Covenant of Heroes

Scavenging, with some Hunting
The Case of the Missing Mage
  • The party is summoned to the home of one Rhone Syndrii, a gnome looking for unscrupulous adventurers to help him with a private problem.
  • Very politely, he asks if they would be able to track down a missing friend of his, one Theryn Lut.
  • Perrin inquires regarding payment and secure a promise of compensation plus expenses.
  • Rhone gives them directions to Theryn’s apartment in University housing.
  • He also seems to be withholding information, which the party realizes and asks him about. He reveals that Theryn’s brother, Rigel Lut, recently died, and that he is worried Theryn might be depressed.
  • Rhone also requests that they do not make this investigation public so that no embarrassment comes to Theryn, so they should not contact the Shield or the Church about it.
  • The party goes to Theryn’s apartment.
  • They find the door to be locked, so instead decide to go in through the window.
  • The room adjacent contains some students studying for an exam.
  • Perrin promptly gets them drunk while Beyeran discusses the finer points of the University with them.
  • While they are drinking, Lorelei climbs out the window.
  • She climbs into Theryn’s room, and unlocks the door from the inside.
  • The party finds his room in disarray. They retrieve his lute and his notebook.
  • Inside the book, they see lots of drawing, virtually all set in the same house. Mardred sees the secret pages in the back and notices several drawings of a body in a morgue.
  • Outside the door, they are stopped by Priests of the Church, who are also looking for Theryn.
  • To get directions, everyone goes to a administrative complex. They are told that Rigel’s possessions and research will be in a Sorting Room in the University catacombs.
  • Beyeran and Mardred go to Rigel’s old laboratory in the School of Illusion.
  • Perrin, Lorelei, and Daetir head to scry on Theryn via his lute.
  • One of Rigel’s colleagues answers some questions for Beyeran about his research and gives them his address.
  • Perrin is able to convince the mages to perform the scrying, leaving his cask as collateral instead of paying them.
  • The scrying points to a block of warehouses on one of the far ends of the Second Ward.
  • After performing their tasks, the party meets and proceeds to the catacombs together.
  • Once arrived, they spoke briefly with the attendant and persuaded him financially to let them examine the body.
  • Escorted by the attendant and golems, the party moved to examine the room containing Rigel’s remains.
  • However, when the room was opened, it was empty except for a small pile of ash in the corner. * The security alarms went off and the golems and wards promptly attacked.
  • After battling their way free, the party picked up some of Rigel’s remaining documents from the front desk.
  • The party arrives at the address.
  • They investigate the house.
  • Front door is locked, windows are warded.
  • Daetir discovers a broken portion of the fence and tracks indicating traffic to and from one of the side walls of the house.
  • Beyeran and Mardred discover an illusion hiding a small hole punched through the side of the house.
  • Players begin to hear voices in the backs of their minds.
  • Mardred attempts to go through the hole. He gets stuck.
  • When he is most of the way through, Mardred is nabbed by a Thrall, and taken upstairs to be mind-controlled by the Aberration.
  • The party breaks into the house through the hole and fights the Aberration and its slaves.
  • At one point, most of the party is mind controlled. They fight it off.
  • As they destroy the slaves and directly attack the Aberration, the front door crashes open and High Priest Raknar arrives with two other Church Priests in tow.
  • He proceeds to clean up the mess and gives the party a specific warehouse to check for Theryn.
  • Following the address, the party arrives at a warehouse with a suspicious burly man outside the door.
  • They demand to see the head of the organization, and the head mobster comes out.
  • After some negotiations, they secure Theryn from the bandits, and take him back to the Spire.
  • On the way back, they discover his ritual book, and Beyeran makes a copy of Raise Dead.
  • Lorelei goes to retrieve Rhone from his home, and brings him to the Spire for Theryn’s judgement.
  • High Priest Raknar evaluates the case of Theryn Lut, with input from the party and from Rhone.
  • The party convinces Raknar not to put Theryn to death, and instead to rehabilitate him.
  • Rhone thanks them for their help and pays them. High Priest Raknar reimburses them for their losses.
The Dwarven Challenge
Running Riots
Entering Covenant

Our tale begins with a motley crew of adventurers traversing the wilderness in search of the entrance to a legendary dungeon. Each of them has been lured into this quest by tales of an artifact known only as the Dragonsoul. Nothing besides the name of the object, whispered in dark alleys and behind closed doors, is known. Over time, all of the heroes hear about the great Dragonsoul, a treasure no other has yet been able to retrieve. Driven by passionate desires and strange dreams, they set out to reach the mountain where the rumors had directed them.

They arrived as a staggered group, trickling one at a time over about an hour. Two great doors were etched into a mountainside with a symbol of a gold key, while no plant or animal life would draw near, and simply seemed to ignore their existence. Perrin, a half-elf medic, and Kat, a human wizard were investigating the door trying to divine some means of entry. Unbeknownst to them, they were being watched by a Shifter by the name of Daetir. Daetir’s stealthy observation was soon blown, when Garrum, a minotaur of considerable size stormed into the clearing from behind Daetir.

After brief introductions, and a round of drinks the four of them decided to work together to best the temple and recover the artefact. Through their teamwork, the party deciphered the purpose of the door, and declaring their intentions to acquire the Dragonsoul and to gain Fame and Glory the magic seal on the door gave way and swung open.

Inside was a room with an ornate chest overlooked by a large man made of stone. Murals on the two walls depicted four heroic figures. After Kat tried to pry a ruby off of the ornate chest, the golem spoke and informed the party that an offering of either blood or magic would be required. The party paid their bloody toll, and the doors leading into the next chamber swung open, and Brin lead them on.

In the next room the doors swung shut behind the party, and they set out to explore the room. Magic crystals floated throughout, while a statue with an upraised hand stood over a brazier. Throughout the room large pots were placed. While prying one of the pots open, Perrin managed to set off a trap causing the pot and those around it to explode in a wave of thunderous force. Eventually, the party determined they would need to light the brazier by placing a specific torch in the statue’s hand. Before they were able to, Brin emerged from the antechamber dragging a Gnoll with matted fur whom reeked of rum.

“Something of yours, I believe” Brin bellowed, as large men made of stone are wont to do. Before departing once more.

The Gnoll identified himself as Thrukk and decided to assist the party as the only way out of the temple.

When the brazier was lit, a fire elemental emerged, while an ice elemental was freed from the giant statue. The party set about fighting the two large foes and repeatedly smashed them into each other. With these foes defeated, the party continued into the next room.

This new room was set up like a gladiatorial arena. A dais in the center had a staff upright in the middle. Brin informed them that touching the staff would activate the next challenge. After brief preparations, Garrum, Perrin and Kat all touched the staff at the same time. Their minds were whisked away to a blackened dreamscape where they confronted a mage of considerable power. Meanwhile, back in the world of the living, Daetir and Thrukk defended their bodies from waves of spiders who were pouring into the arena and onto their helpless allies. Eventually, the combined efforts of Perrin and Garrum were able to bring down the wizard and restored their consciousnesses to their bodies. At this point in time, Brin appeared yet again and froze the spiders in place for a brief moment allowing the party to escape.

The party then found themselves in a room with a large circular table in it with various powerful beings looking over it. The party quickly determined they were the heroes from the mural. After conversing with them the party eventually got each hero’s blessing allowing them to continue on.

The party then found themselves in the same room as the Dragonsoul. They could see it distant, perhaps 20 yards away. However, the adventurers had to cross a floor of bones and a spectral wall to get to it. Guarding the artifact was a powerful necromancer who was able to summon skeletons from the pool of bones strewn across the floor. The party fought hard against the necromancer and his minions, but each minion felled made the spectral wall larger and hungrier. Perrin was saved from death by Garrum, who had invoked some primal secret to float in a cloud above the battle. Eventually, the party managed to turn the necromancers own wall against him, forcing him inside where he was then eaten alive by it.

The party, wounded and exhausted stumbled away to claim their prize, claim the mighty Dragonsoul. Garrum picked it up, turned it over in his hand thrice in wonder. It was a worthless piece of art. Disappointed with the minimal rewards, Garrum crushed the worthless piece of junk, causing the magic of the artefact escape whisking the party to a meadow in the Astral Sea.

A bridge through the stars lay before them, leading to Covenant, a city between planes, populated with Heroes of various worlds who had passed similar trials to be granted access to the city.

Tired and bloodied, the party made their way into the city and went their separate ways.


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