Thesta: An Heir Denied

Session 7: Dirty Dead Done Dirty Cheap

Dom Bentivogilo and Annabella Malatesta on a boat

Journey to Utisca to retrieve the Ebony , ancient artifact of black stone. Wards are failing.

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A Journey North
Session 12: Campaign 1

With Slate’s assistance and contacts, the Keepers were able to learn of a Eradin ruin far, far to the north. Deep into Ale-Alatau, home of the fanatical Balwundar.

The met the Commander of Thornwall and the Taymyrish forces, as well as a Keeper by the name of Adalbert. There they gathered supplies for the long trek north. It took them nearly 3 weeks, skirting the Balwundar scouts, as well as visiting various homesteads and frontier posts close to the border.

They eventually made their way to the northern swamps, home to a race of humanoids called the Bog Lords. Driven from their ancestral lands thousands of years ago by the Balwundar, they took refuge in the swamp, learning the ways of druidic magic, and using it and the swamps natural defenses to protect themselves. The Keepers found they were a peaceful people, living in harmony with nature, yearning for a large home to gather all the disorganized tribes together, live under The Great Tree and become one people, united.

The Keepers quickly discovered this Great Tree had overgrown the ancient Eradin complex housing the God Orb they desperately needed. They journeyed there, to discover ancient wards and defense mechanisms, along with still functioning automatons were protecting it from intruders.

The patrolled the outer wall, finding a breach caused by the trees massive roots, quickly dispatched the automaton defenders and infiltrated inside. They found more notes and research pertaining the the Eradin Empire’s mad quest for the energy of the gods, and quickly retrieved the orb, not without difficulty as the tree, mutated by the Orb’s energy attacked while they ripped out the Orb.

With a magical seal of a long dead Grand Magister, they ordered the automatons to travel with them and protect them on their journey home, eventually returning to Thornwall, and gifting the automatons to both The Keepers and the Taymyrish forces there, in the defense of the continent.

They left and ventured back to Charhelm, meeting their old Drake cult “friends” and were briefed to the function and use of the God Orbs. They were also told of a possible way to discover the hidden lair of Vistahd, but would need something immensely powerful. Dragon blood.

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Peacekeepers of the Realm
Session 11: Campaign 1

They group met back up with the expedition, lying to Phantuss about obtaining the crystal, they began their journey back, running into Slate, his men and an expedition led by the Wasp gang. Under disguise, they learned he was working alone, also looking for the orb, and after revealing themselves, learned that he believed it was his only way to restore his place in the order, and prevent his death by the Seventh hunting him.

They lied about their retrieval of the artifact, but allowed him to accompany them. Journeying back to Skarin, sneaking past the watchful eyes of the Seventh, before journeying north to Rouen, where they alerted the Keepers to Slate’s deal, the orb for his return to the order.

They spoke to the King of Santonge, Galliard, famed for being a direct descendant from the Rhoan Divine Bloodline. They alerted him to Vistahd’s threat and goal, while also learning of disappearing livestock in the northern ranch lands.

Thinking it to potentially be a coven or front for one of Vistahd’s operations, they went north, discovering a bizarre cult, worshiping a Drake and a Tiefling pair, drinking the drug and blood infused cocktail as part of a ritual.

They learned that she, along with the other members, were outcast orphans of farmers. Families would abandon the sickly, or malformed to the forest to die. Demanding revenge they had planned to attack the villages as acts of vengeance.

The party managed to avert bloodshed, ushering the cult north, and convincing them to abandon their quest for vengeance, while also preventing them from being massacred by far superior royal soldiers.

Lastly, they journeyed north, meeting with Keeper representatives, to strike a deal with Slate. They traded the orb, for Slate’s return to the Keepers, though the group was given an ultimatum, that should he betray the order once again, all lives would be forfeit.

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Journey Into the Desert
Session 10: Campaign 1

The party left the capital of Hillgrade after securing a contact for a desert expedition in Skarin. They paid the Golden Legion for the services of their friendly Legionnaire, Athamus.

Knowing of his secret caches, they toyed with him, advancing in the night and eating them, or hiding him high in trees. He kept up the masquerade of the abilities of the Legion, before stopping at the borders, where they convinced him (with some gold to his superiors) to stay with them.

They journeyed into the gang-ruled city of Skarin, once a bustling trade city a century ago, it’s now a desperate place, devoted to the drug trade and salvage of valuables from the desert. They met with Phantuss, a member of the Bluebloods gang, and set up a expedition, journeying deep into the desert.

There they entered the Glittering Sea, a blasted area of glass, forbidden by the lizardfolk and found an ancient Eradin facility at it’s center. There they found the statue-entombed remains of an ancient god, and the crystalline orb they needed for their mission.

Though they were not alone, a beast of some sort had tunneled into the facility and made it part of it’s lair. The group carefully snuck through the nest, discovering a trove of valuable, ancient equipment and departed under cover of night.

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Continuing the Journey East
Session 9: Campaign 1

The Keepers left Duchberg, journeying into Retzlund and the capital city there. Knowing that the recently elected King was a minion of Vistahd they began planning a way to oust him from power.

They contacted the runner up, a Baron Graf, gaining his support. They also discovered an underground party scene, often raided by guards and “disappearing” locals to drunk or inebriated to fight back.

They ambushed the zombified honorguard, gruesomely ripped the undead beast out of the armor and disguising one of their own as an armored beast. They infiltrated the castle, dispatching the perverse butchers in the basement before assaulting the new king and his guards, killing them all and framing him for dark blood rituals.

They continued into Lanudox, hiring a Golden Legionnaire, travelling into the bizarre country, before settling into the capital city of Hillgarde. They spoke with their Keeper based there, an Ambassador Jormanndu, to prepare in expedition into the deserts of Rustavi.

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Saving the Kingdoms.
Session 8: Campaign 1

The Keepers, with Isidor dispatched and a meancing threat from Vistahd against the royalty in Brao, they quickly went about having the rebel forces surrender, commandeering a boat and quickly setting sail for Brao.

Terrifying makeshift, undead vessels had been forcibly beached, emptying their undead crew to fight their way through the city to Brao’s palace. Thanks to a magical message some hours ago, Klegghorn managed to flee with Therus and his mother Cilla.

The Keepers found the palace breached, with many of the palace guard and unfortunately King Rochus of Brao dead and exsanguinated. They pushed on, finding a badly injured guard who told them of a escape passage. They followed it only to emerge into a large forest fire, dozens of undead littered the forest, and they ran ahead, confronting Vistahd, killing his forces and forcing him to flee. They then attending the funeral and two coronations that followed, each by royal decree given appropriate lands and titles for their service.

They journeyed to Charhelm to coordinate with the Keepers on how to dispatch Vistahd. They found his ancestral home and confirmed suspicions that he was set on becoming a God. He was a vampire, feasting on blood from Diving Bloodlines which somehow empower him immensely. They were tasked with find artifacts from the old Eradin Empire that may be able to strip him of his power.

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Mainland Invasion.
Session 7: Campaign 1

The Keepers assembled with the loyal forces of Elsburg, as well as the forces of Brao and the Whiteblades. Together they planned for the invasion and retaking of Elsburg from Isidor.

The Whiteblades would free the hostages from Southfort. Afterwards, they would meet up with the loyal forces of the southern Barons, and meet up with the Brao forces who would land in the south. A diversionary naval attack in the north would allow the troops to land unmolested, and march into occupied Elsburg.

The Keepers and Whiteblades easily rescued the hostages, decimating the soldiers housed within. They then marched north, disguised as Isidor troops to sow confusion, damage morale and cause chaos in the enemy encampment. The battle the next day was easily won, and the Keepers fought bizarre undead honor guard defending the enemy general.

The Keepers journeyed ahead with the army, meeting Slate, and agreeing to let him leave without being attacked, in exchange, he would smuggle them into the palace to kill Isidor and stop a bloody siege. To their surprise, Isidor appeared to be a pawn of someone far more powerful, Isidor died a grisly death, coughing up volumes of blood, only to have some kind of image manifest out of it, taunting that this new enemy, Vistahd, would strike at the unprotected King, sheltered in Brao.

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Dragonbridge Conundrum
Session 6: Campaign 1

Hearing news of Eron’s trial and conviction in absentia, they journeyed to the ancestral home of the Dragonbridge family.

They learned that the new Dragonbridge was also a Retzlund Baron, and had Eron’s mother imprisoned, while secretly keeping his own wife in her place. They also discovered that the Steward was a Keeper agent, sent to attempt to reign in the new Dragonbridge and bring stability to the region, halting the saber rattling between Retzlund and Elsburg towards Abredor.

They then journeyed into Skana, speaking with the Keepers based in the city, planning to motivate key senators to assist and prevent any invasion or military action, which the successfully managed to do. There, they also managed to recruit and hire The Whiteblades, Taymyrian mercenaries, keen to use them to free the hostages held in the southern areas of Elsburg.

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Going on the Offensive
Session 5: Campaign 1

The heroes decided to go onto the offensive, sailing to the mainland and being smuggled into Elsburg by Helga, a newly appointed Red Corsair.

They were smuggled into the southern area of Elsburg, meeting with a local Baron, Baron Roland. He seemed unwilling to help, and the heroes discovered that many lords and barons children or family had been taken as hostages to the Southfort castle to force their compliance.

They journeyed up into the capital of Sturgart, deciding to exterminate the the rogue Keepers, murdering a Keeper by the name of Pick, turning another Keeper by the name of Soot, and finally dispatching Lord Duval. This was followed by a spree of arsons, setting the docks, a large Rogusan bank and a dilapidated tavern ablaze.

They fled the city in the confusion, making their way to the Dragonsbridge, to discover Merrit had been tried in absentia, and found guilty. His title stripped from him and given to his mother’s new husband,

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Money Talks
Session 4: Campaign 1

With the loan from Rogusa finalized the Heroes focused on their next task, removing the blockade of Brao by Elsburg and Utiscan forces.

The negotiations began poorly, with Magister Legrand demanding a vast sum of wealth to stop their actions, as the players soon discovered this was a selfish desire, as Legrand had been disgraced at home and exiled into diplomatic work, he hoped that cementing this deal would be enough clout with the Utiscan nobles to allow him to return home.

The heroes used this to their advantage, sailing to Utisca allying with Legrand’s enemies, House Vogt. They cemented a deal behind Legrands back, elevating House Vogt into the political spotlight, but also agreeing to lead Legrand to a unfortunate demise.

With Legrand dispatched, the aided a fellow necromancer retake his labratory from an rival. They snuck through a large Strige nest, battling the undead and the Ettercap necromancer, and retaking the lab.

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