New Friends - the story of the gang

Session 1
Welcome to Gandrahimm! The fount of all magick! As you all responded to the summons of your friend Old Hushwing, you met at the pub, The Shimmering Door in the Second Ring of Gandrahimm. Petal, the barbarian, Isemo the wizard, Jed the druid, Bran the artificer, and Burzu the paladin. After the initial pleasantries, Old Hushwing told you of his request. His friend, an artificer of the Draxel league, has gone missing. His house seemed to be enchanted which made it too dangerous for just anyone to go help. Hushwing asked that you all help find this friend and fix the mess that goes along with it and he promised you a treasure map. A generous offering it seems but from a friend who seems to be past his adventuring days (since he lost a leg recently).

He told about how he got the map from a new cult that was weird but got aggressive when they learned he was an outsider.

In the morning after much bacon and bonding, the group headed to the artificer’s home passing a magickal mouth shouting news of the town. As they entered the house they were quickly set upon by a smothering rug and several flying swords. Petal raged through the closet and the gang nearly got destroyed by some dangerous charm spells and internal fighting but eventually powered through. They then found some kids books and fought a painting and a suit of armor.

What is with these strange enchantments? Where is this artificer?

Session 2
The gang continued through the house exploring the master closet and finding some magickal items. They decided to stay on the first floor and clear it out, fighting tables and exploding journals. They learned about this artificer’s strange contraptions of clocks and orrerys which appeared to have some magickal alterations. The orrery did not seem to match the known universe and then they found a map that appeared to suggest there were only two planes of existence, which is a departure from previously held knowledge if it is true. In the journal the gang learned how the artificer purchased a strange clock from a stranger in the strangeways who was wearing a black plague doctor’s mask in a bird like fashion. After this purchase the artificer started having strange dreams of inventions, which were great at first until they started opening a rift. A strange lady wizard came to help him out and then the journal ended.

The gang continued through one of the entrances and found a strange planar or temporal rift (they were unable to examine) with three alarm clocks ringing. Construct creatures starting emerging from the rift. The gang had trouble stopping the creatures especially after it cast slow on the gang. They could not stop the clocks before being overwhelmed by the constructs, nearly losing all of the party. They escaped through a clever bit of lasso, strategic running, and a last minute lay on hands. The gang seemed to be running away and potentially barricading themselves in as they debate what to do next as this problem seems to be growing.

Session 3
After getting seriously injured and beaten by the overwhelming constructs the gang made a tactical retreat and weighed their options. As they barricaded the door, they discussed the pros and cons of staying or leaving, of abandoning Old Hushwing or maybe burning down the house. In the end they decided to send Burzu for reinforcements while the rest kept watch and rested.

Burzu walked down the hallway before seeing a ghostly child asking for help. Burzu yelled to the gang he was going to help the child and they got nervous but eventually decided to leave him to his fate. The child turned out to be Echbert Jr, the child of the scientist/artificer/clockmaker. The child had witnessed his father get kidnapped by the strange bird masked lady but then was sucked into the rift with his sister and mother. They have been trapped in the house as ghosts but knew about some of the father’s items that might help.

After gathering the items and giving them to the gang, Burzu trotted over to Old Hushwing who quickly gave some potions and called a friend for help. After returning and resting the gang heard noises throughout the night but managed the full rest. Uxin the kobold artificer came to help the gang.

After waking from their long rest, they started hearing banging on the door. Bracing for combat the gang moved in and took over the battlefield quickly. A good night’s rest and some extra support really went a long way. This time instead of lots of small robots to fight there were 3 large ones. The gang fought hard but took them out. Towards the end of battle Bran saw a cloaked blue humanoid carrying the now completed orrery turn invisible.

After battle they were unable to find this blue person but were able to close the rift and scavenge some parts. Petal retrieved a 8ft metal shaft that she plans to craft into a weapon and Isemo collected bits of the broken clocks along with the blueprints to try and learn more.

Session 4
After completing the battle the gang tried to figure out if they should go straight to Hushwing or if they should search the house for more clues. They searched the house finding new allies in Kegbert and Draco (clockwork constructs) in the attic. They also noticed a telescope looking at the planet Chime (closest planet - blueish) where two moons had recently crashed (Light and Glow). They then went to clear out the basement where they were attacked by an ooze but after dispatching it they found that there appeared to be some new construction happening down there but were unsure to what end.

They then went to chat with Hushwing about their findings and perhaps share some frustration over the unexpected challenges. Hushwing lamented his friend Echbert's kidnapping. They chatted with Hushwing and Uxin about possible leads. It seemed there were three routes that could be explored. They could reach out to the Fold of Seven to try and learn more about these magicks. They could reach out to the Draxel League to chat with artificers about what Echbert had been up to. Or they could go to the Strangeways to try and find whoever sold Echbert the original mysterious clock. They decided to use Isemo’s connection to the Fold to reach out to Arcarsh to ask about portals and potential magicks.

With that settled the gang decided to get some rest each going to their own room and their own bullshit. However, while Isemo was sleeping he started having some dreams. Dreams from his past, dreams from his present, and maybe a dream of a possible future all the while with clockhands spinning. Isemo woke up in a cold sweat with pieces of the broken clock in his hands. He started trying to figure out how to piece it together but couldn’t quite understand it all. However, the clock has now granted Isemo a +2 to his initiative.

Session 5
After awakening from a day’s sleep. The gang gathered in the inn where Old Hushwing gave them a run down about visiting Arcarsh, warning about their feud with the artificers. The gang invited Hushwing along, which he happily joined in.

After arriving at the Fold Towers, Arcarsh quickly let them in, perhaps riding upon Hushwing’s celebrity. After hearing their plight, he unceremoniously/ungenerously said he could give more information if they were willing to do something for him. He will trade information if they return his wayward student Fara Sylvar to him. Isemo recognizes this name as from a rival clan of wizards. The gang makes the connection that Fara might be the one kidnapping kids from the Strangeways. After leaving with a bit of a sour taste in their mouth from Arcarsh’s demeanor and lack of care for life, the gang goes to search for Fara.

On the way Burzu swears he saw a blueish humanoid in an alley. After attempting to search and find this person, Isemo does some ace detective work and notices that the tracks stop which means they must have teleported or flown away.

Upon arriving at the marketplace of the Strangeways, the gang takes a variety of approaches. With Jedry and Hushwing keeping watch, Petal finds an urchin and pays them for more information. Burzu attempts to grandstand and convert the populace toward the order of the terrible lizard receiving some very negative attention. Bran and Isemo work the crowd and discover Fara. Soon she recognizes Isemo and starts to laugh at him. After some witty banter and threats about Isemo’s disgraceful past they attack. After getting some solid hits in, Fara disappears and the gang chases.

Burzu with incredible speed thanks to Jedry, catches up, dodges the guard, and slams into a door. After getting up he discovers a trap door to an underground chamber and jumps down. The rest of the gang follows slightly behind. What will they find?

Burzu and Jedry and Hushwing have a level of exhaustion.

Session 6
The gang snuck into the dream lab of Fara Sylvar and the battle began. Isemo struck first while Fara monologues. A table grappled with Petal and Kegbert, Isemo and Bran and Draco attack Fara around the lab while the sleeping children get in the way. A brain in a jar that no one was able to perceive sent out psychic shock waves. Despite all this and the exhaustion the gang was able to quickly dispatch her before she put too many children at risk. And even Kegbert was able to save some brain in a jar brains.

While two children did die, the gang saved the rest. Burzu made friends with the kids and they attached themselves to him before the guards came to take them to safety. Jed chatted with Echbert and learned that he had dreams from a blueish man that grew in complexity before finally opening a portal that released spirits into inanimate objects. The strange bird lady (probably Fara) then stepped in to help him expand the portal before kidnapping him. Petal gives Echbert a piece of her mind and he collapses in tears for the sins of his pride. Petal, Isemo, and Bran search the place. Isemo is able to piece together that somehow Fara was using their dreams and nightmares to generate some magickal power. It is unfamiliar to him. But you also found a balloon pack, an alchemy jug, an amulet of the drunkard, two potions of watchful rest, and two potions of drowsiness (yes cocaine and rufis…) Isemo was also able to pocket Fara’s journal which may have more notes and her necklace which was used to help her scry on family members and family members scribe on her.

While the guards are initially gruff and slightly horrified before they learn you were working for the Fold and begin to give you deference. Jedry gives Dasobn, a male goblin leader of the exploratory society, a piece of his mind and forces him to give money to help the kids who were kidnapped. And upon arriving back at the Shimmering Door Burzu notices that his flyer has been accepted, Isemo and Petal begin to drink, and Bran identifies the magick items.

The gang heads to bed feeling a level stronger, preparing to meet Uxin and Hushwing in the morning, then to perhaps collect the reward from the guards and get their promised information from Arcarsh. After that only time will tell...

Session 7
After sleeping in and learning how to swing twice instead of once, a few members of the gang noticed that a few minor items were missing from their packs. Nobody mentioned it to one another. At the bar they ran into Uxin, the definitely a kobold artificer, and ate some trough breakfast. Uxin updated the gang that Echbert had shared some schematics with his colleagues who were able to create two more clocks and were sold to a criminal organization in Dogshit (yes a neighborhood) and to the magick shoppe known as Mindweave’s Mindbending Magicarium. After some discussion on whether they should continue the investigation they decided to go forward in helping remove these items from the streets.

Petal went to the bar to purchase some wine skins and was even able to trade some of her nice whiskey for some 800 year old wine. Uxin noticed that Hushwing was not here so went to check on him in his room. He returned and told them that Hushwing was exhausted from the previous day’s activities and needed a day of rest.

The gang decided to go to Dogshit first where they noticed the incredible poverty and avoided being pickpocketed. They approached a Lizardfolk who was hocking their wares to any who would come by. After a bribe they were able to learn about Pineleg, a local dwarf with a peg leg, who seemed to have been the contact for the artificer’s sale of the clock. Isemo purchased some Wizard-lin, a performance drug designed to help you study longer. There was some question to how real this drug he purchased would be.

After going to the tavern, “Three Doors Down,” they found Pineleg playing cards with some fellows. Isemo joined while Petal stood guard. Isemo spotted a cheat who Pineleg punched and took his money. After losing the first hand, Isemo went double or nothing and eventually won a tidy sum of money. At which point Isemo went to get a drink and Petal sat down to do business with Pineleg. After trading some barbs, Pineleg showed that everyone in the bar would fight for him but was impressed by Petal and offered to show them the clock if they helped him. Pineleg had an order of drowsy potions that never arrived and couldn’t find their contact. After describing that he needed 30 potions by Yuletide (4 days away), the gang figured out that Fara Sylvar was the contact who they had taken out but didn’t tell Pineleg.

The gang left and discussed the merits of continuing. Do they support this criminal group with potentially dangerous potions? Do they leave the clock with them despite the potential dangers? They decided to go forward and make decisions as they proceed. Some of their questions were answered when Isemo read Fara’s journal and learned that she was making these potions in order to have enough money to continue her experiments. Her experiments and her work with Arcarsh was about stealing/taking/using the power from peoples from other planes and turning it into magickal energy.

As they made it back to the Gandrahimmian Exploratory Society, they noticed guards ferrying items out as they itemized it and took it back to the guard’s tower. Here they discovered that they were garnering fame as the guards recognized them and called them the Fantastic Five. They used this charm to get the itemized list and find the potions. At the guard tower they continue to use this newfound fame to get a look at the cauldrons. They stole 30 potions worth of the potion, replacing it with whiskey. Petal also took a small coin pouch that only holds one lucky coin and replaced it with her coin purse. The guard at the front desk paid them 150 gp each for saving the kids and ending the kidnapping before offering them the opportunity to provide some bodyguard jobs at the Yule Parade for some foreign dignitaries. The newly minted Fantastic Five said they would think about it.

As the day ebbed they made their way to the First Ring and the magick shoppe. They overheard a magick mouth sharing the day's news which announced them as the Fantastic Five and shared the events of Yule. Yule is a four day festival starting tomorrow with the fighting pits, day two with the Yule Duel, day three with the Yule Fool and the Yule Ball, then day four the day of Yule ending with the Yule Parade. Petal mentioned interest in the pits while Isemo was interested in the duel.

After making it into the First Ring, they entered Mindweave’s Mindbending Magicarium which was larger on the inside. They were overwhelmed by the huge selection but eventually made their way to the front desk and met Mama Mindweave, an eldery gnome. She welcomed them and seemed to know more about them than they shared. She told them she sold the clock to the Cult of Dreams who reside near the Muddy Steps. She told them that the clock was connected to the Plane of Shadow, a different plane than the other clock. She then engaged Burzu in learning more about his interest in lizards and dragons, perhaps the first and only person interested in his order. Finally she turned to Petal and bought her space junk and her brain in a jar and even let her purchase a +1 Maul if she promised to pay after signing a contract. Petal still owes 190 gp for the maul.

Session 8
As the filler episode opened, Burzu busted in the door at the crack of dawn with bacon to prepare Petal and Burzu for the pit fights. The early start allowed them to get to sign ups early and then explore some of the festival games and hand out pamphlets (ahem Burzu).

Burzu jumped into the ring to wrestle a greased pig, going back and forth with a halfling named Thomas and an orc named Grr. Bran made a bet on Burzu.

Who won? Find out later and place your bets now if you want! - Burzu won.

Then the trio meandered over to the closest tavern where two contestants were drinking and punching each other in the face, for an exciting and thrilling contest of Punch Drunk. Petal stepped up to take on the reigning Lizardfolk champ. Bran took another bet on his barbarian friend at 2:1 odds.

Who won? Find out later and place your bets now if you want! - Petal won.

Petal then signed up for another round and Bran bet again against the newcomer Goliath.

Who won? Find out later and place your bets now if you want! - Petal lost.

At this time they needed to head back to the fighting pits at the large stadium, the Droma. As the crowds swarmed the field, the trio all headed into the pits where they received instructions from the water genasi emcee about the bracket.

There were four rounds.

All characters were in the first round. They all made it to the second round. They all made it to the third round. It was here that Burzu was knocked out. Petal and Bran made it to the final with Petal putting in a very impressive performance against the goliath from earlier and a talking bear.

If you would like to bet on the final round the odds were as follows:

Petal 1:1

Bran 3:1

Drow Fighter 4:1

Halfling Thief 10:1

Bran took home the crown this time.

Session 9
After a rousing success at the Fighting Pits of the Droma, the Fantastic Five headed to the bar. Bran bought drinks and their fame encouraged more drinks! Waking up the next day, more items were missing from their packs, the most detrimental being Isemo’s component pouch. Though the gang did not chat about this, Isemo went to purchase a new pouch.

They met Two Dry Cloaks, a specialty retailer that had exactly what they needed and even purchased an item from Brandumir, that made the sound “I am Brandumir.”

After signing up for the Yule Duel, the gang went to compete in some local games, particularly the Bear Wrestling for Petal. Petal faced stiff competition against the polar bear but won out in the end, severely disappointing a certain goliath who lost a bet to Bran. After refreshing themselves with some street meats and dipping sauces, they finally went to check out the Yule Duel.

The first round went by easily for our gang as they all found themselves winners. Isemo defeated the warforged named Clank and Petal pushed Bran to the limits before winning. Finally we had Petal versus Isemo in the final. The crowd was staunchly in Petal’s corner, having never seen a noncaster class do so well however the house was still betting on Isemo giving good odds that he would win. Petal and Isemo traded wins before heading to the final round. Isemo had used up many spells but Petal was content and consistent with the eldritch blasts. But Isemo ran out of steam and Petal pushed past.

The crowd was shocked. Never in a million years did they expect someone like them, a noncaster, to be able to win. Petal has quickly shifted into a revolutionary hero for the masses, while Isemo’s prestigious name was quickly seen as the magickal elite. The victory sparked a storming of the field and terrified the upperclass. The emcee teleports the gang to a safe location as they brainstorm some solutions. Isemo is filled with rage but gives in to his better half and goes back out for the awards ceremony and holds Petal’s hand in the air.

This persuaded many in the crowd to stop their rioting but will it hold? Will Petal lead the revolution? Will Isemo get revenge? Will the rest of their tasks be completed? Find out next time on, The Fantastic Five!

Session 10
After winning the Yule Duel and quieting a riot, the fantastic five went back to The Shimmering Door for drinks and meats and celebrations! Petal passed out violet petals to all that ask and beats Burzu in a round of punch drunk. A page boy delivered five invitations to the table for the fantastic five to attend the Yule Ball on the following evening. Petal then offered his extra invite to the goliath who has faced her down a couple of times. Isemo danced out his feelings (trained) in his room before Jedry brought him his winnings and gave him some sage advice/encouragement.

In the morning everyone but Isemo found another missing item from their room. They alerted the staff who offered a free night’s stay as well as the increase of the guard. Bran realized that they haven’t seen Hushwing for several days and went to go check on him. Found him sick in his room and looking rough, scattered hair and bloodshot eyes. Burzu with perceptive eyes noticed that not only is Hushwing looking rough but also appears to have some deep thoughts and anxieties on his mind. Burzu noticed (but hasn’t shared) that there has been a significant shift in Hushwing but could only speculate on what that might be. After getting Hushwing down and inviting him to the Yule Ball, Hushwing strongly and fervently encouraged the gang to get the clocks no matter what.

So the gang followed and went to Pineleg and the criminals in Dogshit to push for a trade. After some initial experimentation they noticed that the clock was reacting strangely to Isemo’s clock pieces. After some negotiations fighting seemed inevitable and the five quickly took down the criminal gang. However towards the end of battle two beautiful humans (one of a darker skin and one of a paler skin) flanking a large blue humanoid with white hair entered the warehouse. Burzu said he wanted the clock and they said fine. The blue one strangled one of the criminals and then took the potions of drowsiness from Pineleg’s body.

The five then returned to give the clock to Hushwing but did not find him there. They were concerned but after a short rest, Hushwing returned with a mysterious goliath partner. Hushwing covered the clock in a magickal cloth that dampened the clock’s power and prevents scrying. The five now prepare to go to the Yule Ball. Who will they meet? What will happen with the clock they have the clock they don’t? Only time will tell.

Session 11
The fantastic five headed to the Yule Ball where they were greeted with gorgeous flowers from far off places, free flowing champagnes, and never ending skrimps. The gang worked the crowd and met with various officials.

Arcarsh chatted with Bran and Petal to relay the promised lore dump for stopping his student Fara Sylvar. Arcarsh proceeded to explain the problem with portals. Generally they are short and quick and do not cause serious disruptances. However the vibrations from a portal and two separate planes if held open can cause serious problems, like two moons crashing into one another. Now this gave Arcarsh reason to believe more in his 9 plane theory. This theory follows that there are 9 planes built upon one another like a ladder. Each has their own corresponding hell but it is believed that you can ascend the planes through reincarnation. Arcarsh believes that the nine planes correspond to the nine planets, hence the portals causing trouble. He holds to this belief over the more flat earth theory of the two plane theory and the general theory of belief that looks like the DMG drawing. Arcarsh then shared that because Fara was working with dreams that she had found access to the power of the rumored and mythological Dream Plane (Dream Realm in stories). This could be a tenth plane. Finally, upon learning that more clocks exist, Arcarsh offered to pay the gang 5,000gp for one or 12,000 for two clocks for his experiments.

Arcarsh and Isemo then chatted about the troublesome past of his family and about how magick needs to be restored to its rightful place. The Fold gave Isemo a Wand Dancer to increase his magickal abilities to help keep magick on top.

During this conversation, Mama Mindweave was chatting with Petal and Jedry. She encouraged Petal to speak to the tall firbolg and once alone with Jedry told him to keep his eyes on the stars. Jed looked up and noticed the shooting stars from moon debris. While looking up, she told him about needing to help this group with his wisdom and his eyes and his protection.

Bran was chatting with Our Lady Moon, who we later found out was one of the Twelve Youngrr of the world, the pantheon that continues to walk the world. She seems to know more than she should and encourages Bran in his pursuits in the arena and thanks him for pushing Petal to be her best. Petal then joins them where Our Lady tells her about being cousins with Thor. She wanted to help but because of divine restrictions can only speak in riddles. She talks about following the map to find what she seeks and that a friend who is not a friend might be able to assist.

Burzu saw his old friends Glurg, the blind orc, and Trotsky, the large leonin, and went to greet them. After theologizing about what a good death means and the children that Burzu rescued coming to learn from their order, Glurg inquired about the dragons who were leaving. Burzu wondered if it had to do with the portals and planes. Glurg mentioned that dragons are deeply linked with the weave of magick and might have noticed something.

A warforged named Bang approached Bran to ask if he had any clues about the Thundershield Clan. They were supposed to deliver some goods to the city of Sevenfold Mazework in Kanato but have not been seen. Bang asked for any info and told Bran that he could find him in Kanato if he needed help. Bran was visibly upset.

Horneater the goliath proposed to Petal who slowly saw more use for him while Mindweave was chasing Hushwing yelling “who are you, what are you doing?” The gang starts to chase to see. Mindweave casts a spell on Hushwing which turns him into a large blue Oni. Bran fights Mindweave. Petal fights Hushwing (or the thing). Finally the Oni turns and says “How dare you interfere” before casting a cone of cold. Through a bad initiative and clever support from Mindweave, the gang is able to take out the invisible, flying monster.

Many questions surround this blue creature and how the gang will move forward...

Session 12
After dispatching of the Oni who had been impersonating Hushwing, the gang searched the body and found some money and treasure. However the clock was not there but the silk cloth was. After having the objects identified they ran back to the Shimmering Door where they found Hushwing’s body several days dead. They also found the clock underneath the other cloth (magician’s cloth) as well as their lost items and Hushwing’s personal effects. They argued over having him raised from the dead or speak to him first before they discovered a letter saying that if he died he was to be taken to the Drue and Drow Mortuary.

After walking the body through town to the mortuary, they met Drue and Drow where they read Hushwing’s last will and testament. It said to not have him raised but moved to Kanato for a proper Thundershield funeral. It then gifted a treasure map to the fantastic five for them to pursue at their leisure. After talking with Hushwing to try and learn about his death and who did it they decided to deliver his body to Kanato and the Thundershield Clan the next day.

They then split up all over town. Burzu spoke with Echbert and learned that if the clocks get close they become more volatile and random. He also talked about how he was controlled in his dreams by what looked like an Oni to make the clock but also dreamt of three beautiful women who tried to stop him. Burzu then chatted with Uxin about how the clock they have is specifically tuned to the Shade Realm (Shadowfell). Uxin encouraged them to remove all the clocks from the world if possible.

Petal visited Mama Mindweave and sold the glaive, gauntlets, and robe of serpents for a nice chunk of money before perusing some defensive enchantments. After getting the business out of the way, Petal showed her the map and asked about its language or other clues. She said it was not written in any language but was in some sort of code. Isemo was able to do an arcana check to determine that there were some abyssal letters but not in regular sentences.

Jedry went to collect Hushwing’s things and close out his room. He took Hushwing’s items back to his home/museum and set up a proper place to respect his friend and mentor.

Bran spent hours looking for a caravan or some horses. He finally found an earth genasi willing to sell 2 horses and a cart to Bran.

Burzu then felt the urge to go off singlehandedly to scout out the cult of dreams. Upon finding the way in and following some cult members, he learned that they were excited about the parade and excited for the initiation. After being cut off of his pursuit by some guards he agreed to have a spell cast on him. He was hold in place while the guards tried to stuff a mushroom down his throat. Burzu shook off the spell and took the mushroom out of his mouth. After seeing that he wouldn’t get any further, the guards told Burzu to come back if he sees the one in his dreams.

Back at the Shimmering Door, the gang looked over what they had learned and Burzu took the mushroom. A large explosion from far off is heard and some see something floating into the sky. Burzu goes to lie down in his room by himself while falling into the ethereal or astral plane. Squids of bright colors are floating by. Three lights in the sky burn brighter and brighter before landing near him. Three beautiful women, an elf, human, and triton ask him for help. They say that they are coming for us, help before being pulled away. Then an overwhelming presence descends upon Burzu, flies swirling around his head, and a weight around his neck. Eventually the presence announces itself as “We are many but we are One.” It asks Burzu to join it and says it will give him untold power before showing him just how powerful he could become. “Come and join us, you know where to find us.”

Jedry and Bran burst into the room and come to Burzu’s side to try and shake him out of it. Burzu succeeds on shaking it off with the help of his friends before recounting the entire dream to them. What could all these mysterious dreams and cults be doing? What happened around Hushwing’s death? Did something happen in town that will cause a fuss? Find out next time on The Fantastic Five!

Session 13
After coming down from that wild trip, the gang decided not to pursue anything that night and take a nice long rest. A few hours later Bran woke up to the sounds of hooves and people shouting in the street. After seeing it was a unicorn being chased, Bran immediately gave chase banging on the doors of his companions on the way out. The rest of the gang woke up and followed.

After finding the unicorn cornered Bran realized that the people chasing were a vampire and its minions after the unicorn’s blood. The fierce battle raged as so many attacks were parried but eventually the gang prevailed but Bran was unconscious. In the final moments, Burzu was able to revive Bran.

The gang searched and ransacked the bodies, finding several teeth from the vampire, a ring of protection, 92 platinum pieces, 2 smoke bombs, and 9 daggers. The unicorn then came over and spoke with Isemo in Elvish. The unicorn had been taken from its herd. It fell into the midst of snowy chaos, a flying kraken, and people screaming and sleeping all over the place. It then ran and was eventually chased before running into them. It then gave them a boon and disappeared (teleported away).

After going back to finish their long rest, the gang woke up ready to take Hushwing to Kanato for a proper Thundershield funeral. They also felt the power of the unicorn giving them a boon. Each character is able to use one cleric cantrip (except toll the dead) for the next 30 days.

Session 14
To the East of Gandrahimm is Kanato, filled with majestic mountains and hills, this land is filled with larger and larger creatures. Kanato is one of the five great city-states (Gandrahimm, Razikai, Volconia, Chroma) It is also colloquially known as The Far Reaches.

Your journey begins as you travel through the Lunar Forest (for about 3 days) before coming upon the Mudhills (about 12 days) before reaching the Furnace Mountains and the home of the Thundershield Clan. If you make it to The Sevenfold Mazework (deep within the maintain range) you will find the most intricately designed city with the most imaginative magical items, despite Kanato’s stony reputation as less than intelligent.

Kanato is a plutocracy, ruled by the wealthy. The richest form a ruling council and elect a monarchical figurehead. The current ruler is Dura, a difficult personality who has pushed for more and more financial independence from Gandrahimm.

Jedry took the lead as the gang traveled into the Lunar Forest. They had fairly boring travel until running into two swinging acrobats who wanted to show them a show. After performing they cast a spell causing a few to be blinded. Instead of chasing them into the woods, they continued on their path. They heard them again and rushed away with the help of Isemo’s hypnotic pattern. They ran into another strange sound and Isemo and Petal decided to shoot into the woods to scare it away. But it was bad luck because the creature making the noise was a Jabberwock! After being hit hard and hitting it hard, the dragon ran away.

The gang continued forward and found a place to sleep. While sleeping they each had a dream seemingly inviting them to some house with three ladies. The next day they encountered some rabbitfolk (Tremai, Blain, Gwenna, Bevan) who told them about the three ladies inviting them and offered to show them the way. They were warned about the women’s ugly appearance and found it to be too true. Upon entering the cottage they quickly noticed the three women. One (Balvorna) looks like a toad with bulging eyes and stained patchwork garments. The second (Andelyn) has an elaborate dark costume that looks like a mechanical theater but hides much of her body although her green eyes gaze at you. The third (Rabatha) is a thin and gnarled woman whose flesh despite being covered in makeup looks like rotting wood.

The women talked about their pasts and their futures, possibly being able to change their fates. The women explained that they have escaped their dream plane to run away from The Hunger. They gave a quick overview of The Hunger saying, “The great chiefs of the outer cities are descended from a race of elemental beings called the vaati, which once ruled many worlds. A creature known as The Hunger arose and initiated an interplanar war against vaati rule. To combat the threat, six vaati heroes combined their powers to create the mighty worldender. In a battle, the vaati sealed the Hunger in another plane of existence. This act also joined the material planes together. The worldender was broken apart and distributed to places for safe keeping across the world. It has reawakened and is devouring our plane and is coming for yours.”

Burzu and Petal hit the appropriate questions of this is terrible but what does it have to do with us… The three women exchanged glances before saying that you have power over your fate that many do not have. Your fates have also already been touched in many ways by this war. Burzu has seen The Hunger. You have all faced the clocks that are breaking down the space between planes. And you have a map that could lead to the worldender.

After destroying the clock you have carried with you, they looked at the map and said that the area in the bottom right is the ancient symbol of the Gloomwood which is now known as Volconia. They suggested you might have luck with your clues there.

Finally, they told you that they had been separated from their mother when they arrived here. They asked if you had any info about her and gave you a pendant to show her once you find her. They also encouraged each of you to wear the pendant overnight for a boon of support. You wondered if their mother might be Mama Mindweave and then thanked them for their hospitality. You moved on for the rest of the day on the trail pondering what this means and your place in the world? Wondering if you are strong enough or if this is even your battle? The gang continues through Kanato with much on their mind!

Session 15
After their hag encounter, the gang settled in for the night, setting watch and preparing for sleep. Petal offered to try the pendant of Baba Yaga first. The rain in the night covered some noises but Jed noticed a little nasally singing and Bran clocked a light in the distance that he followed a little way to a cave.

In the morning, Petal received an ASI +1 boost from the pendant and the gang went to check out the cave. A group of mushrooms surrounded them and started mimicking their voices until threatened. Petal walked over to the cave and called in. The sounds stopped and a small dog pig man with a wispy white mustache appeared through the stone. With a wonderful cockney accent Brig chatted with Petal before trading an emerald elemental gem for 35gp.

Returning to the cart Petal went to reach for Hushwing’s prosthetic leg and found that it was missing! She accuses the mushrooms, they investigate the area around the carts and horses, and eventually check the body. Bran stops her from completely unwrapping him but they feel through the dressings that the leg is not there. A little despondent but unclear and where or how to look for more clues the gang continued on its journey.

The next day Jed wore the pendant of Baba Yaga. Some loud trees crashing in the forest but seem to be moving away from you keep the watch busy but nothing other notable happens and Jed gains the benefit of a +1 ASI.

After moving through a bog for most of the morning they approach a rickety wooden bridge and start to hear a loud droning. It gets louder and louder as the gang prepares for whatever is coming. Three giant dragonflies appear and fly right over the gang with three little riders on top who seem to be whooping and hollering. They pass over the gang none the wiser and the gang continues over the bridge.

Shortly thereafter the trees start to give way and they can see the sun much more clearly again. Going under an arch that says Welcome to Kanato. The gang estimates 12 days to the Furnace Mountain range, the home of the Thundershield Clan.

After a little travel, Burzu sees a humanoidish creature in the distance and as the gang approaches it does not seem to be moving. Eventually they see that this Tiefling statue is actually petrified. As they crest over the hill they see a field of petrified creatures. They move through gently the field and see a castle on the far side. The gang decides to avoid danger and go around but Petal notices one creature high in one of the towers before they move along.

A few days pass, Burzu and Bran are able to use the pendant for the +1 ASI. They are heading up a hill when the earth shakes and the land starts to slide down on them. It seems to wide to go around so they have to navigate up the hill. Bran leads the cart with Jedry while Burzu and Petal use their speed to get up the hill with some creative magicks along the way. After getting hit by some rocks the gang makes it to the top of the hill where they find a large stone statue. The statue turns to the party and says, “Do you want to be my friend?” Petal immediately jumps in and says yes. After some conversation about the statue pushing the mud down the hill and not planning to leave, the statue makes them promise to return. The statue calls himself Mudman and waves goodbye.

A few more days of travel happen uneventfully. The gang has been in the Mudhills about 6 days and estimate another 6 to the Furnace Mountains. What else do the Mudhills hold for the gang? Where is the Thundershield Clan? What is happening at the Furnace Mountains? Stay tuned next time!

Session 16
The fantastic five continued into the Mud Hills discussing burial rites for Hushwing and how different cultures engage with it. Bran shared that Hushwing will be burned on a pyre and celebrated as the hero he was. This seemed to satisfy the gang to their current purpose.

As they continued along with five days to go, they began to see the Furnace Mountains in the distance, when a few spotted something shining in a nearby cave. Because of the rain they thought they might as well take a look. After some initial exploring and finding something sticky, they ran into some large spider like creatures (Cave Fishers for anyone interested). As they fought through the webs and claw attacks the gang was able to dispatch most of the spiders before the others scattered.

Bran investigated the shining crystal and noted that it was a growing quartz designed to create a pearl of power through the reflection and refraction of a specific light coming from above. It was assumed that the owner had set up this contraption to build this pearl of power but the gang has liberated it from that person.

Later that night, Petal was writing in her journal about the day with the spiders, when she was filled by something and started writing. The lettering was different than her own or of any she has known in the past and the words said, “Where are you?” After thinking a second she begin to try and describe where she was and made a little map as well. When it seemed no response was forthcoming she put it away and finished her watch.

The next day, Isemo and Jedry notice that something weird is happening to magick although they are not able to pin down what exactly is happening. As they discuss it they hear a strange animalistic wailing coming from down the road. As the team approaches slowly, they see 3 large snails with a bright blue shell and orange coloring are wailing as a smoke creature appears to be consuming one. Bran goes charging in as Burzu realizes that this smoke creature may be an undead creature that was cursed in some way.

As they approach the Furnace Mountains and the Thundershield Clan, what have they stumbled upon with these creatures, what is happening with magick, and what will they do next? Next time on The Fantastic Five!

Session 17
As the gang rushes in to fight the smoke monsters and save the snails, a bright light emerges from the shell of the attacked snail. While Jed, Isemo, and Petal get in some ranged attacks, both Bran and Burzu slam into melee combat. The strange magickal effects that emanate from the shells seem to cause some magickal disturbance, even reflecting a spell and damaging some. As more smoke monsters appear, their whispering madness stuns a few folks and causes searing psychic damage, even causing some to attack their friends. Eventually after a flanking line, the gang is able to dispatch with the smoke monsters as the snails “run” away.

After taking a minute to heal, they start to inspect the dead snail’s shell. They realize that it was a flail snail and that it shell can be used to make 3 shields that have antimagickal properties. They put it in the cart and continue towards the Furnace Mountain range.

Once they get close enough, they see a small trading post of a town that appears to have a small fire. They rush in and see that the village was recently attacked. After helping put out the fire, they learn that giants had attacked. Figaro, a silver haired dragonborn shows them around town and invites them to the bar to rest from their hard work. After delivering the snail shell to the butcher to take care of the meat, they find their way to the bar. The bar is full but there is a solemn feel to the space. Bran learns some more info from the bartender, Petal trades for some natural 20 dwarven yule porter (from the Thundershield Clan), and Isemo listens in to some conversations. They learn that giants attack but usually just one of them, and that they were more coordinated this time which was strange.

Bran notices two fellows staring at him directly after Petal mentions Hushwing. Bran goes to learn more but instead is rudely greeted by these two punks, a goliath and warforged. They start calling him a weakling and a broken child and accuse him of running to mommy and daddy. Bran starts to take the highroad when Petal swoops in the provide support. Two folx quickly jump in to intervene and cast command on the punks to make them sit. Burzu recognizes their emblem as being of the Order of the Terrible Lizard.

Ottun, the earth genais, and Torga the dwarf both make introductions and talk about fighting the giants. They learn of your quest for a good death for Hushwing and offer to watch over the body while the gang finds the Thundershield Clan. And after some discussion the gang agrees.

They then make their way to bed in the hostel type setting for all those displaced by the giant destruction. Bran is attacked in the night with a bag over his head and two people holding him down pummeling his stomach. A quick thunderwave wakes everyone up. As Isemo and Petal attack the goliath from the back, Jedry tackles the warforged off of Bran. The goliath seeing that he is outnumbered makes a break for it. After Isemo and Petal take a swing, Bran rips the bag off his head and dives fist first to the goliath and knocks him out cold, yelling “broken body this mother fucker.”

The rest of the room starts to wake up and light some candles. Figaro rushes in and asks if Bran is okay and if those two punks were causing trouble. Bran looks around for Ottun and Torga before making eye contact with Burzu and mouths to him “bad death.” Burzu’s eyes go wide as he tries to intervene, but he is too far and too slow to stop the inevitable. Bran raises his armored foot and stomps on the goliath’s head, curb stomping the life out of him and the energy out of the room.

A still moment of quiet and violence echoes through the room. What is going to happen to Bran? Is there a town watch? What about the warforged being restrained? What about Burzu and this bad death? Next time on “Gandrahimm and the Fantastic Five.”

Session 18
After the curb stomp, the place grew quiet as Figaro, the dragonborn, tried to settle down the room. The warforged charged but Burzu intimidated him. Figaro ushered the warforged to a locked down room and the gang to another room for everyone’s “safety.”

Burzu woke up early and went to sit outside with his thoughts. He eventually was approached by Ottun and Torga who had been asked to help the gang move out of town. Burzu explained some of the situation and before receiving some info from Ottun and Torga. They handed a piece of paper from the goliath that said get the map and we’ll give you money. Ottun also relayed the info that the giants were headed east and to follow the lonely peak to hopefully find them.

Burzu pulled Bran aside to see if there was any animosity between them but they came to a mutual understanding as the rest of the gang joined them. After checking on Hushwing’s space and finalizing his protection, the gang headed into the mountains.

As they headed higher into the mountains it got difficult to travel and Jed and Isemo had a little bit of struggles but were surviving so far. Jed eventually found a place to safely stay for the night before they ran into a giant and two manticores. Jed quickly got attacked by the manticore who got a big bite out of him. Burzu got tied up by the giant before misty stepping away and curing himself. Petal finally smashed that manticore even though he was held down by the chain as Jed called upon the stars to help her with the attack. Bran heated the chains around Petal to try and get the giant to drop them but it didn’t work before Burzu smited the giants head off. Isemo fireballed the other manticore which caused some rocks to fall from the mountainside. The manticore was killed but the avalanche nearly killed Jed before Burzu and Isemo ran over to him.

Petal and Bran found some dwarven prisoners in the mountain and got them free. Bran recognized Brandona, his mother, though she did not recognize him with the metal suit on. Brandona spoke about how the giants were more organized this time and took them prisoner which they hadn’t in the past. She said they took her family to the Lonely Peak and if Bran could do something she would forever be in his debt. At this point Bran revealed himself and promised to rescue his family as a fellow Thundershield member. Brandona hugged him and said she didn’t think he had survived. Bran shushed her before helping her up and getting her some protection.

Meanwhile, Isemo and Burzu helped Jed, while Petal tried to get some souvenirs from the manticore, only retrieving 3 spikes and a few teeth. Burzu started a fire to keep them warm as Bran and the dwarves exited the cave… The gang meets the family next time on "The Fantastic Five!"

Session 19
Bran and Brandona are introduced to the gang as they rehash some of what Bran had previously learned from his mother. Giants are working more intelligently than in the past and took the dwarves by surprise. They have taken them prisoner and are heading to the Lonely Peak. After introductions and some food, Bran and his mother continue to catch up hearing about his strong father and brother and the general warfare of the family. A quiet and cold night passes, with a crow visit to Petal and the stars speaking of a time of trouble to Jedry.

After skinning the manticores for cloaks, Bran sends his mother and the other dwarves back to Mayhrst with 100gp for food and lodgings, a very generous sum. They set out to the Lonely Peak with Bran leading bravely into the mountains. They continue their journey with a new sense of urgency. It continues to get colder and colder.

On the second day from leaving his mother, Bran spots several Yetis traveling and the gang tries to hide from them. One Yeti sniffs something but doesn’t react. A few hours later that gang is almost ambushed by the Yeti’s but noticed them just in time. After some chilling gaze paralyzed Burzu, Isemo, and Jedry fear starts to set in. Bran and Petal come in swinging. Isemo’s mirror images are being torn apart as Jedry is knocked unconscious. Burzu shakes off the cold and restores Jedry as the tide of battle shifts with Bran and Petal attacking and defending. After a few more vicious hits, the gang dispatches the yetis and make some nice boots from them.

As the temperature drops and the altitude increases, the gang struggles more and more but Bran continues to lead them efficiently, avoiding winter wolves and pitfalls. He even shaves off half a day’s journey with his leadership. On the fourth day, they start up the Lonely Peak, passing wooly mammoths on the way up. Bran shares some rumors about how the Peak has no top or touches the heavens. He relays stories of how no one ever returns from going up it but also that sometimes creatures or people come down that did not go up it.

On the fifth day they pass 10k feet then 15k feet and keep climbing. Clouds start to form and a lightning storm takes place. Realizing they are in metal armor they make a break for some cover in the rocky terrain. After  the storm clears, the gang finishes their ascent to a giant castle. Bran has never heard of this castle before or that any structures were up here.

They approach cautiously as dusk starts to wean the light from the day. They see several outbuildings before a wall with blue crystals on it and then the entrance past that. In the outbuildings are several pairs of dwarves that appear to be working in some capacity. They take shelter in the furthest outbuilding and start to hatch a plan. Burzu and Isemo stealthily take a look around. They notice the dwarves working but not speaking, and strangely walking in unison. Isemo tries to charm them with a Hypnotic Pattern but it didn’t work. They notice a strange energy coming from the blue crystals and almost teleport up there before thinking it might be protective of the castle in some way. They decide to stay the night and approach in the morning. Jed, the oldest of the group, has struggled mightily on this journey or cold and altitude and will be facing exhaustion until he can get to lower altitudes.

What will they find in the castle? Are Bran’s father and brother still alive? Why are the dwarves acting so strangely? Next time on Gandrahimm!!!!

Session 20
High winds begin to blow throughout the camp as the gang reconvenes at the outbuilding. They quickly decided to split the party in the face of the giant castle. Jedry and Petal snuck into some of the outbuildings looking for a possible secret passageway into the castle. Burzu and Isemo moved quickly looking for a dwarf to kidnap and interrogate and/or save. Isemo noticed a giant guard on patrol who seemed to have two heads speaking to itself and complaining about guard duty. All four sneaking around navigate around this guard and join up in the middle. Bran had been keeping watch and decided to join in as well.

In the central outbuilding, Bran discovered a secret passage way into the castle. 15ft down and 100ft down the hall leads into the castle. 15ft back up into the castle a trap door is found. Burzu overhears two giants working together, looking through a telescope and giving notes to the other. The giant at the telescope said, “Arche and Mahina in alignment. Phoebos and Elara are ascending,” before they head off for a snack - seemingly made of dwarf.

The gang sneaks into the room. Burzu, Isemo, and Jedry work through the notebook and the telescope. It seems that the notebook goes back about two months with notes about the positions of the different planets. The first page states (perhaps erroneously for planets) “The recording of the 9 planes through the sky.” Isemo notes that this notebook begins about the same time as the gang first met up, Petal appeared on this plane, and the clockworker first opened up a portal. A note from when the two moons of Chime collided says, “The time has come, The hunger is upon us.” Jedry looking at the notes sees that these moons would not naturally have collided. Burzu connects this info to his mushroom trip and visit from a foreign being. Jedry reminds the group about the conversation from the hags that said the Hunger had been released from its chains that the ancient Vaati had held it in.

Isemo moves over to the telescope where he notices 9 runes in abyssal, 8 of which correspond to the 8 other planets in the sky. The 9th rune is unknown to Isemo. And so of course he touches it. The telescope moves before revealing a lidless eye that terrifies Isemo who forgets what happened when he flinches away from the telescope. Jedry decides that he should try as well with his higher mental capacity. Jedry sees locusts swarming the view of the telescope making it hard to make out anything else. Isemo decides to look on more time but to look at a different planet first. He looks at Arche, hits the unknown rune, and finds himself in the depths of despair thinking he would never have enough after his family’s loss of status. He is filled with a desire to hoard wealth. Petal tries to hold his face there but Isemo reacted too strongly.

During this intellectual interlude, Petal does some investigating of her own. She quickly finds several potions to buoy her collection, a potion of fire breathing, a potion of growth, and a potion of flying. Bran is doing his duty while his teammates are distracted and is keeping a watch at which point he hears giants coming back to the room.

The gang scurries back down into the tunnel to hide and it seems that the giants do not find the secret passage. The gang is consumed with thoughts of what they have learned and how it connects to what they are up to. Isemo starts making connections between what he say and possible religious imagery he had dismissed earlier in life. Burzu forgoes his watch duties and reads the book starting at the back. On the last page is a charcoal rubbing of one corner of the map that Hushwing gave them. It has a few notes such as “Is this the city of Brass?” and another letter that looks like a W where it says this symbol equals the Ch sound. After pondering this Burzu sees notes on five individuals at the bottom of the page that seem to correlate to when the gang was in Gandrahimm. Once Burzu shares this info in the morning the gang starts to wonder how this info got to the giants all the way here… After the full night’s watch, the gang awakens refreshed except for Jedry who appears to be exhausted from the high altitude. The gang decides to capture a dwarf in order to learn more about what they are facing. They quickly snatch someone from their work with little resistance. They try everything they can think of to end this state of being but nothing seems to work. After a long time of consideration and experimentation, Isemo determines that the dwarf seems to be possessed by what he thinks might be an aberration. Finally, they knock the dwarf out and this aberration slithers out of the dwarf’s nose. Since they were anticipating this reaction, the gang quickly jumps to action to dispense of this creature, learning some of its abilities to create Fear and attack with claws, pincers, and its stinger.

The dwarf is revived by Burzu and says, “Where am I? Who are you?” in a frightened voice.

What is happening? What does the dwarf know? Is the rest of Bran's family in there? What will the gang do next?

Session 21
The dwarf Finnegan, awoke to five adventurers standing over him. While first terrified, especially by the beefy woman, he quickly learned that this quirky group was his saviors. He relayed what he had learned. The Thundershield’s had been attacked by the giants and taken hostage, brought to this keep, then brought into the throneroom and a worm crawled up their nose. Once the worm was in, the days started to blur together but it seemed that the worms were getting used to new hosts and learning how to work these bodies.

The gang decided to go and check on the castle to see if they could spring any more dwarves from this hellish experience. They snuck back into the castle and started moving stealthily through the passageways. They really felt like they were sneaky but not sneaky enough it seems as Burzu, the one in the lead, got impaled by a spear from a hidden giant. The muscular giant had a large metallic shield and a number of tree trunk spears. Burzu struck back with the divine ferocity and a natural twenty before being knocked unconscious. Bran heated the shield to force a drop while the others lit into the giant, quickly dispatching it.

The gang heard a few more giants headed their way and ran down the hall. They passed an intersection before ducking into a bunk room. They took a few right turns (always turn left!) that led to a dead end. The giant didn’t seem to notice them as it worked on making a tunnel. Bran took advantage and slammed into it distracting it from his friends. Burzu flies in with more natural twenties and the gang took this giant out. Petal recovered the greataxe from this giant which is made for giants. This special axe will have disadvantage for all creatures smaller than large and with a strength below 22 though it does an extreme amount of damage.

The gang worked their way back and got back on track turning left though quite loudly. They did notice a giant waiting for them around the corner and decided to carpet bomb it from far away. The giant was angry and ran out except he had a friend with him. Burzu came with another natural twenty and Bran heated more metal. They dispatched the two giants and discover that they were guarding the rest of the un-wormed dwarves.

The large “leader” dwarf talked about how their leaders, Bran’s father and brother, were just taken away for a worming. Bran quickly started that direction.

What will happen to Bran’s family? Will the gang get there in time? Who is behind all of this?