Pillars of stone

Session '0' (25-04)

Mysterious Cave - Old <-- Old session notes


Short timeskip

In the last couple of weeks, you've come to understand why the childeren have split up to do their own things. Although all of you are adults, at some point you where just done with the behaviour and opinions of some of the others from your group and you found yourself more often doing separated things. Luckily you've managed to find all the children in the city and had a brief talk with them, to make sure they where all doing fine. You, the adults, have agreed to all stay in close contact with atleast one kid, while trying to figure out how to escape this magical world. Logically Roley took San, as she is his daughter, Lydia took Ail, Azrael got connected with Regato, Johnetan was paired with Chemerclen and Berdie with Aste and Wail.

Since there was a lot of money to be made, before San could have her arm restored everyone started to earn money in their own ways. And in the meantime you made sure that research was made about the location of the portal home.

Today, 19th of Second Greendawn, the three of you woke up and reported at the Silver Gryphon for an assignment. The mission didn't sound to difficult and the pay was decent and you wouldn't have to do it alone. Joined by .......... you have gotten instructions to go to the Stonekin Mountains, a large mountainrange to the west of Wragos. The first hour you could follow the main path, after that you had to walk straight towards the mountain and find a path up.

The instruction was simple and clear. Reports came in from an increasy in the activity from creatures living in the mountains. Go there, and deal with it so that the miners can go back to work.


Recap from last session

This new party had the time to do some sorts of an introduction while travelling to the Stonekin mountains, as they had a few hours of talking before reaching it. A couple of hours later, you get this jumpscare from a mountaingoat which than runs of.

Instead of chasing it, you followed the path gentle and with care as the route you follow is hardly even a path at all. Raised this high on the side of the mountain, gives a magnificent aerial view over the surrounding farms and fields. Several hunderds meters up the mountain gives you the first choise of three somewhat paths. Lydia Evans (Macy) sends out her familiar, Watson, to the left-most path to see whats there, just out of eyesight. A single creature can be seen by the ghostly mastiff, so you decide to investigate, but once you get there you don't see anything. All traces found on said location are mountaingoat/sheep like and you let it be for now.

Watson is also send to the most right path, but is recalled after a minute or two without finding any creatures. The middle path looks most traversed, so you walk that with the entire group. It doesn't take long, before you are sure this is the right path up the mountain towards the mines, as the side of the mountain is carved out to make the path wider.

Following this path, leads you towards a flat open-ish area where trees, plants and shrubs grow. A large footprint can be seen at the entry of this softer ground, and <Darrel> points it out and follows it to the side of the open area. The tracks clearly go passed the first cave, but just to be sure you guys peeked inside and found a little crawlspace to a deeper part of this cave. A long natural hallway seems to be guiding you towards a domed cave, with a small water pool and three beams of sunlight, giving barely enough vision.

In here, a large ruin can be seen almost nowhere higher as your wastes, as the building collapsed over the many years it has been hidden in this cave. It looks a bit like a chapel, and soon it will be confirmed. Two stone statues used to stand in front of this building, keeping it save from intrudors, but only one remains. The statues are high-priests of the goddess of Death; Loviatar, and a fight breaks out. In the end, you've managed to destroy the statue, leaving the chapel open for anyone who whishes to go inside. Other than books and scrolls of prayers on the alter, there isn't much left of this place. In the backrooms, you see a broken chest, crumbled underneath falling stones from the wall and the ceiling and a prestine looking chest. Several large rocks lay on top of this one, without a scratch. <Jelmer> tried to open this one, but got shocked upon touching it. You've tried a couple more attempts, but failed to open the chest.

With a mental map to this location, you know you should come back here some day in the hopes this chest is still here, and locked. But for now, let's find some creatures.

Chapel Ruins