Chapter 5: Old Habits Die Hard

A month passes after the defeat of Shalkalesh. Bonesnap, Chuck and Razorfin use this time to aid the Qxltecan forces in reclaiming their cities, heading towards the coastal city of Chialco where they plan on obtaining a boat to the Old World. During this time, Chuck teaches the Qxltecans how to play Rumball, and she and Gawain have frequent matches. Chuck also expresses her desire to remove her curse of lycanthropy. Gawain offers his help, and is accosted by a very angry Durlan upon hearing that Gawain is from Stonebrook. Bonesnap assists the Qxltecans in combat, and seemingly having gained Shoulderpop's approval. Razorfin converses with Flamecrackle and Durlan, making sure that the two devotees of the Prophet Ianoda are still doing well since the Prophet's sudden disappearance. He also attunes to Ozenka's Flute, where he encounters another soul. This soul says very little, instead repeating a verse:

To slay that which cannot be slain

Requires knowledge, sundered into five

A mortal with divine spark ascends

And takes the mantle of the fallen

Only with greatest sacrifice,

Confined, to never know final rest

Do we become and remain, Champions of Death

Razorfin correctly guesses that this soul is Aerith, one of the four names that Jerry gave to Razorfin. And the same four names that Nightmist had written down obsessively.

After taking over Chialco, a ship is spotted on the horizon, led by the Prophet Ianoda. The ship is crewed by merchant sailors from the Commonwealth, and are dropping off the Qxltecan Refugees that the Crew of the Ebongale met while in Mossing. Upon seeing Wauld, Bonesnap attempts to hide, remembering that the reason he was banished from his tribe was for dishonorably killing Wauld's son. The Trio meet with Ianoda, who explains to them that the Anima haven't actually been imprisoned, they've been free for some time. However, when they learned that Bonesnap and the Ebongale had managed to enter the Astral Plane that resulted in the crew stealing something of importance from the queen of the Githyanki, and that the Raven Queen had stolen the crew's memories, the Anima decided to keep their freedom a secret, instead choosing to interact with the Material Plane by using avatars. The Prophet asks the trio to investigate the circumstances of their deaths, and to figure out what this has to do with the Raven Queen. In attempt to make amends, Bonesnap fashions a new eagle totem for himself, with the intention of leaving his original eagle totem with Wauld, along with a letter of apology. However, Wauld, spots Bonesnap, and explains to Bonesnap that there is no need for forgiveness, as Wauld does not blame Bonesnap for his son's death, as it was a troubling time for all, and everyone accepted the responsibilities of their actions. The two part ways with a warm embrace. Before leaving, Aktun gives the trio, Irren and Gawain, ancestral gifts, turquoise necklaces - a mark of protection from the Cat God, Tezchatli.

Hitching a ride with the  merchant ship, The Esperanza, the group make their month long trip to the only city remaining on the Old World, the city Haven. During that time, Chuck undergoes another wereboar transformation under the light of the full moon, but is able to control it and avoid any casualties.

The old world is a terrifying yet hauntingly beautiful sight, with roiling dark clouds and spired architecture. The group make their way into Haven, passing by the black sands and dock slums of Blackpool. The group splits up, with Irren, Gawain, Pixie and Razorfin heading towards the tavern known as The Old Halo to book rooms, while Bonesnap accompanies Chuck to the nearest Church of Pelor in an effort to find a priest powerful enough to lift her curse of Lycanthropy.

However, on the way to the church, the two spot a mugging taking place, the victim - a man dressed in noble clothes looking very lost. Wishing to help, Bonesnap and Razorfin confront the four muggers, but are interrupted by the sound of footsteps…and a lute-like instrument playing in the background. A figure steps forth playing a vihuela, and dressed in a fur-collared cloak, and gives a menacing speech, introducing himself as the "Righteous Flame of Tezchatli," instilling fear into all present. This newcomer makes quick work of the muggers with the assistance of Bonesnap, Chuck and the newly arrived Razorfin, burning them all into piles of ash. Somewhat taken aback by the harshness of retribution, the victim introduces himself as Venser, the senschal of Lady Balyr, a noble from the Commonwealth. He mentions that the Lady would pay them a reward for his rescue, and the group decides to escort Vesner to the Dawnblessed District to collect their reward. On the way, the tiefling musician notices the trio's turquoise necklaces, and shows one of his own, explaining that he was sent to help the group in their task.

At the gate of the Dawnblessed district, Venser apologizes to the group, explaining that the guards will not let them in without the proper proof of affiliation with a Dawnblessed Family. Razorfin attempts to deceive his way past the guards, claiming to be affiliated with House Aramis, but the guards refuse to let him in without his papers, suggesting he come back in the day when visitors are welcome. Venser apologizes again, and suggests the group come by tomorrow, after the funeral, to collect their reward. When asked about the funeral, Venser explains that the funeral is for Lord Altimer Aramis' only daughter, Jerolyn Aramis, who was a victim of a terrible accident in Grandstop. Realizing who this is, Razorfin insists that the group attend the funeral, to which the surprised Venser assures them that they will be on the guest list, taking their names down as Justice, Rustle, Charity Tillman, and Leon Razorfin.

Bonesnap, Razorfin and Chuck return to the Old Halo with their newfound companion, a mysterious Tiefling musician-vigilante that goes by many names: Ermenos to some, The Righteous Flame of Tezchatli to others, and simply Justice to others still. The group find Irren playing cards with some adventurers and Gawain at a table with Pixie, awaiting their arrival. At the sight of Justice, the adventurers quickly depart, leaving your group alone as the trio convey the night’s events to Irren and Gawain. The barkeeper, drops by to pour you all very expensive drinks, and mentions to Justice that the City Watch were asking about him while they were away, as they were investigating the charred corpses just down the street. The group ask the barkeeper about clothes cleaning services and any nearby tailors and pawn shops within their price range, as they wish to use tomorrow morning to prepare themselves for Jerry’s funeral.

Justice inquires as to the group’s original purpose in visiting Haven, showing his own turquoise amulet and explaining that he was sent to help them on their quest to discover the Raven Queen's whereabouts and what their connection is to the goddess, as he too, is a follower of the Anima. The group mention that they are trying to reach an objective in the Old World, hypothesizing that whatever object they find will have the soul of either Renault Silverstaff or the being named "Daeon," and may bring further answers to their life before. Justice explains that in order to venture beyond the walls of Haven, the group will require two things: 1) Relic Hunting licenses which can be obtained at the Relic Hunter’s Hall and 2) a Patron, someone with wealth and status that can finance their expedition, pay the required permits, and vouch for the expedition team. In an effort to keep progressing on their objective, Irren and Gawain agree to visit the Relic Hunting hall to obtain licenses for everyone. They leave Pixie with the remaining group members.

The next day the group heads out to the pawn shop recommended by the barkeeper. There, they find a gnome shopkeeper and his assortment of odds and ends, all items that presumably were obtained by relic hunters and deemed worthless by hunters. Chuck sells some of her Githyanki-made swords, as well as some personal items and monstrous animal parts found inside the handy haversack previously owned by Barty and his companions. While unloading the pack, Justice spies the bags of Stardust hidden inside, which he immediately identifies due to his past encounters with Stardust drug rings in Haven. Bonesnap decides to use this time to commune with Pixie, attempting to explain to the young pitbull that they are going to Jerry’s funeral, and that their friend is no longer among the living. Pixie seems to struggle with this concept of death, comparing death to when her previous owners would and return with “tentacle heads” for her to play with. After deciding against buying what is possibly most definitely a cursed doll, the group head out the door and across the street to the tailor’s.

Once outside, Justice immediately confronts Chuck, demanding to know why the group is in possession of such a large amount of Stardust, and why there were so many personal items that didn’t belong to them. The group explains their connection to the drugs, and Razorfin also explains the vision-inducing powers of the powder. Bonesnap also brings up Pixie’s strange comments during his discussion with her, which is enough for the group to realize where Pixie came from, and why she is under the delusion that she can fly. During the Crew of the Ebongale’s first foray into the Astral Plane, when they still had their memories, they presumably stole Pixie from the Lich Queen Vlaakith. The group decides to stow this information away and discuss the implications of this knowledge at a later time.

Chuck and Razorfin obtain suits more appropriate for the occasion they are attending. Thanks to Chuck’s comments, the tailor affixes a white flower on Chuck’s lapel, explaining that this white flower is house flower of House Aramis, and wearing one publicly shows your allegiance to the house. The group thanks the tailor and head towards the Dawnblessed district, readying themselves for the solemn event.

The Dawnblessed district is cleaner and full of more flora than the more gloomy areas of Haven. However, the streets are marked with black banners of mourning and many of the people have their heads bowed low. Following the crowd, the group reaches the gates of House Aramis, which open up to a large well-maintained lawn. On one side of the lawn is the Aramis Manor, and on the other side - where people are gathering - is a large gothic building that you learn is the Aramis Archives. The group approaches, giving the guard the names they had given Venser - the man they saved last night and seneschal of Lady Balyr. Just before their names are publicly announced to the guests inside, they are met by a middle-aged woman with white-blond hair, bearing a striking resemblance to Jerry and easily identified as Jerry’s mother. This woman pulls the group aside and quickly drops her formal expression, confused as to your presence, recognizing Razorfin as Leon and assuming the others to be members of the Crew of the Ebongale. She explains that this funeral is high-profile, and has attracted many nobles - from The Old World and Commonwealth alike, and that the area is crawling with Crown Guard. The Crown Advisor himself is in attendance. Razorfin and Bonesnap explain that it’s worth the risk to see their friend one last time, and Lady Aramis relents, asking you all to stay out of sight and observe the funeral from the balcony above. The group agrees, and Lady Aramis is pulled away by the presence of Chief Inspector Gandle Haust, who asks to speak to the Lady in private.  Razofrin, Bonesnap and Chuck walk up to the open casket, with a portrait of Jerry with white-blonde hair rather than her brown hair on one side, and her silver rapier on the other. Justice decides to stay behind at the back of the Archives out of respect for the others. Razorfin places his original rapier in the casket, Bonesnap places the petrified pixie, and Chuck places her autographed portrait of Jerry. A man, later identified as Jerry’s brother, watches with interest as the Tiefling, Kenku and towering human woman pay their respects to his sister.

Meanwhile, Justice is approached by Nolan, the man that he first met back at the Old Halo. The two exchange greetings and surprise to find each other at this event. Catching sight of Nolan, the other three members greet the man warmly. Nolan is happy to see the other three as well, and explains that after the second break-in at the Sentinel, he decided to stop working for the reconstruction crews. He heard a voice inside him, the same voice that guided him to alert the Crew of the Crimson Serpent to help the group escape Grandstop, guiding him to join the clergy of the Raven Queen. He now serves as a novice member and has traveled to Haven to help officiate the funeral. Bonesnap asks if Nolan hears the same voice that the crew heard while briefly dead, and Nolan confirms it is so. The group all look at each other, unsure as to what this means, and suggest that Nolan take these voices with a grain of salt, as the Raven Queen is not one to be trusted.

The crew move up to the balcony, passing by a portly and bearded tiefling as he locks to doors and mutters to himself. The funeral is a solemn and emotional event, with Jerry’s mother and brother giving speeches, and Jerry's father looks on without betraying emotion. Jerry’s body is then brought out to a funeral pyre in front of the Archives, with the Soltarch (High priestess of Pelor) and the Raven Queen Priests each giving their blessings. As the crowd watches the smoke rise, black dots in the distance head towards the area. These dots are identified as winged fiends, and the crowd immediately begins dispersing in fear of attack. The fiends fly past the crowd and enter the Archives. Led by Jerry’s brother, the Dawnguard head into the Archives to eradicate the devils. While somewhat reluctant, the group decides to go in as well and combat ensues as the winged devils fire their spines at the group. All things considered, the group works quite well as a team, with Justice casting Fly on Bonesnap and Razorfin and Chuck finding inventive ways for reaching their ranged foes. The devils bring in a zombie beholder in an attempt to even the playing field, but the crew make quick work of the undead. Thanks to Chuck’s table shield, she and Bonesnap are able to pursue an injured devil, who attempts to make an escape through the now-unlocked archive doors. Pursuing the fiend through hallways and hidden passageways, Bonesnap kills the devil in a secret dark tunnel, with Chuck above him. Down the tunnel, Bonesnap hears whisperings. At the same time, Razorfin and Justice assist the Dawnguard in eradicating the last of the devils, and head towards the passageway with the Dawnguard among them.

The spine devils defeated, Razorfin and Justice – accompanied by the Dawnguard – meet up with Bonesnap and Chuck, who find themselves at the bottom of a secret tunnel. Staunch – the Archive Librarian joins the group along with Inspector Gandle Haust, and the two hypothesize that the attack was used as a distraction so an intruder could enter the Archives and steal something valuable. Jerry's Brother, who you later learn is named Farem, thanks you four for your assistance, but asks that you all head back to the funeral and let him and his group take care of the intruder as the four of you are not currently equipped with all your armor and weapons. Chuck adamantly refuses, and joins the Dawnguard as they head down the tunnel. Justice, having no personal connection to Jerry, decides to also join the Dawnguard and root out this evil-doer. Razorfin and Bonesnap accompany Staunch out of the tunnels and head to the Aramis Manor.

On the way to the manor, they are met by Pixie and Venser – the man they had saved from the muggers the night before. Venser makes some small talk with the two adventurers, and after learning that the two are planning on a relic hunting expedition, suggests that they seek patronage with Lady Balyr, as she is also looking to sponsor a relic hunting expedition far past the wall. He also inquires as to whether the two of them have ever run into the Crown Advisor, and gets a feeling as to their opinions of the Commonwealth itself.

Back under the archives, Chuck and Razorfin work on solving a word puzzle that unlocks a door further below the archives. They discover multiple floors of books and a large atrium with floating bookshelves. However, they are unable to locate any sign of the intruder. Their presence alerts a giant intelligent bat that calls himself "Krymkatul" self-appointed lore-keeper of the Archives Unknown. The bat challenges the newcomers with a mind puzzle in exchange for what information he knows of the intruder. Chuck accepts, formulating a worthy answer to the question posed.

At the manor, Razorfin and Bonesnap find Lady Aramis, who is currently in conversation with a disgruntled Lord Birchwood. Pleased to see that the two are safe, Lady Aramis inquires as to where the group is staying, and asks to speak to with all of you under less conspicuous terms to learn about the circumstances of her daughter's death. She will find you all at the Old Halo. She too, mentions that there is a slight possibility that they can seek patronage from House Aramis – but that will depend on if the old Lord Aramis agrees.

At the gathering, Razorfin finds Nolan and Razorfin relays his wariness at Nolan's new occupation, warning the man that the Raven Queen is not known to be the most benevolent of gods. Nolan admits this is so, but feels that something is calling him to this purpose, and he has accepted that he can no longer run away from the death that surrounds him. Nolan suggests that Razorfin not assume too much about the Raven Queen, and while her ways are certainly unsettling, she is not evil.

Bonesnap overhears a conversation between Lady Aramis and a Drow guest – one who stands out from the crowd due to her heritage and dress. This Drow is identified as the Webspeaker Tirie, and is saddened to hear that due to the attack by the spined devils, the Archives are currently closed.

The two companions also overhear small bits of gossip – Master Rencis has been relieved of his duties at the Sentinel following the second break-in. Reconstruction efforts are at an all time high thanks to accelerated shipments from Innabur. There are bandits on the outlying roads around Innabur seeking to take advantage of these shipments – and a member of the Guilded Council has broken out of jail. Also, they learn that Chief Inspector Haust is assigned to discover the identity of this vigilantly prowling the streets of Haven – burning criminals in the streets.

Having spoken to who they wanted to, the two head back to the Archives and find Staunch, who is busy cleaning up what remains of the devils during the battle. Bonesnap and Razorfin ask Staunch if he has any information regarding Renault Silverstaff, and Staunch leads them to a bookcase, where they find a clue that reveals a hidden hallway.

Following the hallway, Bonesnap and Razorfin rejoin with Chuck and Justice, who are currently in a heated argument regarding whether or not an amnesiac criminal should be charged for crimes he no longer remembers. This sparks a lively debate – which includes members of the Dawnguard, and even Inspector Haust himself, who views the newcomers with a certain amount of suspicion.

Eventually, an answer is proposed, which seems to please Krymkatul – and prompts another philosphical question. Justice starts to get the hint, and realizes the bat is stalling for time and confronts the bat to reveal his secrets. Krymkatul confesses that he is simply looking for conversation. Razorfin suggests that he meet Staunch and perhaps the two archivists can form a friendship. Krymkatul, somewhat pleased by the recent conversation, awards Chuck her library card, and has one of his bats lead your group and the dawnguard to where the intruder was last seen.

Opening the doors, you find a large oval-shaped room with a lower floor and no other exits. There are [RETCONNED] three alcoves scattered around the room, each featuring a pedestal and a book written in Celestial reading "Protocol One through Three" A large solid golden orb floats gently on the bottom floor. Inspecting the object, Justice throws a copper piece at the object, which bounces off harmlessly, but activates a trap – causing paper from the bookshelves to fly forth, scratching the newcomers and forming three large paper warriors wielding glaives. These warriors stand around the orb and take defensive stances. In unison, three voices echo in the room "Activating Defense Protocol One."

The group engages in combat with the three paper warriors while also contending with the magical hazards around the room. Through clever positioning and tactics, the group is able to eliminate one of the paper warriors, who seem more intent on keeping people away from the golden orb than outright killing anyone. While the others are focused on finishing off the remaining two guardians, Bonesnap notices a palm print on the golden orb – someone else is in the room.

Bonesnap grabs hold of the invisible figure, feeling fur under his feathers. The figure reveals himself as a jackal-headed humanoid, protesting that Bonesnap has got the wrong person and that he intends to help the group. As he wriggles free, Razorfin manages to make his way through the paper warrior's defenses and place his hand on the orb, deactivating the traps and guardians.

As the fight ends, the jackal-headed creature changes shape, taking on the appearance of a sickly human man infected with Nerull's' Last Breath. Upon close inspection and relying on his past experience, Justice surmises that this is no illusion, and the man looks to be in the end stages of the sickness. Wary of approaching the man, but clearly still suspicious of his intentions, the group decides to hear the man out.

The man's name is Trent, and he claimed to be looking around the Archives for a possible cure to Nerull's Last Breath. He was under the impression that the cure may be found somewhere in this room. The man's story seems to be shaky at best, and while he seems convincing, Chuck suggests killing him while the others try to reign her in. Farem and Inspector Haust are somewhat taken aback by such a suggestion, and instead, decide that it is best to take him in for questioning. Chuck is uncooperative, prompting Farem to order his men to escort everyone out of the Archives – at sword-point if necessary.

As the group heads out of the archives, Trent opens up the golden orb and retrieves an ivory scroll case from within. Sensing that the sickly man is about to betray them, the group jumps into motion, immobilizing Trent. Upon touching the scroll case, Bonesnap gets a glimpse of a vision of his brother, being attacked by Shalkalesh – the many-headed serpent.

Instead of giving up, Trent simply smiles, and gives you all a warning, before disappearing. Too tired to process what just happened, Farem orders everyone out of the Archives, and he will take care of telling his Father what has just occurred. On their way out, the group talks to Krymkatul once more, asking if he knows anything about this newcomer. Krymkatul confesses he does not know anything about the newcomer, other than he seemed certain of where he wanted to go.

The group leave the Archives, handing the ivory scroll case to Inspector Haust before heading out of the Aramis grounds. They are contacted by Irren, who asks where everyone is, as a lady has arrived at the Old Halo, looking for them. The group start to head back to the Old Halo, ready for a warm chicken meal awaiting them.

Tired and hungry, and the group departs from the Dawnblessed District just as the sulphuric rains begin to fall. As they make their way back to the Old Halo, they are stopped on the bridge, surrounded by a group of thugs from the dock town of Blackpool led by Moro, a small-time criminal with dreams of getting rich quick by collecting on the Crown bounty on the group’s heads. Moro, under the assumption that Justice is turning the group in, demands that Justice hand over his capture. Not wanting to deal with anymore obstacles, the group decides to make a run for it, with Razorfin casting a spell of Darkness to create a distraction. While the rogue and Bonesnap manage to weave their way past the line, while Justice and Chuck engage with the thugs - the nets only a minor convenience. In short time, the group makes their way past the road block, leaving behind some badly burned thugs and a very frustrated Moro.

Back at the Old Halo, the group converses with Irren, Gawain and Lady Aramis. The Group explains the circumstances of Jerry’s death, which prompts many questions from Lady Aramis. She reveals that Jerry mentioned that the Crew of the Ebongale were hired by a “very influential figure” and were embarking on a “mission of great importance,”, the reward would be enough for the Crew to retire comfortably. The group recall that this mission was most likely someone related to The Crown, as this was the last listing in the Ledger that Chuck found on the Ebongale. The group also learn that Master Rencis has been replaced as the protector of the Sentinel by Master Mai - the head of the School of Conjuration. Lady Aramis offers the help of her family if it means the group will be able to complete their quest - whatever it is. When the group asks for patronage to cross the wall of Haven and journey to the base of Wyr Volcan, Lady Aramis makes an offer - if the group turns over the one known as the “Vigilante of Haven” to the City Watch and credit House Aramis for the capture, then the group will be awarded patronage.

During the night, Razorfin has a dream of the village he saw in his Stardust-infused vision. Once again, he finds himself in front of a tombstone with the name Selim inscribed on it, while the voice of Aerith echoes about him, repeating her ominous poem.

The next day, the group immediately begins plotting out a way to capture Moro and somehow convince the City Watch that Moro is the Vigilante. Irren points out that they also have a legitimate path to gain patronage - that off Lady Balyr. Whatever the group decides to choose, they must do so quickly, as the recent devil attack has prompted the Dawnguard to announce that they will close down the wall of the city in three days to conduct investigations. Once the wall is closed, no one will be able to pass through until they determine how the devils entered the City. If the group is caught outside of the walls during that time, they will need to find another way through the wall…Justice alludes that a path could be taken underneath Haven…

The group decides to split up - Chuck and Gawain will visit the local Church of Pelor to seek a cure for Chuck’s lycanthropy. Irren will stay at the Old Halo and examine the Silverstaff for more clues, and Razorfin, Bonesnap and Justice will visit Lady Balyr at the docks to hear her offer.

At the Church of Pelor, Chuck and Gawain find that the building also serves as the caring grounds for the mentally infirm, as well as palliative care for those afflicted by the Death Plague. While there, Chuck runs into Trent, who is kept in a quarantine area with the rest of the Death Plague afflicted. Trent seems oblivious to Chuck’s simmering anger. The Priestess informs Chuck that Trent does not have much longer to live, in the next day or two, the plague will overtake him and his body will need to be dealt with quickly before he turns into a zombie. The Priestess also informs Chuck that the cure of lycanthropy requires a diamond, worth approximately 1000 gold pieces. Chuck offers the Priestess her insurance card - a policy offered by a Mr. Sham Grimgravy - who Chuck had briefly traveled with during her journeys. The Priestess agrees to contact Mr. Grimgravy for the payment of the diamond, but the correspondence will take roughly 3 days at the earliest - assuming Mr. Grimgravy can be reached. In the meantime, the priestess suggests that Chuck and Gawain can assist the infirm here at the temple.

Meanwhile, Razorfin, Bonesnap and Justice reach the docks to find it crawling with Crown Navy. It appears that a number of nobles from the Commonwealth are here to attend the funeral. The trio run into Razorfin’s old crew of the Crimson Serpent - Captain Aurem Cooley and his first mate, Reymer Wavespeaker. Aurem directs them to the ship - The Regal - which also is the ship that Lord Delmas - the Crown Advisor - is traveling on. Venser - Lady Balyr’s seneschal - finds the group and leads them to Lady Balyr’s quarters, but first asking that they relinquish any weapons and magical items before entering. Lady Balyr is a middle aged woman, a somewhat distracted and studious individual. She explains that she is somewhat of a collector enthusiast of Old World Relics, and has recently discovered the location of the home village of her ancestor, Aerith Balyr. Lady Balyr would like the group to travel to this village deep in the Old World, and collect any records and relics that pertain to Aerith, as well as to any mention of her colleagues. After inquiring as to the reward - which will include a diamond worth at least 1000 gp, and how the magical contract enforces the terms of their agreement, the trio decides to come back another time with their answer, once they can discuss with the rest of the group.

Stepping off of the Crown Advisor's Ship, The Regal, Bonesnap, Justice and Razorfin meet briefly with Razorfin's former crewmates - Aurem and Reymer, as well as a veteran dwarf member of the Crown Navy. Aurem relays that the Crown Navy is here in Haven to escort all the commonwealth nobles who are here to attend the funeral. After this stop they will be accompanying the Crown Advisor as he heads to Var Akun, to meet with the leaders of the goblin nation and formerly settle the terms of the Var Akunian Surrender.

Meanwhile, Chuck leaves Gawain at the Church of Pelor to take care of the sick, and heads back to the tailor to get a new suit. On the way, she encounters a crowd of spectators watching another daily doll-burning.

The four members meet back at the Old Halo and exchange notes from their respective trips. There is an intense discussion as to what to do about Trent - and whether "upstairs Trent" is the same person as "downstairs" Trent, but in the end, it is decided that they will alert Inspector Haust as to Upstairs Trent's location. Furthermore, the group decides they will frame Maro as the Vigilante of Haven in order to gain favor with House Aramis and gain their patronage rather than risk giving up the Relic they seek to Lady Balyr. A relic - which Razorfin points out, that they have absolutely no idea what it does, or how it connects to their identities…if at all. Chuck, Bonesnap and Razorfin journey to the docks of Blackpool to find Maro, while Justice stays at the tavern to write down his vigilante notes in a way to frame Maro. Irren also takes Bonesnap's rings in order to replicate them so that Justice can get a copy.

The trio reach the dock slums of Blackpool and quickly find Maro, who is sending off little children on boats. They approach Maro and convince the hobgoblin that the three of them are seeking revenge on Justice and want him captured. Maro - wary at first - decides to accept the offer, and leads the group to his house boat. There, the four of them hatch a plan. The trio will lead Justice to a back alley in Blackpool in order to apprehend Maro and his gang as they are making a deal of selling contraband wine. But "in reality" it will be a trap to apprehend Justice.

But "in reality" "in reality" this will be a set-up to frame Maro as being the vigilante. After Maro leaves his home, Razorfin sneaks in and manages to gather up some letters written by Maro so that Bonesnap can forge the hobgoblin's handwriting. Additionally, the group discovers that Maro has been obtaining contraband wine from the Wizard of Wines Winery.

With the pieces in play, the group meet back at the Old Halo, ready to spring their trap tonight. The plan being to somehow frame Maro for being the Vigilante - which will require some form of evidence planting at the scene of the crime, as well as the forging of Justice's journal in Maros' handwriting.

The group meets at the Old Halo to discuss the details of their plan. Bonesnap, despite the limited material he is given to work with, expertly forges a journal in Maro's handwriting, incriminating the hobgoblin as the Vigilante of Haven. During the night, Justice attunes to the Silverstaff, and has his first encounter with the spirit trapped inside - now revealed as Ozenka the Dauntless. Ozenka conveys her desire to be released from the magical item, and while she does not remember how she was trapped inside, she recalls that there were others who experienced similar fates, and she believes that by bringing these items together, they can all be released. Justice agrees to help the soul's cause. Razorfin has another dream of the village, this time though, the village reverts back to a greener time, and the tiefling catches a glimpse of the child Aerith, playing with a boy.

The next day, Irren hands Justice his own pair of communication rings. Razorfin heads to Blackpool and hides the journal under Maro's bed. Chuck and Bonesnap head to Inspector Gandle Haust's office, revealing the existence of Upstairs Trent. The Inspector also reveals that he too, has been investigating the origin of Downstairs Trent, and hypothesizes that Downstairs Trent may actually be an Arcanaloth - a magical sloth (a type of Yugoloth fiend that works for both sides of Demon/Devil conflict). At the office, Bonesnap spies the Inspector's theory board regarding the Vigilante of Haven and gains insight into the Inspector's theories regarding the Vigilante, information that they incorporate into their plan to help incriminate Maro. Meanwhile, Justice accompanies Gawain back to the Church of Pelor, wishing to examine Upstairs Trent. Under his investigation, the Bard determines that the Upstairs Trent is not under any illusionary magic, and converses with the man. The two have a short talk, and Trent regards Justice as a good man, asking Justice to deliver a letter he has written to his estranged sister, Edith, who, he last heard, now lives in Somnahelm - the capitol of the Commonwealth - and was apprentice to the weaver's guild. Justice, confirming his suspicion that this is not the same creature they encountered in the Archives, but only a man in pain and regret, agrees to the man's request and also takes out his Vihuela, playing a song for all those in the Church. (Adam, you gain inspiration from your role-play last session, nice work! You have to use it by the end of the session or it's lost)

That night, the group enacts their plan. With a spell scroll of Burning Hands, Razorfin and Bonesnap track down a group of thugs in Haven and attempt to stalk them. However, their presence is revealed and they are confronted by the thugs. Meanwhile, Chuck picks up the shipment of wine from Moro, and while she insists she and her companions will be able to take on Justice, Moro orders three of his cronies to follow Chuck. Justice, in order to establish an alibi for himself, heads to the Church of Pelor once more, but upon arrival, discovers that the Trent and the others afflicted with the Death Plague have broken out of their quarantine area.

With Razorfin's disguise and Bonesnap's mimicry, the two are able to successfully scare the thugs into believing the Vigilante of Haven has Moro's voice and is related to Moro's gang of cronies. After delivering the wine successfully, Chuck realizes she is left with no choice, and quickly dispatches the three cronies. Justice successfully protects Sister Camilla and the sick in the Church by taking out the three zombies - making sure to end Trent's suffering as quickly as possible.

With all parts of the plan successfully completed in the pieces in motion, the next day, Moro is arrested under suspicion of being the Vigilante of Haven. With the investigation over, House Aramis has gained the credence of the other Dawnblessed Families. Your group heads to House Aramis for the formal papers of patronage and equipment necessary to embark on your journey beyond the walls of Haven - towards the base of the Volcano known as Wyr Volkan.

Having successfully framed Moro as the Vigilante of Haven, the group heads to Aramis Manor to pick up their document of patronage and equipment. On the way, Justice has a brief flashback to his conversation with Trent, as the two discuss their opinions of Haven, and Trent leaves Justice with a bit of advice: to keep his friends close. Walking through the grounds, the group runs into Venser, the man you all saved on your first night in Haven, who is saddened to hear that the group will not be taking up Lady Balyr's offer, but does hand them all the reward for saving him. Taking a liking to Pixie, Venser offers to purchase her from the group and is vehemently shut down, Venser apologizes for the offense, and wishes the group well, hoping to meet you all again someday.

Lady Aramis meets the group and hands them all their personal gas masks and herbs, the official patronage scroll, as well as a personal pin with the white rose of House Aramis to prove their identity when they return in light of the shapeshifting Downstairs Trent. Once the group has all they need, they leave, running into Nolan, who hands Chuck a burnt piece of paper: her signed illustration of Jerry…with the words "I was wrong"…written in Jerry's handwriting. This turn of events greatly unsettles the group, and Nolan confesses he is not sure how it came about, but he was directed by the voices he hears in his head….or at least one voice…which Bonesnap confirms it to be Jerry. Greatly shaken, the group head back to the Old Halo for their last night within Haven before their journey to Wyr Volkan.

At the Old Halo, Gawain sadly delivers the message that Chuck's request for insurance coverage has been denied. Seeing Chuck Saddened, Gawain decides to show Chuck a good time by giving Chuck's money away to the poor in Haven. Irren also fashions a magical collar with the capability of suppressing Chuck's lycanthropy during the upcoming Full Moon. That night, Razorfin has another dream of the village, this time learning that Aerith's childhood friend is a human boy named Daeon, and the two of them are looking for Daeon's sister.

The next morning, the group head to the Relic Hunting Hall to obtain their licenses. Upon entering, the man behind the counter reveals that the last group Justice went out with all died beyond the wall, and that Justice is rumored to be a cursed Relic Hunter. Bonesnap proudly proclaims the group is planning on heading to Wyr Volkan, farther than any relic hunting group has gone before…and that this is their first hunt. With this news, the hall erupts into betting matches, and Razorfin, Bonesnap and Chuck decide to bet that they will each individually make it out alive…but no one noticeably bets that all four of them will make it out alive.

With their licenses, the group heads across the wall, sent off by the Dawnguard's blessing. Once firmly in the Old World, the group begins their travel, with Bonesnap occasionally communing with the natural surroundings to make sure the group stays ahead of any powerful undead. Justice also demands that Chuck hand over her stash of Stardust, and promptly burns it up. During their first night, Chuck, Justice and Razorfin all share the same dream of the village, this time witnessing the arrival of a noble man and his son, Renault. The noble man offers to teach Daeon's sister how to control her innate magic and her affinity for necromancy.

The next day the group have a run in with a gigantic skeletal mass known as a Tomb Stalker, and decide to take rest for the night in an abandoned windmill. When they enter, they find remnants of a deceased angel, and decide to investigate the top floor with caution. Inside the wardrobe on the top floor, are two gaunt undead creatures, emanating waves of necromantic energy through their gazes. The group begins to fight off the creatures, but are interrupted as a group of invisible imps join the combat, attempting to steal the group's Pins.

Working together, the group manage to fend off the undead, as well as cut down the imps before they can make off with any of the pins. Bonesnap begins to wonder how the imps knew of their pins and their value, and the group falls asleep.

That night, another communal dream is shared, this time of Daeon, Aerith and Daeon's sister in their early to mid 20s. Aerith, now a fully-fledged priest of Pelor is tending to those who have been afflicted with a plague. Daeon explains that with the sickness affecting more soldiers, the need for his sister's magical abilities is needed now more than ever. Aerith attempts to dissuade Daeon, fearful of his sister's magical powers, but Daeon is adamant, and takes her sister with him to the battlefront.

The next day, the group begin their travels once more, and over the next hill see the remains of a village…the very same village they all saw in their dreams.

The group arrives at the Village from Razorfin's vision and dreams which causes Ozenka's Flute and the Silverstaff to glow in response. As you all walk down the road, ghostly memories form, revealing a scene in which Renault Silverstaff returns to the village, bringing his companion, Ozenka, as well as a plan to end the sickness that plagues their land. While they investigate Aerith's home, Bonesnap uncovers a copy of the holy text of Pelor, with a passage highlighting recounting the origin of the Gods. The group splits up and investigates nearby buildings. Chuck discovers a clown doll under Aerith's bed, Razorfin finds a lance made of pure light suspended in a glowing column of light, and Justice discovers a corner of utter darkness, out of which emerges Razorfin – but without his normal equipment or clothing, looking very confused. As Justice's supsions grow as to the true identify of this Razorfin, Bonesnap finds the real Razorfin in somewhat of a daze, attempting to grasp onto this lance of light. When Justice is distracted by the others, the nega-Razorfin disappears.

While Chuck, Justice and Razorfin debate about whether or not to take the Lance of Light, Bonesnap communes with nature – discovering that a very large fiendish presence is coming their way. The group hide, and hear the voices of three cultists, accompanied by a large fiend. The cultists mention that they are looking for items for their master before the meeting, and that a creature named "Xarhos" has send the imps to search near the City. The group's presence is revealed to the cultists, and combat ensues, with the group ignoring the cultists and focusing their attention on the fiend which seems capable of emitting large bursts of necrotic damage.

Once the enemies are defeated, the group take a short rest, wrapping the Lance of Light and storing it in the Handy Haversack. They continue investigating the village. At the church of Pelor, the group encounter a second memory, this time of Daeon returning from the battlefield, a bandage over one bloody eye, and holding the body of his gravely injured sister. Moving to the Graveyard, the group begin looking from the tomb with the last name of Selim that Razorfin saw in his vision. When they find the tomb, two more memories play. The first memory shows Daeon burying his sister, her soul being taken by Nerull. The second memory is of Renault, Ozenka, Aerith and Daeon, conversing with his sister's spirit. The five agree to enact Renault's plan to end Nerull's sickness upon the land, with the four living ones pledging their allegiance to protect and champion the cause of the one who would become the Raven Queen.

Razorfin reaches out to the tombstone to brush aside the desiccated vegetation that obscures the first name on the tomb. Once he does so, he is struck with a tremendous and almost deadly amount of psychic energy. The source of this energy is a symbol that has replaced the first name on the tombstone, the symbol is that of Nightmist's goddess – Leira, the Lady of Mists and the Goddess of Deception and Illusion. The group then realize that Master Selim, the necromancer, is Daeon, and brother of the Raven Queen.

As the group continue discussing the ramifications of their newfound knowledge, they exit the Church, and are met with Nega-Razorfin, who awaits them all. Nega-Razorfin takes off his mask and smiles and slowly transforms into the appearance of Downstairs Trent. Realizing who this is, Chuck immediately throws a Javelin in response.

Chuck initiates combat with Downstairs Trent, who has revealed himself after the group leaves the old church in the village. Downstairs Trent casts a spell on Chuck to keep her busy while he proposes an offer to the group: He currently works for a devil that resides in Wyr Volcan, and he would like the group to dispose of his Master. In return, Trent will offer to sneak them into the Volcano. The group debate this offer, and question Trent as to the nature of his master. Trent explains that his master wields a powerful artifact that gives him control of the volcano. Eventually, the group decide not to take Trents offer, which Trent accepts, and disappears.

During the night, Justice and Ozenka have a discussion about the revelation of the identity of the Raven Queen, and how each of the trapped souls played a part in the vanquishing of the death god  Nerull. Ozenka informs Justice that if the group can gather all of the souls that took part in the Raven Queen's ascension, then they should be able to be released. Each of the items that contian a soul should have been previously owned by one of the original group.

The next day the group head towards Wyr Volcan, with the deathly gasses growing thick. Unsure as to how to get into the Volcano, the group begin wandering around and start to climb. They are interrupted by a devil riding a tombstalker, who senses their presence and sends some undead to attack the group. Chuck and Bonesnap dispose of the undead while Razorfin and Justice pursue the tombstalker, locating the entrance into the Volcano.

Once inside, the group witness cultists dumping magical items into the  lava below, and a small imp carrying a mighty hammer and wearing a small brown cloak above them. The imp summons a massive iron golem that rises from the lava and promptly destroys one of the devils that had arrived as witness. The group engage in combat, all the while avoiding the splitting ground below them, little magma creatures, and the heavy slam attacks. With some teamwork, the group is able to kill the imp quickly, and when Bonesnap attempts to retrieve the hammer, is minorly inconvenienced as Trent tries to stop him. The group make it out of the volcano as the ground below them begins to fall into the lava below, the last thing they see is Trent ripping the brown cloak off of the imp's body and disappearing.

Still flying, Bonesnap safely transports the group away from the volcano and the group make it back to the walls of Haven. While returning, Bonesnap attunes to the magical hammer, expecting to find a soul trapped inside, however, he encounters nothing – the group realizes that they took the wrong item. Entering Haven, the group are escorted to Aramis Manor. Nolan meets them there and pulls Chuck and Justice aside while Bonesnap and Razorfin enter the throne room (but first they give up their weapons, except Razorfin's dagger, and the magical hammer). Nolan explains he figured out the voice that was speaking to him, and the ghost of Jerry possesses his body.

Meanwhile, Jerry – via Nolan's body – tells Justice and Chuck in confidence that the original crew of hte Ebongale was sent on a mission by the Crown Advisor to the Astral Plane. Upon their return they discovered what the Crown Advisor was after. Jerry insisted that the group not turn over this information, but the rest of the crew just wanted to get paid. So she resulted to sabotaging their ship, expecting the entire crew – her included – to perish, along with the information they learned.

Meanwhile, Bonesnap and Razorfin enter the throne room, and find Lord and lady Aramis...as well as both dawnguard AND Crownsguard in attendance. Lady Balyr and her seneschal, Venser are also present. With a frown on her face, Lady Aramis explains that the group has been called here at the request of Lord Delmas, the Crown Advisor. After a few minutes of silence and no one turning up, Venser walks up to the throne and sits down, his expression changing from one of meagerness to one of authority: "So, it seems like we have a lot of catching up to do."