Log of The Outcasts

"A talking cow?  He should fit right in with the rest of us..."
                 Shadow, Keenan-Char Wraithwalker

Beginning on the Pass of 3798

Pass of 3798
    18th Secondary Advance

    Kelvyn arranges passage for Brigid and party to Yhaune, in the Republic of Tandeme, from Strasford on the Sea, aboard The Mischievous Scamp. While attending a farewell celebration for the party at a nearbye tavern, Kelvyn is attacked by three thieves, who recognize him as "Callias Back-Biter". Shadow, Brigid, and Seanna help Kelvyn defeat his attackers, and Kelvyn reveals to them his true identity - Callias Scritoria, born in the Kingdom of Mecinnia, Westmarch,, ex-member of the Specularum thieve's guild, and framed for burning its guildmaster and senior members. Party prepares to leave for Yhaune. Kelvyn, realizing he cannot avoid his past forever, prepares to accompany them.
    20th Secondary Advance
    Brigid and party, along with Kelvyn, board The Mischevous Scamp, setting out for Yhaune of the Tandeme Republic.
    9th Tertiary Advance
    Brigid and party, along with Kelvyn, arrive in Yhaune. Party waits in an inn in the dock region while Kelvyn arranges transport to Specularum, Charsonnea. This proves to be a difficult task, as few are willing to carry either a minotaur or a dirt elf, let alone both, through Khamarhan port, a necessary stopping point along the route to Westmarch.
    11th Tertiary Advance
    For a hefty fee, Kelvyn books passage for the party aboard The Wanderer. Captained by a less than reputable figure, he is nonetheless willing to take the risk of transporting such dangerous cargo. Despite Brigid's misgivings, the party accepts.
    12th Tertiary Advance
    Brigid and party sets off from Yhaune port, Tandeme Republic, bound for Specularum, Mecinnia, aboard The Wanderer. Korum is relegated to the storage hold.
    17th Primary Peak
  The Wanderer arrives in Khamarhan port, Khamarhan. True to his word, its captain keeps Shadow's presence a secret, and hides him in the hold while unloading goods.
    1st Secondary Peak
    Brigid and party leave Khamarhan port aboard The Wanderer, having survived their port stay without incident. The captain sets sail for Specularum, in the Kingdom of Mecinnia.
    20th Tertiary Peak
    Brigid and party enter the port of Specularum. Kelvyn, in disguise, rows to shore just down the coast from the port entrance, so as not to be seen with the party and attract attention. The PCs learn of the four factions vying for control of Specularum, the Radu, Vorloi, Tornescue, and the royalists, loyal to the Duke, nominal ruler of Specularum. Brigid and Seanna swear accountability for Korum's actions, so he can enter the city. Upon disembarking, the party witnesses a fight in the streets between Radu and Tornescu factions. When the PCs attempt to find the inn Kelvyn suggested, they find it is gone, and are forced to split the party between two inns. Shadow accepts a proposistion from a group of Radu supporters, agreeing to meet in two nights' time.
    1st Quaternary Peak
    Brigid, Seanna and Korum approached and offer a job to work as body guards for a Tornescu supporter. Shadow rejoins party, and Kelvyn, in disguise, meete them at the inn, explaining his misgivings at the level of violence and intolerance between the three factions, which has increased since he left the city. PCs attempt to gather information as to the location of the ancient city hidden under Specularum, without success.
    2nd Quaternary Peak
    Brigid and party again unsuccessfully attempt to learn the location of the ancient city. That night, Brigid, Seanna, and Korum join a party of body guards hired to protect Theosius Tornescu. At the same time, Shadow learns he has been hired to assist in the kidnappinng of the same Theosius. The spirited resistance of Brigid, Korum, and Seanna results in a stalemate between the two groups, and Shadow turns on one of the leaders of the ambush, failing to slay him. Once it appears the kidnapping will not be successful, the other leaders kill off the few remaining ambushers, and flee when Seanna uses magic on them, to shocked cries of "A mage!". The encounter is a bloodbath, as almost  two dozen men on both sides fall, but the PCs succeed in protecting Theosius.
    3rd Quaternary Peak
    The PC's actions the night before lead to immediate fame throughout the city, Seanna, Brigid, and Korum are led to the hall of justice, where a clerical tribunal by a hand of Heimdall finds them innocenct in the events, partially due to the influence of the grateful Theosius Tornescu. While the three are away at the trial, Kelvyn and Shadow, trail Carnwulf's two mysterious companions, but are noticed, and lured into an ambush in an alley. Luckily, the other PCs arrive to help, but the two assailants escape. That night, apparent Vorloi assailants break into Seanna's room and attempt to capture her. Shadow and Seanna manage to defeat them, and Brigid and Korum take two prisoner. Shadow discovers the assailants may not represent the Vorloi faction at all. The prisoners are taken into custody by the authorities, but it is still unclear how they gained entrance to the building.
    4th Quaternary Peak
    The PCs are again brought before authorities, to tell their version of the events of the night before. They learn that the two prisoners who attacked Seanna the night before are now dead, victims of an apparent murder suicide while in their cell. Brigid learns of popular seer, Fortunato Vorloi, who she plans to visit the next day, in hopes he might lead her to the ancient ruins.
    5th Quaternary Peak
    PCs are coerced by the inkeep into helping Goodwife Thanato, a neighbor who bursts into the inn, distraught over the "demons" she hears in her basement. Brigid and the others investigate, and discover a series of tunnels dug below several buildings in their area, including the Thanato, Turano, and Fortunato, residences, as well as their own inn. They also discover two men burying Lucia Vorloi, daughter of Fortunato Vorloi, who appears to have been strangled. They defeat the men, eventually handing them in to the authorities. They investigate the Fortunato residence, finding clues which seem to implicate Stephanos Tornescu in the murder. Upon leaving the building, the party is seen by a servant of the Vorloi's, who runs and summons the phorus guard. While Korum, Brigid, and Seanna stay and are taken into custody by the authorities, Shadow panicks and flees. The three whos stay are cleared of the charges late that day, and Brigid discovers a man in the Old City who will allow the party to dig in his basement for sewer tunnels, for a large sum. Brigid returns to the party at The Jolly Halfling, intending to return the next day with Seanna, who holds most of the party's money. Shadow, although (unknown to him) already cleared in the murder of Lucia and Fortunato Vorloi, is wanted for resisting arrest and attempted theft, after he is spotted attempting to break into his inn. After eluding the guard on several occaisions, he disguises himself as human and takes shelter in another inn. Recognized by a member of the ragtag thieve's guild, he is offered shelter by them from the authorities, in return for the information the PCs discovered while investigating the Fortunato residence. Shadow learns that, unbeknownst to Kelvyn, there is still a thieves guild in Specularum, though it consists of only six people. Their leader states their belief that the same people responsible for the recent murders deaths are also trying to crush what remains of the guild.
6th Quaternary Peak
    Brigid, Seanna, and Korum leave to find the man willing to let them dig in his basement. The City is in an uproar over the murders, however, and much public sentiment is directed against the Tornescus, calling for justice. In the confusion, a group of men distract Korum and Brigid, managing to kidnap Seanna. The remaining PC's return to the inn, where they meet with Kelvyn and Shadow, who tells them of what he learned from the thieve's guild. Meanwhile, the situation in the city worsens, as the mobs of people become more and more hostile.
7th Quaternary Peak
    The PCs attempt to ascertain Seanna's wherabouts. However, a full scale riot breaks out in a square as the PCs happen to enter, and they are forced to flee. By night, the entire city is in chaos, and the phorus guard has declared martial law. Members of the three family factions openly clash in the streets. Meanwhile, the party learns that the men responsible for the murders will be meeting at the Blue Mead Hall the following night.
8th Quaternary Peak
    The PCS, along with Kelvyn, manage to thread their way through the burning city to the Blue Mead Hall. There, Kelvyn gains them entry, and they eavesdrop on a large gathering of masked men, whose leader talks of assassinations and bringing the Duke to his knees. The PCs trail several of its members, and recognize men from all three families.
9th Quaternary Peak
    The PCs conclude, incorrectly, that the Tornescus are responsible for the current chaos, as well as Seanna's kidnapping. With the help of the thieve's guild, they break into the compound just as its leader is assassinated by his brother Boris, one of the men from the meeting the previous night. Meanwhile, the head of the Radu family is also mysteriously killed. In a botched attempt to kidnap Boris, Korum accidentally kills him. While the party flees, the thieve's guild is either killed or captured. The PCs then force their way into the Vorloi compound, confronting the Baron. The party is surprised by the Baron's true master, a mind flayer, who quickly dispatches the PCs, storing them in the Vorloi crypt to deal with later. The mindflayer, who has held Seanna all this time, sacrifices her and removes her still living brain, placing it in a large device with the brains of all the city's other mages.
10th Quaternary Peak
    Kelvyn rescues the PCs from the Vorloi crypt, and they flee the compound, though Korum is gravely wounded, taking refuge in one of Kelvyn's old haunts. Meanwhile, the heads of the three families, under the mindflayer's control, declare peace, and unanimously accuse the Duke of inciting all the violence in an attempt to weaken the families. Under the compulsion of the mind-flayer, the heads of the thieve's guild admit to being pawns of the Duke, and of assassinating the family heads. The PCs are also implicated in the scheme. The people turn on the Duke, and the phorus guard retreat into the Ducal estates.
11th Quaternary Peak
    The family heads declare the city's independence from the Kingdom of Mecinnia, appointing themselves as the leaders of the city state. Meanwhile, the Duke sends a request for military assistance from the capital. The citizens, under the three families' direction, begin to fortify the city against a seige.
17th Quaternary Peak
    The PCs encounter Shiannon, a wandering Druid, who was attracted to the city by the presence of the Illythid. In return for her assistance in helping locate their friend, the PCs agree to help her destroy the mindflayer. Kelvyn, realizing that it was the Illithid that was responsible for killing his mentor, burning the guild, and framing Kelvyn all those years ago, eagerly offers his assistance.
18th Quaternary Peak
    The party, along with Shiannon and Kelvyn, re-enter the Vorloi compound, discovering that the mindflayer has secretly been controlling all three families, to take control of the city for himself. They also discover that he has been collecting the brains of all the city's mages, for some nefarious purpose. They find Seanna's corpse, and Korum destroys the flayer's apparatus, killing all the brains within. Kelvyn rescues the surviving members of the thieve's guild, and leads them to safety, alerting the phorus guard along the way. The PCs and Shiannon confront the Illithid, and manage to slay it. The phorus guard arrives, and without the coordination of the mind-flayer, the Vorlois quickly surrender.
19th Quaternary Peak
    With the heads of the families in custody, The Duke quickly regains control of the city. In gratitude for all the help the PCs have provided, he attempts to aid them in their search for the ancient ruins, as well as promising Shadow to look into any knowledge of Rahasia. All outstanding charges against the PCs are dropped. Shiannon decides to stay on and assist the PCs in regaining Velic's remains. Kelvyn tells the PCs that he has been reinstated into the guild, and leaves, offering whatever future assistance they may require.
2nd Primary Regress
    The PCs learn from the Duke of a man in the care of the church of Arawn, who may know of the location of the ancient ruin. The PCs visit the half crazed crippled man, who tells them of an ancient complex his party once stumbled upon, buried deep beneath the city. They found a magical maze that twisted the mind, and a terrible guardian that slew all in his party but himself. Believing that Korum's minotaur physiology would make him immune to the maze effects, the PCs begin preparations to explore the ruins, plans which are accelerated when they learn that Carnwulf and his party learned the same the day before. One of the local priests, Neko, offers to assist the party in its exploration.
3rd Primary Regress
    The PCs, along with Neko, venture into the ancient ruin, reaching the deepest levels of ancient burial catacombs devoted to the worship of Velic, a long dead god. They encounter Carnwulf and his party in the magical maze, but before the two groups can attack each other, the guardian, a powerful, mummy like creature, sets upon Carnwulf's group, killing his companions and leaving him unconscious. Korum is nearly killed when the creature turns on the PCs, but manages to finish off Carnwulf, and flee with the party. The PCs retreat to the entrance of the maze to rest and regroup.
4th Primary Regress
    The PCs learn that Korum is suffering from a magical disease, brought on by the tough of the guardian mummy. With time of the essence, they manage to navigate the maze, defeating several lesser guardians, and avoiding the greater mummy. Reaching the end, they manage to solve the puzzle that seals the entrance to Velic's chamber. Inside, they find the skull of the dead god, which they place in Brigid's bag of holding. When Brigid casually mutters that she wishes she was back in the inn, the party suddenly find themselves magically transported there. Agreeing that such powers are likely too dangerous to use safely, however, they agree the skull must not be accidentally triggered again. They head to the Duke, and turn the relic over to him, to be transported to the holy order of Arawn in Arcadia, where it may be kept safe. The party visits the church of Ariel, where Korum, in exchange for healing, agrees to serve as a laborer, helping rebuild the houses of the poor that were damaged in the riots. The PCs stay as honored guests of the Duke, intending to rest and tend to their wounds.
11th Primary Regress
    The Duke comes under increasing pressure from the royalty to relinguish control of the relic to a Lord Gabriel of Ascaria, who claims ownership of the skull. Despite the absurdity of the claim, the Duke tells the PCs that there are poweful individuals pulling strings to gain control of the artifact. Out of respect for the PCs role in defeating the mind-flayer and saving his throne, he advises Brigid to take the relic and flee for the safety of Arcadia before the matter is taken out of his hands. Brigid reluctantly reclaims the skull, and contacts Kelvyn to assist her in leaving the city undetected. Meanwhile, the other PCs remain in the city, unaware of the situation.
12th Primary Regress
    Brigid flees the city with the skull of Velic. The Duke informs the remaining PCs of what has transpired, advising them to remain as decoys, so those seeking the skull will not learn of Brigid's flight for long enough to give her a head start.
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