Illumiparty

A bunch of dumbasses who found themselves together and decided to take down the Tawry party.

Currently includes:

* Diana Greenthorn
* Drayke
* Mongrim Ironpint
* Mordai Akmenos
* Paddy Kiran
* Quentin (The Cake Decorator) Kennie
* Rebmaris
* Taeral
* Tsenre Gnogn

## The Story

### Backstory

The story begins with a nation in transition, after eras of back and forth between the different groups but a relative static state of affairs from a bigger picture scale all of a sudden the scales tipped and the humans have been gaining dominance at an alarming rate. In part due to no longer respecting pre-existing rules of engagement and using underhanded tactics driven in part by increasing human-centric views. This has been further created by the relative isolation of human lands, where mixing with other groups hasn’t happened to the degree that it does between other groups. This has further been driven by increased need for resources with a booming population and the human lands being overworked.

## CabInn Chronicles

Full-Pint Inn - band of misfits meet - Paddy and Rebmaris bond over being short, Tsenre and Taeral just take it easy keeping to themselves

Paddy picks a fight and loses - halflings get thrown out - but sneak back in - then thrown out again

Tsenre and Taeral watch with amusement - then the Inn throws all ‘visitors’ out because they have an event - so the group sets forth to find somewhere to kip for the night

On their way meet Diana and Quentin who are just doing their own things. And see a deer being chased by a goblin and want to help the deer. There’s still some goblin-phobia in these lands. The goblin was about to kill their asses, but then Drayke comes across the scene and helps out, then goes on his merry way.

The band of idiots make their way to a cabin they were told may have space for them, meet Curie who’s the maid. The owner is missing. They end up rescuing the cabin’s dog from some more goblins, only almost die. Curie is grateful and they have a night of celebrations.

Paddy and Curie get it on. But the next day Paddy finds a suspicious note indicating something is going on to get rid of the owner of the cabin, and whoever was to do it was to meet someone called Gullis.

Curie wakes up and they part ways with Curie going towards the Full-Pint Inn and Quentin following her. Whilst the others break back into the cabin and don’t find anything particularly odd. Quentin however has accidentally stumbled into a human supremacist meeting.

The group reconvene, meet Drayke again, and decide to see what the deal was with the Gullis dude, go and try to find him, get into a small skirmish on the way. Find the bandit camp and Gullis, after a few close calls and the tying up of Paddy by the bandits the group manage to take everyone down and tie up Gullis to ask him questions. But not before Tsenre gets rescued from the brink of death by the goddess Talona who’s shrine the bandits were camping around, she brands him with her sigil and makes he’s aware he’s now bound to her.

## Kivoj Krashers

A crazy ass drunken tiefling turns up and for some reason helps them interrogate Gullis to get some answers - look for Sister Jumper in Kivoj, but apart from that when he tries to speak a strange static covers his words - then yeets him into the Shrine to Talona.

The group sets forth to Kivoj, coming across a bear which they kill. Once in Kivoj they do some shopping, some selling, then investigate Sister Jumper. It appears she knows nothing, but such a degree of nothing it’s very suspect. Further investigation around town reveals there’s been a few political types about, and Dal is known in town but he’s largely avoided that crowd, and that he normally comes into town once a week so if the group wants to wait a few days. But they move on down the road anyway to see if they can figure out where Dal is, coming across a wolf infested mill.

After a pretty brutal fight they take out the wolves and the mill owner is so grateful he reveals that there’s a shipping company based just down the road that has been known to do work with Dal. So the gang set forth to investigate that, finding it’s a Goblin ran enterprise.

Surprising everyone they somehow talk their way inside past the goblin gatekeepers, saying they wanted to ship some items to Dal and heard this was one of the very few places that would do the work. The mission kind of goes to plan, they end up being hired to make the delivery instead, both getting the address where they needed to go, as well as being paid for it. Double wins really!

## Tower of Terror

The path up to Dal’s is complicated by a run-in with some Bearded Devils - should have taken the name Bearded Valley more seriously - but they make it. After a few false starts trying to figure out how to get across the enchanted bridge they make it to Dal’s Tower. Where they are told to just leave it there and don’t get eyes on the man they came to see, so they decide to infiltrate the tower.

Curiously there’s no visible door so they decide to go via the roof, using a grappling hook system, and after a few false starts everyone made it. After battling with floors and floors of illusions the gang finally make their way to Dal’s chambers where it kind of ends with a whimper, they begin a fight with him but it quickly gets de-escalated with a few tactically cast hellish rebukes and magic barriers.

This is when they begin to get a better idea of what they have found themselves in the middle of - the party has strong spells to stop people talking about what they’re up to, however Dal manages to tell them that he left the party after they started getting more extreme in their views, and that they should look for Bevan in Whitefreeze to get some answers. He also gives them a few enchanted items, and a stone of farspeech so they can contact him whenever. Alongside an agreement that if they send him books on diversity and equality he’ll read them.

## Bevan Busters

The gang sets forth on their way to Whitefreeze, however on their way through Bearded Valley come across Bazz and Co. who have been driven out of their caverns by some ghouls that seemed to be looking for the group? They feel bad, and want to get paid, so decide to go and help out. Clearing out the ghouls and ghasts largely without problem. Until they come to one room which has a young goblin hiding after he wanted to stay to look after the Worgs, because he loves animals, and they’re the closest thing he has to a dog. Once they get to the warehouse it becomes clear that they were the ones who brought the ghouls and ghasts here, where they run into a Vampire who claims he was sent to deal with them. After a fight in which Diana gets vamped they learn the party is aware there’s a group causing some chaos in the region. Bazz returns and pays them and they go on their way to Whitefreeze.

Whitefreeze is a fairly large maritime/trading town - as any good adventurers are wont to do the first things the gang do are find a market to do some gear upgrades and then hit the local tavern - the Sunken Dwarf. They begin asking where they would find Bevan to the amusement of the locals, until someone finally takes pity and tells them it’s the ship out in the bay. But the only way out there right now is the rowboat owned by the sad looking gnome sat in the corner. So the group try to convince her to give them a lift over, only she’s a bit busy with other things - mainly trying to get access back to her stable which has been taken over by someone.

The group in standard fashion agrees to help, trotting on over to the stables to find that the stalls have been filled with a menagerie of exotic beasts, including a hippogryph. Paddy manages to gain the hippogryphs respect and get an idea of what’s going on - their owner?/caretaker? Took over the stables because he’d been driven out of his last place. The gang get into a little tangle with him but after a performance battle with Paddy and with the help of Mr H the hippogriff they manage to convince him to move on and give the stable back to the gnome.

The group are directed to the local bookstore to find the gnome, where they find a workshop on language and horned species going on. The gnome gives them a lift over to the ship - Bevan - where they finally start to get things cleared up. They meet Merry, the leader of the Arbeit party, who begins to explain exactly what they’ve landed themselves in. The Tawry party are human-dominance believers, who either want to enslave, subjugate, or kill all non-humans depending on how extreme they’re feeling. Arbeit are trying to stop this.

Merry gives them a list of key people to find, and says they can use the Bevan as their base now they may be the most useful asset available to the Arbeit party right now, whilst they’re still relatively unknown and seem to have had a lot of success.

## The Library

After their first night onboard the Bevan Merry tells the gang there’s a mission he wants to send them on to see how they do now they know what’s going on, and he wants people who are still unknown to the party too. It’s to infiltrate a library they think is being used to manufacture propaganda and intercept stones of farspeech messages. They think someone called Nicleigh is running the operation, but they’re not quite sure.

The party have a sick training montage during the sail to the library, and easily find it with no issues, with Merry giving them some scrolls of detect magic so they can attempt to pin down exactly where the warehouse is located. After a few false starts they figure out that the magic is coming from a few meters below the library, despite the fact that there doesn’t appear to be a way down. After some good distracting and sneaking the gang make their way past the librarian to the loft area of the library where they find some amplification runes which appear to be increasing the power of any magic used on stones of farspeech. Here they also find a portal which they yeet themselves through to find the warehouse staffed by scouts and shapeshifters.

The gang manage to avoid a fight by presenting themselves as inspectors, sent to examine how the facility is running, brushing away their non-human appearance by saying they’re all shapeshifters. This seems to work, and they get given a tour of the facility by Gibbins - who explains how they ship the product out to a storage facility in Reach via the portal. And that there’s another similar facility in Nodol Port to run farspeech interception on Leu. They bluff their way into taking one of the modified stones of farspeech for quality control, and set forth back to the Bevan, dodging past the librarian on their way out.

Upon returning to the Bevan some of the party have other personal matters to attend to, and so Merry gives the remaining group the option of either taking down the library immediately, or hanging fire. The remaining group decide to get a hustle on and just eliminate it, stealthily getting past the librarian again and getting though the portal, springing an immediate surprise attack and seeming to have the upper hand for a time, until the shapeshifters start to take full advantage of Drayke and Taeral’s powers after shifting to their forms. As the group start to be put against the ropes a dwarf appears through the portal and lends support, accidentally killing a few of the scouts despite a team agreement to keep as many as possible alive. Diana also begins to flex her new vampire abilities, discovering claws are pretty useful.

They manage to keep Gibbins the key guy alive, along with a couple of his workers - hailing Merry and the Abbott once the area is cleared. No new information is discovered outside of what they gained during their spy mission. The Abbott and Merry agree that the wipe is probably most appropriate, with the Abbott casting a spell of memory loss on the warehouse workers and explaining they will be sent to her family farm to help reeducate them. At the apprehension from the group at this she explains that it is essentially a summer camp where they try to subtly introduce non-humanist ideas in a controlled environment rather than…. Killing everyone they come across and the group is free to visit if they want.

The group return to the Bevan and are introduced to the murderous dwarf - his name is Ojo and he will be their cabin mate when he’s aboard the Bevan. He largely spends his time on the ground as he has infiltrated the party through playing the role of a jester, but he might occasionally be around to help if they need it.

## We Built a Zoo

After their first night onboard the Bevan Merry tells the gang there’s a mission he wants to send them on to see how they do now they know what’s going on, and he wants people who are still unknown to the party too. It’s to infiltrate a library they think is being used to manufacture propaganda and intercept stones of farspeech messages. They think someone called Nicleigh is running the operation, but they’re not quite sure.

The party have a sick training montage during the sail to the library, and easily find it with no issues, with Merry giving them some scrolls of detect magic so they can attempt to pin down exactly where the warehouse is located. After a few false starts they figure out that the magic is coming from a few meters below the library, despite the fact that there doesn’t appear to be a way down. After some good distracting and sneaking the gang make their way past the librarian to the loft area of the library where they find some amplification runes which appear to be increasing the power of any magic used on stones of farspeech. Here they also find a portal which they yeet themselves through to find the warehouse staffed by scouts and shapeshifters.

The gang manage to avoid a fight by presenting themselves as inspectors, sent to examine how the facility is running, brushing away their non-human appearance by saying they’re all shapeshifters. This seems to work, and they get given a tour of the facility by Gibbins - who explains how they ship the product out to a storage facility in Reach via the portal. And that there’s another similar facility in Nodol Port to run farspeech interception on Leu. They bluff their way into taking one of the modified stones of farspeech for quality control, and set forth back to the Bevan, dodging past the librarian on their way out.

Upon returning to the Bevan some of the party have other personal matters to attend to, and so Merry gives the remaining group the option of either taking down the library immediately, or hanging fire. The remaining group decide to get a hustle on and just eliminate it, stealthily getting past the librarian again and getting though the portal, springing an immediate surprise attack and seeming to have the upper hand for a time, until the shapeshifters start to take full advantage of Drayke and Taeral’s powers after shifting to their forms. As the group start to be put against the ropes a dwarf appears through the portal and lends support, accidentally killing a few of the scouts despite a team agreement to keep as many as possible alive. Diana also begins to flex her new vampire abilities, discovering claws are pretty useful.

They manage to keep Gibbins the key guy alive, along with a couple of his workers - hailing Merry and the Abbott once the area is cleared. No new information is discovered outside of what they gained during their spy mission. The Abbott and Merry agree that the wipe is probably most appropriate, with the Abbott casting a spell of memory loss on the warehouse workers and explaining they will be sent to her family farm to help reeducate them. At the apprehension from the group at this she explains that it is essentially a summer camp where they try to subtly introduce non-humanist ideas in a controlled environment rather than…. Killing everyone they come across and the group is free to visit if they want.

The group return to the Bevan and are introduced to the murderous dwarf - his name is Ojo and he will be their cabin mate when he’s aboard the Bevan. He largely spends his time on the ground as he has infiltrated the party through playing the role of a jester, but he might occasionally be around to help if they need it.

## Reach (For the Stars)

It was finally time to get back to business, it was agreed that Reach was probably the best place to go. Take down part of the propaganda machine, and do it before the Tawry’s really started to notice things were going wrong. So the party set forth on the Bevan to as close as they could get. Cue another training montage.

Upon arrival, despite literally knowing where the warehouse was, they marched straight into Reach anyway. But not before realising that there was a distinctly... segregated society at work, with Halfings and Dwarves doing much of the manual labour andHumans looking on. Taeral who had some knowledge of the area recalled that the area they were in is known as Balaur’s Bounty and represents one of the largest agricultural areas in the entire Covidian Isles. The Humans moved into the area and took it the fuck over, diverting a lot of the products to their cities and towns.

Because of this the group decided to have some chill and before marching right into the centre tried to see who might be able to get in without raising too much suspicion. The Halflings (Rebmaris and Paddy), and Diana decided to look around the rest of the town. Whilst Taeral, Tsenre, and Drayke decided to investigate the centre of the town.

It all started well, with the outskirts crew meeting the ‘Head Hafling’ or at least the dude trying to garner some resistance in town, and got the lowdown on the warehouse and what the deal was in Reach. Essentially what Taeral told them and they got from the guy at the library warehouse. The centre group asked around to see who was in charge and if they could have a meeting, managing to get some facetime with the town Mayor Dacre. But that quickly devolved into needing to flee from an angry mob. Happened very suddenly, who knows.

The two groups regrouped outside of the Warehouse at the edge of town. After sneaking past the gate guards, they made it into the warehouse and played the inspector card once again. After a ‘fire drill’ aka setting a pile of shit on fire, they managed to gather all of the employees and guards outside, but not before one of them managed to use a stone of farspeech to call up the warehouse boss. Shit got wild, with Mordai blasting a group of them to high heaven and most of the party fleeing inside the warehouse to see if they could get the portal to the Library activated.

Things quickly devolved, with Dacre and a further group of soldiers turning up to try and deal with the situation. After a blast that killed Remaris, Paddy managed to activate the portal to the Library and dip through to get reinforcements, returning with The Abbott. A knock-down fight took place, with everyone being knocked-out at least once, but they managed to get the best of Dacre, and after attempting to flee a solid quarter-staff hit from Diana took him out. A resurrection took place, thanks to the power of the Abbott, and the group had a look around, finding shipping documents with some names they recognised - giving some useful clues to locations.
Moganius - Moganius Manor
Malinus H - Whipdif Harbour - Sanitorium Ship
PTPL - Visi Tawry Club
Wane - Harpa

The group made their way to The Bevan and had a rest day to heal their wounds and get briefed on what they actually needed to start doing, now that it’s time to get on with the list given to them. The first target was Malinus - the intel suggested he was somewhere around Whipdif, with the shipping manifest from the warehouse suggesting potentially hiding on Lastria Sanitorium island. However the waters around Whipdif were highly controlled, and a ship the size of The Bevan couldn’t just pull up. So the group would need to make their way on foot, through the Eerie Woods, and find the Arbeit agent on the ground, Onyx who could be found on a ship called The Wee Lassie in Whipdif harbour.

## Eerie Walks

The gang got left on the road through the Eerie Woods, and told to just make their way to Whipdif, easy breezy. Rebmaris revealed she was from around these parts, and explained that she left a year ago to find her true calling or whatever. She also elaborated on the massive Lumber Mill the group walked past, that felt very similar to Reach with Halflings doing the manual work and Human ‘managers’. It had been set up before she left but it looked like the operation had really wound up in the last year, indicating increasing human influx into the woods.

They made it relatively safely most of the way to Whipdif, Paddy tried to rouse a sing-along but what’s new, until a random arrow came out of nowhere, hitting a tree a few meters away from them. Turned out it was shot by Flyntran, who came from the same druid clan as Rebmaris. He guilt tripped her into coming to say hi to the family. So the group clattered their way through the undergrowth until they came to a semi-permanent camp of Halfling Forest Druids where they were introduced to Girhah, Rebmaris’ adopted mother. Mordai and Flyntran shared a drink whilst Girhah tried to get Rebmaris to stay, arguing they needed her here to protect them and the forest from the Human logging camp. Shit got tense, a paralyse spell was thrown, but then the truth came out about Rebmaris and just why Girhah wanted her to stay.

Rebmaris had been abandoned in the woods after her village was planar shifted by the Humans, who wanted to change it from a Halfling village to one that obeyed the Humans. It essentially transformed from Kneal Village, the way it had been, to Faroak Village, a village which had been a human outpost for generations. Whilst the exact details are fuzzy, it seems that those caught in the spell fell into this, believing their new reality. Rebmaris’ parents seemed familiar with this magic (maybe because of their Underdark background) and tried to flee, but her Mother got caught in the spell and remains in the village to this day, an ardent supporter of the status quo. Her Father was a shapeshifter who took his tiger form and carried her out of the village to the safety of the Druids before the spell could take hold, before being shot by Moganius, the Human leading the operation.

Ehlonna the Druid’s god told Girhah to protect Rebmaris - Girhah took this to mean keeping her in Eerie Woods because that had worked for generations keeping them safe. Turns out Ehlonna had also spoken to Rebmaris, telling her to find her destiny and that she was actually part of the Underdark Circle.

After agreeing to an alliance with the Arbeit party, and as a result increased protection against the Humans, recognising the group’s end goal would fix everything, Girhah agreed to let Rebmaris go. But only if she wrote, and visited often. Flyntran said he’d walk them to Whipdif and help them find their way to the harbour.

## WhipDif (WhipDif Real Good)

Making their way into Whipdif Flyn gave them the directions to the harbour, then said he had ‘business’ to attend to in The Drunken Woodsman, leaving them to make their own way to find Onyx and The Wee Lassie. The group got to the boat without any issues for once in their lives, and found a Half-Dwarf - Half-Tiefling woman waiting for them. She gave them a run down of the situation, Lastria Sanitorium is hard to get to, being on an island protected by guards and magical wards. Her ship could do it, but not without its figurehead that was stolen after it was blown off during a run-in with some Humans. The figurehead is currently in Whipdif Museum. So if the gang could just stage a little heist to get it back, then they can get on their way to Lastria.

Jumping right in is standard, so the group set forth to the museum straight away. Posing as tourists they have a look around and get a pretty good introduction to just how imperialistic this museum is, so they don’t feel bad stealing stuff. The strategy they decide on is to pose as conservationists, taking the figurehead to be fixed up due to some rot. Brilliant in theory, getting the case opened and getting their hands on it. But as soon as they begin to remove it alarms sound and the head curator comes and kicks them out. So close yet so far.

After a rapid regroup a new plan is formed, sneak in, detect magic to see what other alarms and barriers there are, hide until closing, come up with a better plan. Sneaking in goes off without a hitch, with detect magic revealing 9that all of the windows and the main door are alarmed and have magical barriers, however the roof exit only has an alarm. A plan forms, create a distraction on the opposite side of the museum to lure the guards over, get the figurehead out of the cabinet, Tsenre teleports with it outside of the museum, the others flee via the roof, the regroup and help him get it through the city street, avoiding guards as they go, easy.

The first part went off without a hitch, smash, grab, teleport, escape to the roof, with Mordai turning the stairs up into a giant icy slide so the guards couldn’t follow. Then everyone using Spider Climb to scuttle down to find Tsenre. They made their way through the city streets, with shadow offering pretty good camouflage. A decision was made to cut through the graveyard to avoid the main road, but someone stumbled and dropped the figurehead drawing the attention of a pair of guards. Mordai makes like the alcoholic he is and distracts them by pretending to be a local drunk, using the hat of disguise to look human, they escort him to the harbour where he claims is home. Opening the way for the group to make the last stretch to the boat safely. To remove witnesses he gets rid of them and then rejoins the group at The Wee Lassie where the figurehead is being put in her rightful place.

At the reunion of figurehead and ship a wave of magic spreads out, encompassing the ship and transforming it from a small kind of piddly sail boat to a majestic ship that looks like it could outrun any navy vessel. Onyx tells you to go below decks and get a good rest, she’ll prepare to get you all over to Lastria.

## Lastria Sanitorium Infiltration

As promised Onyx got them to Lastria island unscathed, cruising past ships that looked like they'd been taken out by both magical and non-magical means. The group made a smart play and sent Rebmaris to scout out some abandoned buildings on the edge of the island that looked distinctly staff accommodation-y.

Here she helpfully found an induction pack for healers back when it was actually a Sanitorium. Including a map that gave a good rundown of the island, including reference to a tunnel from the morgue in the basement of the main building to the cemetary on the southern edge.

Returning to the ship, upon discussions with the gang who had scoped out the giant walls surrounding the main building the decision was made to have some chill and try to sneak in. On the way to doing this they killed 2 guards and stole the uniforms, may be useful, especially considering they were better than Tsenre's armour.

Infiltrating through the graveyard and catacombs that led to the main building required killing some skeletons and mummies as per. One thing Taeral noticed, through her years and experince of everyone she knows dying, was that the skeletons lining the walls of the catacombs seemed to get newer the closer to the morgue they got. Plus there was a definite shift in demographics going from relatively diverse with strong representation from Elves, Halflings, and all others. To largely human. Then a sudden transition in the newest skeletons, those from the past year or so, being heavily non-human. Signs of war crimes?

Unbenknownst to everyone else Tsenre was having a rough time, turns out someone here had a Shrine to Talona and she was trying to use the work happening at the Sanitorium under Malinus to get a plague spreading. Seeing the Illumiparty rocking up and probably ruining those plans, she decided to take advantage of Tsenre owing her a favour and use him as her messenger of evil. He felt a small vial of something appear in his pocket, and knew it contained a plague of some form and she wanted him to spread it, then she might get off his back.

As they got deeper into the catacombs/closer to the morgue a fetid smell started to grow - like bad booze and worse decisions. Eventually they found the source, an unconscious dwarf who looked like he'd had better days. A rapid fire interrogation took place where it became clear the dwarf was called Mongrim Ironpint and he'd been kidnapped by whoever was running the Sanitorium due to some rabble rousing. In his drunken stupor he managed to fight his way downstairs and where he passed out.

After a brief rest in the morgue where they strategised and got to know their new party member the group set forth, bar Mongrim who needed a nap, and Taeral who agreed to stay and keep an eye on him. The group tried to go quietly, largely keeping the fights to small scuffles where they quickly outmatched pairs of guards, with minimal fire damage. A brief jaunt into the kitchen provided some helpful health potions and a tea chart giving an idea of how many people were here, and reference to 'Prisoners'. The group continued to clear the ground floor, finding aforementioned prisoners, some of which seemed to be Merry's agents or at least informants. This allowed the group to get an idea of what had been going on here, largely relating to 're-education' and interrogations through magical means.

## Elephant in the Attic

Went to the bookshop to see what was popping and get the tin the cookies came in back.

Found Onyx and Ogna having a fight over a very nice Tiefling made blanket - seems like they have a history.

The gang went for a drink in The Sunken Dwarf, where Mongrim decided to use his Detect Animals and Plants - finding a large presence in the attic of the pub. Paddy agreed to stage a distraction so the group could investigate without resistance, busting out a new dance move he's calling the 'Floss'. Upon breaking their way into the attic through a door which seemed like it hadn't been unlocked for years they found an elephant. Some speak to animals revealed Schrei was involved somehow (surprise). Despite Diana's protestations that maybe they should just get Schrei to come and get the elephant (Elphenor) out however the hell he got it in, the group decided to take it into their own hands and free him themselves.

A few false starts involving mage hand took place, until Mordai remembered what little natural science he was forced to learn as part of his Sorcerer training and realised that the 40 foot fall to the ground *probably* wouldn't kill Elphenor. Other ideas such as the stairs were suggested but vetoed due to the size of Elph, so bashing down the wall and pushing him out the hole was really the only option left. With some of the group making sure the ground was clear below, Elphenor was yeeted out of the window, survived the fall, but was pretty pissed and went on a little rampage through Whitefreeze. Luckily Diana had sent a message to Schrei using animal messenger and he arrived post-haste riding Mr H and managed to chill Elphenor out. The gang did have to foot some of the bill to fix the damage though.

Turns out Elphenor was pretty chill in the attic, and Schrei had stashed him there until GW had fences and was at least partially functional - if the gang could get on with getting the requested lumber that would be peak. However Schrei agreed that Elphenor could come to the site, rather than hang in the attic for now, he could just live in the barn or something.

## Malcharia Misadventures

The gang set forth to Malcharia to attend the Tawry Headquarters for the meeting with Kee Lain under the guise of being Malinus. The plan was to see if they could infiltrate the before to sneak everyone in and gather more information, but it looked very well protected.

Had a look around, weird city. Mongrim pointed them towards one of his favourite ale houses then disappeared to attend to some business. Ended up in a nice inn called The Grey Horse, where someone rapidly scuttled out after they entered.

## Keep The Krust

A chase took place, turns out it was Krust Kiran - Paddy's brother - the famed adventurer who actually.... gave up adventuring because it's scary.

Got some useful information that someone had broken into the Tawry HQ and was being held in the Clocktower prison in the centre of town, to be executed tomorrow morning during their meeting with Kee Lain. They decided to stage a jail break.

Jail break went relatively well, shame they got fuck all information.

Decided to go with the classic Malinus and 2 guards approach to get a few in, with the rest posing as exterminators for some rats they were going to conjure animals into existence.

Mordai disappeared to help Mongrim out with whatever he was up to, leaving the group to do everything on their own, with Paddy posing as Malinus. Went surprisingly well. Got some information that may be useful

Tawrys are trying to rebuild their propaganda effort after it was fucked up in Reach. The lumber mill in Eerie Woods is winding up, to replace the lost paper. The farspeech stuff is becoming more powerful, all based out of Nodol Port, can tap into most stones now and covers most of the islands. The town of Nast may become the new unified site of production and distribution. Moganius has his fingers in a lot of pies, so may be worth having a meeting with. Stanchion was increasing work at World's End, taking the work they were doing at the Sanitorium and doubling down with it, weaponizing it.

## Moganius Manor Massacre

After warnings from Merry that the group were going into unknown territory with no support the group arrived at Southern Eerie harbour, where they decided their best way to get into Moganius Manor was through use of a carriage fitting with the status of Malinus. There were a few false starts, trying to acquire a carriage of suitable splendour without the driver coming too posed more of a challenge than originally thought. With the work of a silver tongue and some gold pieces a dwarf agreed to lend his carriage out to the group, but not without a spell of binding to make sure it was returned.

Rebmaris mostly successfully managed to get the carriage to Moganius Manor, with only a few close calls. A few threats were tossed towards the guards to get entry to the estate. Mordai (under the guise of Malinus) entered the Manor, flanked by his two 'guards' Drayke and Tsenre who were quickly ushered into the servants quarters away from the public areas whilst Mordai was directed towards Moganius' office. Diana and Taeral, hiding in the carriage, ended up in the stables with Rebmaris, with the carriage having been directed there, but weren't really planning on moving for risk of being outed.

Mordai found Moganius in the presence of some human noble called Jeffrey - it seemed they had plans to increase production at the lumber mill and also use the works already taking place at Beaver Tooth Lake to produce even more resources and gain a further foothold in Inorog. Mordai managed to lure Moganius away from Jeffery and into his office so they could have a one to one chat. This one to one chat didn't give much more information than the group already had, it was largely just giving an idea about how much the party knew of the Illumiparty activities and how an agent had been dispatched to gather information and deal with them, an agent by the name of Edrop. Then 'Malinus' was told Moganius was in the middle of work with Jeffrey so the meeting had to end, thanks for coming, etc etc.

Shit was about to get wild.....

Mordai decided now was the time to take down Moganius, despite all of his party being scattered across the estate. Moganius turned the central hall into a thunderdome which no one could enter or exit from, leaving Mordai to fend for himself against a group of guards. Tsenre sent a message to the group in the stables leading them to try and enter through the basement, all well and good until Moganius blasted them to high heaven. The fight got more intense after that, with Moganius fleeing into the night leaving his guards to deal with the party. This didn't go great for the party with everyone bar Mordai being knocked out, Mordai remaining locked in his thunderdome, and Jeffrey locked in the study.

## Abbott Farm Amelioration

The gang were rescued from almost certain imprisonment and death at the hands of the Tawry party by Flynn, who had been sent to check up on things by Merry after the gang didn't check in for a few hours. He managed to rescue them from the Manor with the help of Mordai, and Jeffrey who was threatened by the pair of them. They were taken to the Abbott Family Farm to recover, but there will be lasting effects from the fight at Moganius Manor.

* Diana developed long term anxiety over fights, and has a -1 to her initiative - unless her emotional support dog Wheetabarks who helped her recover is in the party.
* Drayke was impaled by a spear and as a result is going to have a hard recovery, with -2 to dexterity for a month.
* Mordai was locked in the thunderdome whilst his friends were taken out one by one, long term effects of this are to be seen - he's putting up a strong front now but who knows if this is real or not
* Paddy was helping Crust settle in at Greater Whitefreeze Exotic Bestiary, but the guilt will eat him up
* Rebmaris acquired a sick scar bisecting her birth mark - disadvantage on Charisma (Persuasion) checks and advantage on Charisma (Intimidation) checks. Magical healing of 6th level or higher, such as heal and regenerate, removes the scar.)
* Taeral got zapped tf down, with Electricty spells aint nothing to fuck with (-1 to constitution)
* Tsenre has been knocked out a lot, that's going to have an impact on one’s brain - -1 to intelligence rolls
* Mongrim wasn't there and doesn't really give a shit about you all yet

2 weeks of recovery was needed, where they trained up some skills to shake off the injuries. After two weeks they were summoned into the main office to meet with Petula, the Abbott's sister who runs the farm. Here they found out a shadowy figure had been seen lurking around the edge of camp since they had arrived.

where they found Sister Jumper and Gibbins who had been re-educated away from Tawry views and were wards of the Farm until this whole situation gets resolved.

Moganius' escape is going to cause some issues, with the Tawry Party now much more aware of who you are and how you like to do things. It's going to be harder to infiltrate strongholds now.

## Abbott Farm Footchase

Whilst recovering at the Abbott Family Farm the group were told of a mysterious shadow figure that had been loitering around the edge of the property.

Because they can't leave anything well enough alone they decided to investigate, a chase took place with Drayke finding that it was his childhood friend Armalis.

An interrogation took place where it came out that Armalis was trying to get a read on if Drayke could help her uncover the mystery of Nikki.

Whilst on a mission to recover an Orphan from the town of Shieldbash she saw a woman that looked strikingly like Nikki, despite Nikki allegedly having died/disappeared as a result of a mission gone wrong a year previously.

Things are getting wild at the Sanctuary with less work supporting outside communities, especially those non-human ones.

## Current Quests

### Main Quests

* Take Down The Tawrys
* Form A Stable Government
* Profit??

### Side Quests

* Greater Whitefreeze Exotic Bestiary Building
* Dogs for Goblins
* Blanket for Books
* Diversity Train Dal
* Whatever happened to Adrei?
* Who TF is Edrop?

### Character Quests

* Rebmaris
* Drayke
* Mongrim
* Diana
* Paddy
* Mordai
* Tsenre
* Taeral