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Something on the Wind Adventure 2 Session 8

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Main > Compendia > History > Campaigns > Something on the Wind > Session 8
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TBD.

On the voyage to the third island, the party had several interesting encounters.

  • Nyx was visited by her tutor, the Master of Whispers, who revealed himself to be The Fingersmith. The Strange God took an interest in the young Mercatian noble for unknown reasons, and promised to continue her tutelage in a more arcane direction - granting her access to magical skills to complement her subtle ones.
  • Yemoja was visited by one of the Godwrought, Servitors of Aedifica, Goddess of Form. It indicated that it was also aware of something wrong on the winds that blew over Mercatia. It said that there were different maladies signs arising in different parts of Acrolon, but that this seemed to be the worst. It imparted to Yemoja new power over her Integral forms.
  • Gellardia was visited in dream by the Stygians who praised her cleverness in getting this far. In preparation for the final islet they bestowed upon her three mystical tattoos that would grant the ability to summon creatures from the dream world to aid her.
  • Acantha had a powerful dream of Pale Maw that awoke a deeper connection to the primordial spirit of glaciers. She found she could tap into other primordial spirits as well, such as desert, swamp, and plains.
  • Yemoja noticed Captain Keho acting nervous after some of these visitations. She took the form of a spider and spied on him writing a note suggesting that he's been spying on the party and reporting their activities by way of messenger bird. She spoke to the messenger bird and the party learned that the messages were flying back to Vexel Tower in Mercatia City, making the ship a spy vessel for that Great House. The party politely insisted that the nervous captain stop his spying, which he emphatically agreed to.

Upon arriving at the final island, the found that the only access the the steep cliffed shores was a single stone pier that led to a switchback climbing the cliffside. At the top of the switchback they found a small abbey with a single occupant: a Herald of Autumn named Juniper. She explained that the island was off limits due to a disturbance in the dead buried there. The party tried to convince her that they meant no harm and that they could help with the undead problem, but she remained unconvinced. So the party used Druidic magic to pass without trace through the abbey and onto the island proper. There Brynja performed his final mapping ritual while the party defended him against a horde of skeletons. After a grueling battle, the ritual was completed and the party snuck back to the boat.

With all three measurements delivered to the Steadfast navigator, the ship made the last leg of the journey to the roaming island. They found a persistent bank of fog where the coordinates indicated, which Brynja explained had kept curious sailors from finding his home for many centuries, except the occasional accidental arrival.

The crew tied the sloop to the dock and Brynja encouraged the party to relax on the boat while he went to recover the treasure. Disturbed at the suggestion, the party followed Brynja, blithely teetering deeper into the island. Knowing the old man was close to death, they tried to ascertain why he wanted to go alone, a combination of alarm, concern, mistrust, and confusion in their questions. Brynja assured the party that he would be safe, and that it might be dangerous for them to follow. But the party insisted on following the old man. They walked through an entire ruined city, with a few structures still standing: a tower here, a keep there, some kind of dome structure. One distant tower that was still intact had a magical sentinel striding along the battlements like an animated suit of armor.

Brynja ignored all of these structures, heading for a single building, a keep mostly in ruins. He walked through a field of rare Sunpetal Blooms into a crack in a wall of the keep. The party followed into the final part of their journey.