Season 24

* The Lonely Wife (an Inn with the symbol of a lone woman looking off into the distance)

Blackwing Swamp

* Crescent Keep (headquarters of the Silver Crescent, a once ruined tower in the swamp being slowly repaired by local cultists)

### NPCs:

* Farrel Dunn (Bard friend of Tivram. A former member of the Great Travelling Show who had been avoiding them because he sensed something 'off' about Zorsha)
* Lady Denovan (Head of the Tamalir chapter of the Heirs of Timmoran)
* Avigale (Female member of the Silver Crescent. Acts as a Liaison and 'face' for the cult.)
* Garxil (Gnome Mage. Head of the Silver Crescent stationed at Crescent Keep)
* Iblis (Gnome Warrior. Head Guard at Crescent Keep. One of Garxil's Sons)
* Chance Wonderway (Dandy's father. A Gnomish Adventurer. Alas, he has been reduced to a near-vegetative state by a powerful artefact)

**Previously...**

## And Now...

While the other investigate the marsh, Tivram stays in Tamalir and investigates the depth and fallout of Zorsha being a Dragon. Zir contacts trusted members of the Circus by letter and even get a response from someone in the city. Ze then goes to meet fellow Bard ‘Farrel Dunn’ at ‘The Lonely Wife’ Inn (Symbol of a lone woman looking off into the distance). Farrel has been laying low and not checking in with the circus because something "felt off". He doesn’t offer much specific information. He decides to leave town, and leaves his room to Tiv, all paid up.

Back in the marsh, Arik and Goldie manage to wake Dandy using a combination of spells and alchemy. The effect gives her a huge ‘hangover’. They then head back to Tamalir, leaving the unconscious-but-alive cultist tied up at the edge of the road, but send up a magical ‘flare’ so that his comrades can retrieve him. Back at Tamalir, Dandy, Goldie, Arik and Tivram meet back up and find a note from Gar explaining he has gone to deal with ‘Family stuff’ and will be back shortly.

They stay in Farrel's room at the Lonely Wife and enjoy some of the specialty foods (a nutty pastry like Baklava) Goldie taps into her visions (Heroic ability) and confirms the injured cultist is now deep in the marsh. Goldie then make contact with Lady Denovan, the leader of the ‘Heirs of Timmoran’ in the city.

They get a message that someone wants to meet them in the inn commons and find a well-dressed human woman waiting. She introduces herself as Avigale from the Silver Crescent. She explains that the Silver Crescent regrets the interactions they’ve all had in the past and wants to explain, inviting them all to come to their keep in Blackwing Marsh. She says she can take them to Dandy’s Father. The Characters openly discuss that they feel “It’s a Trap” - and decide to go anyway. Avigale gifts them mounts...and 24 pastries from the inn which Dandy distributes amongst the poor and the refugees from Dawnsmoor.

Crescent Keep is a very old building, at least several hundreds of years. It is in generally poor repair, with several sections of wall collapsed, however the Silver Crescent seem to have largely patched over these with wooden scaffolding and new wooden walls, and are in the process of making repairs. The structure rests on a small island in the marsh and stands three stories tall. It appears to have approximately 50 individuals living there.

The party arrive and are welcomed in, though the ‘head guard’, a gnome named Iblis, makes it abundantly clear he doesn’t approve. They are fed and then taken to meet the church leader, Garxil, a studious-looking elder Gnome. This meeting is conducted on the top floor which is devoted entirely to a growing library. Garxil explains that the Silver Crescent is devoted to the search for all knowledge. According to him, the order tends to attract a bad reputation from people who would prefer to pick and choose which knowledge it is appropriate to know.

The Crescent, he claims, is concerned with the same prophecy as they are and, until recently, they had assumed the five named characters were Prophesied Enemies. They had been disabused of this notion by Dandy's Dad, Chance. In gratitude for this, they claim to want to work together and share resources. Chance, he says, has been staying with them and helping to study the Lore, but his mind became trapped in a powerful artefact. Garxil explains that he has sent one of his sons to Greyhaven University with the artefact in question in order to cure Chance's condition.

Asking to see Chance, they are taken to a series of natural caves under the basement level of the tower. There they find him locked in a room. Garxil explains that he is not a prisoner and that this precaution is for his own safety. His mind is addled and distant. He recognises his daughter and says her name, but seemingly incapable of other words. They also ask to access the ‘personal’ library Garxil had mentioned which is also in the caves. He assents and guides them to it, where they find more restricted books and several dangerous or valuable artifacts.

Upon making a careful examination, they discover several important pieces of information:

* a secret message left by Chance and consisting of the letter 'W' with a crown symbol over his head. They speculate that this is a reference to Waiquir, an ancient undead tyrant currently ruling over The Mistlands to the North.
* a partial note left by Chance in code and tucked into a book. Unfortunately, part of the message is obscured, having been burned by Avigale.
* They find no information about the artefact Chance had been working on, but do find a note in an inventory referring to a 'Mind Trap'.
* The journal of a Gnome scholar from approximately 15years ago who travelled into the Mistlands, detailing his findings as he explores. The party were unable to remove the book without being seen, so they hid it so they could come back later and retrieve it.

The Game ended as the characters took time to mull over what they'd just learned and decide what move to make next.