# Dreagons Notes

# Session 0

Introduction Session - | helped a group of scavengers deal with a Weeping Zombie, which in turn gave me the  
Weeping Pox. | managed to stave it off until | arrived at Gloomward, At Gloomward, | check out a building, where  
Ifind cultish things, until the leader of the village, Old Lady, forces me out. | make my way through the swamp to  
Marshreach.

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# Session 1

Session 1 -| met with the rest of the party, introducing myself and making quick friends. We head to the tavern  
to talk to people about missing villagers, but only end up threatening a farmer. Attempted to create a cure for  
myself for the Weeping Pox, but fail and get one of my new party members sick as well. | am forced to join the  
caravan in servitude. The next moming, we head to the town hall learn about the missing couriers and kids, and  
then head to the farmers place and begin the search for the missing kids. We end up in a forest where the kids  
are digging for treasure, which actually leads to a tomb.

# Session 2

Session 2 - We head into the tomb, where we fight some ghosts and specters. We search around, discovering an  
old gas mask that seemed to be used for a ritual of sorts. We dont find any treasure, but we do find a few  
magical trinkets that seemed to summon more ghosts to attack us. We leave the tomb and head back to the  
caravan, where | try once more to make a cure and succeed, curing myself and Alina of the Pox. The next day,  
we search for the farmer's missing chicken, which turns up an 8 year old child named Evalina, who stole and ate  
the chicken. Lacrevril says that the child has the potential for very powerful magic and wants to take her to her  
homeland, in order to protect and guide her. Despite my and Velma's objections, we ultimately agree. Before  
leaving, | give Evalina my Blood Amulet, to remind her of home on these side of the mountains. With the  
payment given by Lacrevril, | pay off the caravan, but decide to join up with it.

# Session 3

Session 3 - The group leaves the caravan for a while in order to find the couriers from Swifttide. After getting  
supplies, we head out on the road, looking for signs. After 3 days, we come across a group that looked  
suspicious to myself and Alina, but Gon and Velma thought otherwise, so we left without much incident  
(besides Alina sniping one of the strangers with a rock). We finally make it to Swifttide. | get us a room at the  
Jocal inn while the others ask fisherman about the missing couriers. | get some information about the local  
herbalist stealing a goat (rightfully so, as was her payment) and a mob being sent to confront her, but have been  
missing ever since. | meet back up with the others, who are talking to my sister's former lover, Issac. | confront  
him, but ultimately leave him be. After spending the night, we head out the next morning to the herbalist’s home.  
We find a man picking up nettles off the ground near her home, seemingly in a trance. Alina was able to speak  
nto his mind and get some information. We then walk another 100 feet, standing at the entrance to her home.

# Session 4

Session 4 - We meet with Irma, the herbalist, who gave the mob tea in order to put them in a trance and use  
them as labor to help with her chores. She reveals that she only wanted to teach them a lesson to not mess with  
her. We also find out that Millson and his boys were part of the mob sent, so we agree to help out with the  
chores in order to release the men early. After spending the day helping and spending the night, we finally see  
Millson return from his trp for a special flower for Irma. | had attempted to learn some tricks from her, but she  
refused. We escort the mob back to the town, where the trance lifted. We explain what happened to Millson and  
the innkeeper, warning them to stay away from Irma, We ask Milson if we can tag along and help escort him  
and his couriers to Marshreach, After getting more supplies, we were on our way. One night, while on the road,  
Velma notices a strange celestial body moving through the sky. Alina makes sure to chart it as best as she can,  
\[believe it to be a new moon or star for Une, the God of death. We plan to head to Wealstowatch or Iringlen in  
order to find out more. Two nights later, while on my watch, a large figure appears out of the tree lines, making  
their way to me. | tell them to back off, but they dont listen, so I ire at them.

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# Session 5

Session 5 - After firing atthe figure, | get shanked a few times, going down. The same happens to Gon. Velma  
manages to get us both up and Blorg gets the final hts on the figure, taking him out, We search the figure,  
finding a letter and a bag of silver. Velma holds the letter and has a vision of a commander writing the letter to  
their daughter. We decide to head back to sleep. The next day, we encounter a dark cloud that chases after us  
and kills one of the couriers. Afterwards, on the road leading to Marshreach, we find three knights from the  
Kingdom of Thaisha, Quintell,Berton, and Vallis. They are here to seek glory, as their kingdom is at an impasse  
with the Dracan Empire, whom Lacrevril may be part of. 'm not so easily impressed by them, but we travel with  
them the remaining way to Marshreach. They convince Gon of glory where they come from, and so we make  
plans to travel with them to their kingdom.

# Session 6

Session 6 - We reach Marshreach and find several farmers arguing with an older farmer named Hemlon. Hemlon  
has a sort of rot in part of his field, so he made offerings to the God of Plagues. The other farmers stole those  
offerings and want to bum the field to save their own farms. | tried to make a compromise, but neither side  
would listen. We headed to the town hall, where we met Elmar, who told the farmers to give the offerings back  
We decided to check out Hemlon's farm and tried to investigate the field, but all we found was animal hair and  
no other leads. | kept a few samples of the crops for future research and I suggested Hemlon try and keep the  
rot away from the rest of the field, and if the offerings didn't work, burn the rot. He agreed and we left. We spent  
the night atthe inn with the knights, and in the morning, we get supplies. During the night, Aline wanders off and  
pays for a sex worker. While shopping, we see smoke in the distance and head to it. We find that Hemlon's field  
with the rot on fire. We help him out and go to confront the other farmers on hss behalf. Once we reach one of  
them, they reveal that the whole field was covered in rot, seemingly overnight, so they did what they had to do to  
save their own farms. Since | believe in justice, | wanted Blorg to break the man's nose or pay Hemlon back. The  
farmer refused and Blorg bit part of the manis ear off. We decide to leave Marshreach and head out on the road  
to Wealstowatch. While in the swamp, Velma saw a deer, so went to go hunt it. After shooting at it and getting  
it down, | found that it's belly was wide open, seemingly undead. | put the thing out of i's misery and reported  
back to the group. During the nights on the road to Wealstowatch, | learn more about Velma and Alina. | told  
them that my family are a long line of blood magic users, but didnit go too far into detail. Blorg is always an  
open book and Gon remains a mystery. We make it to the old battlefield, where Velma and | scavenge, and she  
finds something..

# Session 7

Session 7 - Velma finds a ring with writing on it that matches the language on the bells. We set up camp and  
Velma has a dream about the group being attacked by monsters that whistle. She wakes up and warns the  
group, and we are indeed attacked by the whistling monsters. We manage to fend them off with the help of the  
knights and go back to sleep. Velma attunes to the ring, which helps her see better. On our travel, we find a  
shrine that is broken and we leave an offering of a ration. The next day, we encounter a traveler coming ftom  
Wealstowatch named Arrora. She helps Alina accurately map out the river we need to take before taking her  
leave. | believe her to be an avatar of the God of Travels. We manage to make it to Wealstowatch. Velma meets  
with her friend Lynette, while Alina and Blorg clean the outhouse to pay for a meal atthe inn, | look around town,  
finding a carpenter shop and asking about a boat. They direct me to the fisherman, telling me to ask them in the  
morning. | head back to the inn, where we meet Zira, a bard who seems to see fate with cards. We play a few  
games with him and he makes a wager with Alina, saying he gets to draw another card if she finds the  
information she seeks. In the morning, we meet a fisherman, named Darryl, who agrees to take us to the  
Kingdom of Thaisha for 2 gold. We agree to meet him in a few days with the gold. After, we head to the archives  
of Wealstowatch, meeting Syris Farfond and discussing the topic of the object we saw in the sky. Alina and  
Velma do more research, while Blorg and | go hunting, making half of the money we need, After a while, we  
meet back at the inn again and Alina draws another card with Zira, who says she will meet a member of a  
kingdom who rules by fear. Velma also pulls a card, offering the ring and gets the fate that she will become the  
greatest Druid in idravel.

# Session 8

Session 8 - We spend a week earning money in Wealstowatch so we can buy supplies and give 2 gold to Darryl  
the fisherman, The knights leave halfway through, and say they will have someone meet us when we arrive in  
the Kingdom of Thaisha. After the week is over, we gather supplies and meet with Darryl. We sadly have to leave  
Desmond and the cart behind with Lynette and Erik, who will watch over him while we are away. We spend a few  
days on the river before we make it out to sea, Almost immediately, Velma sees a storm approaching, so the  
next day, we head for the coastline. We anchor the boat down and find some caves in the side ofa cliff face.  
With Gon on watch, we all get captured by goblins, who take our stuff and tie us up. Gon manages to trick the  
goblins while Velma wildshapes into a rat, freeing Gon and Blorg. A fight ensues, leading to the death of Darryl.  
‘We manage to get our stuff back and find the exit. Gon and Velma have a bit of a fight over Gon being  
insensitive, The next day, we bury Darryl at sea and spend the rest of our time at sea trying to keep the boat  
afloat. We finally manage to find a dock in Thaisha and hide the boat. As we walk, we see a knight on a gryphon  
fly over us and land, approaching us.

# Session 9

Session 9 - The knight reveals himself as Daelen and puts a zone of truth around us to get our intentions. We  
answer his questions truthfully, so he lets us proceed. By nightfall, we make it tothe city of Thaisha, where we  
are greeted by guards and escorted to a place to stay for the night. In the morning, we meet Elerra, an elf who  
was assigned to escort us around the city. First, she takes us to a bathhouse, where we all wash up. Then Alina  
and grab supplies seemingly for free. We then meet up with a Dracan Empire defector, who asks us questions  
about Lacrevril, Alina gives him her blood to test, and will gt the results in a week. Elerra then takes us toa  
map room, where she and Alina exchange map information. | se my materials to create a few potions and  
perfumes, while asking Elerra for an audience with the king,

# Session 10

Session 10- After Alina gets done with the maps, she suggests we head to a brothel, which Elerra actually  
considers for us. We also bring up an idea for us to go to the island in the middle of the eternal fog, since we  
found a map of that island long ago. Elerra says she will bring it up to Daelen. We visit a tavern and meet Fin, an  
aspiring knight, We also taste something called wine, and are given a tour of a vineyard. Elera takes us back to  
our current lodging, while she prepares the visit to the brothel. When we visit the brothel, Ifinlly lose my  
virginity to an ore woman, She almost broke me. It was divine, The next day, we visit with Daelen, who doesn't  
care about the island, but instead wants us to go on a mission to the Dracan Empire and learn what we can, and  
also bring back Evalina, We agree to the mission, though we might have plans of our own. The next day, we join  
Fin and three gryphons and start flying north and east, to get as close to the Dracan Empire as possible, On the  
first night, we see a man wailing about scales inside of him, though only in his mind, as Alina can speak to him  
that way. He ends up dying before I could examine him, revealing a scaled horror inside of him that we fight and  
beat.

# Session 11

Session 11 - After | examined the horror's body and took some scales, Alina is revealed to have lost some of her  
memories. We don't have much to help her with at the moment, so we go back to sleep. The next day, we ride for  
a few hours, but Fin has us fly to a cave, as a scouting party of the Dracan Empire shows up. | reason that the  
best course of action is to go ahead and get caught now by them, instead of risking getting caught on gryphons.  
We surrender to the scouting party, and are forced to march through the mountains to Knife-Edge Outpost. We  
meet Lalumar, the 2nd Dragoneer of the Dracan Empire, who keeps us imprisoned for two weeks as we wait for  
Lacrevril, who we said we would talk to about all we know. After the first week, Velma tries to look around as a  
rat, but finds nothing, At the end of the second week, Lacrevril shows up and we tell her most ofthe things we  
know, except the fact that we are on a mission. She decides to give us our stuff back and gives us a choice,  
come with her to the island surrounded by fog, or stay as prisoners for the next few weeks. We agree to travel  
with her to the eternal fog,

# Session 12

Session 12 After making plans to go to the Fog Island, Alina tres to spend some romantic time with Lacrevril,  
which doesn't really bring about anything. | end up getting a meeting with Lalumar, and try to get him to consider  
asking his Emperor to make peace with Thaisha, but Lalumar wants the war. After a few days, we start to  
prepare to fly down to the coast ofthe Forgotten Lands and head over to the island, Before we do, | grab the  
sending stone given to us by Thaisha from Alina, and send them a message that the Dracan Empire is set to  
attack. After fying for afew more days, we land on the coast and make plans for how to approach the fog. We  
make several runs, trying to think about heading to Mythrion instead of the island, flying high up into the sky if  
the island is a floating island, and having me dive into the water with the music mask on incase the island is  
underwater. After that attempt, | have a thought to try and replicate the whistle that the fog makes using the  
mask. manage to get it almost exact, but | hand the mask to Alina for her to doit, as she is more musically  
inclined. Alina manages to follow a series of whistles that the fog produces, revealing the island to us. We land,  
and find a strange, large building that covers 2/3rds of the island.

# Session 13

Session 13 - After exploring the island for a bit and finding only worms and bugs, we head inside of the building.  
Inside, we find two rooms that have an invisible barrier blocking entry and hold metal scrolls. We also see  
several hallways lined with other scrolls that have copper, silver, and gold linings. The hallways loop in a circle,  
with the biggest hallway holding several other sets of two rooms. At the end of the main hallway, we come  
across a circular room, with 11 figures ini. Ten of the figures are kneeling, surrounding one in the middle. They  
all are wearing the weird music mask and are producing a sound that we heard in the fog. We inspect the room,  
but find nothing, so Itouch all of the figures, leading to them all disappearing in a cloud of dust. The figure in  
the middle drops a platinum ring, that | grab and put on. We surmise that these people used music as language  
and for their spells. We head outside and find that the fog hiding the island is now gone, and Velma sees a ship  
on the horizon, but guesses that itis a day away. We head back inside and face off against fog creatures that  
might have been a security measure, We explore the hallways, finding those rooms with the barriers, with one  
holding what looks to be a record player and a pair of elven boots that Velma now wears. We get the idea to use  
the masks to walk through the barriers. Alina tries to speak to me in my mind, but she seems to be blocked.  
After another fight with the fog guards, Blorg, Gon, and | gather up as many scrolls as we can, while Alina,  
Velma, and Lacrevril go to grab the record player and some of the metal scrolls. We take everything outside and  
test the scrolls on the record player, but all we hear is music, We decide to rest for the night, in preparation for  
whoever is on the boat.