Session 2x3

Session 2x3 occurred on 21 Feb 2021. The players were Noel (Mez), LaurenDanger (Bea Naturalis), Squeeq (Olear), Susan (Rosallia Gravenfoot), and Ghost (Harlac Wayfinder). Their aim was to find the Dread Keep.

## Summary

After a day of preparations, the party headed towards the Dread Keep. They drove off a group of harpies, and spotted a group of Flagellants headed down from the mountains (hex 017.023 to 017.024). Avoiding them, the party spotted a flooded quarry on the presumed ruins of Cragfall, on hex 015.022.

The players set off and found the Dread Keep on hex 017.023. The keep is currently occupied by the refugee group, and there were signs of a battle between the refugees and some flagellants. They learned the keep had been constructed by orcs but later modified with dwarven stone-singing. The stronghold is in decent condition but currently is under a curse that makes all food cooked nearby inedible. The party also learned about a griffin deeper in the valley. The griffin is currently being driven out by the song of the Sybillant Hydra but could return if the hydra is killed.

## In-character tales

### Harlac's tale

After a day of shopping and provisioning we head into the wilds, but the river was flooded - nearly twice as wide as it had been on my previous crossing. We attempted to bild up the natural rock-bridge I had used previously, but as we were working our way across one of the new stones shifted Mez fell into the river, getting chilled by the glacial water.

We pushed on further to make sure to get clear of the hydra's song. Thankfully the next river was much easier to cross. As we set about setting up camp, Mez shivered in the cold so hard, she ripped her blanket!

Setting up camp seems to bane of all existence. Olear completely wrecked his tent, but in the end we had a solid camp. I was out hunting, but couldn't find anythign larger than a mouse. It turns out that there were harpies in the area, and had scared off most of the game.

The harpies threw rocks and bones and things at us. Most of us dove to the ground, but several of us still took some bumps from it. Bea stood up and let loose a wonderfully wild warcry, encouraging us all. Staff and arrow fly forth striking at the beastly birdies, they rallied a counterattack, but did not draw so much has a drop of blood. Once more staff and arrow strike true and the harpies turn and fled. Olear and I tried to feather them as they went, but they were too swift.

We ravenously ate through much of our food stores, and I volunteered to keep watch while everyone else slept. I prefer the dark to the light anyway, so sleeping in the morning was a nice change of pace. We decided to pause in our journey and spend the day hunting and fishing to replenish our stores. However, while I was sleeping Rosalia caught sight of the procession of about twenty Flagellants descending down from the mountains [17.23 -> 17.24]. The leader was carrying some sort of weird symbol, a mix of Rust and Heme.

We cross the trickle of river to the north, into the mountains to avoid them. [16.24]

From the top of the mountain, Bea, Mez and Rosalia climbed to the top of the mountain and saw some interesting things.

[15.22] A hollowed out Quarry, near ruins of a town (approx 3 destroyed houses). Probably caves under the water that fills the quarry... perhaps that connect to where so many of our allies perished? This must be Cragfall.

[17.23] The Dread Keep! And the remainder of the Refugees! Signs of a small battle, and this is where the Flagellants were descending from... we hope to check it out on the morrow. The refugees are starting to explore the keep, and the flagellants continue through the valley, stopping near where we fought the Wendigo.

As we settle down for the night.... we hear the hydra's song! Thanks to Bea's lullaby I was able to sleep, but others weren't. So the next morning we are stuck in camp again. It's raining, but I bag a fox. We cross towards the Keep and meet up with the refugees. We get a cold reception - they are untrusting as always. Second in command is named Setara, a human woman. After a moment's worry, I learned that their leader Vrusk - the orc woman whom I met before is alive, just currently exploring the Keep.

After their leader returns I tell the tale of slaying the Wendigo. She welcomes us into the camp, and tells me that she would like to meet Tolgyrd. Mez cooks up a whole bunch of food, and hears the story of their previous cook... who had accidentally poisoned them... and then was given to the Flagellants as... tribute, maybe?

We are allowed into the keep. Mez recognizes that the keep was made by orcs - a stronghold built for the war, but then occupied and modified by dwarven stonesingers. Inside Vrusk shows us to room she is clearly scared of. It is some sort of demonic altar. I am filled with dread, but Mez and Rosallia are fearless. There is an arrangement of many many bones, interlinked in strange geometries forming some sort of symbol.

Rosalia approaches, and reaches out to touch it, but decides it is best not to touch it. This room is clearly the center of the curse. Suddenly Mez collapses to her knees, and I feel sick. It seems the curse... or at least A curse of this place is to make all food cooked here inedible. As wonderful as this place would otherwise be as a strong, defendable new home, until this curse is removed that is not possible.

Mex talks of her family curse, and wonders if this place might be part of her heritage. She decides to take the risk of examining it's magic... but that is her tale to tell.

Vrusk tells us that seeing the refugees can't stay here, they are going to travel into the woods and seek out a village of Wolfkin in the mountains to the east called Skyreach? Skyspire? Something like that.

### Bea's Tale of Exploration to the Southeast

Gather round and lament with me, my poor recorder, instrument of mirth, it has failed me and broke. But there are more fears out there, some of which I am not the one to tell, but of what I can, I shall, in hopes it entertains and enlightens.

We travelled along the plain in the valley, stumbling across the river now flush with glacial runoff. Our Druid, Mez, lost their footing and was thus flung into the icy flow, which nearly chilled them to their breaking. But we pressed on and prepared to set up for fire and rest. As we camped, Rosallia was keen eyed and spotted the harpies that would have taken poor Mez had we gone to sleep. A battle with their swarm of three ensued, rocks being flung forth at us and frantic dodging being all that kept us from being knocked down. With my war cry bolstering our staves and arrows, we dealt many wounds to the foul, screeching enemies and drove them from camp. Harlac and Olear gave chase, but the creatures fled into the darkness beyond the reach of their bows.

We hunted and fished, travelled further along, and climbed high into the mountains as we spied potential enemies. The Flagellants approached along the valley and we did not wish to meet them. They passed us by, this long column of robbed worshippers and their wagon of penitent prisoners. Beware of their procession for they will demand a sacrifice of a penitent to their cause, and none of us would ever wish to go on their dreadful wagon of sorrow.

Yet you must know that Cragfall is indeed fallen, the remains of the village and the quarry could be seen from that mountain top. The hydra has indeed lain waste to much in the area. And we could hear that dreadful song of the beast even as far south in the mountains as we could be. This is where my recorder failed me, its wood splitting as I was desperate to counter the dread it brought us. Some of us could not sleep, so we took the morning for more rest as rain moved in, and then we came to our destination: The Dread Keep.

The happy news is that the refugees had made camp here and survived their encounter with the Flagellants, though they bartered away one of their own, a cook suspected of poisoning their food. However, the rotting of their supplies may be something greater, for the Dread Keep is indeed cursed, the rumours can not do it justice. I did not see inside with my own eyes and will speak no more of it. It shall be up to others to tell you of what may lie within. All we can say for certain is that it is no path to the forest beyond, and others should head north to find this hidden hamlet where help may be found.

For now, I need a tailor and much rest, and I shall hum happier tunes as I am thankful for a safe return to the only haven we seem to have in these lands so far.

### Rosallia Gravenfoot's analysis

We have located the so called "Dread Keep" <Hex 017.023> the place has been placed under demonic curse and all that is cooked in its presence becomes diseased. It appears the demonic curse is channeled through a series of alters within the keep itself, the first being a scant few steps from the entrance. While it is unknown what the other alters will be like, we can deduce they will be similar to this first one. In the alter room piles of bone coil and spiral around to create a form of ritual runes. The room itself twists the mind for entering, and from the feel of the bone to touch them would be death or worse.

Furthermore, attempting to magically connect with the room or even gaze upon it creates a conduit between the mage and demon and as such should be avoided at all cost. This demon would appear to live somewhere near or inside the keep. I suspect it to live in the deepest depths where it power can best be channeled by the Alters. Destruction of the alters would likely weaken the curse, but may in turn bring the demon. The keep would otherwise be an excellent location to move our operations from what we have seen.

Recommend avoiding the keep until a force powerful enough to dispel the demon can be formed.

On a related note, I find myself at something of an impasse. While my initial desires are possible, it is becoming clear I will need much more to achieve my goals than previously thought. There is a magic I have heard tale of that would aid us all greatly, at the cost of delaying my own dreams. I will ponder this decision in the coming weeks and not set out again until I can be clear of mind once more.

### Olear's account

Travelled to find Dread Keep. River to East flooded, was difficult crossing. Rivers to north and further east were low. Water level may fluctuate - worth it to just wait? Made camp partway up valley, fought off harpies overnight. Flee when threatened, show of force useful. Climbed mountain, and made our way to the peak. Saw quarry near where Hydra may be, as well as Dread Keep. Hydra's song kept us from sleeping. Still problem for all journeys eastward. Met refugees at dread keep while they explored within. Cursed room within, Meat rotted in the cooking pot in that place. Must be cleansed before it is safe once more. A griffin is in the area, driven away by the Hydra's song. Nests in end of valley now. Would prove dangerous. By the looks of Mez, cannot be accomplished by swords alone. Refugees travelling to woods northeast and further to Skyreach. Wish them well.

### Mez's poster

*(Written on a poster in fine script, some phrases much larger than the rest, much like an old-timey newspaper)*

My companions have done a fine job describing of the journey that led us to the Dread Keep, so I will direct you to their tales. Mine is, instead, a warning:

Do not, under any circumstances, disturb the room behind the closed door.

Vrusk knows the one, but also, you’ll feel it if you have a scrap of feeling in you. Within, there lies a demonic altar, full of bones and the dark enemy, a scourge upon all we can see with our eyes.

Do not, under any circumstances, disturb the room behind the closed door.

the dark enemy is an ethereal snake that deals in pestilence and hatred. We know not how to kill, weaken, or even stop it - I was just barely able to keep it contained for now.

Do not, under any circumstances, disturb the room behind the closed door.

On the back of the note is again written the following, but with tiny text written at the bottom left corner.

Do not, under any circumstances, disturb the room behind the closed door. That is, until we know more…