On the Shoulders of Giants

Reaching for Faith
Amongst the jumbled ruins...

The adventurers have an uneasy rest in the abandoned shop while the ravers prowl outside. They are given the option to leave, but instead choose to push towards Blackstone Church. Displaying all the stealth of an intoxicated buffalo they are ambushed by ravers, who take Amaril hostage. Axel rescues him in a dashing display of physical prowess, but feeling overwhelmed, the party decide to return to the relative safety of the guardhouse just outside Fallen.

Welcome to Godsgate.
We'd love to have you for dinner...

The Party head to Fallen to continue their investigations into the missing Pithos. A squad of city guardsman are guarding the bridge (including Jerika d’Deneith, a member of the defenders guild and a cleric of the Silver Flame), who warn the party about the dangers of Fallen – viscous gangs of Ravers have resorted to cannibalism to survive, but Blackstone Church may provide travellers respite form the violence of this district. The party are ambushed by a gang of emaciated Ravers, but heroically fight them off and hide in a ruined shop.

Ultimate Firelight Cagematch.
The Jesse Toot memorial post.

The party heads to Firelight to follow up on the Blood of Vol. They go to the Lucky Nines casino and meet a shady fellow who directs them to some more ‘physical’ entertainment over at Savia’s Bordello. They meet a young prostitute called Tahnee who leads them to the Burning Ring, an illegal underground gladiator arena. Axel and Lady both participate in the arena, and Jesse steps up to fight only to be tragically killed when Lady gets carried away in the moment. Amaril finds the old prostitute mentioned in Brother Matthias’ journal, only to find the cult has long since gone.

The burning church
rotten wood burns faster...

The party go back to Pinnacle to continue their investigations. They bump into Frances de’Vere outside the temple, and Jesse follows him and finds he’s got a dwarven friend with 8 copper rings on his hands. The party investigates the temple and finds ample evidence of the church’s corruption, but nothing further to do with the Blood of Vol.

While they investigate the temple catches on fire, they evacuate the building by smashing out a window and using a makeshift tapestry-rope to get the parishioners to safety. The fire was started by an “elemental grenade” – a fire elemental trapped in a glass sphere. They defeat the fire elemental and continue with their investigations.

After a short rest they head towards the district of Firelight but are ambushed by a gang of thugs. After a hard-won battle they emerge victorious, but decide to call it a night and head back to the guild to rest up.

The Blood of the Martyrs.
Why are all the hearts missing?

The adventurers head to the Arenal embassy to look for clues, where they learn about soarwood and find unexpected Dwarven footprints on the landing dock. They attend an auction of illegally acquired antiquities in a temple crypt and make a new and mysterious friend. A journey to the Citadel of the Sun in Hope’s Peak reveals another set of murders (and mutilated zombies), and further evidence that the Blood of Vol are behind the murders, but evidence also indicates where the Blood of Vol may be hiding…

A familiar problem...

The party have been hired by an Aerenal Elf to help investigate some murders and a theft. They meet a clumsy but well meaning apprentice wizard who animates a broom, which knocks over some cages containing familiars. The characters madly run around trying to collect the animals. Hilarity ensues.

The prequel
The start of something beautiful

The adventurers are hired by Morgrave University to catalogue some recently uncovered buildings in the district of Broken Arch. Good times were had by all, with spiders ambushing them, the noble families pet octopuses descendants scaring them away from their horde of cutlery, and the party making a small fortune by selling some bags of salt they uncovered during their exploration.


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