Skip to content

Session 27: Now What?

Alt title: memory loss sucks

Last we left our heroes, they were standing over the grave of their fallen friend Nahtan. Memories shared, the Derailers are unsure of what to do next. Ryker is ready to get back to business, Havayla insists that they can take a moment to breathe. Everyone agrees that they need to plan their next steps and decide that going back to the ship would be safest, but they could complete some errands on the way. Ryker and Havayla take a walk to get his upgraded bow while Wander steps further into the garden, leaving Arunak, Dorza, Yevin, and Nathan to converse.

Ryker and Havayla go to pick up his bow from the exhausted blacksmith and what started as a single errand morphs into a series as they continue on to the Genie’s Lamp Magic shop looking for a solution to hiding Havayla’s new eye. Jean, the tabaxi proprietor, doesn’t have a solution for her. She asks after the ring of three wishes they saw earlier and he says that it’s sold; his curator purchased it the day before. Ryker describes the emblem from the Windwalker’s mystery weapon and asks if Jean has anything like it. He says he doesn’t, his curator might, but pushes back on any questions as to his curator’s identity. Until Havayla reveals that she is a Gresta; suddenly money talks.

Through the exchanging of gold for information, Jean reveals that his curator is none other than Octavius and he comes through town via teleportation. Satisfied with this information, they return to the group while discussing the merits of using Havayla’s fortune to repair the ship vs asking the queen for help.

Meanwhile, Wander moves away from the group, sending Yevin back as he attempts to follow. She sits at the base of a tree, quietly pulls out her book, and spends some time communing with Knowledge. But the events of the past 24 hours have rattled her so much that she has a hard time phrasing her questions and learns very little. Frustrated, she returns to the the team where Dorza is questioning Nathan. He reveals that his weapons are hidden, but summonable; two swords, one of black obsidian and one white crystal. Nathan stays cagy when pushed for details by Yevin on how he got the swords or the ability to hide them away.

They engage in some small talk while waiting for Ryker and Havayla to return. Wander starts to talk about plans, but Yevin cautions that they should wait til they’re in a safer place. But does ask her to contact Skatha again to find out what the dragons’ plan is and where they will be attacking. She is told that Mordramoth is on his way and they will attack the machine at the base of the Iron Highlands when they have confirmation that Kane is gone.

Ryker and Havayla return to the group and start a discussion about visiting Leomund and maybe the Queen, when the decision is made for them: Havayla’s bite starts to ache, Sovereign Niranwen Granore demands her presence.

The Derailers trek through the city to the castle gates where they are swiftly escorted in. A familiar push through layers of curtains brings them into the colosseum-like throne room. Sovereign Niranwen Granore beckons them forward and announces that her spy has returned to give his report. A fellow in acid-splashed armor verifies the Derailer’s claims that Riverband is under siege. He explains that the lower districts were empty while the castle is guarded by a lazy armada of orcs and a green dragon. There were no elementals to be seen.

The Sovereign doesn’t trust that Skulldrinker would leave the place so ill-guarded, there must be more to it. Ryker describes what he saw in his infiltration and that, last he experienced, there were quite a few elementals within the castle walls. She is impressed at Ryker’s skills and asks that the Derailers come up with a plan to rescue Riverband’s king and free the city.

As Sovereign Granore turns to speak with another advisor, Wander tries to whisper to Ryker about the dragons, but is caught by the Sovereign’s keen ears. Wander explains their connection to the dragon council and how the dragons charged them with the dispatch of Kane. Niranwen is initially perturbed at the news that a dragon will be entering her city, but trusts the Derailers. They promise to return to her within 3 days with a plan. She won’t send her troops to free Riverband unless she can be assured of probable success.

In exchange for their slaying of Kane, she offers workers and supplies to speed along repair of the Windwalker. Yevin briefly speaks with Orion, verifying that Skulldrinker’s hold has been broken and prevented. Orion shows him a pendant, similar to the Derailer’s own, and says that the Silvershields are taking appropriate precautions. During this conversation, Ryker’s keen eyes notice a missing soldier: Guinevere. After brief confusion in the Silvershield ranks, the court is dismissed. Orion catches Yevin’s eye and there is an unspoken agreement to meet afterward.

Outside the court, Orion questions Yevin about the last time he saw Gwen. After comparing each person’s last interaction with her, Orion suggests they check in with Yevin’s parents. Wander attempts to scry on her, but the magic is cut off before a connection is made.

Following the directions he was given by Guinevere, Yevin leads the way to his parent’s home. The crew comes to an instrument repair shop where inside they meet two dark elves, Silvar and Radelia. They are initially overjoyed to see Yevin but joy quickly turns to caution and concern, as well as confusion and sadness as he explains his memory loss. Someone is looking for him, they can’t say who, Yevin should leave, it isn’t safe. Yevin pulls out Kane’s head and asks if this is who they’re speaking of. With a breath of relief they reveal glyphs etched into their skin, put there by Kane so they wouldn’t be able to tell him about his hunt. Yevin asks Wander to take a look and she discovers that they are high level abjuration, but remembering what happened when casting dispel on Grumdark, she’s reticent to attempt anything. Instead, Havayla goes with Yevin and Ryker to get her brother Leomund.

They find Lemond in his study at Destiny University. Before leaving, Havayla asks him to take a look at her eye. As Leomund studies it, he is struck with fear, running from Havayla, refusing to even look at her. After 60 seconds of panic, the fear wains. Shrugging off the charm effect, Leomund strongly suggests keeping her eye physically hidden. Magically, he casts a spell and the bandage disappears. This will only last an hour, but it’s something. As they return to Yevin’s parents, Ryker quizzes him on how to talk to deities; Leomund replies that Havayla would be the better person to ask. It is fully established that Ryker does not understand the difference between schools or the science of magic.

They return to the music shop. Leomund immediately gets to work, dispelling the glyph on Radelia first. When he attempts the same on Silvar, the spell explodes, shattering the room and flinging everyone back with magical fire. Thankfully, the glyph is dispelled and no one is harmed too badly (including Silvar), but many of the instruments are destroyed. Leomund and Wander start mending what they can as Silvar and Radelia start explaining their story of Yevin…

Years ago, an old forest woman with antlers came to their house holding a little baby half-elf. They took the child in and raised him as their own, taking him as a blessing as they were unable to have children themselves. Yevin, Guinevere, and Rider lived on the same street and were playmates growing up. Rider and Yevin joined the Silvershields and the three of them had grand plans for the future. But then Yevin was reported missing, presumed dead. Rider arrested, ranting of betrayal. After caring for Silvar and Radelia in their distress, Guinevere joined the Silvershields to find Yevin.

When Kane came to town, he found and interrogated them. Aware that their son lived, but now fearing for his life, they weren’t sure what to do. Silvar explains that Kane spent a lot of time with talking with Guinevere as well. They don’t know where she is now, maybe check The Fiddler’s Bar, the trio of them use to spend a lot of time there. Before departing, Silvar restrings Yevin’s harp, adding a new spell to its repertoire.

The Derailers rush to The Fiddler’s Bar, but no Guinevere. The bartender hasn’t seen her since the night before. Yevin decides to try his new spell and skywrites “Gwen meet Yevin at parents loft” in the clouds. He is quickly berated by Arunak for using his real name.

Returning to Yevin’s parents, the team hunkers down in Havayla’s slightly larger hut to discuss things.

First, Yevin shows them Kane’s notes. He explains his lost memories, the dreams of being given to the old druid, Lady Glarion, the evidence that he is not even a Dragonborn, but potentially dragon-kin, a dragon in humanoid form. Additionally, Kane had plans to use Yevin as a replacement for Tiamat in her prison, somehow freeing her and imprisoning Yevin, forcing him to live eternally, thus keeping the Revenant Kane alive forever as well. A loophole of “well, what if we killed you, then brought you back. Would that keep Kane from reviving because you died?” Is proposed and the idea is tabled for the moment, but not dismissed.

Next, they discuss the information about the elder brain. Arunak pulls out the book that he and Nahtan had found in Azuke’s tent. After willing himself through the book’s psychic protections, Arunak sees that the drawings of the machine match Kane’s notes. The book takes further about the discovery of the Elder brain, the influence it has on the Illithid, how it was housed in a strange dragon-like creature that Duke Noillif and his orcs were able to keep asleep, yet keep the brain awake for use in their experiments. They moved the brain to the machine and now await the Feeblemind stone to finish their work.

Returning to talk of memory restoration, Yevin asks about the tea that Yonder gave them. Wander brews up a cup for him to drink, and then casts greater restoration. While it feels like the spell should have made a connection, there wasn’t enough power behind it, and nothing happens. This leads to further discussion on memory loss and Wander asks Ryker about his restored memories of the Feywild.

This conversation quickly spirals out of control as Havayla is not convinced that they lived in the Feywild for months in a small cabin (and they were roommates!) without “anything” happening (IRL, the players of Havayla and Ryker are married. There is continual debate on their characters’ potential feelings for each other). Ryker stands firmly on his claim of obliviousness and innocence as everyone decides this is a discussion better left untouched.

Still waiting for Guinevere and desperate for a change in topic, Wander asks Nathan if she can look at the simulacrum, promising not to touch it. She is surprised when he simply hands it to her. Studying the object, she considers using some of her divine power to learn more about it, but doesn’t want to be caught without needed spells should they be in a tight spot later. Instead she thanks Nathan for his trust and asks if she could see it again before they rest for the night.

Havayla scoots to a corner of the hut to commune with Moonbow. When finished, she tells Ryker that his connection with Moonbow is different and he’ll have to figure out his own way of speaking to the deity.

As evening approaches, they decide that they should get back to the ship. Yevin leaves a sending stone with his parents and the Derailers trek back to the now bustling airship hanger. Syrin greets them, informing Ryker that he has one hour left until she and her ship are unavailable for any plans. Ryker admits that they don’t have a plan yet, but it would be nice to have a walkabout on an airship again. Syrin obliges Ryker with a tour and informs him that she’ll swing by Riverband on her way south, just in case she can be of assistance.

While Ryker goes for the tour and everyone else mills about, Wander explores the wrecked remains of Kane, followed by Havayla. Together they find an orb under some rubble. Wander takes it onto the Windwalker and identifies it as a Dragon Orb; an artifact of immense power and danger. Unwilling to let anyone else touch it, she puts it in the bag of holding to keep it from prying eyes, explaining in general terms why it would be a bad idea for anyone to use it.

Wander and Havayla stand on the deck of the Windwalker as the rest of the team starts to gather in the War room. And it is at this moment that we end our session. What news will the Dragon Modromoth bring? Will Ryker ever figure out how to speak to Moonbow? Will the Derailers actually make it though a whole day without someone trying to kill them? We’ll find out next week…

Leave a Reply

Your email address will not be published. Required fields are marked *