S3 - You Reek of Taint

  • Characters: Me, Cassius, Krato, Dusty, Estelle, Minor, Norma, Skender 

  • We defeated what used to be citizens of Caelfall last time.
  • Krum is still chillin with us and Dew.
  • The place is tainted by the explosion. The wood is brittle. We touch the weapons and they start to crumble away.
  • Skender gets a greatsword.
  • “It’s brimming.” “Like a hat.”
  • Krato tries to investigate the pit, but he rolls high enough to resist the purple smoke/energy coming out. The hole seems to be neverending. There are claw marks on the edges of the pit, as if the beasts had to claw their way up and out of the pit.
  • A bunch of horses are coming in from the west, we hide in and behind buildings.
  • About 20 knights approach, one gives orders and they start circling the town. They’re wearing proctorate colours.
  • Skender goes out to talk to them, and explains what happened.
  • Skender can see and feel the presence of shadow within himself, and all of his companions, but especially Krum and Cassius. He is inflicted with the very force that he’s sworn to protect the world from.
  • “They’re not skeletons! They’re lesbians.”
  • Captain’s name is Ernest Crestrin of East Cleansing Company #4
  • They haven’t heard anything of the anti-raiding party.
  • The captain puts us all to sleep and we’re taken to a jail cell within a boat.
  • Cassius has a vision where he is inside black nothingness looking at himself. The voice says he can call on him for aid when he needs it.
  • We’re all in the same giant cell with Krum, and our weapons, tools and spellbooks are nowhere to be found.
  • Minor tries to talk to Dew, since she’s outside of the cell out of our reach.
  • Cassius does like a big energy blast and blasts the gate off its hinges
  • We consider Weekend at Bernie-Ing the guard and sending him up the ladder. “Hi guys, all is good down here! The prisoners are still in prison!”
  • We pop up to the next floor, and there are pirates fighting some of the knights

 

Post Fight 

  • The pirate ship in the distance is driving away, so the last pirate alive jumps ship to follow them.
  • Once we’re out of combat, Estelle sees the pirate ship driving away. A man in a pirate hat waves and blows her a kiss. She gags lmao.
  • Ernest thanks us for saving some of his men. He asks us to stow our weapons until we reach the shore.
  • The captain says we will be brought to the Isle of Dawn, which is the secure base of the procterate. We will be examined by their clerics, and brought in front of council and high general.
  • Skender recognizes the name of Falril as being the bard that they had hung out with before. When they were fighting the zombies, there were only 4 out of 5. So Falrir is still live, ostensibly.
  • The captain brings us food, and we rest. In the morning, the Isle comes into view.
  • As we sail into the isle, we see a fortified dock. It’s well protected and run. We see a large castle, fort, five sided shape. It has watchtowers and guards, but we don’t see much before Ernest speaks up.
  • Before we enter the isle, we’ll be blindfolded. They don’t want info on their security leaked.
  • Our hands are bound, weapons are confiscated.
  • We’re taken blindfolded through the gates. We have to walk quite awhile. We hear, “Captain. Captain.” As we walk.
  • We hear a gate being raised, and then closes behind us. This happens 5 times before we get to the centre of the fortress.
  • We hear echoey footsteps, and our blindfolds are raised.
  • It’s court-esque. All of the people are shouting as we walk in. “We should contain the sickness now, euthanize them!”
  • There’s a woman with braided silver hair, she yells “Order!” She’s wearing full plate metal armor. “We cannot kill children and one of our own without proper investigation!”
  • Captain Ernest stands up for us, he asks for their consideration bc we just did cool shit.
  • She asks, “What say you?” We tell them the whole story, and a few clerics enter the room. They’re casting spells to detect magic and alignment, trying to see if they can purge what’s inside of us. They’re not able to.
  • Braids calls for Reyna to take us out of the chambers and get us situated here while she discusses with the council. Skender needs to stay there with them.
  • Skender says it sounds like they’re going to let us leave
  • 2 hours later, Reyna says the council will see us again, and they’ve come to a decision.
  • Main woman addresses us, “We’ve decided to give you all a shot to find out what’s happening to you all, and possibly cure it yourselves as we don’t currently possess the means to do so. Ernest has vouched for you all, and Skender is among your ranks, so most of you can be trusted. Reyna has all for the details. Don’t take this lightly and don’t try some shit.”
  • Reyna takes us back to the other room, she’s got some papers and she has us sit at a long table. She says, the council has decided to let us leave. We’re free to attempt to cure ourselves of the affliction. We have to check in at the guilds so they can monitor us. If we don’t check in, they’ll send a manhunt after us to kill us.
  • The Banner Guard is the proctorate’s way of protecting the rest of the land that they can’t man. They give quests to adventurers that no one else would want to take on.
  • Ideas of where we can start: A relic on the west of the republic in the ocean, that was stolen from them by the Dreadfleet. The Republic, it’s supposed to have untold magic.
  • The Aru Glade, is known for its fae presence and is known for its lupin presence. The fae are notoriously devious and like playing with the mortals there. The fae might be able to help us.
  • The Triumvirate; if anyone has experience dealing with unknown magical powers, it would be them. If anyone would have a clue of where else we should search, it would be them.
  • They can give us a boat ride back to the coast, but then we’re on our own.
  • The guild masters will set guidelines of when we need to check in. If we heal ourselves, that is a huge amount of knowledge that the proctorate can gain, so that is why they are risking letting us go.
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