly start to see snow.
We encounter 6 creatures that are almost centaur without 4 legs but just 2 with the head of a horse.
They are armed. They speak an unfamiliar aggressive sounding language. We step aside but it won’t help.
I will use ‘Comprehend Languages’. They want us to lay down weapons. We get into another fight. The Dwarf did it by using heat metal at the big one.
Who was present
- [Character]Thermaine Xyrris[/Character]
- [Character]Tuvix[/Character]
- [Character]Azaka Tonnerre[/Character]
- [Character]Hamish Macleod[/Character]
37: They decide to trek Northwards to the colder realms of [Nation]Vil[/Nation] and [Nation]Vynd[/Nation]. In search of [Nation]A'athrion[/Nation].
They trek through the ruined city, through canyons and towns upwards towards [Nation]A'athrion[/Nation].
And they stop in a town, [Nation]Dillhem[/Nation], to get some sleep, food, and shopping/selling going. They´re not prepared for the weirdness of this town and it only livens up at night.
They encounter one of Taki´s domes and get some random objects from it for later (Pillow forts in a cube).
38: They leave in the morning for [Nation]Carroburgh[/Nation].,
There might be orcs, but first they encounter a massive golden dwarven airship wanting to tax them.
Some of the players do not understand this concept so discussions ensue, eventually taxes are paid and the dwarf is led aboard for inspections.
One of the players is taken by the ship, the Orcish player.
39: They are still being followed by something as they arrive in the city. The city is clearly divided between rich and poor. As they find refuge in a nicer part of town night slowly falls.
Before that they almost caused trouble with the guards. Many starving people line the streets.
They encounter religion, constant religious practices and words. Then they buy stuff at the market for later and try to find a bank which is closed.
40: The dwarf tries to get a cheap room for the night using his last name but the barkeep recognizes the name. The firbolg talks for the dwarf as if his peon, it is later revealed the Barkeep thought the dwarf was in fact his father.
When they leave they realise the town had walls at night, rising and lowering, and many wizardic protective forces.
They learn of the conflict outside when trekking into the snow, and encounter a group of beastmen they do not recognize.
The dwarf has enough of this and heats the armor of one of the beastmen.
The records of Tuvix
Tuvix - Chapter XVIII, A new Country
Some of us find some books as we start venturing on a new journey.
This leads us through canyons and mountains. We cross a shiny transparent bridge.
We find a town at the end of the evening, this is Dilhem. Completely encompassed by a wall.
There are guards but it is not too guarded. We fill on our rations here and decide to spend the night.
We go to the town for a night shopping there to go to a shop buying a ball that has a button.
It can create something to get warm. Also I get a flask with bread in it.
Then we go back to bed.
We find that during the day the town is deserted. It seems to be a night town. There is not too much to be found so we head out.
Outside this town it is more quiet. It is a completely open and empty field that is flat.
We are heading towards Carroburg. A low droning is suddenly heard.
A very fast and fancy airship is coming. It flies directly towards us. We ask if we can help so the ship lands.
The ship is called “The Dominus”. A lot of Dwarves come out of it. We are being asked to identify ourselves.
They are contributing to the government system. Collecting taxes. So they want us to do so too.
They are in business with house K. The Firbolg and the Dwarf are getting in since the rest of us stay outside.
When they get back outside the ship takes off with a lot of noise. The Firbolg is suddenly very short.
I keep laughing at it. Then I see the Orc is gone but keep laughing.
When we hear near the city we have a feeling of being watched.
Tuvix - Chapter XIX, The city of Carroburg
Nearing the city we see a moat without water. It seems to encompass the whole city.
The city has been built as if in a hurry. People are wearing rags but there are fancy carriages.
People that wave at us “Blessing thee with protection.” It smells a lot.
We walk to the market town. All is very weird here. There are even thin Dwarves.
People are very malnourished.
We buy stuff at the market, but quickly go to the palace. Here, everything is fine and neat.
We cannot get in, we are told to go the Noblemans District. So when we get there it is less smelly even fresh.
The bank is closed. So we have to overnight elsewhere. So we set up a plan to get into an Inn.
The most fancy one ever. We managed to get a discount. The rooms are also really large.
Outside a rumbling is heard.
We decide to investigate. We will also go to some shops.
The ones that are open that is. Light flashes are visible in the distance.
Nobody can help us, so we leave it and spend the night. We will go shopping the next day.
When in the fancy clothing shop we buy clothing for the coming cold.
So for 50 gold I buy a thicker layer of clothing. Then the Dwarf visits the back.
We will buy food as well.
Our next stop will be Hedton. It will be very very cold. We do not want to go over the mountains since there be dragons.
Tuvix - Chapter XX, The mountains
Outside of the city we find scorched grass. We slowly start to see snow.
We encounter 6 creatures that are almost centaur without 4 legs but just 2 with the head of a horse.
They are armed. They speak an unfamiliar aggressive sounding language. We step aside but it won’t help.
I will use ‘Comprehend Languages’. They want us to lay down weapons. We get into another fight. The Dwarf did it by using heat metal at the big one.
Food and festivities
Entry: #2
Who was present
- Thermaine Xyrris
- Tuvix
- Argha
- Azaka Tonnerre
A fight is inevitable, one in which the Orc manages to launch himself off of an airship right towards the current combat situation, flattening an enemy (luckily).
The beastmen are swiftly dealt with. And the party treks on towards their next destination.
They walk into the snowy area, something follows the Firbolg, and they seek refuge in a cave. The cave has a massive clear ice wall, mirroring the party.
As they walk onwards, they hear the roars of presumably dragons. The snow gets thicker, the trek gets more difficult.
41: They come across a massive wall of steam. After fumbling with it, trying to find out what exactly is going on, they decide to just walk through.
This leads them to the wonderful culinary city of Hedton. Where they immediately strive to find food and put their trust in the least intelligent individual of the party to do so.
After eating nearly literal trash, they figure out that in this town money is no good, but food is.
Vegetables and other non-meats are worth a lot. And it just so happens the Firbolg has an unending bag of rice. They concoct a plan to get as much of that as possible to trade and earn.
Apparently there is an eating contest in town. Of course several members join, but the Orc manages to win a big barrel of surströmming. Special fermented fish.
They try to get some winter clothing and find a place to stay as well. The Orc finds a female companion in the announcer of the contest.
The next morning they go to find some shoes. Trade some stuff, buy some supplies and go onwards. This is where they part ways with the Orc.
The records of Tuvix
Tuvix - Chapter XX, The mountains
It is a fierce battle at which I almost die. In the middle of the fight the Orc comes back via a sort of capsule creating a lot of damage.
We manage to defeat them at a cost. We loot them and it begins to snow.
The Firbolg tells us that we are being watched. We find a big cave to stay safe.
It is an ice cave. It is easy for me to scrape some off.
We speculate about melting it but we can continue instead.
Outside in the night it is cold as the snow layer gets thicker. We take the time to converse with the Orc as to how he was gone.
Roaring is heard in the distance. We see lights appearing once more. Eventually we encounter a wall of steam.
The Druid throws something through. Nothing happens except for a beeping sound is heard.
The Orc walks through it and calls us from the other side.
A roar is heard, at the other side is a town. It smells like BBQ here.
Much steam, steampipes and a carnival. An après ski kinda town.
Tuvix - Chapter XXI, Hedton
The town is cosy, the people are friendly. And there is an abundance of food.
Getting some food, white clothing and spending the night.
I tell the Firbolg about that roar and that we need to get out.
But still, not too fast. The food can mostly not be paid in gold but spices or other foods.
The Firbolg trades in a fish for 4 meat platters.
I feel sick and the others start puking as the meat is intestines.
The Orc has devoured the rest. As we are buying cloaks, they also expect food here as payment.
And since we have an endless bag of rice, it helps.
The Firbolg and Orc decide to go for a food eating contest. I cheer them on.
A big drum is hit and they start. The Orc with first place and the Firbolg third.
Respectively earning a mystery barrel and a platter of carrots.
As we are curious in finding out what is in the barrel, the Orc finds a female companion. He goes to an Inn.
We slept there whilst he had fun. So the next morning we go for snow shoes.
Then also bought weird masks and divided them between our party. Then the Orc barges in asking for a bag of rice for his female companion.
We will bring it as soon as we leave town.
As we open the barrel I succumb to the smell of rotten fish.
It may be worth a lot. As we decide to go, the Orc will stay with his female companion.
Who was present
- [Character]Thermaine Xyrris[/Character]
- [Character]Tuvix[/Character]
- [Character]Argha[/Character]
- [Character]Azaka Tonnerre[/Character]
A fight is inevitable, one in which the Orc manages to launch himself off of an airship right towards the current combat situation, flattening an enemy (luckily).
The beastmen are swiftly dealt with. And the party treks on towards their next destination.
They walk into the snowy area, something follows the Firbolg, and they seek refuge in a cave. The cave has a massive clear ice wall, mirroring the party.
As they walk onwards, they hear the roars of presumably dragons. The snow gets thicker, the trek gets more difficult.
41: They come across a massive wall of steam. After fumbling with it, trying to find out what exactly is going on, they decide to just walk through.
This leads them to the wonderful culinary city of [Nation]Hedton[/Nation]. Where they immediately strive to find food and put their trust in the least intelligent individual of the party to do so.
After eating nearly literal trash, they figure out that in this town money is no good, but food is.
Vegetables and other non-meats are worth a lot. And it just so happens the Firbolg has an unending bag of rice. They concoct a plan to get as much of that as possible to trade and earn.
Apparently there is an eating contest in town. Of course several members join, but the Orc manages to win a big barrel of surströmming. Special fermented fish.
They try to get some winter clothing and find a place to stay as well. The Orc finds a female companion in the announcer of the contest.
The next morning they go to find some shoes. Trade some stuff, buy some supplies and go onwards. This is where they part ways with the Orc.
The records of Tuvix
Tuvix - Chapter XX, The mountains
It is a fierce battle at which I almost die. In the middle of the fight the Orc comes back via a sort of capsule creating a lot of damage.
We manage to defeat them at a cost. We loot them and it begins to snow.
The Firbolg tells us that we are being watched. We find a big cave to stay safe.
It is an ice cave. It is easy for me to scrape some off.
We speculate about melting it but we can continue instead.
Outside in the night it is cold as the snow layer gets thicker. We take the time to converse with the Orc as to how he was gone.
Roaring is heard in the distance. We see lights appearing once more. Eventually we encounter a wall of steam.
The Druid throws something through. Nothing happens except for a beeping sound is heard.
The Orc walks through it and calls us from the other side.
A roar is heard, at the other side is a town. It smells like BBQ here.
Much steam, steampipes and a carnival. An après ski kinda town.
Tuvix - Chapter XXI, Hedton
The town is cosy, the people are friendly. And there is an abundance of food.
Getting some food, white clothing and spending the night.
I tell the Firbolg about that roar and that we need to get out.
But still, not too fast. The food can mostly not be paid in gold but spices or other foods.
The Firbolg trades in a fish for 4 meat platters.
I feel sick and the others start puking as the meat is intestines.
The Orc has devoured the rest. As we are buying cloaks, they also expect food here as payment.
And since we have an endless bag of rice, it helps.
The Firbolg and Orc decide to go for a food eating contest. I cheer them on.
A big drum is hit and they start. The Orc with first place and the Firbolg third.
Respectively earning a mystery barrel and a platter of carrots.
As we are curious in finding out what is in the barrel, the Orc finds a female companion. He goes to an Inn.
We slept there whilst he had fun. So the next morning we go for snow shoes.
Then also bought weird masks and divided them between our party. Then the Orc barges in asking for a bag of rice for his female companion.
We will bring it as soon as we leave town.
As we open the barrel I succumb to the smell of rotten fish.
It may be worth a lot. As we decide to go, the Orc will stay with his female companion.
The fall-globe
Entry: #3
Who was present
- Thermaine Xyrris
- Tuvix
- Azaka Tonnerre
- Hamish Macleod
As they prepare to go out of the town, crossing the wall of smoke and fog, not all is as it seems.
They end up in a strange orange-y looking area. One which is also entirely encompassed in a world and wall of steam. But not in the same way. There is seemingly no return, as the way back just leads back inside.
The strange area features a house, several sheds, scarecrows and a graveyard.
42?: In this weird place the party of course immediately tries to investigate what´s closest. The scarecrows.
They do however not really understand much. Taking the hats, and the hidden (fake) golden tickets out that say ´One free way out´ and turn into ´Haha´ when trying to exit.
The scarecrows move when you´re not looking at them. Hamish does not really like this. The Firbolg grabs a hat and places one on both the Druid and the Aasimar. This makes them both a little more cheerful and fear resistant.
They manage to make one of the sheds collapse, the Firbolg scares the Dwarf with a scarecrow. They try to smash the heads but some are made of stone and they finally end up going to the graveyard.
Here they find (and fight) the crypt of the necrodancer, fighting all the undead, then making their way inside the monster house.
At first they get confused, then misled, then all of them go through a small terrifying part tailored to their own self before they end up in a maze like structure.
Making their way out they find traps and treasures, some of which they destroy, all while being followed by a ceiling crawling face-eater demon that can kill the party. At some point they fight it, but they learn that the range of a ceiling is a major disadvantage.
Also the monster has a lot of health, so they run, and make it out eventually.
They traverse the odd monster house. Not learning that most of it is made of mimics, inside and out. They steal some stuff, do some spider climb shenanigans. Thermaine almost turns into crystal.
They finally burst out through the door, running away, the house starts to attack and throw living mimic furniture.
As they destroy the house, a terrifying huge child appears around the edges of the area revealing they´re in some sort of snowglobe. Cracks appear in the glass, and a black hole in the middle destroying all in its path.
They flee the scene, ending up outside the original town once more all safe (and cold) but with some treasures and experiences richer.
Hats are gone and the tickets now say ´Thanks for the fear´
The records of Tuvix
Tuvix - Chapter XXII, The anomaly
We stand in front of the steam to leave town. The Firbolg lets the Dwarf outside of his ball where he has been carried.
It is misty on the other side, the wall is always thicker. Underneath our feet the ground is crackling.
When the layer of fog subsides we get into an eye of the hurricane styled opening.
It is surrounded by fog. When trying to leave you get teleported back.
In the opening there is a field filled with pumpkins, a shed and a mansion. There is a little fog in there too.
The fog is orange and we see scarecrows. They are surrounded by bird skeletons.
Some pumpkins are not lying horizontally.
The scarecrows wear a top hat. With a ticket with text saying “1x exit” (ish).
The Firbolg takes it and the Druid gets towards a shed.
I try to eat a pumpkin. It is heavy, can’t bite it, it hurts.
It is salty. Then I walk to get the other tickets.
Pumpkins are flying around. The Druid has been hit and we go to the house. We find that when the top hat is removed from the scarecrow its pumpkin head starts rotting.
The Dwarf completely destroys them. He gets towards the shed and encounters a snake.
The scarecrow that has been destroyed is suddenly back. It comes towards the Dwarf which scares him a lot.
The Firbolg puts a top had on my head. The Druid slowly turns orange.
When we leave the shed, it crushes so the only building still standing is the mansion. We head there.
Then me and the Druid feel really fit, happy and we turn orange. Opening the door isn’t easy.
The Dwarf tries to use Tusks to act as a catapult and shoot himself through the door.
It fails, he falls flat on his face. Not even the ramming of Tusks helps.
The beast is broken and the door is fine. We look for another entry. We start to hear music.
Tuvix - Chapter XXIII, The graveyard
We find a graveyard with almost all open graves. The graves carry our names. With a date of death in 3 days. The skeletons inside the graves look like us.
Undead are sitting there and playing music. The things in the graves get up and look at us.
We get into a fight. We kill all of them, except for the main man who runs away before we get to best him.
The Dwarf finds a dumbbell in the mausoleum. Then we again try to get into the house.
This time via the back. It creaks very heavily.
Tuvix - Chapter XXIV, Inside the mansion
We enter the house, it is an old Victorian era style house. For now it looks decrepit, however it is warm.
There, inside, all looks normal and nothing out of the ordinary. We split up and I go with the Dwarf.
To look into one room and the others look in the other. When we come back together into the main hallway candles are starting to go off.
All the lights go off. Sound is gone and I wake up in a concrete basement.
At the wall I see the Firbolg sitting shackled and without a soul.
He has some slug like goo crawling on him. He yells to get help and starts to cough up more goo.
He gets up and is very angry at me. Eldritch blast won’t help. He starts to break the wall and comes towards me. I go through the door.
Then we wake up together in a moldy damp stone room. We can see and hear again.
The room has 4 openings and the plants at the walls are bioluminescent.
A whispering in the heads says that it will find us. The whispering comes from only one side.
The Firbolg walks towards it as he thinks it is his dad. A little further is something hanging from the ceiling.
It says “Found you”. It is a centipede with a human face.
Again, a fight ensues, which we need to retreat from as the creature is way too powerful. We head into another hallway with a chest.
It has a glass eyeball in it. The Firbolg takes it and destroys it. Gold appears and dissolves.
The hallway keeps splitting. I lost track of where we are. All is getting to a dead end and another chest.
There is a pumpkin inside, when thrown it splashes. The chest which is destroyed also dissolves.
We go back via another route. A chest with 3 candles is found.
And then we go on. We finally encounter a staircase with the beast still behind us.
Tuvix - Chapter XXV, Deeper
We find that at the top of the stairs is a room. A chest sits there and it is cursed. This chest opens, it is full of hairs that are actually spiders, now crawling towards us.
Also the ceiling starts dripping. We keep moving and get into a room full of riches. However, some things seem melted.
We start looting the chandelier for crystals but the Druid is getting attacked by them as it melts into her.
Some of them are real and we take them. The Druid starts to crystallize. She knows how to get them off.
She pukes out a mass of beasties and insect eggs. She feels better afterwards. The others destroy the eggs.
We find a staircase and go upstairs. Which is part of the same room.
We find out the Druid is still crystallizing. I use a mage hand to open a cursed dresser.
We also take the statues that are on top of it. But the hand gets melted inside it. So we leave it.
In the next room the very same happens. We hear things moving and run away.
The dresser falls off the stairs.
We try to bash open the front door from inside and use Tusks. But the bar that locks the door starts melting into it.
We can’t open it, but manage to free the beast.
We got outside when we melted the door.
Tuvix - Chapter XXVI, The House
When outside, the sky seems darker. Running through the misty wall won’t help.
Even with the tickets. Snow begins to fall. The Mist subsides and the house starts to attack us!
We start another fight.
During the fight, as the mist dissolves even more we see a big glass dome over us.
A huge girl is looking inside and it starts to snow more heavily. The tickets now suddenly say “Haha”.
We get the glass cracked outside and the house destroyed. But then a sort of black hole appears in the place where the house once stood.
The glass dome breaks and gets sucked towards the black hole creating glass-rain.
We go into the darkness that is not the black hole. We get back into what seems the normal world.
The tickets now say “Thanks for the fear”. The hats are gone, the color is normal and the Druid’s hand is flesh again. We do have the crystals still.
Who was present
- [Character]Thermaine Xyrris[/Character]
- [Character]Tuvix[/Character]
- [Character]Azaka Tonnerre[/Character]
- [Character]Hamish Macleod[/Character]
As they prepare to go out of the town, crossing the wall of smoke and fog, not all is as it seems.
They end up in a strange orange-y looking area. One which is also entirely encompassed in a world and wall of steam. But not in the same way. There is seemingly no return, as the way back just leads back inside.
The strange area features a house, several sheds, scarecrows and a graveyard.
42?: In this weird place the party of course immediately tries to investigate what´s closest. The scarecrows.
They do however not really understand much. Taking the hats, and the hidden (fake) golden tickets out that say ´One free way out´ and turn into ´Haha´ when trying to exit.
The scarecrows move when you´re not looking at them. Hamish does not really like this. The Firbolg grabs a hat and places one on both the Druid and the Aasimar. This makes them both a little more cheerful and fear resistant.
They manage to make one of the sheds collapse, the Firbolg scares the Dwarf with a scarecrow. They try to smash the heads but some are made of stone and they finally end up going to the graveyard.
Here they find (and fight) the crypt of the necrodancer, fighting all the undead, then making their way inside the monster house.
At first they get confused, then misled, then all of them go through a small terrifying part tailored to their own self before they end up in a maze like structure.
Making their way out they find traps and treasures, some of which they destroy, all while being followed by a ceiling crawling face-eater demon that can kill the party. At some point they fight it, but they learn that the range of a ceiling is a major disadvantage.
Also the monster has a lot of health, so they run, and make it out eventually.
They traverse the odd monster house. Not learning that most of it is made of mimics, inside and out. They steal some stuff, do some spider climb shenanigans. Thermaine almost turns into crystal.
They finally burst out through the door, running away, the house starts to attack and throw living mimic furniture.
As they destroy the house, a terrifying huge child appears around the edges of the area revealing they´re in some sort of snowglobe. Cracks appear in the glass, and a black hole in the middle destroying all in its path.
They flee the scene, ending up outside the original town once more all safe (and cold) but with some treasures and experiences richer.
Hats are gone and the tickets now say ´Thanks for the fear´
The records of Tuvix
Tuvix - Chapter XXII, The anomaly
We stand in front of the steam to leave town. The Firbolg lets the Dwarf outside of his ball where he has been carried.
It is misty on the other side, the wall is always thicker. Underneath our feet the ground is crackling.
When the layer of fog subsides we get into an eye of the hurricane styled opening.
It is surrounded by fog. When trying to leave you get teleported back.
In the opening there is a field filled with pumpkins, a shed and a mansion. There is a little fog in there too.
The fog is orange and we see scarecrows. They are surrounded by bird skeletons.
Some pumpkins are not lying horizontally.
The scarecrows wear a top hat. With a ticket with text saying “1x exit” (ish).
The Firbolg takes it and the Druid gets towards a shed.
I try to eat a pumpkin. It is heavy, can’t bite it, it hurts.
It is salty. Then I walk to get the other tickets.
Pumpkins are flying around. The Druid has been hit and we go to the house. We find that when the top hat is removed from the scarecrow its pumpkin head starts rotting.
The Dwarf completely destroys them. He gets towards the shed and encounters a snake.
The scarecrow that has been destroyed is suddenly back. It comes towards the Dwarf which scares him a lot.
The Firbolg puts a top had on my head. The Druid slowly turns orange.
When we leave the shed, it crushes so the only building still standing is the mansion. We head there.
Then me and the Druid feel really fit, happy and we turn orange. Opening the door isn’t easy.
The Dwarf tries to use Tusks to act as a catapult and shoot himself through the door.
It fails, he falls flat on his face. Not even the ramming of Tusks helps.
The beast is broken and the door is fine. We look for another entry. We start to hear music.
Tuvix - Chapter XXIII, The graveyard
We find a graveyard with almost all open graves. The graves carry our names. With a date of death in 3 days. The skeletons inside the graves look like us.
Undead are sitting there and playing music. The things in the graves get up and look at us.
We get into a fight. We kill all of them, except for the main man who runs away before we get to best him.
The Dwarf finds a dumbbell in the mausoleum. Then we again try to get into the house.
This time via the back. It creaks very heavily.
Tuvix - Chapter XXIV, Inside the mansion
We enter the house, it is an old Victorian era style house. For now it looks decrepit, however it is warm.
There, inside, all looks normal and nothing out of the ordinary. We split up and I go with the Dwarf.
To look into one room and the others look in the other. When we come back together into the main hallway candles are starting to go off.
All the lights go off. Sound is gone and I wake up in a concrete basement.
At the wall I see the Firbolg sitting shackled and without a soul.
He has some slug like goo crawling on him. He yells to get help and starts to cough up more goo.
He gets up and is very angry at me. Eldritch blast won’t help. He starts to break the wall and comes towards me. I go through the door.
Then we wake up together in a moldy damp stone room. We can see and hear again.
The room has 4 openings and the plants at the walls are bioluminescent.
A whispering in the heads says that it will find us. The whispering comes from only one side.
The Firbolg walks towards it as he thinks it is his dad. A little further is something hanging from the ceiling.
It says “Found you”. It is a centipede with a human face.
Again, a fight ensues, which we need to retreat from as the creature is way too powerful. We head into another hallway with a chest.
It has a glass eyeball in it. The Firbolg takes it and destroys it. Gold appears and dissolves.
The hallway keeps splitting. I lost track of where we are. All is getting to a dead end and another chest.
There is a pumpkin inside, when thrown it splashes. The chest which is destroyed also dissolves.
We go back via another route. A chest with 3 candles is found.
And then we go on. We finally encounter a staircase with the beast still behind us.
Tuvix - Chapter XXV, Deeper
We find that at the top of the stairs is a room. A chest sits there and it is cursed. This chest opens, it is full of hairs that are actually spiders, now crawling towards us.
Also the ceiling starts dripping. We keep moving and get into a room full of riches. However, some things seem melted.
We start looting the chandelier for crystals but the Druid is getting attacked by them as it melts into her.
Some of them are real and we take them. The Druid starts to crystallize. She knows how to get them off.
She pukes out a mass of beasties and insect eggs. She feels better afterwards. The others destroy the eggs.
We find a staircase and go upstairs. Which is part of the same room.
We find out the Druid is still crystallizing. I use a mage hand to open a cursed dresser.
We also take the statues that are on top of it. But the hand gets melted inside it. So we leave it.
In the next room the very same happens. We hear things moving and run away.
The dresser falls off the stairs.
We try to bash open the front door from inside and use Tusks. But the bar that locks the door starts melting into it.
We can’t open it, but manage to free the beast.
We got outside when we melted the door.
Tuvix - Chapter XXVI, The House
When outside, the sky seems darker. Running through the misty wall won’t help.
Even with the tickets. Snow begins to fall. The Mist subsides and the house starts to attack us!
We start another fight.
During the fight, as the mist dissolves even more we see a big glass dome over us.
A huge girl is looking inside and it starts to snow more heavily. The tickets now suddenly say “Haha”.
We get the glass cracked outside and the house destroyed. But then a sort of black hole appears in the place where the house once stood.
The glass dome breaks and gets sucked towards the black hole creating glass-rain.
We go into the darkness that is not the black hole. We get back into what seems the normal world.
The tickets now say “Thanks for the fear”. The hats are gone, the color is normal and the Druid’s hand is flesh again. We do have the crystals still.
To the Dwarves and the war
Entry: #4
Who was present
- Thermaine Xyrris
- Tuvix
- Azaka Tonnerre
- Hamish Macleod
42: The party is on the road to Thellemur. They tread through the snow and walk for a while before they see the city.
The dwarf knows this place of course, so he immediately heads for the keep. Going in to do his reporting, he is suddenly lead through a strange room. After this I am unsure wht happened to him.
The others go eat some burgers and find a place to drink and sleep. Which of course, they do. They still remember they need to go to A'athrion.
They also notice there are many more dwarves than living spaces, and there´s a strange building guarded by dwarves with a large staircase in the town as well.
Once the Dwarf comes back, he´s transformed a little. His armor is taken for repair and upgrades. They go downstairs to shop but most places are difficult to enter so in the magic shop they buy some shrinking elixirs.
The Druid decides to gamble, and she loses. They sell and buy some stuff before trying to grab the Dwarf´s paycheck only to learn it has already been taken.
To ease the sadness, they end up drinking in a tavern. Drinking 37 liters of ale until all of them are basically wasted beyond repair.
They strud through town, make a mess, drag the dwarf to his old house. The Aasimar grabs more beer, the Half-elf is just lost around the staircase. The Firbolg collapses when he manages to find the Dwarves home.
They wake up in their mess in front of that house, scolded by the mother, the father arrives as well.
They get some food, the Dwarf gets his upgraded armor delivered (That´s where the paycheck went).
43: They then leave town, only to make it to a hot spring in the snow where they wish to bathe and freshen up. But they get attacked by an assassin sent for the Firbolg (At least, his father but he has no idea yet.)
The new and improved Dwarf totally fucking annihilates him with some holy smiting, no longer able to hide his new found religion from the team. The assassin condemns the traitor Firbolg to his team.
The assassin is destroyed, the Firbolg wish he could ask him more. But they find a satchel with letters in it.
The records of Tuvix
Tuvix - Chapter XXVII, Thellemur
We walked through the snow talking about wollah. We forget the time and see the city.
The Dwarf is familiar in this area, and says we are going to A’athrion. A small Elven city near Kundarak.
We are now at Thellemur. A beautiful Nordic settlement. The houses are well maintained.
But some we can’t enter. The doors are too small.
The population is way bigger than there are buildings!!
Hamish goes into the bank. We are not allowed. I go to eat some juicy burgers.
When after 3 hours the Dwarf comes back, he lacks the armor. He takes us downstairs for the big underground shopping district.
The doors are very small. The shopkeeper is laughing and provides us a gummybear.
The Firbolg shrinks to Dwarf size. It seems to work for one hour.
All is in a foreign language, it is big and very expensive. He gets a magic item.
Then we go gambling with the Druid. She loses all 10 gold. The Firbolg sells an item of value with the help of the Dwarf.
We go get Kundarak’s payment for the Dwarf, which seems to have been collected before under the same name.
It seems to have been signed with an autograph.
To make him feel better, we buy 37 liters of Dwarven ale. We hold a drinking game. We feast.
HAhaAhA HaaaMiiSSHH!
Waking up in the street after having slept there with a half broken back. We slept in front of the home of Hamish’ parents.
But we get some food. Then the Dwarf gets some new armor and weapons delivered. Then we leave.
Tuvix - Chapter XXVIII, The Spring
During the cold we walk we get towards a spring. The Druid gets in as do I.
Whilst the others are cooking some food we start to hear a demonic language.
The Firbolg suddenly starts to speak very loud. We get surprise attacked. In which the Firbolg attacks back.
He seems to want the Firbolg.
Then the Dwarf attacks with an unbelievable amount of damage (117) in two attacks. The enemy doesn’t know where this insane power is coming from.
During the rest of the fight the enemy says the Firbolg is a traitor. We destroy it.
The Dwarf tells us he changed roles. He is faithful to a new righteous path.
Also the Firbolg did not want to kill that enemy. Then the Druid finds some weird letters in the enemy’s satchel.
They contain a hitlist, for dead or alive. The thing is that the Firbolg’s dad’s name is on there.
Seemingly wanted for treason, alive. However the Firbolg never ever saw his dad.
He is looking for him. He asks us that if we see something infernal, we tell him, Zen-ros is a name we need to remember.
Who was present
- [Character]Thermaine Xyrris[/Character]
- [Character]Tuvix[/Character]
- [Character]Azaka Tonnerre[/Character]
- [Character]Hamish Macleod[/Character]
42: The party is on the road to [Nation]Thellemur[/Nation]. They tread through the snow and walk for a while before they see the city.
The dwarf knows this place of course, so he immediately heads for the keep. Going in to do his reporting, he is suddenly lead through a strange room. After this I am unsure wht happened to him.
The others go eat some burgers and find a place to drink and sleep. Which of course, they do. They still remember they need to go to [Nation]A'athrion[/Nation].
They also notice there are many more dwarves than living spaces, and there´s a strange building guarded by dwarves with a large staircase in the town as well.
Once the Dwarf comes back, he´s transformed a little. His armor is taken for repair and upgrades. They go downstairs to shop but most places are difficult to enter so in the magic shop they buy some shrinking elixirs.
The Druid decides to gamble, and she loses. They sell and buy some stuff before trying to grab the Dwarf´s paycheck only to learn it has already been taken.
To ease the sadness, they end up drinking in a tavern. Drinking 37 liters of ale until all of them are basically wasted beyond repair.
They strud through town, make a mess, drag the dwarf to his old house. The Aasimar grabs more beer, the Half-elf is just lost around the staircase. The Firbolg collapses when he manages to find the Dwarves home.
They wake up in their mess in front of that house, scolded by the mother, the father arrives as well.
They get some food, the Dwarf gets his upgraded armor delivered (That´s where the paycheck went).
43: They then leave town, only to make it to a hot spring in the snow where they wish to bathe and freshen up. But they get attacked by an assassin sent for the Firbolg (At least, his father but he has no idea yet.)
The new and improved Dwarf totally fucking annihilates him with some holy smiting, no longer able to hide his new found religion from the team. The assassin condemns the traitor Firbolg to his team.
The assassin is destroyed, the Firbolg wish he could ask him more. But they find a satchel with letters in it.
The records of Tuvix
Tuvix - Chapter XXVII, Thellemur
We walked through the snow talking about wollah. We forget the time and see the city.
The Dwarf is familiar in this area, and says we are going to A’athrion. A small Elven city near Kundarak.
We are now at Thellemur. A beautiful Nordic settlement. The houses are well maintained.
But some we can’t enter. The doors are too small.
The population is way bigger than there are buildings!!
Hamish goes into the bank. We are not allowed. I go to eat some juicy burgers.
When after 3 hours the Dwarf comes back, he lacks the armor. He takes us downstairs for the big underground shopping district.
The doors are very small. The shopkeeper is laughing and provides us a gummybear.
The Firbolg shrinks to Dwarf size. It seems to work for one hour.
All is in a foreign language, it is big and very expensive. He gets a magic item.
Then we go gambling with the Druid. She loses all 10 gold. The Firbolg sells an item of value with the help of the Dwarf.
We go get Kundarak’s payment for the Dwarf, which seems to have been collected before under the same name.
It seems to have been signed with an autograph.
To make him feel better, we buy 37 liters of Dwarven ale. We hold a drinking game. We feast.
HAhaAhA HaaaMiiSSHH!
Waking up in the street after having slept there with a half broken back. We slept in front of the home of Hamish’ parents.
But we get some food. Then the Dwarf gets some new armor and weapons delivered. Then we leave.
Tuvix - Chapter XXVIII, The Spring
During the cold we walk we get towards a spring. The Druid gets in as do I.
Whilst the others are cooking some food we start to hear a demonic language.
The Firbolg suddenly starts to speak very loud. We get surprise attacked. In which the Firbolg attacks back.
He seems to want the Firbolg.
Then the Dwarf attacks with an unbelievable amount of damage (117) in two attacks. The enemy doesn’t know where this insane power is coming from.
During the rest of the fight the enemy says the Firbolg is a traitor. We destroy it.
The Dwarf tells us he changed roles. He is faithful to a new righteous path.
Also the Firbolg did not want to kill that enemy. Then the Druid finds some weird letters in the enemy’s satchel.
They contain a hitlist, for dead or alive. The thing is that the Firbolg’s dad’s name is on there.
Seemingly wanted for treason, alive. However the Firbolg never ever saw his dad.
He is looking for him. He asks us that if we see something infernal, we tell him, Zen-ros is a name we need to remember.
To the Dwarves and the war, Part II
Entry: #5
Who was present
- Thermaine Xyrris
- Tuvix
- Azaka Tonnerre
- Hamish Macleod
44: The party makes their way to A'athrion. The settlement of Vella is quite poor, snowed in, and the atmosphere is sort of bleak. They learn A'athrion is quite close, and there´s quite afew Orcs in Vella that look heavily armored.
As the players enter an Inn, there is barely anything there. The bar is manned by an Orc.
The Orcs tell the players that the original people of A'athrion just left one day so the Orcs just took over the area because it was free. Almost none of the Orcs truly know what happened, and they don´t really care.
It happened about 5 years ago, without a struggle. A'athrion has been repurposed to a Military based town. The party are considered to be stranges, and the Orcs in general are keeping an eye on them.
House Kundarak isn´t considered a good thing around these parts, and their clothing makes them stick out more. An Orc General tells them not to pursue their interests, and that the Orcs and Elves once had an alliance.
45: The party tries to make their way to A'athrion, but they make too much noise and attract the attention of a group of patrolling Orcs.
From here they can see the old crater of A'athrion, which is filled with tents and a small defensive settlement. Azaka and Hamish manage to trick the Orcs, as they are not the brightest of the bunch.
Hamish keeps lying face down, and Azaka just tells them he is a missionary wandering around.
After the encounter a mechanical owl comes to Hamish to bring him a letter (just after Hamish thinks it´s a threat and wants to kill it).
The letter has the logo of the Stone Owls, and speaks of the danger of this encampment. He sends a reply back, before they start deciding on a plan to get in.
Within minutes, the plan becomes ´to induce disaster and massacre´ via semi-natural means. There´s a mound behind the encampment, snowed over, perfect for an avalanche with some magic.
As the plan is formed, they make their way behind the mountain only to be thwarted by a watchtower for a short while. After disposing of the guards in the tower they climb up the hill.
With a combination of magics, and a hard thunderclap from Tuvix, they create the desired avalanche which induces disaster.
They quickly form a plan to provide ´aid´, hiding the druid as a transformed pet of Tuvix, and letting the Cleric pose as a missionary who was nearby.
46: They make their way inside the city easily through all the chaos outside, a quarter of the camps have been struck by death.
As they provide a little aid, they can easily get through the gates. The inside is fairly empty after the avalanche, par for a few defending Orcs and an older Orc that approaches the party.
The older man asks them what they´re doing there, he´s a little suspsicious. Eventually he learns the truth, and tells the party that he´d like to help. What they seek lies behind a heavily defended door.
The party decides to rummage around and loot some stuff, They learn that the Orcs are planning what seems to be an assault on Thellemur, and they employ a little sabotage.
After trying to find a way in tactically, they decide that it´s too difficult and too time consuming, and they fight the Orc guards. After the fight the Dwarf picks up what seems to be a pistol.
The door is chained closed. They smash the chains and make their way in, only to find a little seedling and some water. The Druid can hear voices from the seedling.
Once the Druid touches the flower, the entire party vanishes, only to reappear in a pocketed dimension. The inside of the protected seed.
47: This is where A'athrion really ended up. It´s full of starving, near-death elves. It seems lightly frozen in time, and all the buildings and plants are also captured inside.
The Druid talks to some of them, they make their way to the City Hall, where her Mother tells them all what really happened and how they defended themselves from the Orcs by seeding the city.
Only Thermaine can go in and out freely, as she made it in from the outside. The rest of the elves were all embedded in the seed when it was made.
Thermaine´s mother tells them they need the help of Thellemur, and that a war is brooding.
They quickly exit, and make their way back, followed by Orcs who´ve noticed their spying. The Dwarf ups the speed by riding on his defender, forming his own Advance party.
48: Hamish tries desperately to tell the stubborn Dwarven populace of what is coming, but they barely want to listen.
It frustrates him, and when he is about to leave them to their own demise, a Golden Lion comes out to listen to his pleas. It´s the Defender of the Godfather of Kundarak himself.
The Dwarves respect this, and take it much more seriously now.
A more important follower of the Stone Owls comes out. He beckons them to follow him inside, as the warning spreads and properly causes a state of High Alert.
Thellemur starts preparing for defence.
The records of Tuvix
Tuvix - Chapter XXIX, Outside of A’athrion
We end up in a poor snowy settlement. The houses are embedded in the same snow.
It is called Vella. Next to A’athrion which is 20 minutes away. Vella hardly has any accommodation.
There are groups of Orc wearing armor. We decide to ask around.
We walk into the closest thing to an Inn. There are only two tables and a bar that is being manned by an Orc.
We get some drinks. Because of all the Orcs, everything is bigger. We go for some meat which is brought out by a female Orc.
The Dwarf seems to fancy her. Other than that, it is very quiet here.
It seems that the original inhabitants just left. The Orcs took over in their absence.
Most Orcs themselves don’t even know why it happened 5 years ago.
No war, no nothing. A’athrion is now a military settlement. No one knows what is going on.
We are probably in danger, as we are considered strangers.
He warns us that also the “House of K” is not appreciated here. Also we are too fancily dressed so we stick out like a sore thumb.
A huge Orc sized human steps in, he is the captain of the village guard.
He does not seem to like to Orcs too much and finds it a bad idea to pursue our goal. He can’t shed more light upon the Elvish disappearing.
The last known thing was an alliance between the late Elves and Orcs. All that once was, dried up.
When trying to approach the city/base we accidentally make a lot of noise attracting a group of Orcs towards us.
Behind them a giant crater with an encampment. We cannot sleep there.
A mechanic Owl brings the Dwarf a letter. It bears the “Stone Owls” logo.
A message has been sent back. We then decide to create an avalanche over the encampment.
The plan has been set up, so we go for it. Just before Dawn.
There is a guard tower that makes it harder for us to get into position.
We enchant one of the guards and I call the other one down so that the others can knock them down.
I walk up the hill, there is a thunderclap cast by me. After this we run down to provide help for the disaster.
That could be our way in. It is a success. Then we run and the Druid changes into my pet as a cover, a snow leopard.
We go in the other way as not to attract too much attention to provide help.
Tuvix - Chapter XXX, Inside of A’athrion
We got in by just doing so, all the fuss made it happen.
An old man is interrogating us to see who we really are. He gets told and tells us that we need to enter an important and heavily protected room.
We need to find a way to get in.
We enter a room where we find papers with a lot of information including a date with the word ‘arethra’.
I also sabotage their financial ledgers.
The only way to get into that door is by fighting. We decide to surprise attack, shooting the snow off the roof which buries the guards in a thick layer of snow.
It takes a great deal but we win. Then the Dwarf gets some guns.
The door is chained, so we try to find a way to open it. Hitting does work.
When the door slowly opens, a loud noise is made. The room is dark.
When being lit, it is dank and warm.
It is not big, but there is a flower with a big yellow seed in the middle. It talks but only the Druid can hear.
The water that is present is not deep and flows to the right. The druid turns to herself again.
When she touches the flower we all disappear and end up in a misty town.
In the middle of the town square is the same flower, but massive. The town is filled with the dying Elves.
The ones that were missing. The surroundings are shrouded in mist.
One of them talks to us, with that we go to a fancy building in the middle of town.
This is A’athrion embedded in this flower as a sort of pocket dimension.
The ones that didn’t get in on time have been slaughtered by the overabundance of Orcs. (Vastly outnumbered.)
The Druid’s mother is happy to see her. She quickly says that they need the help of Thellemur.
A war is coming. The Dwarves have been informed but not enough.
Exiting is of the most importance. There we end up back in the room, to go to Thellemur.
A big group of Orcs follow us as we run. They stay behind. Now the mission is to send the message ASAP.
The Dwarf leaves us so he can be quicker. We will be a diversion.
As we get into the other city, we find Hamish again.
Tuvix - Chapter XXXI, The Message of War
Finally an important Dwarf comes out. We tell them what’s going on. A metal lion understands which seems to be important?
Who was present
- [Character]Thermaine Xyrris[/Character]
- [Character]Tuvix[/Character]
- [Character]Azaka Tonnerre[/Character]
- [Character]Hamish Macleod[/Character]
44: The party makes their way to [Nation]A'athrion[/Nation]. The settlement of Vella is quite poor, snowed in, and the atmosphere is sort of bleak. They learn [Nation]A'athrion[/Nation] is quite close, and there´s quite afew Orcs in Vella that look heavily armored.
As the players enter an Inn, there is barely anything there. The bar is manned by an Orc.
The Orcs tell the players that the original people of [Nation]A'athrion[/Nation] just left one day so the Orcs just took over the area because it was free. Almost none of the Orcs truly know what happened, and they don´t really care.
It happened about 5 years ago, without a struggle. [Nation]A'athrion[/Nation] has been repurposed to a Military based town. The party are considered to be stranges, and the Orcs in general are keeping an eye on them.
House Kundarak isn´t considered a good thing around these parts, and their clothing makes them stick out more. An Orc General tells them not to pursue their interests, and that the Orcs and Elves once had an alliance.
45: The party tries to make their way to [Nation]A'athrion[/Nation], but they make too much noise and attract the attention of a group of patrolling Orcs.
From here they can see the old crater of [Nation]A'athrion[/Nation], which is filled with tents and a small defensive settlement. Azaka and Hamish manage to trick the Orcs, as they are not the brightest of the bunch.
Hamish keeps lying face down, and Azaka just tells them he is a missionary wandering around.
After the encounter a mechanical owl comes to Hamish to bring him a letter (just after Hamish thinks it´s a threat and wants to kill it).
The letter has the logo of the Stone Owls, and speaks of the danger of this encampment. He sends a reply back, before they start deciding on a plan to get in.
Within minutes, the plan becomes ´to induce disaster and massacre´ via semi-natural means. There´s a mound behind the encampment, snowed over, perfect for an avalanche with some magic.
As the plan is formed, they make their way behind the mountain only to be thwarted by a watchtower for a short while. After disposing of the guards in the tower they climb up the hill.
With a combination of magics, and a hard thunderclap from Tuvix, they create the desired avalanche which induces disaster.
They quickly form a plan to provide ´aid´, hiding the druid as a transformed pet of Tuvix, and letting the Cleric pose as a missionary who was nearby.
46: They make their way inside the city easily through all the chaos outside, a quarter of the camps have been struck by death.
As they provide a little aid, they can easily get through the gates. The inside is fairly empty after the avalanche, par for a few defending Orcs and an older Orc that approaches the party.
The older man asks them what they´re doing there, he´s a little suspsicious. Eventually he learns the truth, and tells the party that he´d like to help. What they seek lies behind a heavily defended door.
The party decides to rummage around and loot some stuff, They learn that the Orcs are planning what seems to be an assault on Thellemur, and they employ a little sabotage.
After trying to find a way in tactically, they decide that it´s too difficult and too time consuming, and they fight the Orc guards. After the fight the Dwarf picks up what seems to be a pistol.
The door is chained closed. They smash the chains and make their way in, only to find a little seedling and some water. The Druid can hear voices from the seedling.
Once the Druid touches the flower, the entire party vanishes, only to reappear in a pocketed dimension. The inside of the protected seed.
47: This is where [Nation]A'athrion[/Nation] really ended up. It´s full of starving, near-death elves. It seems lightly frozen in time, and all the buildings and plants are also captured inside.
The Druid talks to some of them, they make their way to the City Hall, where her Mother tells them all what really happened and how they defended themselves from the Orcs by seeding the city.
Only Thermaine can go in and out freely, as she made it in from the outside. The rest of the elves were all embedded in the seed when it was made.
Thermaine´s mother tells them they need the help of [Nation]Thellemur[/Nation], and that a war is brooding.
They quickly exit, and make their way back, followed by Orcs who´ve noticed their spying. The Dwarf ups the speed by riding on his defender, forming his own Advance party.
48: Hamish tries desperately to tell the stubborn Dwarven populace of what is coming, but they barely want to listen.
It frustrates him, and when he is about to leave them to their own demise, a Golden Lion comes out to listen to his pleas. It´s the Defender of the Godfather of Kundarak himself.
The Dwarves respect this, and take it much more seriously now.
A more important follower of the Stone Owls comes out. He beckons them to follow him inside, as the warning spreads and properly causes a state of High Alert.
[Nation]Thellemur[/Nation] starts preparing for defence.
The records of Tuvix
Tuvix - Chapter XXIX, Outside of A’athrion
We end up in a poor snowy settlement. The houses are embedded in the same snow.
It is called Vella. Next to A’athrion which is 20 minutes away. Vella hardly has any accommodation.
There are groups of Orc wearing armor. We decide to ask around.
We walk into the closest thing to an Inn. There are only two tables and a bar that is being manned by an Orc.
We get some drinks. Because of all the Orcs, everything is bigger. We go for some meat which is brought out by a female Orc.
The Dwarf seems to fancy her. Other than that, it is very quiet here.
It seems that the original inhabitants just left. The Orcs took over in their absence.
Most Orcs themselves don’t even know why it happened 5 years ago.
No war, no nothing. A’athrion is now a military settlement. No one knows what is going on.
We are probably in danger, as we are considered strangers.
He warns us that also the “House of K” is not appreciated here. Also we are too fancily dressed so we stick out like a sore thumb.
A huge Orc sized human steps in, he is the captain of the village guard.
He does not seem to like to Orcs too much and finds it a bad idea to pursue our goal. He can’t shed more light upon the Elvish disappearing.
The last known thing was an alliance between the late Elves and Orcs. All that once was, dried up.
When trying to approach the city/base we accidentally make a lot of noise attracting a group of Orcs towards us.
Behind them a giant crater with an encampment. We cannot sleep there.
A mechanic Owl brings the Dwarf a letter. It bears the “Stone Owls” logo.
A message has been sent back. We then decide to create an avalanche over the encampment.
The plan has been set up, so we go for it. Just before Dawn.
There is a guard tower that makes it harder for us to get into position.
We enchant one of the guards and I call the other one down so that the others can knock them down.
I walk up the hill, there is a thunderclap cast by me. After this we run down to provide help for the disaster.
That could be our way in. It is a success. Then we run and the Druid changes into my pet as a cover, a snow leopard.
We go in the other way as not to attract too much attention to provide help.
Tuvix - Chapter XXX, Inside of A’athrion
We got in by just doing so, all the fuss made it happen.
An old man is interrogating us to see who we really are. He gets told and tells us that we need to enter an important and heavily protected room.
We need to find a way to get in.
We enter a room where we find papers with a lot of information including a date with the word ‘arethra’.
I also sabotage their financial ledgers.
The only way to get into that door is by fighting. We decide to surprise attack, shooting the snow off the roof which buries the guards in a thick layer of snow.
It takes a great deal but we win. Then the Dwarf gets some guns.
The door is chained, so we try to find a way to open it. Hitting does work.
When the door slowly opens, a loud noise is made. The room is dark.
When being lit, it is dank and warm.
It is not big, but there is a flower with a big yellow seed in the middle. It talks but only the Druid can hear.
The water that is present is not deep and flows to the right. The druid turns to herself again.
When she touches the flower we all disappear and end up in a misty town.
In the middle of the town square is the same flower, but massive. The town is filled with the dying Elves.
The ones that were missing. The surroundings are shrouded in mist.
One of them talks to us, with that we go to a fancy building in the middle of town.
This is A’athrion embedded in this flower as a sort of pocket dimension.
The ones that didn’t get in on time have been slaughtered by the overabundance of Orcs. (Vastly outnumbered.)
The Druid’s mother is happy to see her. She quickly says that they need the help of Thellemur.
A war is coming. The Dwarves have been informed but not enough.
Exiting is of the most importance. There we end up back in the room, to go to Thellemur.
A big group of Orcs follow us as we run. They stay behind. Now the mission is to send the message ASAP.
The Dwarf leaves us so he can be quicker. We will be a diversion.
As we get into the other city, we find Hamish again.
Tuvix - Chapter XXXI, The Message of War
Finally an important Dwarf comes out. We tell them what’s going on. A metal lion understands which seems to be important?
War of A'athrion
Entry: #6
Who was present
- Thermaine Xyrris
- Tuvix
- Azaka Tonnerre
- Hamish Macleod
49: The players enter the burrower.
They share a story underground of their pasts, and are asked to lead the charge.
50: They plan a large scale war in which they lead multiple units.
A large war happens, they flank the West side and manage to get to the ballista before it does too much damage, still the monster is summoned.
As they clear a path, they can move on to the actual Orc boss.
51: They fight the boss, Thermaine and Azaka are downed in the process before the volley of Ballista happens.
Eventually they defeat him just in time, and the ballista smashes the face of the Orc clean off.
52: After the battle they get together with the unit they were on, whilst Thermaine is lead towards the plant that holds her old hometown.
The rest follows, she´s given a choice, she decides to free the elves.
The town is back again, the dwarves supply and the players are rewarded with a free lifetime small storage space at Thellemur.
The players cheer by drinking the night away.
Hamish is approached by a man who recognizes Azaka and he gives them a story about a stranded ghost ship in the North, asking them to come there.
Upon further inspection, the man is part of the Stone Owls.
The records of Tuvix
Tuvix - Chapter XXXI, The Message of War
High alert is active now. We are invited to go inside a building.
We follow a security officer. We can join to get into a vehicle of sorts. Once outside we see a large group of Dwarves.
They seem to be mobilizing. There are ballistae present. It may be that they expected a war.
The groups leave as we feel a rumbling. A huge metal worm comes out of the ground which is our transport.
We can see where we are via a display as we are quickly underground. We get asked to take the lead in this war.
We talk a bit about our pasts, hype each other up and quickly get to the enemy which seems withdrawing at first.
Then they are growing in size. After a great speech we start the battle.
A fierce battle, but we manage to keep strong giving us a chance to push through to hit the enemy’s base.
There we find ourselves against their leader. This is a fierce fight yet again. Two of us fall until the Dwarf suddenly spikes the enemy.
A ballista volley shoots over us mowing down the rest.
A horde of friendlies arrive and the king asks the Druid to follow him.
He tells us that there are hardly any casualties. We still follow as we go to the flower again.
Our Druid gets instructed to either free the people or just get the seed in return for a big reward.
I keep my distance as it is her choice.
She deems it as not her decision so she wants to discuss and get in. A strange idea if you ask me.
After convincing her she decides to free them. A very bright flash appears and suddenly we are in a village.
The big boss expected this choice. He ensures us to safeguard them making it never happen again.
We receive a pass with a ‘House K’ logo on it.
Forever 100% discount on a small storage. There may be something inside already.
Who was present
- [Character]Thermaine Xyrris[/Character]
- [Character]Tuvix[/Character]
- [Character]Azaka Tonnerre[/Character]
- [Character]Hamish Macleod[/Character]
49: The players enter the burrower.
They share a story underground of their pasts, and are asked to lead the charge.
50: They plan a large scale war in which they lead multiple units.
A large war happens, they flank the West side and manage to get to the ballista before it does too much damage, still the monster is summoned.
As they clear a path, they can move on to the actual Orc boss.
51: They fight the boss, Thermaine and Azaka are downed in the process before the volley of Ballista happens.
Eventually they defeat him just in time, and the ballista smashes the face of the Orc clean off.
52: After the battle they get together with the unit they were on, whilst Thermaine is lead towards the plant that holds her old hometown.
The rest follows, she´s given a choice, she decides to free the elves.
The town is back again, the dwarves supply and the players are rewarded with a free lifetime small storage space at [Nation]Thellemur[/Nation].
The players cheer by drinking the night away.
Hamish is approached by a man who recognizes Azaka and he gives them a story about a stranded ghost ship in the North, asking them to come there.
Upon further inspection, the man is part of the Stone Owls.
The records of Tuvix
Tuvix - Chapter XXXI, The Message of War
High alert is active now. We are invited to go inside a building.
We follow a security officer. We can join to get into a vehicle of sorts. Once outside we see a large group of Dwarves.
They seem to be mobilizing. There are ballistae present. It may be that they expected a war.
The groups leave as we feel a rumbling. A huge metal worm comes out of the ground which is our transport.
We can see where we are via a display as we are quickly underground. We get asked to take the lead in this war.
We talk a bit about our pasts, hype each other up and quickly get to the enemy which seems withdrawing at first.
Then they are growing in size. After a great speech we start the battle.
A fierce battle, but we manage to keep strong giving us a chance to push through to hit the enemy’s base.
There we find ourselves against their leader. This is a fierce fight yet again. Two of us fall until the Dwarf suddenly spikes the enemy.
A ballista volley shoots over us mowing down the rest.
A horde of friendlies arrive and the king asks the Druid to follow him.
He tells us that there are hardly any casualties. We still follow as we go to the flower again.
Our Druid gets instructed to either free the people or just get the seed in return for a big reward.
I keep my distance as it is her choice.
She deems it as not her decision so she wants to discuss and get in. A strange idea if you ask me.
After convincing her she decides to free them. A very bright flash appears and suddenly we are in a village.
The big boss expected this choice. He ensures us to safeguard them making it never happen again.
We receive a pass with a ‘House K’ logo on it.
Forever 100% discount on a small storage. There may be something inside already.