---
title: Nightmare on Flint's Street, Session 1
---

## Events

- After making our way through Barri's Tunnel, we finally make camp near the Bridge of Dreams.

- Sir Tern dreams of a tree on a mountain top, surrounded by dark purple water. A stream flows by me, and I hear whispering in the water. The tree bears delicious looking fruit.
    - The river is filled with insanity, the tree filled with madness. The fruit, however, may grant me wisdom and knowledge.
    - I fail considerably at all my trials, but emerge with an ability

- The remainder of the party has dreams as well. They're just as cool, but Tern didn't have them and I didn't write them down. Wicked!

- Stackor _teleports_ to Shrine Lake, summons a _phantom steed_, and makes to join the army.
    - On the way, he sees several heads on spikes, with signs labelling their crimes

- Syrup has sent out scouts:
    - Forest of the Verdant: Not yet returned; no signs
    - Flint: 4 men, currently sending reports back; gathering information for 4 days
        - Flint as it was:
            - Relatively large settlement actively practicing anarchy. Only armed forces of note are the marketplace guards. Only enforcement of peace is mob-justice.
            - There is a communal mine, communal tools.
        - Flint as it is:
            - Things devolved into cult worship. Promenantly, worship to the Elemental Lord of Earth. Sacrifices to him are rising.
            - Several paladins of Damerrich, the Weighted Swing, are attempting to establish order in the town.
            - A group adhering to the teachings of Arconis are attempting to restore anarchy to Flint
            - Sir Jack Flint, former leader of Baron Barri's knights, leads a mercenary company currently paid for by Pate, the richest man in Flint.
            - Many orcs would trade with Flint. They speak of wars and demon armies, and tribes falling to madness.
        - The future of Flint is being left to Syrup.

- We have decided to investigate the Flint Pits. Given the options of going around or through Flint, we go through the town. We approach at early evening along the main road.
    - We ride by a house with the symbol of Damerrich, and a sign warning ne'er-do-wells that their crimes will be punished.
    - We ride around the market. The people scurry in fear, and the guards walk around paranoid.
    - We ride by a shack with the symbol of Arconis and The Noose. Notably, the people are impressively resourceful, reusing everything they can.
    - As we progress, I sense a lingering aura of evil, indicating that something powerful moved through the town. Where it is now is unknown.
    - We decide to head back to the Spout House, the inn where the Syrup scouts are staying. Two smelly orcs stand guard outside. A stable hand takes our mounts, and we enter. We sync up with the scouts, and then rest for the evening.

- We leave our mounts in town, and make our way towards the Pits.
    - We move pass two hanged people. They were murdered with knives, tarred (including into their mouths), and then hung. We suspect the actions of the cult of Arconis.
    - We travel, and eventually arrive at the Pits.
    - There is a small hamlet, surrounded by spires of stone. Humans are working themselves too hard, and they appear malnourished. There are several caves, and signs of a large bonfire. Chanting and smoke comes from one of the caves. Symbols drawn in mud and blood are seen on the spires. The symbols are of:
        - The Fossilized King, Ayrzul, an evil god of Earth. Prophecy and secrets are two areas of his concern; buried things of wealth.
        - Mhar, a great old one of the Dark Tapestry, an insane tortured god of pain. It inhabits a volcano, and when summoned, will erupt continually, covering the world in smoke and ash. Generally, it is considered a world-ending event. The symbol is a broken triangular rune.

## Locations

- The Bridge of Dreams, and Dreamland
- Flint
- The Flint Pits

## NPCs and Notable Characters

## Other Notes
