In the two weeks since the Longest Night attack on Corvis, Father Pandor Dumas has poured over the Church’s libraries in hopes of discovering where Alexia Ciannor might have fled. He feels confident that she’s gone to a hidden temple of Cyriss north-east of Corvis. The legend is that the temple can be used to resurrect the dead, a foul act that Father Dumas wants prevented. Retrieve the sword and bring back Alexia, if you can do it without hurting her.
Father Dumas explains that the worshipers of Cyriss are usually among the technical and mathematical types, so the Oberen Family family fan out throughout Corvis to gather details.
Steam and Iron Workers Union
Amon and Charles visit the local Steam and Iron Workers Union, figuring at least one of their members would be a worshiper of Cyriss. Unfortunately, Amon’s reputation as the rightgeous Menite warrior who saved the Armorer’s Bourg makes the entire Union less than talkative about members who might worship a different god. The guildmaster does give them the name Madrin a drunkard that hangs out in the taverns by the waterfront. Things get even more chilly when Amon asks how to possibly destroy a mechanka weapon. They leave shortly after.
Cygnaran Mechaniks Bay
Bairn Jr. travels back to the Cygnar military outpost, hoping that one of their Field Mechaniks will be a worshiper of Cyriss. No luck with the Mechaniks, but he does find a gobber willing to talk about the temple. When Bairn explains how much in danger the temple might be in from Alexia, the gobber tells him roughly how to get there. He also mentions the doors only open every 13 years, so he thinks Bairn’s worries are unfounded.
Fabian and his wife Lothwyn head to the Corvis University’s library. Bairn meets up with them and volunteers the region where his gobber friend mentioned the temple should be. Fabian is able to find a map of that area and Lothwyn finds out that the 13-year cycle of the temple opening is happening within the next few days. The scholar isn’t sure, but believes that they have 2 – 6 days before the astrological event happens. The trio also find evidence of a strange race of Gators that walk on two legs that inhabit the swamps.
Amon and Bairn go to question Madrin and find him at the Falling Star Tavern. The pair spook the obviously unstable man, who quickly leaves the tavern and heads towards a different swill-house. Lothwyn, trying to be helpful, tackles the man, who begins to shriek and yell in terror. A mob forms, unfriendly to the Iosan attacking the town drunk. Bairn defuses the situation not long before Captain Helstrom and others from the City Watch arrive. Madrin’s is a sad story – he was once a mercenary who traveled to the Cryiss temple 13 years ago. He ran, terrified when the doors opened. The rest of his group went inside and never came back out. The entire experience broke Madrin, who now spends his days buried in a mug.
With a map and tight time-table, the Oberen family charter the good ship Fortune to take them to where they think the hidden temple might be. The captain is a Midlunder named Squint. He tells them it will take roughly 2 12-hr days worth of travel to get there, assuming good lighting. He warns the travelers that since that section of river hasn’t been traveled in some time, his crew will only travel during daylight hours.
- Gain 1 XP for participating in the session
- Gain 1 XP teamwork and good roleplaying