Mysteries of Fate
Act 1: The Old World
Session 0: A New Opportunity
The characters have been at the guild for between 6-12 months before the expedition is set to happen. What were the characters doing in that time? How did they meet? were any friendships or rivalries set forth before the journey began?
As the day of departure approaches the newly established party begins to get ready to head out. Everyone has already prepared, shopping has been completed and the guild has given out complimentary gear such as armor and weapons sent out to each members place of living. Along with that complimentary gear comes a letter and it says the following
“dear adventurer, the day approaches where you will go out and claim this land in our name, you have been handpicked among many others so take great pride in yourself and don’t forget you worked hard to get to this moment. Here is some free gear compliments of the guild to assist you on your mission. Next Tuesday at dawn we shall set sail from the port city of Ferabreeze, please be there or you will be left behind. Good luck on your quest, and make sure to also have a good time while on the mission, in our line of work you never know what happy moment may be your last.”
After reading the letter you all feel inspired and ready to take on this mission. No matter what your goals are, power, revenge, food, and just about anything else you feel as though this is a huge step in the right direction. In the following days you tie up any loose ends back home, such as saying bye to family and friends, making pet sitter accommodations, and maybe sharing a moment with someone you hold dear to you, either way it’s time to say goodbye to your old life for the foreseeable future. The day approaches quickly and the morning of the day we set sail Karel is first to make it to the boat, as he has been there for a week stocking the boat and making sure all arrangements have been made and prepared for the journey. You all come along one by one eventually the whole team is aboard and we are just about ready to set sail. You all look at each other and realize this will be your family for the foreseeable future and you’d do right to get on everyone’s good side. Silas stands up and pulls a bottle of champagne out his bag “My teacher gave this to me and I think now’s a good time as any to open it”
He pours each drink one by one and hands it off to the team before raising his glass and offering a toast “here’s to new friendships and adventures, May we be blessed with good fortune on this mission”
Just as he says that the ship captain blows the horn and we officially set sail to our destination.
Session 1: Setting Sail
Hero Points
- Paprika
- Terry
“All Hands to Sations!!, All Hands o Stationssss!!”
The Crack of Thunder overhead as the beating of cold rain batters the party's soaked clothes, The ship has encountered a storm seemingly out of nowhere as the crew are desperately trying to keep themselves and the ship afloat and on course.
another snap of thunder and the bright flash of lightning strikes the mast, the flames quickly extinguished by a flood of rain. The Captain and helmsmen both fighting for their lives keeping the wheel steady. There is a scream of one of the crewmembers as they fall overboard, others call out but there is no use, the maelstrom of the ocean has already swallowed them whole, sunk into the black waves.
Looking up against the howling wind, the clouds are swirling above, the party haven't been out to sea long but they all know this is no natural storm.
Things are looking bad, they may perish at sea before even reaching the Old world. but everyone of the crew refuses to give up, tieing down suppliers, hosting sails. what is the party doing to help the ship?
Silas uses his mighty strenght to take hold of the flailing sil ropes and tie them down to the ship
Bon uses his medical skills to patch up some of the wounded crew members.
Terry climbs to the cows nest and keeps an eye out for the waves ahead shouting back updates to the helmsmen
Paprika goes bellow deck to tie down the supplies before they get loose and casue major damage
Shao ties wrangles the cannons before they break loose and takes a moment to ready ammo encase what ever casued this storm comes out for a fight
Istite ties down soem supplies on deck using his strength to overcome the howling storm
Karel also manages to tie down some supplies using her nimble hands to get some of the smalller loose items
The party fight for their lifes against the storm, things are chaos but there is some glimmer of hope the party will pull through. but then things get darker as the crew catch something rising out of the water, something living, larger than any creature they have ever seen before.
Like a horrid nightmare the captain's shout pierces through the raging storm. “Kraaaaakeennnnn”
The ships bell rings out, crisis alert, Uter dread fills much of the crew as some can't help but stare at the titanic creature. Tentacles start rising from the ocean's surface. there are only a few moments left, before a tentacle strikes the ship and everything goes black.
In these few moments the party find themselves reminiscing about the time before they got on this ship. Back in the Banker's Office, Lined up along side each other, Guild Members before two of the Guild masters. getting one final pep talk before the international journey began, They tell the party the basics of what the expedition is about, what the goals are, what to expect and the supplies that are being sent with them. They ask you to introduces themselves, giving an official greeting to the other Guild members so everyone knows who they are working with and why.
Paprika introduces herself first, the cook
Bon Introduces himself, the doctor, well dressed, complete covered
Karel introduces herself, The mage, new member, dressed in yellow
Terry introduces himself, the navigator, FLoral dragon
Istite introduces himself, very stone face, goliath lacking Minera, The celestial takes notice.
Silas Introduces himself, the muscle Banker asks his family name,
Shao Introduces himself last, The monk
This slowly start to come back into focus for our adventurers. hearing the sound of waves softly lapping at the sore, feeling the soft sand against their faces, in their hands. the warmth of the sun coating them as the begin to regain conscious. waking up and looking around, by some act of the Pantheon they managed to survive that Kraken attack, but not all. They see others of the crew floating face down in the water or impaled on bits of wrecked ship. The party was lucky, Or perhaps truly an act of intervention.
All around the shore is wreckage of the guild's ship, large parts caught on the rocks further off shore while smaller bits litter the sand, Broken crates, tangles of rope and torn sails.
The party take sock of their situation, sounding off when they hear or see the pained movement of two other survivors. two (2) Polder who are recognised being on that ship, though both are in a bad way. Bon snaps to duty beginning medical treatment however he along with the rest of the party realise their inventory is missing. A quick search along the shore Karel finds some while Shao finds the other sets. Although not completely intact seems everything important is there.
Karel hands Bon is healer's hit as he gets to work on the female Polder, Karel moves oppiset to tend to the male Polder. Both work fast with not much time to spare.
Bon Succeeds and stabilizes the female Polder but unfortunately Karel stumbles and the male Polder who was named Shulk passes on.
With the medial emergency over the rest of the party start surveying the area.
Istite tries to get a good view of the land, trying to locate signs of civilisation, however being down hill on the shore despite being 8ft tall he is unable to catch anything above the trees.
Terry and Paprika while searching notice a large amount of fresh tracks. Some belonging to humanoids, Lizard folk, then smaller sets belonging to a Polder or Gnome, and a massive swaying track similar to a serpent but on a much larger scale. The humanoid tracks leading up away from the shore, up hill into the forest while the smaller and serpent tracks lead into or out of the sea.
Shao gives it his best go trying to life the unconscious Crewmember but lacking strength he is unable. Silas comes to aid easily lifting the small lady and taking her with them.
A quick discussion and the party follow the tracks leading inland. They follow the tracks for just under 2 hours before coming to a main road where the tracks they were following vanish into a sea of travelled dirt, hooves, cart tracks and all manor of other footprints make it impossible to follow their trail anymore.
Checking the map the party figure out where they are, a choice o head south directly to town or keep going east to reach their camp. They decided to keep heading east.
Its two days travel, during witch time Merdan the Polder woman regains consciousness ad is brought up to speed on what happened.
Coming to a clearing they have arrived at the Guild's future stronghold. A couple of tents and some very basic supplies are held around a campfire. upon approach a small figure exits the tent. Another Polder but she was not dressed in any guild attire. she looked like a labourer or wanderer of sorts. As she sees the party she seems to begin packing up a few things as if read to leave
Meet seed
Set up tents
Fancy vegi stew
Terry tstruggles with tent
Party sets up camp
Merdan stuff
Party heads to town, does some exploring
Party split, Bon, Shao and Istite to the court house, Paprika, Silas, Terry, Karel to the tavern
Terry gets almost glassed.
Parika pays 5 gold for drinks and smooth things over
Silas approches some people ata table
the other three meet the Orc mayor and get some deets
The party meet back in the tavern for discussion, It sounds like the bandits come once a month and they may be raiding again tonight,
The party return to camp and begin preparations. setting up a single trap?, and SHao sets up a trip wire but miss interperates the direction
Sure enough the bandits arrive. The party make horrible stelth rolls but the banits have even worse eye sight
A fight breaks out when a banit actually manages to stand on the single bear trap
Shao punches a few to death
Istite cleaves a few to death
a bandit tries to throw its lantern at Isite and Silas but misses wildy, it starts a fire
Managed to defeat all of them and keep one alive for questioning
Put out the fire, Karel starts another small fire by accident but is put out with the rest
Tie up the bandit to a tree stump, turn in for the night.
8 scimitars
7 crossbows
67 gold
400 silver
Gold locket
Bone dice
2 healing potions
Session 2: Getting to Work
Hero Points
- Bon: keeping to his character's themes of proper burial and grave domain
- Shao: Providing good conissit RP during the whole session. Always takeing a small moment to voice the character no matter how small the movement was.
The party have made their first move for themselves, for the guild and for the town of Aqi Karion, Defeating the small party of bandits sent to raid the town and managing to take one alive as prisoner. They have made themselves known. People will now know they are adventurers to be looked upon, and forces unknown to them have been made to take notice.
Party wake up next morning, SHaod is on his back
The morning after their fight with the bandits the party awake well rested with their one (1) captive snoring away, tied to a tree stump. Discussion is had about how best to deal with the bandit, some mentions of just killing them now and others of turning them in, but Eventually all agree information is priority.
A letter written on crude Parchment. It was found on the Bandit captian you killed.
It Reads
We saw some of the Guild crew get rescued from the ship wreck. Knowing M.M.A.P they will be heading to the ravaged town. Before they wake up you gotta find where that creature dropped them off and pick em clean of any valuables. Boss said specificly if any survived we can't off em just yet until we get the all clear. But they ain't say nothing about lighten their load. They got a long journey we might as well elp them with the heavy gold.
On your next trip to the town make sure to really bleed em dry.
Paprika prepares breakfast while the other party members interogate.
Istite wakes up the bandit by pouring water from one of his many waterskins all over the Bandit, soaking him and sharply rousing the bandit from slumber.
Understandably the Bandit is rather tight lipped at first. “I ain't no Snith!, Besides i can't even read” which quickly deteriorates the interogation to get more threatening. Istite and Terry able to break him first asking about the letter they found on the bandit Captin's person.
“Alright Alright…i can read…its a shame i know…look, I haven't seen that letter before…but it rings a few bells. Some of the crew did come back with a whole bounty of loot a few days ago now. They probably got it from your shipwreck. But that's about all i know.”
Bon gets a good read that the bandit is telling the truth.
The Party ask about the location of the Bandits camp but he is unwilling to give up the information. Thats when Shao steps in. Istite Gets in real close with a short sword stabbed into the stump, a few inches from the bandits head. Then Shao comes up with his own knife and begins to take a different approach to threats. Talking about cooking and eating the bandit for breakfast. with Paprika in the background looking mighty pleased with this idea. Shao carves the bandit's cheek and he quickly crumbles answering any and all of the parties questions.
“ uu ahhhhh! alright JEEZE our camp is a few days north of here! oh oh and make sure you find Jimmy, he provides watch for the camp. if he sees you and gets away he will alert the camp. You will be looking for symbols carved into the trees. oh jeeze please don't eat me!”
The party satisfied with the info back off to discuss.
There are a few ideas to let the bandit go and track him, others want to kill him here and now and others want to turn him in as part of the bounty, though the bounty didn't offer any additional reward for alive bandits.
The Bandit makes an offer of some key information for his life.
The party take the bandit back to town and claim bounty
Bon uses detect good and evil
4 days travel to Hillside
Banshee and sagomancy
Terry tries to convince the party he can talk to animals (even with the spell) but the party gaslight him to hell
1 day to travel to cave and back
4 days travel back
Pay cleric, shoesd guy pays most
plans begin
sus cleric but he not so sus
Paprika makes a Deal with the tavern to earn the Deep via selling meals equal to 5000 gold.
extended rest start
Werewolf
Extended rest Downtime
Bon will cut trees in the stronghold area, talk with the cleric in town and see if he can pick up a tip or two on undead stuff, and look for herbs and poisonous creatures he may use to craft poisons, and ask merchants if they have a poison recipe he may buy from them.
Paprika will begin work in the kitchen, cleaning and preparing it for proper use.
Go huting with Terry for some basic meats
Maybe gatering with bon looking for herbs, vergies etc
Plans to rope Karel into helping her cok if she isnt doing anything.
Terry will be offering aid for the rest of the party. Hunting with Paprika, Chopping Trees in the stronghold clearing.
Terry will also begin putting together ideas for rebuilding the town's defences starting with te three watch towers as well as getting an idea for a path through the caprian mountians. he will also look foir the Chitling
Silas will be talking with the town guard captian to begin the process of recruiting and training more town guards.
He will also be helping remove some of the trees and keeping an eye on the cleric.
Istite Noting at the moment
Shao Wants to study his new book as well as clear some of the trees and elp rebuild some of the buildings in town. with the smith and general goods merchant looking to settle in town those would be two building to proritise
Karel Nothing at the moment
Session 3: Secrets in the Moonlight
The party begin a week long rest where they will take the time away from the life threatening adventuring to do more basic and mundane tasks and take time to reflect on the experience they have earned up unto this point. However the first night of their rest the light of one of the full moons reveals a secret Paprika has been keeping from her party members. as there is a stand off between the party and a Werewolf Paprika.
Hero Points
like the session was so consistently good from all my players its really hard to think of stand out moments. There were certainly some but the rules of Hero points means those key moment's can't get another Hero point or the character already has a hero point. will come back to this
After the party have a bit of a event with the Werewolf Paprika the next morning begin's thier week long Exztended rest. the entire party dedicates some of their time to repairing a few key buildings in town including a General store, a smith and the guard house.
By the end of the week the cleric cleanses the town successfully.
After a bit of debrief where the party shares what they have learned over the week they all decided to carry on with their original plan and head south towords Reslak Outpost in order to chase up some opportunities for the town and find information about Mr Foolberry.
However on the 2nd night of travle during a New Moon, Karel decides to open up the strange book they found outside Waterlogged cave. At which point the entire party is sucked inside the book. waking up inside a refined manor.
The party meet an elderly blind orc who introduces himself as Sage Matreous Who expresses his gratitude that he gets to speak with other people.
The party begin exploring starting with the study. The room seems personal. Its cozy like coming home to a warm meal after a long day. The entire far wall of the study is a floor-to-ceiling bookshelf with Even more books resting on several large royal purple armchairs and small wooden tables.
there are several expertly created paintings on the walls depicting various scenes.
A fluffy black cat is curled up on one of the chairs which becomes alert as the party walk in.
The party explore the excersise room next. Istite takes a bandolier of darts from the weapon rack and gives it to Terry.
The party explore the room at the end being a personal library. Bon and shao run around and trigger combat with swarms of animated books.
The party go back into the hallway and speak with Sage Matreous
The party explore the kitchen and run into two (2) magically crafted homunculi that act as the servants of the manour. they are cooking without much meaning as te kitchen is full of assorted meals.
The party decided to try and take a short rest with a meal prepared by the homuncli, but as they get seated in the dining room one of the chairs turns out to be a mimic and attacks. almost killing Terry but Shao heroricly swoops in to save him.
Session 4: Experiencing the Joy of Extradimensional Spaces
The party have quickly become awear the are trapped in this Demi-plane. Though it seems they are onto te code to unlock the portal door back home. With 2 books found both blank aside from a single letter on the spine. 'I and B' The party still has more to find. yet The mansion seems to be out to get them with various monsters and traps they have encountered and they have yet to fully explore the place. Dow in the basement the party's search is interrupted by the snarling screeches of Mage Rippers in the doorway ready to strike.

