Bleak Bonfire (B.B.)

Bleak Bonfire (B.B. for short) is the third campaign of Luctus, featuring the middle continent and unique battles as its main focus.

A party of diplomatic envoys is sent by Pyrnes as representatives to its former twin country, Skor. They are to negotiate the right to investigate a group of terrorists attempting to steal or destroy the Everflame from Pyrnes, the only rempart to the Skorian Winter. However, during their travel, disaster struck and our heroes were stranded in the depths of Skor after a miraculous save by an unlikely helper.

## **Characters**

### **PCs**

**Current Members:**

* **Aprile Tempesta**, Metallic Dragonborn (Silver), Cleric-Tempest
* **Blaizhe**, Fire Genasi, Barbarian-Totem Warrior/Fighter-Champion
* **Eliot**, Aasimar, Sorcerer-Divine Soul/Cleric-Peace
* **Ellie Frost**, Changeling, Rogue-Soul Knife
* **Lack/Lackey**, Changeling, Wizard-Winter
* **Nala**, Reborn, Essence Weaver-Shaman

**Previous Members:**

* **Auriné Águila**, Half-Aarakocra (Harpy), Ranger
* **Ringo**, Human, Rogue-Swashbuckler (Temporary Ally)
* **Samantha Eisenblut**, Tabaxi, Fighter-Battle Master/Rogue Multiclass (Deceased)

## **Story**

This link contains a collection of Campaign Recaps maintained and recounted by their Players:
Session Recaps

### **Summary**

Enter a campaign story summary here, hitting main plot points and locations.

### **Session Recaps**

Session 1 - Red Sun over Paradise

The roll call is announced for the boarding of a Pyrnesi emissary vessel! Renowned fire mage Mina greets our plucky diplomats: The enlisted Aprile, the roaming Aurine, the scribe Elliot, the economist Jillebrett, the seafaring Samantha, and the scholar Hal! The ship takes off on a grand adventure to Skor, but chilling winds befoul their midst…

Session 2 - We're going down, down...

Chaos and panic ravages the ship! The delegates attempt to regain control to no avail, and they find themselves falling overboard! A colossal shadow is cast over the sky as our crew members close their eyes, awaiting oblivion. In what could be perceived as a great miracle, the delegates find themselves stranded in the hostile environment of Skor, with nary a clue as to the fate of the ship or its other members, save for Mina who can communicate with Hal and Jillebrett

Session 3 - The Bear Necessities

Fighting for survival against a pack of wolves in a cavern, the delegates emerge victorious. In a karmic turn of events, they are met with a rune-patterned bear that was a druid named Nadja who learns of what had been done to her pack! Pleading, the delegates are spared a violent fate and earn a night’s rest, for in the morning they shall be guided out to a nearby village.

Session 4 - Snowed In

Awakening in the cavern, the party reconvenes and are led outside by Nadja. They stop short of an abandoned village, but things are not as they seem! Stepping forward, ever so brazenly, Aprile is set upon by foul ice goblins. Attempts at communication and diplomacy are met with jeers and arrows, and the delegates must once again fight to survive. Captured within one of the towers is a hearty villager named Aldrin, who thanks his saviors and agrees to escort them to the nearby city: Damore!

Session 5 - A Stiff Drink For The Nerves

Entering Damore, the delegates bid farewell to Aldrin. They learn of the local seat of government for Skor, the Grettersons. They enter a tavern to rest and plan further ahead, purchasing bedrooms for four nights. In a silly turn of events, Hal and Aprile have a short-lived drinking contest, resulting in a bedridden Aprile, and a discombobulated Hal. It is up to the others to make the best of what remains in the day, as they explore what the town has to offer.

Session 6 - Tempting Opportunity

After returning to the Voiceless River Inn the Envoy Group gradually begins to recover from a mixture of hangovers and general confusion, eventually culminating into an actual rest within civilization for the first time in a few days. Upon awakening fully refreshed, the Envoys are introduced to Tem Tea Ashon, supposed Twin Sister of Hal, having seemingly swapped places in the dead of night. Confused or downright distrusting of Tem at first, the Party takes on the offer of Goblin Slaying with Damore’s resident boisterous, badass in order to attempt to secure sway with the local Gretterson Family

Session 7 - Goblin Blitz

Following Eyva Bearempart into the snowy outskirts of Damore, the Envoy Group counter-ambushes some poorly hidden Ice Goblins within the trees who in turn also counter-ambush the party with superior numbers and an unexpected Undead Frost Troll. Within the chaos, the party suffers many tactical blunders as various members attempt to rally the other Envoys. Scoring a pyrrhic victory, Aprile uncovers Elliot secretly being some form of Wooden Construct and makes note of Tem’s Mirror having no magical residue that she could feel. Tem begins to herald a rumor of a potential Necromancer which Eyva intends to relay to the Grettersons back in Damore. Tensions are anything but low…

Session 8 - Lay To Rest

The Envoys return worse for wear but all alive to Damore with Eyva in the lead. The rest gather to eat a meal in the tavern, discuss pleasantries or go out shopping once more. A brief conversation between Tem and Elliot is had over a game of chess as she questions Elliot's appearance and nature, revealing an affiliation to the Plum Orchard Hospital with a Doctor Augustine Wonderbaum as a sort of caretaker. Tem promises to Elliot to not reveal what was spoken about but urges him to have trust in at least the other Envoys. Returning to her room she curiously spots Hal's face coming from one of the rooms, briefly investigating it she finds that Jillebrett is inside instead and decided to drop the curiosity. The day ends and the party rests waiting for news from Eyva.

Session 9 - Working For The Weekend

The group wakes up after a night of sleep to find that Hal switched places with his sister. Eliot collapses on the floor scaring the others as his body gives almost no sign of life other than some faint spasms. Eliot is then carried back to his room to rest and then the envoys are approached by Gormar Aramyar who introduces himself as the court's wizard. Our protagonists explain their goals and mission, Hal shows an illusion of all the attackers that they could see during their time on the airship. Gormar recognises two of them: the first one, the white furred Tabaxi by the name of Bjegal Whiteclaw, said to have been the grandest thief in the land. The group is then informed that Bjegal declared to be seeking to carry out a final hit: robbing Pyrnes of the Everflame. The second individual was Aureliano, also known as The Warrior, who was retired from the Pyrnesi army. After that, Gormar considers it is fine for them to have a meeting in the castle. The group finds a clue that directs them to the ruins of the castle in the middle of the lake, but the next trip is in two days so they decide to use the time they have until then and look for a man by the name of Balli, who tells them that what he seeks is nothing else than fighting Eyva... or them in her place. The five of them prepare for a battle against the large brute.

Session 10 - Lacking Cohesion

Though the Envoys have their numbers Balli gains the upper hand by crushing Hal, Sam and Aprile in a deadly bear hug! With Sam and Hal falling unconscious, Balli called the fight off, with neither side claiming victory. To everyone's confusion, Hal awakened panicked and afraid, with an unusual voice. Crawling back, Hal's appearance shifted to that of a pale skinned Snow Elf. Balli left the scene, as the others attempted to make sense of the situation, calming the changeling and explaining what they saw. The changeling introduced themselves as Lackey and became horrified when they were told it was Hal whom they once resembled. The party graciously extended some patience to Lackey as they made sense of their life through the meticulous notes written by Lord Hal Lucian Ashon, Lady Tem Tea Ashon, and Lord Khan Jurr Ashon. Lackey recounts the tragic tale of the last time they had autonomy and posits it was the moment they led the triplets to their unknown fates within a forbidden section of the Pyrnes Academy library when they lost their sense of self. Jillebrett, Aurine and Eliot lend an ear and inspire confidence in Lackey. Meanwhile, Aprile dejectedly enclosed herself in her room, silently panicking at the situation around her. Sam enters and lends a comforting presence where the two bonded over surprisingly similar pasts at sea. Sam exits to get the pair some drinks and heads downstairs.

Session 11 - Terror Time Again

The Envoy Group finds itself reconvening around nightfall within the Voiceless River, discussing their intent to visit the Lake Island Ruins soon. Fjona the Barmaid informs the group about potential legal consequences revolving around the Island Ruins and asks that they at least seek permission first if they can, attempting to do so the Envoys rush about Damore attempting to find Eyva, only to accidentally unveil a “complicated relationship” between Eyva and Balli. The Envoys concede to rest back at the Voiceless River and seek out exploration of the Island Ruins without a permit next morning. Exiting from Lackey's room in the morning was now Khan, the third Ashon Triplet and stoic conjurer. The boat ride is curiously silent, as is their landing. When they go to investigate the ruins, they are unexpectedly set upon by a Necromancer that was seemingly awaiting them this whole time. Chaos ensues as melee begins.

Session 12 - Problems Arise

The battle rages against the necromancer as the team corners him. The scenario turns grim as the necromancer claims nobility as Gregorious Gretterson, summoning an improved undead troll while the cold winds around the ruins form into a localized blizzard. Though the group could have been successful in defeating Gregarious, risking a casualty or two, this was not the future that unfolded. In an unforeseen turn of events, a portal was opened by Eliot's magic. Stepping out of a portal was a man of unfathomable magic prowess, whom dispatched the undead with a glance, ended the blizzard with a snap of his fingers, and punished Gregarious for causing such disarray by launching him into the horizon. The party was left speechless, save for Eliot whom recognized the man as Magnar the Blasphemous, a banished Arch-wizard of Swanrunia. Eliot confronts him about the soul he forced into Eliot's body. Magnar punished Eliot for his tone by detaching an arm, sparing the others and leaving for his own ambitions.

As the room settles, Damoran guards rush in to aid, with Gormar and Lord Beodulf Gretterson in tow. Khan and Eliot explain what transpired and who Magnar was, concluding that war between the two countries is now a lesser worry with what chaos could be unleashed from Magnar. The party tends to their wounds and are solemly lead to the Gretterson's castle to plan their next move.

Session 13 - Slaves To Purpose

The Envoys enter Gretterson's castle and are lead to a courtyard with blooming flora. There they discuss their reason for being in Damore, detailing the visages of those whom attacked them on the airship. Magnar's connection to Eliot is explained further, revealing a shackle with the potential to force Eliot to submit to any command should Magnar will it. Investigation revealed the shackle to be thoroughly warded by magics even Kahn could not fathom. The party decides to continue travel with Eliot and are given a room to rest in preparation for leaving to the capital Jotunholm the following day. Nothing significant transpires that night, all awaken to prepared meals and they embark to fulfill what they originally boarded that airship for. Stepping through the portal opened by Beodulf, they find themselves in a grand chamber of the Skorian council. The group takes a moment to observe the details, noting the crests of the families and recalling their significance. Once they've shared notes, Beodulf begins to lead them to the next chamber.

Session 14 - The Council of Skorn

Jillebrett is selected as speaker to the council, though he establishes a mental link with Sam and Khan for support, receiving dubious results. Shortly after, the lords and ladies of the Skorian council entered, followed by his Majesty King Bjorn and his brother. The envoys discussed to establish the following: a student exchange program, a protected road between countries and a demilitarized neutral zone. The discussion yielded mixed results as some of the Lords and Ladies had their doubts about the envoys’ propositions. Although, during all this the young Lord Bjorn offered the envoys to work for him after this council meeting was finished. After some time recess was called.
During recess the envoys got into conversations with the lords and ladies. Khan was confronted by Lord Gretterson who heard from Lord Halvard that he insulted a noble through the mental connection with Jillebrett. Confused about the accusation, Khan denied this claim from Lord Halvard. The Lord offered him a raven’s feather to clarify the situation which prompted another changeling transformation. Lackey reappeared with surprising confidence, calling themselves Lack. Even the envoys themselves were surprised about the sudden personality change. The council members weren’t happy with it either since they were now suspicious of Lack, thinking that he might have deceived them.

The second discussion began after recess where the envoys convinced the council that Lack had no ill intentions. Jillebrett established a new mental connection but this time with Sam and Aprile. A wise decision since Aprile was coming up with some interesting ideas.

Session 15 - Neuron Activation?

Diplomatic discussions continue with the Skorian council. The room awaits in silence as Aprile prepares her proposal. She admirably defends her rather idealistic plan of a neutral merchant zone, which comes under heavy scrutiny. Lord Halvard chimes in and proposes an agreeable middleground. Once the dispute has been settled, the talks shift to Sam and Aurine, whom have yet to elucidate the reasons for their presence.

Session 16 - A Candle of Hope...

It was now time for Sam and Aurine to present their proposals. Sam offers insight on avoiding frequently pirated routes on the sea, furthering the goal of establishing a neutral trade route. She also puts forward the idea of establishing an embassy, however the notion is turned down swiftly by King Bjorn. Lastly there was Aurine, whom delivered a surprisingly verbose and impassioned speech regarding the livelihood of the tribes, challenging the worldview of those like Lord Arne, leaving an impression whether for better or worse on the members of the court. The talks were ended for that day shortly after, to be resumed the next day. Each member enjoyed their new resting chambers in their own way. The group learns that mercenaries have been employed to make moves against Aether, with Lack and Eliot meeting one such mercenary named Manic, whom is ready to face death at the prospect of challenging someone like Aureliano The Warrior. The head kobold then leads the group to the Sun Room, a marvelous open room where they come upon Lords Arne and Gretterson mid-conversation. It would seem Arne is content in belittling Gretterson, though Gretterson takes it in stride and bids them all a good night, telling the group to "have hope". The group is left to enjoy the remainder of their evening as they must prepare for the next day's discussion of Eliot's execution as well as plans against Aether.

Session 17 - ...Extinguished

Our diplomats decide to stroll Jotunholm's streets, taking note of the pitiful inn they were meant to stay at, as well as indulging in some minor shopping. Discussion about Eliot's fate and Aether is had by the town's main square. The group believed it necessary to keep Eliot alive. They also decided to present the faces of their attackers in the next meeting. After enough gallivanting, the group returns to the castle. The night goes uninterrupted, though what seemed to be a dream turns out to be a vision shared between Jillebrett and Lack. A vision of twelve figures surrounding a dim light encased in ice, surely where Mina was trapped. At the meeting, the following information was brought forth: Eliot's reasons for staying his execution, Jillebrett's and Lack's shared vision, and the faces of those present at the Envoys' attack. Tensions arose when Jillebrett came under pressure for seemingly withholding information, even from his own group. As a show of good faith, Lack persisted Jillebrett lay his cards on the table about him also being a changeling. This information was not what Lord Gretterson was looking for, as he further accused Jillebrett of being sent to spy on his friends. He went on to clarify that those friends of his were in fact Aether, as his appearance shifted.

Session 18 - Tidal Uprising

Lord Gretterson, the newly revealed Aether member exclaimed that Aether has their sights on a global takeover. As Gretterson approached King Bjorn, his personal guard dropped from above, only to be dispatched by magical bloody tendrils from an arcane device. Gretterson then vanished, as Lack had identified him to be a simulacrum that someone had dispelled. Lord Arne tacitly excused himself from the room, though not unnoticed. Once composed, King Bjorn commands the Envoys to attend the city hall meeting where he will declare what's happened. After excusing themselves, the Envoys are escorted out of the premises. On the streets once more, Lord Bjorn catches up to the group and presents his work offer, revealing he had some form of dealings or knowledge as to what Aether were doing. He offers the group to journey to Black Bay and obtain the identities of Aether from the notorious pirate Lord, the Oceanwalker. The group takes their time to think on the offer at a nearby inn. Jillebrett is pressed further on their identity, and can only reveal that his organization or guild is not based in Pyrnes. Time passed, and the city bell rang, signaling to everyone to attend the town hall announcement. There King Bjorn denounced Aether before his people, recognized the actions of the Envoys and readied for war. The time had come for the Envoys to decide their course. Though not all are convinced, the majority agreed with Lord Bjorn's plan and set off to a nearby portal that would transport them to Black Bay. One by one, each entered the portal, although the ever-silent Auriné remained for but a moment. And thus a new stage is set for our marvelous actors!