The adventuring party The Cultbusters has been through quite a bit.
They met through happenstance and joined forces to destroy a murder/suicide cult, bent on ending life on Seon before a worse fate befell those, living on the continent.
They transported the crystal ball that fortold of the disasters to come, from volcanic infernos, to devilish and demonic uprisings, to blood sacrifices and wars to come.
And they partook in the Spring Welcoming Festival of Crystalgate.
And all through that, they learned of each other. And got close. And got distant. And some opted to go their own way, finding their own road to walk, or their place to set roots.
But work is still to be done. And as the group begin and end one more party together, to warm their new house, they prepare for the work that is to come in the morning.
Because with one episode’s end, comes another’s beginning.
Seon Adventures Episode 30: The Lady And The Roadpath’s Man
So the party occurs. It’s hardy and wild. By the end a chandelier has gone and fallen over, surely the work of the Narahs, invited by Belli.
As things seem to begin winding down, Amelia and Nel prep to take their leave back home. One final hug is shared between the group and, having said all he could already, Luck casts Fly on Amelia, to give her a fun trip back to Nel’s mannor.
Before the ladies leave, Amelia reminds them to be sure to visit River in the morning, regarding her business offer, the reclamation of some magic item or another, as it were? River had already visited Amelia, to remind her, so she was now passing that information along to them.
With the promise of another go at T-Rex adventures, for both Amelia AND Morgan, they part ways, anew.
And in the morning assess the damage. As the tieflings’ beds have been thoroughly wrecked by the actions of Belli’s siblings. How each feels about this situation, they react in their own way, be it vocally or to themselves. But regardless. Talks are had and an agreement is made to head off for River’s office.
Arriving at the dungeons, after a good knock and re-introductions, River lets the quartet + Morgan inside, where she regails them of the work that she had in mind for them, greatful for their dilligence.
Before noting Amelia’s status of “missing among them”, River mentions the possibility of bringing along a Bounty Hunter, interested in the job as a means of changing pace and scenery.
She would be somewhere in the South-Western corner of the outside, well, side of Crystalgate. Congregating in the “Ebri’s Home” club. A den of debauchery and sick ass tunes. River had gone there, herself once before. It’s a lot for someone, not used to experiencing that much.Very intense there, lots of Ebriosius worshippers, ya know. Not that there’s anything, well, wrong with that???
The person we’re looking for goes by “June”. She has a very big... personality, as River alludes to. And many a boob jokes are made. The classics.
But back to the business at hand!
As mentioned, it was a retrieval mission, of sorts. A very hush-hush sort of, closed doors, kind of job. The particulars about it are the search, aquisition and delivery of a weapon called “The Kingsblade”. A sword of certain length, located somewhere, in a temple within Gulorum. The country Gulorum.
Somewhere, central east of the border, on Gulorum ‘s side of things, within a temple, the blade could be found.
It’s an ancient artifact for their people. The first wielder was a slain tiefling king. It drives the warrior’s spirit of kings, which… Sounds hinky. But it’s powerful and people up top would like to have it.
It’s more, what could happen if someone gets their hands on it. The war did end 5 years ago. Tippy-top secret, job, ya know. The last king was a Dragonborn, it’s hard to say what happened, it’s energy and stuff. And this is where Luck gets a little lost, not being a native to the continent, having only been around for 3 years. In a secluded town up north from the capitol.
(as the party suggests, Luck needs a fanny pack and a Hawaiian shirt.)
For Luck’s convenience, River gives a bit of an explanation: At the end of the war there, there was an incident. The dwarven and specifically Dragonborn populace of the region took a heavy blow, which is why you don’t see many, who aren’t old.
And luck immediatelly thought of his new friend, Dragon dad, Edmond.
It’s a case of, you know, population loses and they aren’t willing to give it up. The group wonder if she, June’d be willing to accompany the Cultbusters on a de-tour beforehand. Whatever the case may be, River recommends we have her tag along.
As a reminder, which gets the rich kids’ attention, the reward for the delivery of the Kingsblade equates to 5,000 Platinum for each member of the team.
When asked about it’s appearance, the sword, River mentions that The Kingsblade is a blade made of black glass. Purple hilt with silver trim. Luck feels the temptation to keep it for himself. For the aesthetic.
One more time, River repeats the details, adding the name of the temple in question: “The Temple of the Fallen King: . It’s got a name, so people’ll know where to find it. Lots of scavengers are there, so be careful.”
If the CB bring this back, the Elder Council would like to meet the party. They’ve had their eyes oin it for a while. For cultural reasons, for a while.
“ One more thing. If you decide to give up your search, you should let me know so I could find replacements. Don’t worry if your friend stops breathing in the night. KBYEEEEEEEEE! “ And before any answers could be brought out from River on why that was, the party were sent out.
With the mission at hand, the party now had to find the certain location.
What little knowledge the others had on the subject would be swept back as Luck would mention that he, himself, knew of the particular location. As he had been working the past couple of weeks, before the tournament, to get materials for his new armor.
So with most of the party thinking that Luck had been constantly visiting the place, as opposed to having gone past it at some point, the hidden Tiefling would lead the journey over to the Soth-Western part of Crystalgate’s outskirts. And eventually to a location, where the Silence spell appears to be in effect.
The curiosity of this effects leads the group to a pair of double doors that lead to a downward path and, without hesitation, Luck just heads on down, followed by Mournimar, Malak and Belli.
Down there, they are immediatelly able to speak again. And are met with an Ogre bouncer, who reaches a hand over, palm up.
Belli gives him the five finger clap and he exclaims in approval. As that is the secret handshake to get in.
And thus. We get in.
Bombarded by sounds and sights and smells, some of which some of the party know all too well and some that require Belli to cover her eyes as the minor of the group.
Protection circle around the youngest among them, the group walk around and search for their target, which eventually leads them through a crowd that would occasionally glance at the Keemis priest that was walking among them.
And they’d stop at the bar counter, where a dark haired woman, seemingly human, of a lighter complexion, in a dark dress, was cupping a drunk man’s face. According to the description they had received from River, she fit it well. Very well.
Turning her attention to themselves, she protests the participation of a minor, at first believing they are customers, seeking her services. Which gives the group an extra idea on what she does.
Between clarifications and gentlemanly actions from Luck, she does note that Mournimar reminds her of someone she’s met before. It’s strange, really.
She asks if he has family in Sa Doma. Which leads to a small realization for those, in the know, of where she was going with that question.
As the particular job is expanded upon, she agrees to follow them back to their mannor, where they could discuss the details of their work, without extra eyes on them, Luck offering a hand to guide her.
On the way back and to the house, June meets the party’s pets. Or some of them, in any case. Morgan ,the dog and Orion, in all his bodeness. Certainly an interesting way start off relations with her new colleagues, if one dared say so.
Once at the house, Malak asks if he could use Zone of Truth upon her, just to be sure truths are being said and nothing is being hidden, which could cause problem for the business relationship along the way. Careful man that he is.
And June accepts this.
With the spell cast, she is asked and answers questions:
June is the name she currently uses. Preferred name. Her profession is – she smiles – well, she has sex for money or bounty hunting. Or they pay her to stand there and yell at them. Just recently, in the past 4 or so years she became said bounty hunter.
It’s like she has two hit lists, the hit just depends where it goes.
When asked, on whether she’d be fine with a detour, she would say she’s fine with traveling at a different location from the mission.
Also, importantly. She currently doesn’t follow Potencia. Her favorite color is lilac. Or red is also good. She likes a lot of colors. But purple specifically.
But there is, of course, a particular thing, that the party should know of her. She points out. As her skin grays out, her hair turns white and her eyes go a deep shade of gray.
Becoming a Changeling.
Jun, as her name really is referenced. But June is one of her masks. The one she prefers currently, though she has many a more, to go about. Much more into the idea of making her own creations, than taking someone else’s identity.
Given the country’s stance on Changelings, that is to be understandable.
During the conversation, Belli notes the rings Jun has. On her neck and on her right thumb, specifically. And asks on whether she knows someone by the name of “Ficus”. She’s heard the name Ficus, but not the last name. She knows an assassin goes by that name. She’s heard of him in circles.
Bellli would message Ficus, regarding this, only for the pajamas clad half-orc to come walking down the stairs, from Luck’s room, apparently?
Some more lore on the rings comes about, from the talk that happens next.
The rings are not a “prostitute thing”.Jun states. Though she does admit that they should figure out a way to incorporate that.
Her left mark means that she’s very good at interrogation. Which. Understandable.
Her ankle mark means stalking. And the ones on her neck mean aesthetic assassin.
In all this, Luck apologizes for the shenanigans that have just occured, noting the party being, well, strange. But Jun doesn’t seem quite as bothered, noting that she figured them strange from the moment she saw them, given that they brought a minor to Ebri’s Home.
An agreement is reached, upon elaborating on why the party would be detouring, first to Lake Stren. Luck telling the story of how the original five met, fought the cult, got their name and the ball and one of the visions including the lake, itself and something rising there, following a sacrifice by clerics, familiar and strange alike.
The meeting point? The stables. (Note to readers: Kevin and Killer had been mostly staying with the Narahs since Belli returned with her family to town. So the horses like her best).
As the group prepares themselves for the long journey, final checks for supplies and the like, Malak casts Augury at the Shrine, asking Keemis on whether what they are doing is right. If what the party is about to go for is good. And the all around vibe he gets as a reply is “yeah”. Good vibes.
On the way to the stables, Belli gets a voice in her head.
Nash, Cleric of Bellinas, checks in with the Half-Orc Bard, named after her goddess. And Nash warns Belli that Dak and the rest of the Fornas clerics had made like bananas and split from town. They were on their way to the location! SHIT!
Belli would call her in turn, asking her for details. And ultimately, to join them at Lake Stren, for whatever was to happen there.
Updating the party on what’s happened, the group take to the road with the horses, in their carriage. And dash along, exiting the city and heading on the journey back, through familiar and not so familiar paths.
The Game’s Afoot!
Through fields and flat planes, the party rides. Quite a few farms along the way, not that very effective, but like, Skyrim farms. 2 rows of potatos, basically. Potatos for days.
On the 2nd day, the party go through a dark and gloomy looking area. An extra path, between Gorrum and Lebovia. It’s gloomy-ish, shaded and hard to see far into the distance of it. So, hefty foresty area.
As the party travels along, the sky darkening quicker than expected, the five swear they could hear whistling from the trees and footsteps moving along the carriage’s sides. Trees for days. Owls and the like swooping past the transport. Until...
Nothing. A silenced area. Wide, lonely. And in the nearby. A strange waterfall, of sorts. Not so much a waterfall. But... with the water going upwards, more of a water rise???
Electing to investigate, Belli and Mournimar enter the clearing, where’s a glow comes off from said water rise. Moss is covering every rock, the water having an almost crystal like near ceiling with a chip in it and stuff.
The effects of this place, everyone, while here, benefits from a plus + 2 on Charisma. With everyone feeling safe and comforted here. Like this place is one big hug.
The fountain gives + 2 to charisma, we feel safe and the water gives poison resistence/immunity for 24 hours. Following the example of Belli and Mournimar, the rest fill their water skins and flasks with the Waterrise’s water.
Malak’s heard of certain spots on the continent, where magical plains drip over and make whole cool new things.
And wanting to waste no more time, the party goes along, for as long as they can, until a necessary rest.
On the third day, the group reach a fork in the road. With rocks rising several feet upwards, like a decoration to the split of the path
Familiar, as one path leads to Sa Doma and the other, on their preferred path for now. It’s like this half-big walkie outcrop thing. and... This place kinda seems off.
Malak is the one, who hears them. Sounds coming from behind the stone formation. There’s chuckling and rustling. Casting Tongues, he speaks: “I know you’re there and I know you can understand me! Come out right now!”
And then. A huge hand covers the rock and a large figure jumps over it, then picks up a boulder and prepares to throw it towards the group.
We roll for initiative.
Luck reacts quickest out of everyone and charges towards the Stone Giant that had appeared. Casting a successful Guiding Bolt, the magical fighter gets between the big Dave looking rocky man and the rest of the party, giving Mournimar advantage on his first attack. Whcih succeeds on hitting the 18ft tall man. As does the second. And with that, the eyes of the Hunter mark their prey.
Belli attempts to Polymorph the bewhildered giant, but alas, she can’t turn him into something smaller. Shaking aside her frustration, the Narah inspires Malak, for whenever he attacks.
Malak casts Ray of Sickness . It’s sick. And coincidentally, so becomes the Dave giant, who can but only watch as the cleric flips him off.
Hurt and frustrated, the big guy then stomps his feet in a wild rhythm. The ground under the heroes cracks and shifts some. And small creatures pop up from different places. Moving towards the group, ready to attack in their own, dusty way.
And after he summons his dusty friends, the giant yeets the rock at Belli and Jun, since they are so close to each other. But the ladies, with cheerleader like precision dodge out of the way, only taking a small subinterest of the damage.
The dust creatures then attack and attempt to blind Belli, Jun, Malak and Mournimar with their dust attacks. But each manages to avoid that action. And only get a growl from Mournimar for their troubles.
All the while, the one near Luctan attempts to put him to sleep. But much to it’s surprise, confusion and frustration, that does not work on the newly tattooed with elven resistence tiefling.
As the poor thing tries to miserably gnaw at Luck’s armor, the fighter can all but just stare down with distaste at it. “Pathetic.”
(And a meme has been referenced!)
Ready for action, Jun takes out her rapier, an elaborate piece and slices onto her skin with it, evoking her Crimson Rite. Rite of the Frozen (HOLY SHIT, SHE’S A BLOOD HUNTER, SON!) , and starts a cuttin’. Slashing into one of these beings (which we later learn are Mephits, of the Dust variety) and cuts it down, causing it to explode into sand.
And then she moves closer to Mournimar’s position, slashing onto the one next to him. And with her Gambler’s blade she strikes a killing blow again! Piercing through the creature and popping it like a bag of sand.
Luck takes his action to strike and do some modicum of damage, while also uttering healing words for Jun.
Mournimar, the ranger, moves closer to Luck’s position and fires with his bow, injuring the Mephit beside his ally. The, sadly, the second attack misses off of the cobble stone body of the giant and lands in the grass, while Belli tries and fails to polymorph the big man again.
Frustrated, she mocks him. Viciously! “The only thing that can get hard is the fact he’s made of rock. The rest of him is weak and limp.”
He is visibly upset by this, feeling fat shamed. and even Belli feels bad for her phrasing. Intending to go for a different part of his physique.
On Malak’s turn, the Holy snek makes his appearance again and goes near the biggun. Sadly, Samael can’t do much at this time. It’s ok, though, because Sam tries and that’s what matters.
With his axe, Malak makes a successful strike for the Mephit near him, though. He just axes him a question.
The fatshamed giant makes his move, then and strikes Mournimar. And clobbers him good with his big ass club, causing some bleeding on the poor digitigraded tiefling’s cranium.
A bloody Mourni spits blood “You really shouldn’t have done that, Motherfucker!” and charges up his Hellish Rebuke, burning the giant to a singed point.
Startled by this developement, the panicking big man attempts to hit Luck, but the fighter moves out of the way of the attack, his cape flowing majestically in the breeze.
While one Mephit attacks Luck impotently, another successfully blinds Malak with the sand at his disposal and attempts to run away, narrowly avoiding getting hit with Malak’s axe in the process.
Jun Hexes the giant, leaving a Profane experience as a Blood Hunter on this 18ft specimen of a man. But her distraction leaves her open to an attack from the fleeing Mephit, which bites her with all it’s tiny might! Which basically undoes Luck’s healing attempt.
Using her Gambler blade, she strikes at the Giant, opting out of attacking the small fry and does some harm on the stoney man. Confident, she attempts to pierce through his loin cloth, but... the sword gets stuck there. And they’re both kind of uncomfortable. Should she move first or should he move first?!
Still, though. Her initial attack. That Hex... It rendered the Giant at a disadvantage in the Charisma department.
And you know what that meeeeans...
Bane. Luck casts Bane on The Giant and the 2 Mephits.
And all three fail to protect themselves form the Tiefling’s own curse. With a surge of power, Luck strikes again at the giant and again at the dusty mephit. Taking note of the wobblyness of the big guy, Luctan calls out to the rest to subdue the giant, but keep him alive.
Wobbly in his own right, Mournimar puts away his bow and pulls out the enchanted All-Star Blade. And stabs a Mephit and said Mephit pops like a balloon. Attempting to follow in the ladies’ style, he attempts to stab the giant in the unmentionables as well. And fails. As well. Today just does not seem to be a good day for unmanning, it seems.
Having had enough, Belli uses her calling card, given Luck’s orders, and puts the giant to Sleep.
And while Jun helps clear Malak’s eyes from the blinding sand, the rest of the party use their ropes to tie the giant to the ground.
Very efficient with the rope work, they tie the big man down and good.
By the time Malak’s eyes are cleared, the giant wakes anew.
As Tongues does not require Concentration and goes on for a full hour, Malak still is able to understand the large highwayman.
And Malak begins questioning him. And getting answers in turn.
He wanted our money. It’s why he was there, for 3 hours, behind the rockmound.
A highwayman, indeed. Of the large variety. The irony of him being the one getting robbed now, as Belli began rifling through his stuff, was not lost that day. She would find a curious bracelet. And begin casting a spell to identify it.
When Malak asks him for his name, the giant answers that his name, is in fact, Dave. Malak asks him, with them not being his friends and all, why he should be kept alive.
Dave would not like to be dead is his reason not to die. And Belli chanting makes him nervous. Which Malak bluffs that is her putting a shrinking curse on him. The tieflings quickly join in on the charade, scaring the ever loving crap out of him as they start chanting in Infernal.
The Item Belli finds turns out to be a Bracelet of Alchemy. It raises the status of one’s Charismatic nature twofold.
And so. The giant is warned. That a curse has been put upon him. If he continues to be a shitheel, with every bad action, he will continue shrinking further and further, until he becomes a speck on the ground, easy for anyone to stomp on.
Malak would warn him to “Think long and hard about your life and all the decisions you’ve made and where they’ve lead you.”
And the panicking Dave, who was being untied in the process, would say a mighty “Ok!”, before booking to wherever his legs would lead him. As the party had. Successfully. Scared the shit out of him.
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