Act 3, Chapter 56: "Don't you wanna know how we keep startin' fires?" (2023/12/23)

 Berrik looks pensively out the window of the Bloodied Axe. He can't imagine why his people would be this far north, let alone camped outside the city of a tyrant. He wonders if it would be prudent to do some recon there. The rest of the party look slightly concerned - Berrik's face is right up to the glass of the window, his breath fogging it up as he narrates his thought process. They know Berrik's tribe is a good lead, but something hella weird is going on in Suite 2. How do we just ignore that? What if it also contains a lead? Lotty's unsure, everyone's unsure. The Ashen Company really doesn't want to make a decision here that would lead to the demise of their families or the mission.

We re-up our Non-Detection and take a break from fretting about our next steps. Flynn reaches out to Derrik, who says he's arrived but has yet to meet up with Vi. He sends Latharial an update too, and she responds that she is on the move. Null is concerned that Vi hasn't linked up with Derrik yet. Berrik picks up on this and kindly contacts Vi, who says that she is doing something for Remmi first. Weird, isn't Remmi unconscious right now? And wasn't the whole "Go to the Lands of Desolation to find Ezra" thing his last request to Vi? Everyone would love to follow up on this, but we need to conserve spell slots and focus on the mission at hand. Finally, everyone agrees to go check out Berrik's tribe. We pat ourselves on the back for finally coming to a decision and start thinking about logistics. However, our priorities quickly change as we hear thudding in the hallway outside Suite 2.

A quick check of the hallway reveals no culprit, but it's evident that more boards have been added to the blocked entrance of Suite 2. Nevermind! The tribe will have to wait. We move from our room on the second floor up to Suite 3 on the third floor. Since Suite 3 is right next door to Suite 2, Berrik uses Passwall to make us an entrance and Flynn dispels the magical darkness inside. We find a room glowing with an eerie green light that has been reinforced with several feet of stone on all sides. Humanoid bones and cobwebs adorn this small chamber. In the centre is what we presume all the fuss is about: a floor-to-ceiling carved stone totem around 4 feet in diameter. Arcane runes and generally spooky design elements cover the thing. Null, astute as ever, believes the totem to be necromantic. Duh. Berrik and Flynn ruminate on the best way to figure out what the totem is without triggering it. Dispel Magic? Identify? Lotty thinks we're moving too fast and wants to talk to the barkeep before we do anything to the totem. Null volunteers to go with her, and the two head downstairs to the main floor. Meanwhile, Berrik and Flynn Detect Magic on the totem and realize that it contains: necromancy, transmutation, adjuration and conjuration magics.

Downstairs, Lotty and Null find neither hide nor hair of the barkeep. They go to the basement kitchen and the larder, finding a bedroll and muddy footprints inside the larder. The footprints lead to a ladder under a locked hatch. Lotty sends Boobrie through a small opening and confirm that it leads outside. Guess we're alone here. The pair return to the main floor and receive a message from Flynn, who is getting very impatient. Lotty tells him that the bartender is gone and we're going to spend ten minutes or so seeing what we can dig up. Lotty and Null eventually find a locked cabinet under the bar that even Null (who rolled a 20, +2 from Lotty) cannot open, despite her belief that she was reliably talented in such things. Surely a very high value item must be inside to warrant such an intricate lock! After some back and forth, Null produces a crowbar and elects to force the cabinet door open. As the wood splinters slightly and the door slides back, Lotty and Null see a magical white thread break, Lotty clocks this as an Alarm spell and knows very well now that they have to skedaddle. Closed shutters have suddenly appeared over every window. They grab the contents of the cabinet: a paperback socio-economic manifesto and a leather-bound volume which turns out to be the guest ledger for the inn. They rush back upstairs.

With Lotty and Null's return, Flynn is relieved to finally be able to do something! We do a quick skim of the ledger and realize that Suite 2 has been "Out of Order" for over a year and the Ashen Company are the first guests to stay in over 2 months. Berrik and Flynn still don't know what exactly the totem is for, but we all agree that it's bad and should be destroyed. Lotty and Null confess that we'll have to hurry, as an alarm spell was somehow tripped downstairs through absolutely no fault of their own! We agree on a plan: Berrik will cast Antimagic Field to suppress the totem (this will also affect Passwall due to the small space) and Flynn will enter a Dao form and smash the thing to bits. Null volunteers to be a lookout and warn them of any incoming danger.

Null posts up at the top of the stairs, while the other three get to work. Berrik casts Antimagic Field and Flynn takes on his Dao form, complete with giant hammer. Null hears movement downstairs. Listening, she discerns that the panicked barkeep and many guards are downstairs looking for them. Null activates Ghost Walk and tries to walk through the boarded up doorway, but it doesn't work. Frustrated, she tries to quietly scratch at the board to get the attention of her friends and goes on to tell them they need to hurry - we have company downstairs and they're on the way. The trio inside gets the message and Dao Flynn proceeds to smash deactivated totem to rubble. Null floats up to a small crawlspace and hides, just out of view of the troop ascending the stairs. Long silent seconds pass and Null soon finds her crawlspace filled with smoke. She drops back down to the third floor and finds the hallway aflame. She moves to the boarded up door and bangs on it, yelling that there's a fire and we need to go NOW. Null (now on fire) floats up again, this time all the way to the roof (which is also on fire). She quickly pats the fire out and moves to a nearby rooftop to hide, waiting to make sure her friends exit the inferno.

Inside, the trio sees the spooky totem crumbled at their feet. They heard Null's warning, so Berrik drops Antimagic Field. The Passwall hole appears again and they rush through in to Suite 3. Smoke is starting to swirl in under the door.  Dao Flynn starts smashing at the newly shuttered window, trying to make an exit. As the shutter falls away, they look out the window and see scores of vikings and huscarls gathered below, waiting to stop them as they flee the fire. Lotty hears cries for help coming from downstairs - the barkeep must have been left for dead. She's a good person who likes to rescue people, but this guy might also actually tell us something worthwhile if we rescue him. Lotty casts Fire Shield on herself and goes downstairs to retrieve him, while Dao Flynn continues to break through the window. Lotty quickly finds the guy, unconscious and with his hands tied behind his back. She casts Enlarge on herself and cradles the barkeep, shielding him from the flames and casting Cure Wounds to keep him alive as she makes her way back upstairs.


Emily's been rewatching Grey's Anatomy, so this is the only cheesy, cool-guy fire rescue image she could think of at 12:30 am. 

Berrik and Flynn are relieved when they see a big Lotty bust through the door to Suite 3 just as the flames are starting to lick through. Flynn has managed to make a large enough exit at the window. Lotty and Berrik down Fly potions and Flynn elects to try to distract their pursuers. No one has time to be indecisive, so this is our plan. Dao Flynn jumps from the 3rd floor window to the alley below, using Earthglide to make his landing entrance more impressive. He pops up out of the ground in front of Calitrax's forces and barely has time to make his pitch about how he's the super powerful and intimidating being that has just escaped from the destroyed totem before every soldier in front of him attacks. As Dao Flynn is set upon, Berrik and Lotty (still carrying the barkeep) attempt a stealthy aerial escape. Unfortunately this doesn't go their way - shouts and alarms ring out as Lotty, Berrik and barkeep take flight. Back on the ground, Dao Flynn hears more voices shout - panicked this time. Crashing the party outside the burning Bloodied Axe are swaths of undead suddenly found to be out of the soldiers' control. Dao Flynn, seeing Lotty and Berrik take off, uses this opportunity to make his exit. He makes a couple quips that add to his lore about even more beings imprisoned in necromantic totems and then Earthglides to the safety of Urt the tanner's basement.

Null also sees Lotty and Berrik take flight. Before she gets a chance to follow, her friends are hit with a barrage from arcane ballistae. Berrik and Lotty to their best to outmaneuver them, but still take some hits. Lotty tries to shield the barkeep with her body. Null follows her friends towards the north(w)e(a)st wall of High Rock, but stays hidden and keeps her distance, not wanting to reveal herself to Calitrax's forces. As Berrik and Lotty fly across the city limits and move into the frozen wilderness, Null remains within the walls of High Rock and watches her friends for as long as she can. If she follows into the snow, she will be spotted and shot. Best to lie low and seek them later. 

After some time, Berrik and Lotty find themselves outside of the range of the ballistae. They are relieved, but Lotty notices the barkeep has been killed in the onslaught. They quickly look for a place to land and find one, in a small sheltered outcropping on the side of a mountain. Berrik gets to work ritual casting Tiny Hut to get them some shelter, while Lotty uses a potion to revive the battered barkeep. He sputters, taking in air again before promptly passing out from shock. He's unconscious, but stable. Lotty intends to question him as soon as Berrik finishes the hut. Before long a flutter of Sending spells and Far Scribe messages go back forth between Flynn in Urt's basement, Lotty and Berrik on a frozen mountain, and Null on a roof somewhere. They all confirm their whereabouts and status. Null elects to go to Flynn since he is also alone in the city. Lotty and Berrik are filled with dread at the prospect of a Flynn and Null team up, but this situation has left them with few options. 

Null downs a Fly potion, getting to Urt's quickly and stealthily. On arrival she checks her surroundings, noticing a broken window next to the exterior basement hatch. Null peers inside and her heart sinks - kindly Urt is lying dead across his shop counter with an axe embedded in his face. We did this. By talking to him, we condemned him to death. Null rushes downstairs and tells Flynn what she saw - Urt has been murdered and it's no longer safe to stay here. Where could we possibly go to be safe? The Grove? Flynn wonders aloud if Null managed to grab a soul token from Urt, but she explains that it's only something she can do if she's present when someone dies. She's doesn't like to talk about her spooky abilities - it makes her self-conscious. She anxiously fibs that she's a little like a priest, helping the souls of the dead move on. It's unclear to Null if Flynn believes her or believes some other Flynn version of her story entirely. All this talk about souls makes Null and Flynn wonder they could bring Urt back. Even if they can't, Null wants to search his pockets. They tiptoe upstairs and sneakily climb through the broken window. As they approach the corpse, the pair spots an arcane white thread strung across the front door of the empty shop - another Alarm spell. Flynn thinks the axe in Urt's face might interfere with a Raise Dead potion working, so he gets in position to hold Urt's caved head and asks Null to pull out the axe. As she approaches, the body twitches and a guttural growl emits from its throat. Surprised, both Flynn and Null take a hurried step back. They look on in horror as Urt's previously lifeless body sits up. Its eyes are shining with a familiar blue light.

Act III, Chapter fifty five "I'm coming for you" (10/12/23)

 Dear Da,

We're in suspiciously empty Inn at the moment, not sure quite what's going on here but we're in Highrock we're so close to you now I won't let you down.

It's been a day, we found this dear ol tanner in the market, Urt he goes by, an older Orc. He says he ken ya back in the day. We dinnea wanna bring a fankle to his door but he said we could sneak in to his basement and hide out there if we needed to. He dinnea elude to much of a resistance in the city but was happy to help in any way he could (we got some good quality furs from him too).


We went through the dreich streets on the homesteaders district and passed the House of Healing where they're keeping Null's Ma. There was a moment when we say that Trolley witch leave and we took a keek of Null's ma in the window. It was so hard, we all ken we have to save her too but we dinnea wanna cause a brawl that will endanger you all.

As we came up to the Queen's District (queen my arse, she's just a jobby of a tyrant) it's well fortified, everyone with a sword is guarding the place and there's these two giant frost zombie things between the ballista. We talked our way in but had to give up our weapons and armour so Flynn & I went alone whilst Null & Berrick held our gear. 




We met that Indra woman, she were a midden undead with her head sown back on, Null & Berrick described her as a great warrior but there's nothing behind her eyes now. Flynn havered on as he does, I honestly donnae ken how he doesnae get us in more trouble but I were to scared to say much and she gave us this coin thingy that will let us "work for the cause" so hopefully we can talk to Ballah the blacksmith. While Flynn was talking mince I tried to take a keek at Indra and ken what her feelings were but I couldnae see a thing behind those dead eyes.



We saw the bawbag who calls herself Queen too, not much to look at but at least we've seen how she appears most of the time.

After that ordeal we headed to what is apparently the only Inn in town, the Bloodied Axe. The bar tender looked shocked to see customers, we booked every room in the place and ordered some food and drinks. Null's just getting them now whilst I scribble down ma thoughts.

When we checked in the fella behind the bar made a big ol deal about suite two not being available so of course the gallus bairns started having glaikit thoughts about sneaking off to see what was going on. they wasnea subtle about it and Berrick caught them trying to sneak off. Flynn sent an arcane eye in to the room instead and saw nothing but darkness. 

At the moment Berrick's staring out the window at some military encampment he's spotted to the North East of the city, the bairns are occupying themselves with this mysterious suite two so I might go talk with this inkeeper see what I can ken about what's going on. Flynn has given me an idea with the Arcane Eye too.

I'm coming for you Da, and I'm coming for Ella, Garrick, Alynn and Argil; I'm coming for Alistar and Aileen; for Tavon; for Thacker, Umser, Banal and wee Kendrick. We won't let you down I promise.

Act 3, Chapter 54: "Huscarls? More like Sus-carls" (2023/12/02)

Inside the Magnificent Mansion, Berrik takes out his highest-quality sacrificial organs and settles in for a bit of Divination before bed. Concentrating, he asks "Will we find Lotty's family alive?" In response, he is swiftly taken on a mental journey. Seemingly flying, he looks down at the dark frozen terrain of Zanidonia. Hundreds of Coldlight walkers clutter the landscape, but appear to steer relatively clear of main roads. In a flash, he sees the familiar throne room in High Rock. His vision shifts again. This time two scenarios appear to him at once, with neither quite yet finding purchase in the future. He sees gnomes, imprisoned and bound in chains, while also seeing a vision of those same gnomes, now corpses, piled in a dark, cavernous chamber. Berrik understands that the fate of the McFinis will rely on the actions of the Ashen Company over the next few days. With much on his mind, Berrik goes to sleep. 

After a couple of hours of waiting near the door, Flynn goes to check on Lotty. Making up a flimsy story about the mansion needing more chairs, he comes out just as a sleepy Lotty is finishing up with Null's music box. Lotty puts her head down over now-repaired trinket and begins to nod off, telling Flynn to go to bed. Flynn, true to form, does not listen and instead settles in to the chair he was pretending to seek. The night passes without issue.

In the morning it's Flynn who gets up first, eager to get going. Lotty groggily lifts her head, an imprint of the music box on one of her cheeks. Flynn heads inside the mansion and starts Eldritch Blasting to cause a ruckus that will get Berrik and Null out of bed. It’s clear that the unseen servants of the mansion are not fans of this ill-mannered approach. Flynn feels himself surrounded and lifted off the ground. The unseen hands holding him start to slowly rotate him in place, spinning the goblin like a luxury cart featured in Sierrona's annual transportation convention. Berrik hears the commotion and comes out of his room. Flynn pleads innocence, but Berrik knows better. The wizard scolds Flynn and then releases him. Flynn notices that Null has yet to leave her room, so he shouts that he will call Latharial if she doesn't get up. Null is out the door in seconds, disheveled and annoyed. And hungry! The party partakes in Berrik's chosen fare (piles of assorted meat) and gets ready for next steps. Lotty reintegrates Nessie into her armour and gifts Berrik with the spell-refueling ring she's been working on for him. Lotty also returns the music box to Null, thanking her for being able to work on it. Null is pleased and awkward and assures Lotty that she'll probably bring her something else broken before too long. Null winds up the box and listens for a few seconds. It's a nice melody, but she's a little disappointed to find that she feels no connection to the tune. Oh well, we've got bigger problems right now.

Time for a plan! The Ashen Company, knowing the stakes and trying their very best not fuck things up this time, spend a little too much time deciding on the details of their plan. Lotty, Null and Flynn will enter the urn, which Berrik will pick up. Berrik will then Polymorph into a Zanidonian Snowy Owl, doubling his duration by using red exaltium. Depending on weather, he expects to have to do this a couple of times. In High Rock, Berrik will then find a safe place to land, change back and let his friends out of the jar. Suddenly, all four are struck by the same intrusive thought. If we must exit the urn while Berrik is a bird, how would we be evacuated? Out of Berrik's chest? Regurgitated? No. Their faces grow pale. They know where. This uncomfortable moment spurs the party to move things along. We should get going. Before we leave the cabin's Private Sanctum, Berrik re-ups Non-Detection on everyone. Okay, now we can go! Everybody but Berrik hops in the urn. The wizard transforms and sets off, leaving the cabin behind. Owl!Berrik sticks near-ish the main roads, but makes sure not to fly too low. Despite it being day time, the sky is dark and grey. There is weather to contend with.

Meanwhile, inside the urn, Mordecai offers his guests some drinks. Null and Flynn will have whatever Mord is having, while Lotty asks for some tea. Null and Flynn are given cups of something called "Starlight Special" -  a dark blue liquid that shimmers with specks of gold. The drink is delicious, like a very smooth rum with berry flavouring. Null gets through half of it before realizing that this concoction is super potent and she is super hammered. Mordecai instructs Flynn to go make Lotty some tea. Flynn doesn't like this dynamic, but would do anything for Lotty. He finishes his drink and heads towards the kitchen (the kitchen that he never cleans, adds Mordecai). As soon as Flynn is out of sight, Mord magicks a steaming hot cup of tea for Lotty. We hear the clanging sound of every pot and kitchen tool being used by Flynn. Null realizes how much she doesn't want to be drunk right now. This is the most important mission we've ever embarked on and she's shitfaced! Families are at stake! She can't be drunk now... Lotty looks on, exasperated, as Null bursts into tears. The rogue starts to apologize between sobs. Flynn, also drunk, staggers back with some kind of swampy concoction, seemingly having steeped every bit of greenery in the kitchen. With Null's weeping head in her lap, Lotty scolds Mordecai for not warning them about the strength of the drink. Mord is defensive, but does eventually boop Null on the nose to cure her ailment. Flynn gets no such boon. Null, now sober and wanting to fix things, goes to the kitchen to get Flynn some bread and water so that he can sober up too. He's a bit of a dick about the gesture. Null decides to also be a bit of a dick and change her form into tall and muscular Flynn before heading to clean the destroyed kitchen. Lotty notices that Mord has disappeared, so she apologizes to the room, wanting to make peace with the genie. He gleefully accepts! Mord and Lotty hang out while Flynn continues to be drunk.

Outside, Berrik has landed under a patch of trees, having reached the end of this Polymorph. He checks in, whispering an update into the jar. We are still a ways off. It will take two more castings of Polymorph for us to reach High Rock. Berrik has no idea how lucky he is to not be witnessing the goings on inside the jar. Anyway, Owl!Berrik continues his journey and eventually find himself approaching the city. Looking down, he sees the walled capital and the districts therein: the slums, the market, the wealthy villas and the imposing fortified longhouse currently occupied by a hot and mean usurper. The slums look less scrutinized - there are fewer guards within and several abandoned or destroyed houses where the Ashen Company could hide. Owl!Berrik swoops down to one and hops inside through an attic window. The coast seems clear, so he drops Polymorph and asks the jar's occupants to join him.

Null, Flynn and Lotty bid farewell to Mordecai and pop out of the jar. Null is no longer cosplaying Flynn and is now her usual self. She eats a cookie from a bag that has just appeared in her hand, quietly reading the thank you note inside. She feels a bit healthier and will save the other cookie for later. The group decides we better make sure there is no one downstairs before we settle in. Everyone quiets down while Null opens the hatch stairs to the level below to check things out. Suddenly, with a loud crash, the entire thing swings open and collapses, going through the floors of the house until it reaches the ground. Everyone freezes and Null listens closely to see if the disturbance attracted any attention. After a minute, there is still no sound so Null pretends to be confident in declaring that we're safe here. Time to plan!

We have 3 goals:

- Rescue the McFinis without drawing attention and get them to safety

- Rescue Null's mom without drawing attention and get her to safety

- Find and destroy Calitrax's phylactery, then kill her real good.

The stakes are high and we're not sure how to pull this off without fucking up something. Berrik tries to remember everything he's every read about phylacteries, which is a lot. Luckily, his gods seem to think this is important and so he flawlessly recalls everything! Turns out Calitrax will probably know right away if we destroy her phylactery, and she can make another one in an hour if she's got enough people around her to murder. Well, that's certainly not ideal. We power through our anxiety and decide we should at least get a lay of the land and gather what info we can. Surely the Market will reveal something to us. Before we leave our attic sanctuary, we take on new personas and decide that Flynn will do the talking (for better or for worse). Everyone except Null uses Alter Self to appear differently: Flynn is an older distinguished dwarf, Lotty is a hot badass halfling covered in tattoos and Berrik is basically just a human version of himself without all the facial scarring. Null lacks imagination, deciding to just age herself by 15 years and shorten her hair. We leave the ruined house and set towards the Market. The trip through the slums showcases several burnt out houses. The fires seem to have been purposeful, as only one house at a time is affected - whatever engulfed these homes was something targeted that did not spread. Could Calitrax be using the poorest residents of High Rock to fuel her lichdom?

We eventually reach the Market, or at least the entrance to it. Turns out martial law is in full swing here - wooden palisades surround the district and all movement in or out must pass through a checkpoint. And thus, the Ashen Company must endure a cruelty worse than death: an orderly queue. We use the time to take in our surroundings. Patrols are more concentrated now that we're out of the slums. Calitrax's huscarls seem to be in charge, but its the presence of roving necromancers and their undead chattel that alarms the party the most. Null grabs Berrik's hand and holds it tight - being back here again is not proving to be a chill time. The Ashen Company reaches the front of the line and Flynn as "Fargo" introduces them, explaining that we are merchants here to sell assorted magical wares. In true Flynn fashion, his spiel is less than concise but the huscarl at the checkpoint is eventually persuaded to let us through. He hands us papers that allow us passage, but says we have to leave the market by sundown. Before we are released, a nearby mage casts a spell at us. The casters in the party recognize it as Detect Magic. The mage beckons the huscarl over and Null hears him say " Illusion? Not sure.... Watch them". As we leave the checkpoint, the Ashen Company indeed find themselves tailed by two huscarls. 

Huscarls are highly trained warriors who excel in being a fucking nuisance.

With Alter Self fading imminently on 3 of the party, this is less than ideal. We have to shake them. We have a quick huddle in the street. Null offers to try to distract them. Keeping with the ruse of being a business boss guy, "Fargo" hands them each a bag of gold. Null takes off, walking quickly back towards the checkpoint. One huscarl follows her. She tries to get the other one's attention by spilling her bag of gold in the middle of the street. This ploy doesn't work - in fact, no passersby even look at the small fortune at their feet. Damn, Calitrax's rule must be pretty brutal for people to ignore this life-changing amount of money. Null sighs and starts picking up the gold, piece by piece. Her huscarl tail sticks around and pretends to be very interested in a nearby doorway.

Meanwhile, Flynn, Berrik and Lotty are having a terrible time shaking off their huscarl. As Alter Self prepares to dissipate, they realize there's no way they'll be able to get out of sight in time to manage three castings. They turn sharply around a corner and Berrik lets off Seeming instead, hoping it's enough to keep their cover. Luckily, their huscarl seems annoyed at their spontaneity but is ultimately none the wiser.

As Null finishes picking up her gold, she notices huscarls clearing the street for something. Curious but wanting to lay low, she moves out of the way. In seconds an elaborate palanquin passes her, heading towards the checkpoint to the slums. She can't quite make out the passenger, but the skin of a familiar polar bear draped over the litter tells Null exactly who is inside. She clenches her fists and stares intently at Calitrax's palanquin, but keeps her distances. Once it passes through the checkpoint and exits the Market, she watches it from afar. It stops around 200 ft away, and Null sees Calitrax, wearing a white dress, step onto the muddied streets. Azher's VII scans her surroundings intently, as if looking for something. As her gaze passes over Null, Azher's former VIII feels a chill deep in her bones. Yikes! A few seconds pass and Null watches Calitrax re-enter the palanquin. The litter takes a sharp right turn out of the slums and back towards the Longhouse. Null rushes back to find her friends.

The Ashen Company reunites and Null tells them what she saw. We struggle (again!) with deciding on next steps, but eventually land on trying to find a smithy. Berrik and Nul remember the Bloodforge, run by Ballah Bloodforge, from the last time they were here. On the way to the Bloodforge, the party notices that the Order of the Arcane Eye no longer has a chapter in High Rock. Too bad, because Vivianna could have likely been some help here. 

Once we reach the smithy, it's clear that Ballah is no longer running things. The previously formidable dwarf woman now appears pale and gaunt. She works at a steady pace, never lifting her eyes. She has no choice, as her ankle is chained to her forge. Ballah is guarded by a few huscarls, a couple of whom are playing cards. They stand as we approach. Book in hand, "Fargo" tries to speak to Ballah and get close to her, but he is swiftly denied. Now we unfortunately have the attention of even more huscarls. Pivoting to save face, Flynn as Fargo explains that he was simply interested in helping the regime with weapons production. Ballah's keepers seem to accept this story and a huscarl named Arsant directs the group to the Longhouse if they're truly seeking to help out. They should speak to Captain Indra. Berrik and Null's faces grow pale as "Fargo" bids adieu to the Bloodforge - Indra was Hector's loyal bodyguard. The last time they saw her, her head was on a pike next to Hector's in an ancient throne room in the Deep Roads below High Rock.

With this information, The party wrestles with what to do next. Should we keep gathering info or head straight for the Longhouse. Surely it can't be so simple as walking right through Calitrax's front door? Until next session, when we'll hopefully be less paralyzed with indecision!