Pursuing the Cult

8th August 2023

As the morning sun painted the sky with hues of pink and gold, the group of adventurers gathered once again in Otha's Rest. Their faces bore the marks of the previous day, but their spirits remained undeterred. The weight of the Murkmire Stone and the looming threat of the Cult of Steorfa had given them a new purpose—one that could shape the destiny of the entire region.

## Adventurers Attending

* Xerxes Kaalahdiil
* "Liz" Cold-Scales
* Ammeños
* Aldier Carrion
* Hilda Millgrove

## Session Summary

In the realm of the East Ridings, where the sun cast its golden rays upon sprawling landscapes and bustling towns, a band of resolute adventurers was about to embark on a journey that would weave their fates into the threads of a shadowy tapestry.

Xerxes walked beside Hilda. Liz, the enigmatic lizardfolk bard, shared whispered secrets with Ammenõs. Completing this diverse group was Aldier. One serene morning, over a hearty breakfast in the guildhouse, Creed, a figure draped in enigma and secrets, beckoned the group aside. His words carried the weight of intrigue as he unfurled a map that held the promise of adventure. Eagerly, the adventurers listened as he recounted his latest findings from his covert missions for the guild. An artefact of great power, the 'Murkmire Stone' had captured the cult's attention – a cult devoted to resurrecting the malevolent Dracolich, Steorfa.

Creed's request was clear – they must travel to a cavern near North Burrows and unearth the truth behind a young red dragon's fate. With steely determination, the party set forth on their quest. Their journey led them to the inviting Silverfish Inn, nestled amidst the South Burrows. The inn's warm hearth and savory aromas masked the lurking danger of the West Ridings, a place where rumors of Kobold attacks were whispered by patrons huddled over tankards of ale. The inn's matron, Natalia, provided the adventurers with directions to the mysterious cavern, her gaze holding an unspoken understanding of their quest's gravity.

As they ventured closer to their destination, the tranquil ambiance gave way to an air of suspense. The entrance to the cavern beckoned from an embankment, its depths shrouded in mystery. The party's initial reconnaissance was disrupted by the clamor of Liz's spellcasting, alerting the Kobold guards to their presence. A skirmish erupted as shadows danced amidst flashes of arcane energy, thrusting the adventurers into the heart of battle. Hilda's mirrored illusions confounded their foes, while Ammenõs and Aldier unleashed spells and bolts, a symphony of combat that left the cave entrance strewn with defeated Kobolds. The timely intervention of the group's negotiation skills allowed the party to engage in a tense parley with the surviving Kobolds guarding a rudimentary door. A bargain was struck, the prisoner held within were released, and the party forced entry into the heart of the cavern.

Once inside, the party faced a relentless onslaught of Kobolds. As the battle raged, the tide of battle shifted like the currents of a tempestuous sea. Despite their cunning tactics and spells, the party found themselves on the brink of defeat. Xerxes, valiantly charging forward, fell under the Kobolds' assault, while the inscrutable Aldier struggled to maintain his equilibrium. Hilda's courage never wavered, and magic was their lifeline as they fought to keep their companions alive. In the aftermath of the clash, a moment of respite granted the party a chance to assess their situation. Trading the life of one of the Kobolds for a captured Xerxes.

After the dust settled, and the party were able to return home, Creed's arrival heralded a new revelation. The tattooed woman found among the Kobolds triggered memories of the cultists encountered in the tunnels before, hinting at a nefarious web that extended far beyond their current predicament. Creed's demeanor betrayed a sense of urgency, compelling the adventurers to keep their newfound knowledge close to their hearts and confide only in the most trusted allies.

## Loot

* Usual Guild Exp & Wages
* Xerxes Kaalahdiil - Tankard of Plenty

## Player Diaries

### Hilda Millgrove

Spurred on by the success of her last adventure, Hilda found herself on another adventure. This time with her maybe good friend Xerxes, aswell as some fellow performers and Ammenos. Together they travelled to the west ridings in search of a dragon corpse, met some folk at a local tavern called the silver fish, and heard some news about Kobolds in the area. Xerxes and the tavern workers put together a map of where to go and they set off, quickly finding Kobolds and some drakes. The group took out the drakes, but the kobolds escaped to their hideout. After questioning them about if they had a dragon corpse with them, Xerxes and Ammenos barged down their door, and the party engaged in combat. However, the group was vastly outnumbered and outmatched, and Xerxes, one of Hilda's closest friends in the guild, came close to death twice. Everything came to a head when they took Xerxes as a hostage, Hilda traded one of the kobolds lives for his, and the group left with a now revealed to be undead cultist woman in tow.

### Xerxes Kaalahdiil

Once again, I prove Marrukh right. I am not fit for this role. I don't think I ever will be. Not even with the new boons that he has granted me. Today, Creed told us to chase up on a thread involving a Dragon's body. Something about a cult wanting to resurrect a Dracolich. On this mission, we had Hilda and Liz, two people I consider strong allies, and two I have met in the Guild before, but not worked with: the Paladin Ammeños and the Bard Aldier. Aldier introduced me to Mephit Reds; I'd seen adverts of them before, but now I have them. They help very much when I am feeling bad. I am smoking one now as I write this. I need to go get more. We went to a small town outside the place we were supposed to look, and they warned us of Kobolds. Bloody Kobolds. Why did it have to be them? Once we tracked them to their cave, we slaughtered several and their drakes, but two escaped and locked their door. Luckily Aldier used his Bard magics to get one to open it up; and we managed to save a woman they had taken, which I earlier overheard them say in my mother tongue. I was very proud of Hilda, who was taking my combat lessons in stride and fought bravely. I cannot say the same for myself, however. Deep down, I was terrified, and once I busted through the door in anger, I felt that fear again; just as I had three years ago when me and my fellow soldiers were captured by the Kobold Army of The Pit. The Form of Dread put that fear away for a time and replaced it with anger, but even my anger and all the strength given to me by my Patron could not best them. All my allies fought so bravely and with such skill, I was impressed. But without them, I fear I would be dead.

I was knocked out and captured. It was only my party's negotiating that got me back. And to boot? No dead dragon. That cult might have beaten us to it. I was a liability to my team, and it cost us. Creed tells us to keep this Cult information to ourselves, so I will be tight lipped to my comrades. So many cults. We are being threatened on many fronts, and I am not the man I need to be. I am worried about my future. For all the power given to me, I cannot execute Marrukh's will. I cannot even stop a band of Kobolds – I'm still the snivelling whelp I once was back when I was thrown into The Pit. How can I rise to my station if I cannot grow beyond my former self? How can I hope to wield fear as a weapon, if I fear my enemies? I cannot stop trembling as I write this. I feel weak. Can I do this anymore? How do I even tell my friends about this? They would all laugh, I am sure. I was given a tankard that fills itself, and I bought more Mephit Reds. It felt like pity. But I need more of those cigarettes. They seem like the only thing that helps right now, the only thing that stops the trembling.