The Cult of Steorfa

To be converted to a Story Arc template at some point.

## Story Arc: The Cult of Steorfa

### Session One; Do Artificers Dream of Electric Sheep?

Io Aerkerym, driven by vengeance, gathers her comrades in Otha's Rest to seek retribution against the paladins who burned her home. Despite bureaucratic obstacles, the party presses on. They visit the archives and discover the sigil of the Order of the Mystic Fire, confirming their suspicions. Seeking more clues, they consult Diane, an archaeologist who identifies a blackened pauldron with a matching symbol.

With newfound knowledge, they locate the hidden entrance to the order's headquarters and infiltrate the stronghold. They incapacitate guards and capture knights, but the captive members remain silent. The adventurers secure the captives and proceed deeper into the complex. There, they confront a high-ranking knight, and Io's attack is halted by his commanding presence. Io is briefly banished, but her comrades present their case, sharing the story of the burning archives. The knight promises an investigation and warns the party to keep the order's location secret. As they leave, the party is left with unanswered questions but remains determined to uncover the truth.

### Session Two; Ruffling a Few Feathers

In the shadowed alleys of Otha's Rest, the Silver Feather Society, a secretive order of rogues, enlisted a skilled group of adventurers for a perilous task—to infiltrate The Museum of Unnatural History and recover an ancient tablet said to hold a fountain of necromantic power capable of bringing ruin to the city.

Meeting with Dr. Dannell, an esteemed archaeologist, the adventurers learned of the tablet's discovery during an excavation in the dangerous Pinsborough Peaks. Disregarding dire warnings, the museum's curator displayed the artefact during a grand gala. Armed with a detailed map and gala tickets, the group planned a covert operation during the event. Under the guise of the gala, the adventurers meticulously studied the museum's security measures. Liz charmed the curator, gaining information on the tablet's location and security. With a well-orchestrated distraction, the group neutralized the guards, obtained the tablet, and skilfully escaped, preserving the city's safety. The Silver Feather Society praised their valiant feat, ensuring they would be remembered as heroes in the annals of Otha's Rest.

### Session Three; Why do Paladins Wear chain? Because it's Holey!

Amid the sunny day at the Junction Inn beer garden, a group of adventurers gathered for a drink and some respite from their recent tough battles. Their concerns about capturing Freddie Teaque were overshadowed when they heard a lady screaming for help. While some of the adventurers hesitated, Io, always eager to help, led the charge with her bottle of wine. The lady, a Paladin, was under attack by shadowy rogues, and the group rushed to her aid.

Unexpectedly, the Paladin unleashed a fireball, harming both allies and foes alike. Frustrated by her lack of gratitude, Lessbelle, skilled in invisibility, backed away and sent their animals to assist instead. Despite the Paladin's lack of appreciation, they continued healing her until she fell unconscious. They managed to retrieve a note about a magical tablet from the attackers and traced it to a "Dr. Dannell" but their leads seemed to lead nowhere. Later, while seeking information from forest animals, they uncovered a lead about cultists with tattoos and followed it to a mysterious ruin. The adventurers freed prisoners and confronted the cultists, facing fierce battles and ultimately convincing one cultist to turn away from evil. Reflecting on their day, the adventurers found some lessons learned and a yearning for another drink, even if the path ahead was still uncertain.

### Session Four; Unveiling the Murkmire Stone

In the shadows of Otha's Rest, the Knights of the Arcane enlisted the aid of a skilled group of adventurers led by Io, a High-Elf Artificer. Sister Arion and Brother Edward revealed the dire truth: a cult was after the 'Murkmire Stone,' a powerful Phylactery containing the essence of the long-dead Dracolich Steorfa. Determined to stop the cult's sinister plot, the party embarked on a perilous journey.

Through treacherous encounters with will-o-wisps and hulking zombies, the adventurers made their way to the cult's underground lair. There, they faced heavily tattooed and seemingly invincible cultists, but with courage and determination, they managed to subdue them. Uncovering the cultists' dark source of power and their next moves, the adventurers returned triumphant to the Knights of the Arcane, earning their gratitude and a bag of gold as a token of appreciation. The group emerged from their adventure stronger and united, ready to face whatever challenges awaited them next.

### Session Five; Pursuing the Cult

In the luminous realm of the East Ridings, a group of resolute adventurers embarked on a journey woven with shadows. Led by Creed, an enigmatic figure, they unveiled an artifact's mystery – the 'Murkmire Stone,' coveted by a cult seeking to resurrect the sinister Dracolich, Steorfa. The adventurers' task was clear – journey to a cavern near North Burrows and uncover the dragon's fate.

As they ventured, their steps led to the welcoming Silverfish Inn, it's cosy façade masking the danger lurking in the East Ridings. Natalia, the inn's matron, held an unspoken understanding. Near the cavern entrance, Liz's spell alerted the Kobold guards, triggering battle. Amidst the clash, Hilda's illusions confounded foes, and Ammenõs and Aldier wielded spells. Negotiation secured a tense parley with the surviving Kobolds, revealing a tattooed woman among them.

In the cavern's depths, a relentless fight ensued against Kobold hordes, their fortunes ebbing and flowing. Xerxes fell, Aldier struggled, and Hilda's courage shone bright. Magic and might clashed, leaving a moment of respite to ponder the situation. With their return, Creed unveiled a revelation – the tattooed woman linked to cultists from prior encounters, hinting at a web of sinister schemes. Amidst the foreboding, the adventurers knew their journey was far from over.