Mist Heart

First steps on the path

Players. Met with Drummand Croft. Each having their own motivations our intrepid heroes agreed to his demands to investigate the Mistheart and what, if anything, was brought out.

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Players moved to investigate the sanatorium in Utterblius where broken clerics from the Bridge construction site have been taken.

Upon investigating, players encountered the decrepit caretaker Archibald.

In the basement the players interrogated one of the poor lost souls of the construction site. Midway through their investigation however, the players were caught in a trap. Players were attacked by horrifying flesh amalgam monsters formed form the bodies of clerics. The caretaker Archibald also revealed that in fact he was an agent for some other power.

After the battle, Players captured the unconscious Archibald.

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A wild ride

After defeating the mad cultist Archibald and his horrifying flesh monsters in the basement of the utterblius Sanitarium. Players moved to to leave the sanitarium, only to discover that their conflict in the basement had awakened something in the hospital above.

As players moved to flee the hospital they were rescued from the now awakened human experiments of the upper floor by Dwark MacLoahir. Dwark then lead the party on a wild stage coach chase through the streets of [[utterblius | utterblius]. Aboard a mechanical armored dwarven carriage, the party fraught off wave after wave of horrifying twisted human abominations.

Upon escaping Uterbilius the party interrogated the revived Archibald. In the course of investigation the mention of Maxamandor caused Archibald to explode.

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The Plot Thickens

Players begin to look into the odd circumstances of their predicament. upon awakening from their A wild ride Players moved to investigate events in the city.

First Orbaz Felbayne and Whiskers return to the site of their entourage’s murder, the Broken Drum. In the upper floors the inn players found that the previously discovered remains of their party were missing. Furthermore, upon investigating the rooms of Viscount Argus Tourek The party discovered a bizarre arcane circle.

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Later the party moved to investigate the Float dens deep in the interior of The Fallows. Party members found the said forlorn drug addict Rickets (insert link here). Rickets hinted at increased purity of float, and an uncanny consensus of Float users experiences on the drug. The party then moved to explored a Float den which Trinso Havenspear seamed oddly familiar with.

Finally Players investigated a Gibbs family owned Bordello. In the Bordello players were contacted with the disposedSilvia, and later made “friends” with the club bouncers, and were thrown out.

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Attack the Depot

Players met with Silvia in a decrepit squat in The Fallows. Silvia informed the players of her relationship to the Gibbs Daughters and that they were likely “removed” from their household after discovering something they shouldn’t have. She also warned players that under no circumstances should the Gibbs daughters be returned to their father.

Upon leaving Silvia, Ionia Levinica Aurelius funded a letter of introduction from a semi fictional noble, and succeeded in getting Silvia transferred into servitude on the Rex Oblitarius.

Desperate to discover the fate of his clan, Whiskers met with a representative of the Lockwood family to buy information. Perhaps this was not the pest course of action? only time will tell. What ever the cost however, the great rumor brokers, the Lockwoods, took the case.

Finally, using their connections withDwark MacLoahir, the party arranged to be smuggled into a Gibbs owned depot in Overfarrow. Upon entering the depot packed in crates of skystone the party wasted know time in setting an explosive trap. Upon “sneaking” into an air vent Whiskers discovered the two drugged and unconsciousness Gibbs daughters being held by two elven mages. In a truly spectacular fashion, Whiskers fell from the air vent and raised a general alarm in the compound. After valiantly fighting for their lives, triggering a truly titanic explosion in the processes. The party had to beat a hasty retreat with the still passed out Gibbs daughters.

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Making a Stand

After igniting the volatile stores of firestone and liberating a pair of high-profile prisoners, the group narrowly escapes the Depot (see Attack the Depot), leaving behind a wake of destruction. Seeking a place of safety, they retreat back to a safehouse to collect their thoughts. While the rest of the group waits behind in a darkened alleyway, Whiskers and Cambraeia Zelphaer probe the location for any signs that they have been followed.

Who they find is an agent of House Lockwood, who had been expecting them. After Trinso Havenspear and Orbaz Felbayne had seen that the girls were safely barricaded upstairs, the Lockwood operative divulged a bit of information.

First of which, he addressed Whiskers’ inquiry into the deaths of his brothers and his traveling companion, Viscount Argus Tourek. The Lockwood operative was able to provide the circumstances of the Viscount’s death, which involved some sort of macabre ritual in which Sternbrig Gibbs was present. What occurred to the mouselings is less clear.

What can be confirmed is that an assassin almost certainly hired from House Fairkin subdued Whiskers’ brothers with a sort of neurotoxin that left them in a state of stasis so near-death, that even trained professionals would find it difficult to discern.

The operative even hinted about having knowledge to the whereabouts of Rhoegadyn, the absent father of Orbaz. This left the tiefling noticeably rattled.

After divulging the information, the elven operative offered safe haven for the Gibbs daughters and assessed the group’s fee. The account was negotiated into the ‘favors’ department, as the exorbitant fee was much more than the group was able to cover.

The group would take out Sternbrig Gibbs. Though some of the group, not least of which Ionia Levinica Aurelius, had little qualms with carrying out an outright assassination, others seen the encounter as an opportunity to get face-to-face with a man who they believe has a great deal to explain for.

As a parting gift of sorts, the operative warned them of incoming soldiers, likely retaliating for the hostilities at the depot. The party turned their attention to fortifying the safehouse, setting up traps and closing of entry points.

The battle was hard fought and several of the assailants were taken captive, but not before an assassin ‘dropped’ into the fray. Once exposed the assassin disengaged, only to be followed by the Cambraeia. She tracked his trail back to the manor of Gleinollidan Fairkin and returned to the group.

The group questioned their captives, who indeed were sent from the Depot. Franklin, the veteran officer, revealed that they were a mere diversion party, meant only to draw the group’s attention while the assassin disposed of the escapees. Having foiled the plot and coming to the consensus that their captives are mere hirelings, the group decides to let the detainees go.

The party then withdraws, seeking out The Drunken Swan and their contact for the mission into the Gibbs facility. The session fades out with the group discussing how best to complete their task…

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Bad Moon Rising

The masquerade ball held by Sternbrig Gibbs is looming a few days away and the group takes time to prepare.

Whiskers and Cambraeia Zelphaer traverse down into the depths of UnterGarten to harvest poisons from the exotic lifeforms that live below. Trinso Havenspear and Orbaz Felbayne make a trip to the Missionary District to procure a set of holy symbols for personal use, only to be arrested by the authorities for suspicious activity.

Ionia Levinica Aurelius spent her time a little more productively, falling in with and gaining the trust of Octoravious, a foreign courtier currently holding court at the Gibbs Manor.

After a meeting with Dwark MacLoahir to get him up to speed on the current happenings, the party attends the ball…

Ionia is presented, accompanied by Orbaz with Trinso attending as an escort. She quickly attaches herself alongside Octoravious as the courtier indulges in the pleasures of the evening. This allows Orbaz to step away and investigate the library which is currently off limits.

Meanwhile, Whiskers is introduced as a foreign dignitary with Cambraeia disguised as his secretary. Disengaging from the festivities to explore the gardens, they make short work of the hedge maze and break into a tool shed. This exposes an alternate route into the manor through what seems to be a laboratory of some sort. It was filled with living test subjects submerged in huge vats of blue liquid. They appeared to be from harsh lifestyles.

As the elf and the mousling were deep in the underworks of the manor, the party upstairs raged on. Guests were engaging in varying levels of depravity as Ionia coaxed Octoravius to introduce her to more of the prestigious guests. Trinso kept overwatch, noting the odd markings that made up the dance floor. At that moment Orbaz was meandering through the library, feeling more comfortable than he has felt since arriving in Mist Heart. He noticed an impromptu workstation set up for Caltarthien, with informational text on the local government and military set aside in particular.

He also finds what appears to be familiar text in the library’s copy of ‘The Ransom of Zarek’ by Marobal Sul in the form of a numbered code, though the meaning and origination elude him. Tearing the pages from the book, he stashes it away and waits. Trinso soon joins him, with Ionia following closely after with the courtier looking quite inebriated. Ionia dispatches Octoravious and takes some time to impersonate the partygoer.

While Orbaz and Trinso probe into Sternbrig Gibbs’s hidden office, Ionia returns to the revelry and accompanies him and his retinue as they ascend to the viewing. By now Whiskers and Cambraeia had made it further along the underworks, with an interesting tome on macabre runeworking and pocketfuls of expensive looking curios in tow. They continue on and find Orbaz and Trinso milling about behind a false shelf. United again, they lay in wait at the trap door leading up to the viewing platform of the observatory.

Ionia ascends with the rest of the viewing party comprised of Sternbrig Gibbs, the court magus Reshavark Outozarch, the elven historian Caltarthien and the gnomish technician Strotzenbru Flotski Gibbs. Trying desperately to communicate to Sternbrig, Ionia gains the attention of Outozarch. He blasts her with dark energy, chaining a burning crown upon her brow. Ionia falls in line beside him.

The rest of the party witnesses the ritual as the telescopic machinery reflects the light of the moon onto a large occult symbol. They watch as a female in the group gashes her hand with a blade, spilling the wound onto the altar.

Seeing his opportunity, Whiskers then leaps from his vantage point on the catwalk, landing swiftly on the altar before Sternbrig Gibbs and drives his rapier through his girthy neck and out the back of his head. In the chaos that follows, the heroes destroy several nightmarish creatures and slay Outozarch, who turns out to be a powerful warlock agent.

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At this point he elf, who merely spectates the battle, seems to dissapparate when the group turns to her, leaving them alone with the dumbfounded gnome. They distribute loot while Whiskers leaves his assassins mark knifed onto the corpse of Briggs. On the corpse of Mr. Reshavark Outozarch the party finds: a Set of +1 Glamoured armor (given to Iona). A bag of holding (given to Whiskers). A small Dark stone Owl statue engraved with the word “ceilear” (givnen to Orbaz). potions, scrolls and valuables plundered from the manor. Also on the scene Trinso Havenspear retrieves a leather bound grimoire

They resist the churning chaos of the revelry below and escape into the night, noticing that the blood red moon is still full in the sky, as if time stopped having an effect on it.

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Gaining an Audience

The group collects themselves after the events of Bad Moon Rising and seeks a safe house. The group is debriefed by their operation handler from House Lockwood, during which it is discovered the they have breached the contract. As reparation, the Lockwood agent agrees to allow the group to gain audience with the Gibbs daughters.

The next day, adjoining the sun and the moon, an additional Blood Moon appears to be in the same spot as when the zenith of the ritual was taking place. It hasn't moved from that location or dulled in it's luminosity. Ionia Levinica Aurelius makes contact with Octoravious to determine the use of continuing the 'friendship'.

Octoravious seems to have fallen from favor. The Gibbs heiresses conduct an appointment with the group, formally thanking them for their recent efforts. Orbaz Felbayne attempts to appeal to their good nature to assist the group by way of political power (i.e. funds, manpower, garrison usage, etc). They appear responsive.

The group visits the College of Free Magi to potentially pool knowledge on the strange astrological occurrence of the Blood Moon; they divulge quite a bit of technical information on the to Albus Albinius. At the mention of the Cult of the Waking Eye, they are promptly ordered off of the premises. They do receive a note from one of the underlings, urging them to meet him later that evening.

The group attends the dual coronation of the Gibbs daughters. It goes pretty well. En route to the meeting place of the junior member from the College of Free Magi, they encounter a blindfolded Rickets [DECEASED?] preaching to a gathering audience in the fallows. Whiskers is appalled by the bloody bandage over Rickets' eyes. Orbaz is appalled by the blasphemous rhetoric the Rickets is spewing. They engage the mad prophet. A hard fought encounter ensues.

The group drags themselves to the meeting with the Free Magus, Steinricht Villers. He tells the group that the College could potentially be caught up with studying the strange magical properties of the mist, even so much so that some level corruption is likely. He tells the group that there are others who fear what this could mean to the world, but is hesitant to commit further information/resources at this time.

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Friends in High Places
Fighting in the Dark

Emboldened with their new purpose to seek out the abominations that twisted their dear friend Rickets [DECEASED?] the party begins to move with purpose.

First the part meets with the Gibbs Daughters, Elizabeth Gibbs and Theodora Gibbs. After their recent father’s departure, the daughters have come into power and seam to be putting it to good use. Making good on promises of aid to the party the daughters donate a base of operation and the promise of future resources. Having not had close contact with such powerful political figures before, Orbaz finds them to be charming.

After dropping her disguise Ionia Levinica Aurelius, inquires as to the whereabouts of her “dear friend” Octoravious. Iona learns the forlorn noble is no longer in residence with the Gibbs house.

Following this Orbaz Felbayne investigates the mysterious owl figurine. He feels some type of connection to it, as well as a suggestion; “Seek Durramind’s rest”. Not certain what to expect, Orbaz presently throws the statuette off a cliff.

Next on the agenda for the party is following up on a cryptic not from the Lockwoods. Upon reaching the Lockwood’s manor, the party is given a rare privilege; admittance to the estates of furtive elves. The party then meet their case worker, an elf they met back in Making a Stand. The elf then tell them that the handling of their case in the aftermath of Bad Moon Rising was unacceptable. Apologies were extended and the party enters into an ad-hoc contract with the Lockwoods. The terms of their deal; a trade of any information pertaining to the assassination of [[:sternbrig-gibbs | Sternbrig Gibbs [deceased] ]], any information pertaining to the ritual preformed on that night, as well as one Fruit, in exchange the party learns the whereabouts of Caltarthien, Strotzenbru Flotski Gibbs and Whiskers’ brothers. They learn that Firstly Caltarthien is involved in some consortium of arcane spell casters back in Aelostrian. Further she seeks passage from the city in two two days hence. Secondly they discover that Strotzenbru Flotski Gibbs was recruited to the Gibbs family after fleeing the Swindlherst family’s wrath for some slight against them. They also learn that the mad old gnome was likely compelled to act as he did through arcane means. Finally it is discovered that Whiskers family has likely been transported to the Rex Oblitarius. Finally, They lock-woods also traded future access to certain portions of their library in exchange for documents found the the hidden laboratory in the Gibbs manor.

Last on a long list of meeting form the party, The Croft family. The party finds their dear friend Drummand Croft in much the same affable mood. This time however, the croft family seams to have a newly developed interest in the Moon. They tell the party that although the moon looks to be the same as the moon everyone knows and loves, it is in fact slightly different, namely in geography (should that be lunaography?) . He pushes the party to investigate the fraternal brotherhood of our awoken god. He also promises some level of assistance in relation to the Rex Oblitarius. Interestingly drummand notes that on his morning commute to work he was accosted by dear old Rickets [DECEASED?]. He also tells them that folks memories of the events of Bad Moon Rising are hazy at best. Perhaps the party are the only ones who clearly remember the events of that fateful evening?

Finally upon checking up on their new digs The party meetsDwark MacLoahir. They inform him of at least some of the happenings in the last few days. Dwark also pushes the party to investigate the bizarre cult of the fraternal brotherhood of our awoken god. Two of Dwark’s family members went in to investigate under the guise of a Hot Rock delivery, and never returned. Being the inquisitive type he is, Orbaz Felbayne inquires about Durrimand’s rest. Dewark tells him that Durrimand was the older brother of Nosagor Macloahir. Durrimand, hearing the call of the stone retreated under ground to dig for the gods below. Durrimand’s rest is the name given to the last tunnel where the retiring dwarf was seen.

Finally the party, getting their collective ass in gear to go deliver some justice go to investigate the fraternal brotherhood of our awoken god. The odd cult occupies an oddly lavish compound in the midst of one of the nastiest neighborhoods deep in the fallows. With in the church’s walls our intrepid heroes find a building inhabited only by one blind woman and a cohort of incomprehensible junkies. At some time known only to the reclusive (INSERT FATHER JACOBSON), service is called. The players follow the sea of mumbling float addicts into the tabernacle. Once there Father Jacobson’s two mysterious assistants lock the doors and call the congregation to order. The service began with the immolation of an enormous globe of float. As the acrid fumes begin to fill the room, the party jumps into action, assaulting Father Jacobson. At the first sign of hostility, the reverend reveals his true colors, casting a nasty barrage of spells. Furthermore, the two “alter boys” revealed their nature. After an inspired use of daylight on the part of Trinso Havenspear, and a fortuitous wild magic surge from Ionia Levinica Aurelius the party was victorious. However, during the course of their battle with Father Jacobson, most of the party inhaled an enormous quantity of float. After dropping into a drug induced hallucination, most of the party experience disconcerting visions of an oddly… maternal nature?

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The Long, Twisting Dark

Pt. I

After the events of friends in high places, the group is found in dire straights. Ionia and Orbaz are left standing after the brutal encounter with Father Jacobson and his shadow beasts. Whiskers fell to the overwhelming Float billowing through the room and Trinso succumbed to the dark magics after heroically fortifying the Sorceress and Paladin for the finishing blow. They both are unconscious, sailing through the ocean of their dark visions.

From out of nowhere, Cambraeia somersaults to the heroes. She had beenassisting the group with an unseen shadow beast; keeping it occupied the entire time. She also falls comatose, as she is overly sensitive to the Float.

Both Ionia and Orbaz turn to notice that the remaining vagrants that had attended the Dark Sermon have been begun a twisted transformation. Their limbs crack and bend, contorting in unnatural ways. At least two dozen in numbers, for now they seem preoccupied with their metamorphosis. Ionia gathers her helpless comrades and tends as best as she can to them. They stabilize, but seem to be caught in the black net of their float dreams as a bellowing screech echoes through the rough stonework of the dark halls.

Orbaz tries to topple a giant brazier to put the burning coals between the creatures and the group; to no effect. The creaking cultists begin shuffling towards them as he attempts to desperately bar the giant doors. As he does so, a blazing flash tears through the doors, coming to rest in the center of the of the room. The light is truly intense; burning through the residual float clouds and driving all the demented creatures to flee back to any shadow. The glare lessens and they are able to discern a large, crystalline owl who beholds Orbaz intently.

He locks eyes with the great, majestic beast and in that moment is spirited away. He gains a wonderful vision of being jettisoned from the cliff over the city and finally being given a long, yearned for freedom; a release from imprisonment. Orbaz’s heart erupts with exhilaration as he soars high over the City of Mist. He basks in the sunlight for a bit before the sense of time shifts. Soon he finds himself flying through The Fallows, an all too familiar sight of the Church of the Awoken God, now surrounded by the horrific sight of hundreds of cloaked figures. Blasting through their ranks, he dives through the entrance and winds through the twisting halls as his vision blurs to whiteness.

Orbaz rubs his eyes as he finds himself again before the crystalline owl. “Sylear..?” he mumbles, finally understanding. Bringing forth a crumpet from Whisker’s heavy stock, he extends it forward in offering but she only nips at it playfully. Orbaz then lays his open hand on the head of the magical beast and senses how deeply her release of pure energy had taxed her. Drawing back his hand slightly, she seems to alter herself; after a moment she is in his hand and returned to the form of the stone wrought statuette. With care, he placed the warm figurine in his pack.

Pt. II

With the monstrosities lingering in the shadows, Orbaz and Ionia take the opportunity to fall back with their friends in tow, delving deeper into the lair. Upon a brief examination of a large shrine, they continue downward into a hidden passageway. They ponder the strange physical anomalies occurring around them; as they walk down the passage the path in front of them seems to twist and distort unbelievably. A torch ahead on the ceiling above may be inexplicably be on the wall when they walk to it.

Far above the chiming bells of Keep of Saint Duncan ring out in a wave of revitalization. The unconscious party members come to, feeling freshened and invigorated. They advance into the depths, aware of the creeping Awakened magics registering on Orbaz’s Spectrum Goggles.

Immediately upon entering the the complex, they hear a pair of voices speaking in dwarven. Upon investigation, the group find the dwarves that had gone missing in nearby cells, McKlenick and Denrick. They have an unrealistic assessment of the passage of time since their capture; Ionia cleverly attempts to take note of the current passing of time with her spells. Trinso stands guard over the nearby door while they search the area.

They also come across a clever young man by the name of Fulminus Tryanith, who claims to be a prisoner as well. Accepting a crumpet from Whiskers, Fulminus promptly torches it in his hand and devours the ash left in it’s wake. The wizard certainly has a strangeness about him, but for now the group decides to bring him along. Fulminus and the dwarves warn of a nightmarish abomination they simply call ‘The Jailer’, who watches over these decrepit prison.

Searching the rest of the cells only reveal butchered remains of almost unidentifiable origin. As far as they can tell, they seem to be more vagabonds and drifters of abject poverty; the throwaways of the City of Mist. As Orbaz recites the last rites for the poor souls, Whiskers peeks over his shoulder for anything he might deem useful in this dreadful place. The heroes move forward, searching ahead for clues while being mindful of hidden dangers.

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Continuing on into a large chamber with a bonfire centering it, the group notice that the area branches out several different passageways. Realizing with horror the fire is actually a pile of burning bodies, they decide not to linger.

Upon encountering a hallway of grim cells placed along the floor, the group stops to probe further. The jail cell seems as mundane as the rest of the rooms, with one exception. When looking through the grates along the floor, the group sees that the pail and the straw bedding are attached to the wall. Cambreia acrobatically leaps down into the first floor cell, only to be surprised when the gravity seems to rotate around; landing her painfully on her head.

The group continue to consider the bizarre incidents. Suddenly, there is a horrendous wail from further down the hall. Looking around the corner, Orbaz notices the sconces on the walls dimming; then extinguishing altogether. With a rush, the dwarves jump into a cell with Cambreia, urging the rest to do the same and avert their eyes.

Whiskers and Orbaz fall into a seperate cell; Trinso and Ionia do as well. Fulminus, in one of the other rooms, bars the door and jumps into his own cell.

Orbaz notices Whiskers fiddling with one of his home-brewed phosphorous grenades and jumps on top of him, smothering the mousling and covering their eyes. Ionia and Trinso hide away, using a mirror to reflect an image of the passageway back to them. They see a hideous amalgamation of flesh dragging a vicious cleaver and nefarious chains in it’s wake. With it’s massive girth, it was hard to tell from their vantage point in the cell how the gravity was effecting it. As it passes, a cruel eye in it’s flesh turns it’s gaze towards the mirror; they turn it away just in time.

After it’s passing, the group shakily re-convenes. Orbaz grimly conveys to Ionia that according to his timepiece, almost 12 hours have passed since their arrival…

Pt. III

The group continue on, encountering a strange series of hallways that seem to connect the passages impossibly together. Ionia and Trinso discover a furnace room when suddenly Orbaz is assailed by screeching, hellbent cadavers. The group cut them down and delayed only long enough to see that the fallen foes had made a nest out of the ravaged bodies of Mist City’s peasantry.

The group press on and after a brief discussion on the best route, decide to turn their attention on the great hulking beast’s lair. They find a large, multi-layered arena with a bottomless chasm in the very center, with the massive jailer guarding over their only way out.

The Jailer grappled continuously with the heroes, attempting to pull them into his great girth while with a great lashing out of his chains, mindless zombies fell to the floor. The heroes attacked from many sides and proved capable to the challenge and slayed the lumbering abomination.

With the sound of the monsters scraping at the door behind them, they had no choice but to continue forward.

The hall ahead twists in impossible contours and begin smoothing out into smooth walls of the deepest black. It ends in a plain, wooden door that opens to a small circular room. Centering the room is a single man sitting vigil with strange tattoos covering his torso and an all too familiar band of cloth over his eyes. He divulges little else other than stating that he is the prison; that he has always been here.

Ionia, sensing this being’s deranged sense of duty, bluffs that prisoners have escaped from his watch. Stirring a crisis of it’s existance, the warden arms himself with a vicious looking zweihander. The heroes, who had been crowding into the small chamber, now find themselves in a huge expanse with ever-changing platforms.

The cryptic tattoos convulse and split open revealing several wicked eyes all over his body. They turn their gaze to the group and battle is joined.

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The Bridge

Part I

The party finds themselves in a vast, chasm with the Warden hefting his vicious zweihander. A tome bound in thick leather swings off the end of the hilt on a pair of chains. Moving knowingly through a scattering of portals, the Warden moves furiously toward Ionia and clashes with the group.

The Warden trades blows with the a few adventurerers for a time, then recedes a moment; beginning a metamorphosis. Seeming to bend the dimensions of space itself, he bulks up considerably and begins filling the room with a nefarious black ooze, causing the heroes stuck below to run for higher ground. Trinso sees Ionia to the safety of the platform before trudging himself through the inky blackness.

From the darkness springs a pair of ferocious displacer beasts, whipping their tendrils to and fro savagely as they grapple close to Cambraeia, who had been firing arrows into the Warden. Seeing his elf companion in a dire situation, Orbaz charges at the displacer, hacking off several of it's flaying tentacles.

A second displacer springs forward and Trinso charges. As the cleric batters at it with both his spirit weapon and his mace, a nearby Fulminus wrenches open his jaw, spewing forth a blast of acid onto a nearby displacer, leaving it a puddle of gelatinous bone and tendons.

Ionia fires witch bolts at the Warden as he moves again through the dimensional portals. Catching one of the dwarves by surprise, he cleaves through his stout neck, lobbing off his head cleanly. The dwarf's noggin falls through the portal, landing at the feet of his companion. Upon witnessing firsthand the gory death of his friend, the other dwarf drives into a bloodrage, lashing out at the Warden with brutal swings of his greataxe. 

Fighting on, the group watches on in horror as the Warden transforms yet again. From his back erupts a macabre sinew which grows and grows, spilling forth and taking on much more mass than seems possible, for when it finishes it lifts the somewhat humanoid form of the Warden and hangs him gruesomely from the appendage. Whiskers springs into the maw of the huge creature and stabs wildly into the warden's dangling body before the abomination snaps it's wide jaws closed, narrowly missing the fleeing mousling.

Seeing her friend strike deeply what seems to be a weak spot, Cambreia vaults acrobatically onto it's face. The monstrocity was ready for her though; nimble as she is he was able to rake his abominable teach across her body. The young elf plunges her shortsword deep into the rapidly putrefying flesh before falling unconscious before the grotesque horror.

With an uncanny quickness, the huge girth of the warden heaves itself around his lair and catches many of the heroes in a blast of his fiery breath, withering what remains of the lone displacer beast and striking hard over Ionia and Whiskers. In the confusion, a thick cloud of is randomly expelled from the fallen sorcerer.

Recovering from the blast, Trinso signals to Orbaz, motioning toward the monstrosity towering over the mist. The paladin, in a fury for having seen many of his comrades fall, charged the brute. With a word, his greatsword emanated with a beaming energy. Leaping into the air, the tiefling cleaved with his greatsword, driving it deep. A blinding light flowed through the putrid flesh sending ripples of radiant fire in crackling waves throughout it's corpulent body.

It's death wail reverberated through the chasm, shaking the foundation of the complex itself. Bricks loosened from the ceiling, clambered down around the party; they were quick to make their escape. With a last minute thought, Orbaz solemnly wrapped his cloak around the vicious zweihander, still chained to the tome, now loosened from the Warden's dead grasp and hefted it onto his shoulder. The group rushed through a small wooden door on the opposite side of the small circular Warden's chamber.

Part II – Coming Soon

The group rush through the door, each in varying degrees of conciousness; one after another they tumble through to the other side. They find themselves on a long platform with what appear to be crates of supplies strewn about, the resounding bells of the  Keep of Saint Duncan chiming surprisingly close at there backs. They appeared to be on the off-limits end of the bridge leading directly into the Mists and there didn't appear to be anybody else around. The gloom of nightfall blanketed the city; it was certainly late in the evening.

Struggling to their feet, the adventurers stumble forward warily, attempting to detect what little they can from staring into the Mist. Trinso finds what appears to be rotten fruit from the elven orchards of  House Fairkin. Feeling thoroughly permeated in the fetid 'awakened' magic, Orbaz boots a stack of the crates off the side of the platform in a fit of resentment.

Whiskers meanders forward toward the solid wall of the mist in quiet contemplation. With a moment's hesitation he grasps his tail before him and lets it dip slightly in the bruming cloud wall before him. In an instant he's pulled forward and is enveloped completely.

Orbaz runs forward in a futile attempt to pull the mousling from beyond. He slumps to the ground, overcome with despair. With a furrowed brow Ionia walked up to stand at his side. Her face showing deep consternation, she steps past the paladin, also consumed by the mist.

Cambreia cocks her head to the side, hearing a faint melody. It's soothing … familiar, even? As if returning to a home half forgotten, the young elf follows her comarades.

With a heart full of doubt, Orbas grasps the chained disks given to him by Chronicler Belsavis and plunges headlong into the thick haze. 

Fulminus and Trinso give one another a slight glance, then both proceed into the unknown.

 

Part III (Coming Soon)

The heroes are all transported to an unknown place that seems to resonate with ancient magical energy, each coming together on their own path. Converging on a central area in dense trees and foliage, they are met by a being of immense power. Branding himself as ‘Puck’, the being is seems to have a knowledge of the workings emanating in Mist Heart; and much more.

The group all seem to react in varying degrees to the one known as Puck. (Please feel free to contribute your own reactions, point of view. This seems like a fairly big moment in this story, I could use help cataloging the events accurately.)

The paladin Orbaz Felbayne kneels before the entity, trying to comprehend it’s cryptic message when suddenly a thought forms in his mind, a thought to draw forth his greatsword and cleave this creature in twain. He finds it difficult to focus. It’s as if there is something goading him to action … no, to reaction. An urge to lash out; at this enigmatic Puck … at everything around him … at his dear friends.

Orbaz is rattled to his core. Reaching out with his minds eye, he attempts to grasp at his dissolving sanity with gore-drenched hands. The tiefling can feel the ichor of slain nightmares cover his once shining breastplate, it seems to pulse with it’s own life unholy light.

At the edge of his abyss, he hears the sound of tinkling chimes. He focuses with all his strength on the canticle of belles that permeate the air; it’s sound rings through the trees. Orbaz feels a weight lifted slightly on his beleaguered soul.

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