Session 88

* The Village of Renewal

**Previously...**

## And Now...

### The Road To Renewal.

Agros guides us out of the swamp towards the Village. He explains how, even when you're familiar with the route and it's a short journey, it's still very easy to get lost. To illustrate this, he shows us the sorts of minor, subtle landmarks he's been forced to use as way markers. En route, Leshrac and he talk. Leshrac asks if he's ventured far across the Mistlands, but Agros shakes his head. Most of his explorations have been into the Woods, and even then, not far. When Leshrac mentions the Inverse Keep, Agros admits he's never seen it, but that someone back at the Village called Nira would certainly be interested.

The walk drags on and Thanden appears to be having trouble. In response, Dandy walks alongside him, trying to keep him distracted with a running commentary, while helping to steer him around potential threats.

### Into The Village.

We reach some ruins. Agros lets us know the Village is nearby. He suggests going ahead, as just turning up with a large group of strangers might arouse suspicion. Gar volunteers to accompany him in Draconic form and Agros agrees. One should be fine. Leshrac assumes Harpy form and follows covertly at a distance. Dandy seeks out a dryish patch among the ruins where she can brew up some tea while the rest wait for the others to return.

From his aerial position, Leshrac can see the village. It looks to have once been a small town fallen into absolute ruin. The broken remains of a stone wall circle about two-thirds of the outer perimeter, with the remainder patched up by shabby and hastily-erected barricades made of loose rubbish. Within, he can see that the town would once have been laid out in a loose grid, but in many cases, building remains have been pulled apart and cannibalized for materials to shore up less damaged structures. In amongst these, there are a great many hastily-constructed shacks and shanties.

At one edge, the villagers have constructed a ramshackle watch-tower with a lookout stationed in it. In the streets below, he can see people moving to and fro. Almost all of them show some sights of draconic or reptilian heritage. Each one has a weird shudder to their step, as they stop periodically and glance warily towards the swamp.

Just as he's about to turn back, he sees something on the farthest edge of his vision rise up from the mists and begin moving towards him, but is able to outdistance it.

Meanwhile, back at the camp, a cursory examination of the ruins would seem to indicate that they are of ancient dwarven make. Dandy, Azrah and Thanden have a discussion of this as they sip their tea and eat a sparse lunch.

### A New Face.

Back in Renewal Village, Kikeru, a birdlike humanoid dressed in rough, traveller's robes hears some sort of commotion outside. They've been here for several weeks and, while they're still considered strange, most of the villagers are used to them. Nearing the source of the noise, they can see a large crowd of townsfolk gathered around what looks like a pair of newcomers.

Drawing closer, one is recognisable as a villager who left some time ago to go foraging in the distant woods. The other is unfamiliar; an outsider who carries a very large and ornate blade. As Kikeru gets their first good look at Gar, they experience a peculiar tingling feeling in their feathers. Maybe, they think, this is who you've been sent in search of.

After what looks like some fairly agitated discussion, the villagers decide that the best thing to do is to take the stranger to see the old woman who lives in the ruins just beyond the walls. Agros also lets the villagers know that there are other strangers out in the swamp, and that he plans to return to bring them back here. Curious, Kikeru finds themself volunteering to accompany him.

### The Seeker in the Sky.

After a few moments, Kikeru begins to sense something in the skies above them. Before they can turn to ask Agros about it, Agros who's apparently sensed it too, calls them over to the shelter of a half-ruined wall. The two peer into the fog until finally spotting a dim shadow against the mist ahead of them. Agros surmises that the strangers he left behind may have unwittingly attracted some undue attention.

The pair creep stealthily closer, their eyes fixed on the shadow whole trying to avoid its attention. They pause once again when Kikeru finds the semi-overgrown remnants of an ancient dwarven tunnel. It seems to lead in the direction they were travelling so they enter. Once inside, Kikeru finds a torch sconce with an unlit torch in it. Beneath, is a Dwarven Rune meaning Fire. Beyond it, the tunnel continues on, arcing gradually down until it reaches a large, basin-like room. From there, it continues for a long way before ending, with a ladder leading to a room above. Exploring the room, Agros discovers an ancient, mechanism and activates it.

### Visions and Visitations.

As Leshrac is finishing his description of the Village to the others, there's a weird rumbling and gurgling noise from nearby as a sinkhole opens up. Approaching and peering down into it, Dandy sees Agros and Kikeru's faces looking up. Agros beckons towards her and she turns and beckons towards the others. As Leshrac approaches, he catches a glimpse of Kikeru and as their eyes meet, he is immediately seized by a sequence of visions.

In his mind's eye, he sees himself in a dark place, fighting alongside them. Just as that image is coming into focus, he's suddenly yanked into the darkness towards an immense castle. Perched atop the castle like a roosting vulture is a vast, skeletal dragon, but just as that image is becoming clear, his sight lurches forward again until he's face to face with a cruel female visage. She stares coldly into his eyes and asks with a sneer of contempt, "Why then, should I ally myself with you?"

Before he can answer, he blinks and finds himself in an underground tunnel staring up at Azrah's concerned face. Behind Azrah, he can see Dandy, who informs him that his eye was glowing like a red-hot coal, that it was freaky looking, did it hurt and hoping it didn't.

### A Timely Warning.

The group continues along the tunnel and after awhile, Agros explains that they were being stalked by a Gargoyle. Leshrac tells him about the flying creature he saw, but he's certain he outpaced it. Agros replied that, while they're not fast, they're effectively tireless. The good news is, they won't follow us down here unless specifically ordered to do so.

He goes on to say that Gargoyles are agents of Waiqir, created as a gift for him by one of his lieutenants. Rumour says that whatever the Gargoyles see, Waiqir can see, even if the subject is invisible. Their normal strategy is to find a nice patch of ruins and perch there. Their mottled, stonelike skin allows them to blend in and remain unseen until they're ready to strike.

### Respite and Responsibilities.

Upon arriving back at the village, Agros is told to go and see someone called Grundle, a tall, black scaled Dragonkin. He informs the group that Gar is currently being assessed by the Village Elder, Nira, and that they should be done presently. He also tells us that, while we are welcome for now, if we wish to remain longer than twenty-four hours, we will be expected to pitch in.

Leshrac shrugs and suggests that, as we have nothing else to do while our friend is being examined, why wait twenty-four hours? If they have problems we can help with now, there's no reason not to be about them. Dandy, with Thanden in tow, searches through the ruins for useful items or hidden areas that the Villagers may have missed. Beneath a pile of rubble that may once have been a larger building, she's able to find a relatively unharmed, but well-hidden cellar. She lets Grundle know it's there and suggests that it might be useful as a storage area or an emergency shelter.

While they're doing that, Leshrac, curious about his vision, sits down for tea with Kikeru. Before they can have much of a conversation, however, both are seized by a communication from Chance Wonderway. He tells them that something big is happening. The halls of Bilehall are near-empty, and that where he does sense people, they're rushing about in disarray. He believes that this has been something of a boon for him, as he's kind of slipped their minds in all the chaos. Unfortunately, he suspects that, once the immediate distractions are over, they'll want him dealt with quickly so they can get back to business.

### And Then We Feast.

With the day's business done, the villagers and their guests gather in a long hall for dinner. The locals are surprisingly good at foraging and, while the food is somewhat unusual, there is plenty of it.

Following the meal, Dandy volunteers to perform and relates an epic about the events of The Prophecy as a way of catching the villagers up of news from the outside world and our role in it. As an additional help, she offers some advice on dealing with local undead *(using the 'Bad Press' talent)*. In return for this, the villagers offer advice on foraging for food and navigating in the swamps *(can cancel 1 Black Die in Mistlands Swamps if the advice is followed)*.