--- 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