Iffen Suvo
Iden Highstone
Adam Whitkeeper
Alli Arcan
Vytis Veresy
Yarrow Rhuut
Making their way through The Pitch, the party heads to Midnight, an asteroid who's inside has been mostly carved out for mining of a rare metal.
The party splits up, looking for rest and a way to repair the ship from its travels.
Iden finds some workers and pays 100gp to repair the ship.
The workers take the gold and say they'll be back tomorrow.
Iden is convinced that he was scammed, but they return the next day, as promised.
Adam finds a store and purchases all The Adventures of Gilly Whick he can find.
He is able to buy issues 5, 9, 11, 12, 17, 20, 23, 24, 27, 29, 39, 40, & 45
Alli finds some street games to gamble on, but loses several gold.
Vytis wanders into a bar and talks to one of the locals.
The local talks about a ghost ship somewhere in The Belt called The Shadow.
He claims that this ship is from the times when The Boneclave was warring with the queen of Asterion.
Claims The Shadow is located near Razzmatazz.
Alli is able to sell the old man a small dingy, she doesn't own, to go in search The Shadow.
The party learns through whispers on the street that The Benbow Family, known for their robust smithing and weapons, is attempting to buy the asteroid.
With the ship repaired, the party heads off towards Mikado.
Traveling through the CGMS, the ship is stopped by a group claiming to be collecting tolls for the CGMS.
Alli is suspicious, but Iffen and Adam believe its official.
Before things get out of hand, Vytis pays the 10gp toll.
Continuing their travels, the ship is attacked by an invisible force that harpoons itself to them.
Using cannons and spells, the group is able to bring the force out of hiding and is attacked by a Bat Construct.
Through a grueling combat, the party is able to defeat the creature and continue their journey toward Mikado.
Aeris Moonshade
Edwin Dawnsong
Sinakar Penne
Juliet Monvea
Raven Knight
Dizzy Challi
The party leave behind the cluster of asteroids in The Pitch and pick a direction to go in search of the Duchess of Gloom.
A storm comes through, ravaging the ship and the party.
The ship's Absunios activate as the party attempts to regain control of the ship
A wind elemental appears, attacking the party.
Some folks are knocked unconscious before Sinakar fires off magic missiles and defeats the storm.
Sinakar is adamant that the party try to go home and leave the duchess behind, but the group is lost in The Pitch.
3 days pass, and some magical force makes the ship dock at an asteroid, that has small bits of light on the surface.
The party disembarks from the ship.
The group finds a sign in infernal that Edwin reads with Comprehend Languages; "Welcome to Gloomhaven."
The path is muddy with dead flora all around.
The party comes across a broken bridge, but hears sounds down in the riverbed.
Investigating carefully, Edwin approaches seeing a group of Ghouls digging into the flesh of something.
The party finds creative ways to get across the bridge quietly.
The party hides as armored Wights approach the path as if on patrol.
Going deeper into the misty terrain, the party finds a mansion.
Inside, they find trophy rooms with undead mounts on the walls.
Each party member starts to hear voices and see things they want.
Sinakar goes back to the atrium, up the staircase, and through a set of doors.
The doors and staircase then disappear, trapping him in a hallway which he could not reach the end of.
He hears a voice, "are you lost?"
Sinakar speaks to the voice who offers to help him, but he rejects the dark figure.
Edwin finds a library with many scrolls and begins going through them, putting some into his bag.
The voice speaks to him, "do you like scrolls?"
Aeris finds a door with a symbol on it that he recognizes from his past.
Opening the door, he finds a training room.
The voice speaks again, "you have so much potential."
Raven sees a fireplace with her family's sword sitting above it, seemingly removed from her hilt.
The voice finds her ears, "A shame it couldn't stay in the family."
Dizzy sees a figure standing in the corner, a power she recognizes.
The figure whispers, "Isn't this a fun trick?"
Dizzy sees the Mystic they worship, Harea.
Dizzy seeks affirmation from their deity.
Juliet is left alone, her friends locked away in their own traps.
She wanders through the house, eventually finding an office with a book on the desk.
Reading the book, she finds that it contains a seemingly endless number of names, including Juliet herself, Blackbird, Slunk, Sal Bungar, and Krymkatuul.
Realizing, this is the ledger that Blackbird wants, Juliet goes back in search of help.
Aeris is able to break free of his illusion and realizes the rooms are all fake.
The rest of the party's names slowly begin to appear in the book.
Juliet searches through the ledger and finds the duchess's name: Berala Evenfall.
The duchess realizes Juliet is here and offers her her freedom if she gives up her friends.
Juliet accepts the deal, but Aeris speaks the name of the Duchess.
With power over the Duchess, Juliet is able to make a new deal.
Juliet is free of her undead body, but her illness returns.
The Duchess sends the party away and to their boat.
The party boards and heads back off into The Pitch.
Juliet realizes that she can no longer cast spells, as she no longer has a patron.
Juliet will be retired, and will be replaced by a new character in future sessions.
Adam Whitkeeper
Quinn Dures
Iffen Suvo
Juliet Monvea
Thorvald Hardrada
Iden Highstone
The Silence Spell's concentration has been passed from Edwin Dawnsong to Iden.
The party fights off a Shadow Mauler in The Pitch.
The party struggles with the Silence spell in effect and many spells using verbal components.
During the fight many have to use their healing potions to survive.
The monster attacks Iden and he is knocked unconscious and dropping concentration on the Silence spell.
After a grueling fight, the players kill the monster with an Eldritch Blast from Juliet.
A small light in the distance beckons the party closer.
The party decides to anchor the ship on a nearby asteroid and sleep for the night before approaching the light.
Iffen and Iden explore a bit of the asteroid and determine they are safe for now,
They manage to get a long rest.
Adam takes a very large slice of the creature and hides away in the captain's quarters.
The party learns more about Aurora and Zara.
Aurora has green hair, Zara has white.
Aurora's memory is awful as she barely remembers the concept of having a sister.
A voice speaks to Adam saying, "I feel The Beast's presence", which puts Adam on edge.
Aurora is able to tug on her memories and speaks the word "Narobi"
Adam pulls out a book that he stole from the temple on Dogwood.
Narobi is a continent, one that is significantly larger than Mikado.
The ruler, Queen Zara, has not relented power in over 300 hundred years.
Aurora announces that this is wrong, the timeline doesn't make sense, it was thousands of years... there was a Cataclysm.
The party is approached by a strange golem that tells them they are trespassing and need to state their purpose.
Aurora announces they're here to see her sister, Queen Zara of Narobi.
They approach on foot towards the glowing asteroid.
The party puts together that the glow is from sigil in the rock that represent "binding" and "gravity".
Zara and Aurora speak for a minute, but Zara realizes that she can use Aurora's body to bait The Beast into coming here and use it for her ritual to "save Narobi".
A voice speaks to Adam tell him that Zaranians are immortal, but can be killed briefly.
This may be why Aurora loses her memories so often.
The voice says that Aurora may be able to kill Zara, but so can Axel, her brother.
Zara slays Aurora, easily and tells the players to be on their way.
The group attempts to fight briefly, but can barely land a blow on Zara and decide to step back and watch what's happening
Zara drags Aurora's body away and brings her within the sigil.
After a moment, Aurora's body rots away
A massively large creature approaches, The Beast.
It seems to be a rotting wolf's corpse for a body and a deer skull for a head.
The Beast speaks to Zara and tell her that her plans are for nothing and that it will bring Aurora home as it has done dozens of times.
It turns to the party and tells them to leave or they will die here.
The party runs away, turning back to see The Beast vanish and Zara scream into the abyss.
Sinakar Penne
Quinn Dures
Edwin Dawnsong
Juliet Monvea
Rauth Dagvfen
Yarrow Rhuut
The party stops on Tuft within the bar, Jungle Juice.
Speaking with Sed, the bartender, the party learns that folk have been coming through town looking for someone named Aurora.
As the group is speaking Aurora walks into the bar and approaches the party with a mission.
Aurora wants to help her sister, Zara, who was last seen in The Pitch.
The party agrees to help and will leave in the morning with Aurora.
With Aurora departing, the party discusses what the plan is and a misty shadow creeps over the party asking about The Pitch.
Blackbird reveals himself and offers goods to the party; weapons, armor, and potions.
After ensuring the party won't have enough money, Blackbird offers them a powerful silence spell that will protect them in The Pitch in exchange for doing a job.
The job is to discover the name of the Duchess of Gloom because she has some sort of power over him.
Edwin Dawnsong, Rauth Dagvfen, & Quinn Dures realize that Blackbird is desperate and decide to add things to the negotiation: more healing potions, and 2 Force Absunios.
The next morning, the group readies their gear and takes off towards the several day trip toward The Pitch.
While traveling, Yarrow Rhuut is surprised by an attack made by strange animal-like constructs, 4 Otters and a Stringray.
The party takes note of a symbol on the constructs, a constructs have an unfamiliar sigil on them that looks like a wrench
Rauth speaks with Aurora about their pasts.
Aurora reveals that she doesn't remember much, and mostly learns about her life by reading through journals she has.
Aurora takes some time to speak with Juliet as Aurora noticed Juliet's use of dark magic and warns her of the dangers of using dark magic.
Edwin is studying his notes on the arcane and Aurora approaches him to see what's he's working on.
Aurora asks if Edwin can teach her magic and he agrees.
Through very little training, Aurora is able to cast leveled spells that even Edwin has trouble with seemingly on accident.
Aurora reveals to one of the party, after some persuasion, that Zara has "cracks in her face", "like a mask falling off".
Aurora was afraid to reveal this information as she did not want to scare the party.
After days of travel, the party reaches The Pitch.
The darkness that is The Pitch puts everyone at unease.
Edwin instinctively casts light before passing through the wall of darkness.
Sinakar Penne's fidgeting comes to an abrupt end.
Using the spell that Blackbird provided, Edwin casts the enhanced Silence spell and all sounds on the ship are cut off which adds to the unnerving nature of The Pitch.
Over the next 4 days sailing through the seemingly unending darkness;
A massive scaled creature passes by the ship unheard,
The party slowly begins to panic at the loss of the ability to speak and barely see, and
Edwin takes 2 points of exhaustion due to staying awake to keep the silence spell up.
These will pass to the next major Spellcaster of the group.
Deep into The Pitch, the party passes extremely close to a relatively tiny asteroid, then another, and another.
Some of the party take notice of completely black creatures running over the surface of these asteroids until one jumps aboard the ship:
A gooey, panther-like thing covered in eyes and teeth pounces onto the ship: Shadow Mauler.
Dizzy Challi
Iffen Suvo
Iden Highstone
Vytis Veresy
Aeris Moonshade
Quinn Dures
The party rushes out of the collapsing temple on Dogwood right into all the shocked guards and researchers.
They decide to run as fast as they can out of the dig site, Vytis Veresy slips, but Dizzy Challi grabs him by the scruff and keeps running.
Quinn Dures shoots a firebolt at the campsite, burning the tents as the party runs away.
Escaping into the woods, the party deliberates what to do with Thyllis Zahor, the old captain of the Eye-Patch.
Deciding to return to the ship, the party returns to find Thyllis Zahor and Jory playing chess (Jory is winning).
Checking over their rations, they find Thyllis Zahor has eaten most of the rations.
The party continues to argue about Thyllis Zahor and eventually vote to kill him, despite heavy protests from Iden Highstone.
While Vytis Veresy, Aeris Moonshade, and Quinn Dures are deciding how to kill Thyllis Zahor in the most humane way, Dizzy Challi decides to stab him over and over again on a whim.
With the previous captain now overboard, the party takes a long rest while getting away from Dogwood.
They decide to travel to Tuft, an asteroid about 8 hours away from Dogwood.
While traveling, they read some of the books they stole from the temple.
The party learns more about The Flanor Family.
The Flanor Family has recently split as new magical means of protection are becoming more popular.
Gorson Flanor is the patriarch and leads the more physical division of the family.
Flinn Flanor, son of Gorson, leads the magical division of the family.
He is leading the research on the orbs being mined on Dogwood.
Is likely the one who organized the party's capture in the beginning of the campaign.
The party learns that the orbs are both artifacts and naturally mined from Dogwood, but are unsure how that is possible.
Getting closer to Tuft the party sees a large jellyfish-like creature, called a Skywailer, approaching the ship.
Quinn Dures, Vytis Veresy, and Aeris Moonshade are all knocked unconscious by the creature.
The party kills the Skywailer.
The party lands on Tuft.
The party goes to a local bar, Jungle Juice, and settles in for the night.
Edwin Dawnsong
Alli Arcan
Sinakar Penne
Yarrow Rhuut
Adam
Juliet Monvea
Explosive orbs go off doing 1d6 fire damage per orb.
Yarrow Rhuut wounded.
Sinakar Penne drops.
Edwin Dawnsong heals both.
The group decides to get inside the temple
They observe the main camp of researchers and note that there are too many to sneak by.
Looking for another way in, they find a crack in the corner of the temple that may be large enough to squeeze through.
Alli Arcan sneaks up to the crack and tries to see if she can make it wider.
She is able to force herself through the crack and takes note of the hallway on the other side.
Edwin Dawnsong & Sinakar Penne go back and grab the others.
Once everyone returns, Sinakar Penne attempts to squeeze through as well but gets stuck.
A pair of guards wander around the pyramid and attack the group.
Edwin Dawnsong drops.
Is brought back through medicinal techniques by Alli Arcan.
An orb is thrown at the group and makes the hole in the temple wider.
After defeating the guards, more guards arrive and group decides to hide inside the temple.
Alli Arcan leaves caltrops behind to slow the guards down.
Eventually, the group is able to lose the guards chasing them through the hallways.
Yarrow Rhuut takes note that the walls have a thin layer over them like an illusion.
Edwin Dawnsong feels through the wall and is able to make out the symbol of Halaman, a Mystic(s).
The group heads down a path only to find that it leads to a cave system.
Fearing the cave, the group turns around.
The group encounters some guards and tricks them into going down a different hall to chase "the group".
Eventually, they find a room with oil in a dais that follows down handrails along some stairs.
Adam Whitkeeper lights up the oil and watches as the fire burns bright across the room revealing treasure, books, magic scrolls, and weapons.
Edwin Dawnsong takes a couple scrolls.
Sinakar Penne looks for a cooler/magical spear but is unable to find one.
Adam Whitkeeper looks through the books trying to make sense of the temple.
Finds books about Mystic(s) and a book about a place called Narobi.
Edwin Dawnsong and Adam Whitkeeper are eventually able to piece together that the symbols on the walls, blocked by illusion, are repetitive and specifically represents 12 Mystic(s).
Landarea, Biljka, Rostlina, Taim, Halaman, Kasvi, Usine, Augu, Bitki, & Planhigyn.
The group finds a stone door leading to a post-chamber with carvings that layer the 12 Mystic(s) on top of each other.
Pushing the stone door open, reveals several plant-like shadows that attack the players.
Alli Arcan drops.
Later brought back by sheer force of will.
Adam Whitkeeper shows the shadows the symbol from the door and the spirits stop
The party enters the post-chamber and find murals of the 12 Mystic(s) and notice that their images all bleed onto the floor eventually combining into a single story of Vaxt.
Through the identify spell cast by Edwin Dawnsong, the group learns that "The Mystic(s) of Vaxt" are pieces of Vaxt and do not just belong to it. 12 pieces of a larger whole.
Guards enter the antechamber looking for the party and the spirits attack them.
Their explosives go off and the temple begins to collapse.
Through teamwork, the group is able to escape the crumbling temple and are now faced with the researchers from Mythmere University and a ship above from The Flanor Family.
Wanda
Dizzy Challi
Quinn Dures
Iden Highstone
Raven Knight
Iffen Suvo
The group spends time on the Eye-Patch speaking to Jory.
They attempt to get information from the captain who tells them his name is Thyllis.
They throw him off the boat.
Make him talk to Jory.
Threaten to kill him.
They learn about a weapon that The Flanor Family is trying to test out.
The ship starts to approach the jungle asteroid, Dogwood, and the group discusses how/where to land to avoid being seen by The Flanor Family's fleet.
After landing, the group disembarks to find the dig site being run by Mythmere University.
The group interacts with a young tiefling researcher briefly before she goes off to find a guard to help her.
The party sees the researcher speaking with a guard and Wanda decides to run up to them and start a fight.
The group knocks out the guard.
More guards arrive and the party sneaks off using a small creek to hide their tracks.
The group circles the dig site and eventually finds a large pyramid structure at the center of the dig site with researchers going in and coming out with relics and/or treasure.
The guards regroup and bring a ship down to start unloading strange spherical items.
The group is able to grab the attention of two of the guards and knock them out before their orbs drop and go off like a bomb.
Vytis Veresy
Cogbryn Shortcord
Adam
Juliet Monvea
Alli Arcaa
Edwin Dawnsong
The group breaks out of their crates on the bottom of the Eye-Patch.
They sneak and fight their way to the top of the ship.
They tie up the captain and take over the ship.
They learn that this ship and captain are taking them to Dogwood to the temple of the Mystics of Vaxt at the request of members of The Flanor Family.
Cog hears a voice pushing him to go and investigate the temple
Vytis is convinced this is a special mission specifically for him so he turns in the ship in the direction of Dogwood and breaks the helm.
Adam & Vytis discuss the involvement of The Flanor Family.
The ship eventually has to land on Ivory next to By the Frost owned by Harl ‘al Fet Askalter.
They get really attached to Jory.
They hire The Ronn Sisters to fix the ship.
They speak to Sittreck about the Pirate(s) and The Flanor Family, but he just gives them weird responses.
They find Sittreck's journal (left behind on purpose) and read through it to learn that the Absolutists have taken on mortal forms.
Cog & Adam asks Harl if they can bring Jory on their adventure and Harl agrees.
with the help of The Ronn Sisters, are able to safely remove and adhere Jory to the Eye-Patch.
Characters & concepts also mentioned during the session:
Phlox, The Critic, Harl ‘al Fet Askalter, Lodgunn Askalter, Frenivy Gry Askalter.