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The Consequences of Incompetence

To the Interplanar Guardians,

My dear apprentice Tiveus is on my last nerve, though has informed me you were able to help him retrieve the item of great import which he allowed to be stolen. However, it seems the situation grows ever more dire. Due to the ever growing threats here we are confined to our isolation in the woods, but through scrying have determined the same clan that robbed us is targeting a new victim we have been unable to reach.

Through some luck, we believe we managed to mark the target’s general location magically, however, we need someone to track it down and deliver our message of warning… and potentially be prepared to help defend this new target in battle.

Can you help us once more?

Natessa, Archmage of Cloudspire

Recap

The frustrated Archmage of Cloudspire summons Luckians to help with a fearsome cult that is making moves. Verdant and Merrick arrive to help! After a bumpy introductions, what with the tower disguised to look like a tree, the duo agrees to track down whatever strange relic the cultists may be after next. They are armed with a compass attuned to a magically remotely placed rune, which Natessa the Archmage and Tiveus her apprentice are unsure is in the exact right place - but should be close enough to begin a search.

After a very lucky guess about where to start, Merrick, Fang, and Verdant cleverly avoid the dangers of the forests and wilderness on their way to the ruins where the compass is pointing… handling Giant Lizards, Giant Lynxes, and quicksand all in stride, cleverly finding their way around each without disturbing the natural ways of the wilds any more than necessary. The combination of Ranger and Druid leads to excellent and effective problem solving in such environments!

Arriving to the ruins, they soon find a mysterious man who appears to be doing some kind of archeology. After a tense introduction, they learn his name is Killian, he’s here trying to recover lost memories and history. Further discussion reveals he is trying to uncover the story of his family and a forgotten personal past. After some digging, they guess that he is who the Cult is after, he has a strong connection to a Patron, whom Killian communes with, and his Patron reveals a useful stash of old items that were saved here during turbulent times. During this first initial period, a Werecougar cultist scout gets caught and released – it is this that wins over the distrusting Killian in the first place to share more of his story.

Merrick and Verdant set traps, which… work extremely well. It takes out a huge swath of would-be attackers, leaving only a handful to deal with face-to-face already wounded. They come initially in the form of scorpions, but this time using Polymorph magic instead of sending in Werefolk. Merrick fights Scorpions and catches himself an Invisible Mage sneaking past the battlefield while Verdant inadvertently summons their Warlock friend to their aid via the Warlock Signal Moonbeam while taking out a few cultists himself. The one-eyed Cultist Mage is knocked back into visibility, and attempts to use terrifying phantasmal imagery and necrotic fear to intimidate and wound his foes… but to little effect in the end, though Fang temporarily succumbs to the Fear. Verdant makes clever use of Dragonflies, which bring all the remaining enemies down to such low health that all Merrick needs to do is tap them!

Killian makes it in time to try and help, but the stalwart team is already almost finished handling the situation. Merrick finishes off the Mage once he is Paralyzed by Killian’s Hold Monster, and knocks out the last fleeing cultist before he can get away. Verdant’s Dragonflies confirm there are no remaining hidden enemies. In another catch-and-release plan, the team rests while letting the last cultist think he’s made a stealthy escape… only to use his tracks to find the cultist base. Killian manages to remember and recognize the Mage, a Friedan Norwood he met shortly after he gained his own Patron magic. Verdant collects what evidence he can off the Mage, including what looks like a curse Dagger and a fragmented, faded piece of map.

Finally, Merrick and Verdant bade Killian farewell and head off to track down the cultist camp. On arrival, they gather more intelligence and decide that… as gruesome as it is to do, they must kill and destroy everyone here. Verdant calls on the power of the natural storms that night and Fang supports in ensuring every last cultist falls. Merrick delivers death blows to ensure no one survives. They collect evidence and resources, before burying the bodies. Verdant offers a prayer for their souls, which seems to relieve the area of a dark energy.

Back at the tower, Natessa and Tiveus are glad to receive so much evidence and information, they are not surprised to learn that the Children of Rasmus cultists seem to be trying to siphon the powers of old gods. In addition to the loot they found at the ruins, Merrick and Verdant are each given a gold reward as a thanks for their efforts.