Hourglass of Ashes

Getting at Granny's Chest
Game 1 (9/20/18)

The party is contacted by the Nathan Pullman to assist an unknown individual on behalf of the guild. When they go to meet their contact, they discover it to be Lady Vivian Bentancourt, daughter of Baron Gerald Bentancourt, to retrieve an antique chest that belonged to her grandmother ahead of her wedding to Lord William Eltz, heir of House Eltz. Her wedding is fast approaching and she desires the party to retrieve it, but asks for their discretion both in the nature of what they’re doing and her involvement in contracting them. She informs them that the chest is located in the crypts below the abbey of the estate. The estate was destroyed in fire many years ago, but the crypts were unharmed, however it has been abandoned since and some uninvited guests have made themselves at home.

The party sets off along the patrolled rode, taking it for half a day before turning off road towards the northern hills. After a brief bit of trouble with giant spiders, they make it to the ruins, only to discover that the family crest of Brenecade, not Betancourt, adornes the stone remains of the house.

The party proceeds into the crypts, leaving Marco, the fire-happy ex-priest/never-priest to set his skills to use above. After some sneaky footwork, the party confronts and dispatches with a group of goblins and humans who were using the crypts as a base. A single human manages to escape, while the head goblin, dressed in black robes flees into a back room. The party keeps watch while they solve the puzzle door (with use of detailed instructions in Lady Betancourt’s notes) and obtains the chest but not before desecrating and looting the graves of the Brenacade family. Deciding it would be best to know what they are delivering to their employer, they open the chest and see it contains a statue of the Crone, several books, some jewels, and what looks to be an ornate dress.

Granny’s chest secured, they move to deal with the head goblin, but discover he has dealt with himself. They find his body with a dagger in his chest. The fact that this self-inflicted damage was done at the center of an ornate circle surrounded by statues of the Nine Divines facing away seems bad, but the party still enters the room and takes the dagger-screwered heart with them. Upon doing so, an ominous rumble shook the house and they all dashed away. Once a safe distance, Marco saw to giant bats (as well as the entire temple structure).

The party makes it back safely and delivers the chest to Lady Betancourt— who seems so impressed with the group, invites them to assist with security at her upcoming wedding.

Murder, Arrows, Medicine, and what's my alignment again?

Word reaches Micah from the Storm Wardens of Mountgate that a sudden Everstorm has crested the Spine of the World unexpectedly. While storms occur with the new moon, this one has spawned a fortnight early and the Wardens are racing across the Middle Kingdom to warn cities and villages to prepare. The severity of the storm is of particular concern, but this information does not seem to have filtered to the general population.

As such, the wedding is postponed and the party is contracted to help guard a mysterious shipment of “farm equipment” back to Micah ahead of the raging tempest making its way north.

Members of the party decide to explore some of their own interests, murdering the local contact for a foreign smuggling syndicate and inadvertently invade the headquarters of what is likely (possibly) the thieves’ guild. Mayhem and swift death soon follow, but luckily not the PCs’ (not yet anyway).

Meanwhile, the friendly medic assists a local baker with boarding up her shop in preparation for the storm and letting slip the bit about the the severity of the coming storm.

As dawn occurs, the party rides out to the midpoint where they are to meet the incoming shipment. A team of five sell-swords makes the hand-off with a seemingly deaf old woman, only to learn that the shipment was attacked multiple time along the journey, but seemed to stop their attack each time they were gaining the upper hand. As expected, the shipment was attacked by bandits and a giant mantis creature. The party defeated the bandits with a little help of an unseen horseman (horse-man). On investigating, they discovered the bandits were elves in advance stages of the Ravaging.

“Accidentally,” the party breaks open one of the containers to find vials of what is believed to be the elixir used to treat the Ravaging— sought after by many for it’s intoxicating and slightly euphoric effect on those not affected by the debilitating disease.

The party returns to the city, shy one box of the shipment, losing out on half their pay as a penalty. No one seems to have time to give them much grief over it as everyone is more concerned about the coming wave of death and all the bad omens a storm out of time suggests. However, when they return to the Adventurers’ Guild they discover someone does care about them— at least enough to leave them a message, a parchment with just a red hand on it. Fun!


I'm sorry, but we no longer support this web browser. Please upgrade your browser or install Chrome or Firefox to enjoy the full functionality of this site.