Current Objectives
- Deal with the invading centaur army at Torvock’s Bridge
- Deal with any rogue Third Army forces, especially clerics of Calcifer or other daemons.
Events
We recoup and heal up, then decide upon our events for the evening. - A group of river giants plan to attack the centaur camp supplies, and try to free slaves - The Dark Priest, a figure that hunts Jasper (still), has been reincarnated under the power of Yoggsathoth, and has turned one of the Sons of the Sun into a flesh-ring. We expect he will continue to commit acts upon our troops. - The Third Army still has plenty of clerics and hellspawn to deal with. - We could just rest for the evening.
We learn from Jasper that the Dark Priest was soul-trapped by Barglegorf, the aboleth, for a while, but his soul was freed when Barglegorf’s lab was destroyed. Of note, it was apparently destroyed as a result of the birth of some horrible creature.
We narrow down options to hunting the Dark Priest, assassinating more hellspawn and clerics, or going to sleep. We decide to go on patrol, and take advantage of anything that pops up. We opt to head to the mercenary camps. - We stop first at the Sons of the Sun. Meeting with their captain, he notifies us of no further problems, and that his two remaining divine casters will be guarded through the night. - We next stop at the Warriors of the Path, and meet with their commander. They do have some magical healers, and we warn him of the situation, and advise extra protection of them. They appreciate the information. - We go to the Checkered Men next, meet with their commander, and notify them of the on-goings of the Dark Priest.
After our brief patrol, we bed-down for the evening back at the Great House. After about half our rest, we are awoken by a healer from the Warrior of the Path. He tells us that something happened at his camp, that his men were glowing and attacking eachother. We head to investigate.
When we arrive, we find many members of the camp have been killed, and the remainder were wandering around the bonfire, glowing an indescribable color. We engage! Combat!! - We fight some dudes, and then also a COLOR OUT OF SPACE!! It was hiding in a well, and it took us like 3 hours.
We return to the Great House, and rest up for the night. Tomorrow, we get to the bridge early!
We finish here for the night!
Player Characters
- Gad’af Sree, a mythic tengu summoner, bearer of the mantle of the caller of the deep (Bill)
- Wondermitch, a mythic human sorcerer, bearer of the mantle of the star-born (Thans)
- Sir Oliver Withatwist, a mythic fetchling warpriest, bearer of the mantle of the velvet blade (Dan)
- Duke “Boss” Dukes, a River Kree fae rake (Mike)
- O’Shea Jackson, a Winter Court fae swashbuckler-thug (James)
NPCs and Notable Characters
- Bob, Commander of the Tiny Town Militia
- Captain Kellog
- Olf, the second of Tornock’s Guardians
- Jasper, an old human oracle and master soup-maker
Locations
- Torvock’s Bridge
Notes
The fake names given to the Tiny Town Militia are: - Sir Oliver Withatwist: Sirino DeBur-Gi-Ack - Wondermitch: Wondermitch - Gad’af Sree: Gad’af Sree - Duke “Boss” Dukes: Boss - O’Shea Jackson: O’Shea Jackson