(S024) Dead Archfey Relic
Traveling via tree-walking with the Elder to the desolate wasteland of Skola Vale, the party clears out goblinoid lookouts, discovers petrified victims, and uncovers a warlock's black temple below.
=this.title

Chapter: =this.session-chapter
DM: =this.dm-session
Session Day: 82
Time Passed: Morning Rest & Naval Skirmish
Rewards: Elder's Glove of Lore,Longbow from Outing Refuge,Rapier from Outing Refuge
👥 PCs
👥 NPCs
🗺️ Locations
🗡️ Creatures
🏴 Factions
📦 Items of Note
| ◀️ Previous Session | ▶️ Next Session |
|---|---|
| (S023) Red Dragon Ambush | s025 |
📝 Session Summary
The Wild Cards were called The Menagerie by some until they came up with the name The Wild Cards.
- Barlo: A grizzled tabaxi barbarian who has been doing some work for a network that one should be wary of.
- Bastion: An orphan human who spent his life studying magic and blades, even though his elder pushed him away from the sword. He replaced Reginald.
- Calliope: This bardic faun joined the party late when she needed to find help to save her homeland.
- Reginald: A leonin cleric who was off to show his family's royal background and would later find out there were secrets leading to him becoming a king.
- Sas: A tortle hermit was given an item of power and a quest.
- Shadow in the Snow: This tabaxi got a coin, and her curiosity set her on a path.
🎬 Scenes
- Scene 1: Barlo's Backstory — From The Bronze Canyon in Kampos. Gave up Tabaxi name, "Smiles". Help move people. On way to Eushia to help Black Road with a client. Currently on ship near Carrune.
- Scene 2: Bastion's Backstory — When Bastion Bladesinger was very young he lost both of his parents to a plague. He took care of himself as he taught himself how to use the rapier his father once wore. He lived in Dyrt and watched all of the great knights. He also had an interest in the ways of magic and he wished he could do both – use swords and excel in magic – like many elves he had heard about.
- Scene 3: Calliope's Backstory — Calliope was born into the nestled highlands of the Oraniad Mountains. The Skola Vale, wild and free, blessed by the gods and inhabited by whimsical Satyr and Faun. Deep within it among the lush valley, reside the Dawngreets, a long generational line of storytellers and lore keepers.
- Scene 4: Reginald's Backstory — He was born at home, a modest-sized mansion where his family lived a modest means – even though his father could never stop talking about how they were royalty and yet this was the only lands they currently possess. His childhood was generally a happy one full of several friends. He was an only child.
- Scene 5: Sas' Backstory — Sas was born on the continent of Oth'Mar – a content mostly inhabited by Tortles and is far to the south of the Carrune Isles.
- Scene 6: Shadow's Backstory — Deep in the snowy mountains high in the north, there lived a large group of Tabaxi, The Blinding Wild Clan.
📜 Missions & Quests
- Completed:
- Established individual party origins and initial connections to the world of Dierde.
- Active / Discovered Threads:
- Barlo's ties to the smuggling rings and the Black Road.
- Bastion's mysterious past and fallout with Grognard.
- Calliope's quest to save the Skola Vale.
- Reginald's pursuit of his family's royal mint commission and claim in Neyer.
- Sas's vision of the Cat Goddess Bast and journey to find her lost lands.
- Shadow's golden coin and mystical calling from her clan shaman.
NPCs
👥 NPCs with the party
None⚔️ NPCs Fought
None💬 NPCs Other Interactions
None🗣️ NPCs Discussed
NoneS024: Dead Archfey Relic
Date: 2022-01-01
Short
The party gathered in Reginald's kingdom to prepare for their journey to investigate Skola Vale situation. After discussing crafting projects and testing mysterious potions, they discovered missed messages from their crafting contacts Lars and Ursa, who provided updates on various commissioned items. The Elder, an Archfey weakened by Skola Vale's corruption, transported the party through tree walking to a desolate valley where a vibrant village once stood. Only barren earth and a mysterious petrified formation remained. Before departing, the Elder entrusted Calliope with a magical glove that could assess the history of objects and people.
The party discovered the area was heavily guarded by goblinoid mercenaries positioned throughout the surrounding hillsides. They engaged the forces in combat, during which Shadow and Bastion noticed their weapons from Outing Refuge had become mysteriously enhanced with greater power and accuracy. After systematically eliminating the guards, they captured a hobgoblin who revealed crucial information: a warlock had hired the mercenaries approximately a month ago to destroy the village and guard the area while he worked in a black temple below, accessible by steps on the valley's left side. After verifying his truthfulness and allowing him to flee, the party turned their attention toward the black temple, where the warlock awaited with his remaining forces and whatever dark purpose had driven him to corrupt Skola Vale and annihilate an entire settlement.
Summary
The party gathered in Reginald's kingdom to prepare for their journey to investigate Skola Vale situation. Over a hero's feast in the royal chambers, Reginald provided updates on their crafting projects, explaining that the troll heart amulets they had commissioned still required shaped fire opals and approximately 2,500 gold pieces in materials. He graciously offered to cover the commission cost if they could provide the necessary components. The party also tested mysterious potions they had been carrying—Shadow discovered hers could either shrink her or make her flesh transparent, while Sas found his granted musical proficiency, though it was considered a shameful performance-enhancing drug among true musicians.
When Sas retrieved the communication scroll from his Bag of Holding, the party realized they had missed several worried messages from Lars and Ursa, their crafting contacts. The scroll had been unable to receive messages while stored in the pocket dimension. Lars and Ursa provided updates on various projects, including a Whip and a Cloak of Displacement, and mentioned that their Mystical Forge's connection to the Far Realm occasionally produced unexpected bonuses in crafted items. The party sent a reassuring letter back and confirmed that the Ring of Mind Shielding Bastion had been wearing showed no signs of containing a trapped soul.
The Elder, an Archfey whose powers were waning due to Skola Vale's corruption, offered to accompany the party and transport them quickly through tree walking. They stepped through a tree and emerged in a desolate valley surrounded by tall canyon peaks. Where a lively village once stood, only flattened, barren earth remained, with dead vegetation and a strange petrified formation in the center. The Elder explained that Skola Vale had once been a domain of delight in the Feywild, serving as a conduit between that realm and the material plane. Before departing, she entrusted Calliope with a glowing white glove that would temporarily grant her the ability to assess the history and lore of objects and people.
As the party surveyed the devastated landscape, Bastion spotted movement on the surrounding hillsides—numerous goblinoids had established lookout positions throughout the area. Shadow crept forward to scout and discovered bugbears and goblins positioned as guards across the valley. She found a chunk of petrified organic material and brought it back to the group. Bastion examined it and determined it had once been a living creature, fossilized into stone through some unknown process. Using the Elder's glove, Calliope confirmed the object was ancient and had been slowly deteriorating over a very long time, though its exact origin remained a mystery.
The party decided to engage the goblinoid forces rather than attempt to sneak past them. Shadow charged forward, and the goblins spotted her immediately, shouting warnings in their guttural language before loosing arrows that missed their mark. Bugbears hurled javelins from the hillsides, striking Artie and Bastion as the battle erupted. During the fierce combat, Shadow and Bastion both noticed their weapons from Outing Refuge felt stronger and more powerful than before—the longbow pulled with greater force, and the rapier felt perfectly balanced yet more potent. They realized their weapons had somehow become enhanced, striking with increased accuracy and power.
The party fought with coordinated precision, systematically eliminating the goblinoid guards. Barlo attempted to create distractions with minor illusions, though they proved largely ineffective against the focused enemies. Shadow's arrows found their marks with deadly accuracy, while Bastion moved with supernatural speed across the battlefield, his blade cutting down foes. Sas unleashed both arrows and necromantic magic, and when a bugbear's morning star swung toward her, she conjured a magical barrier that deflected the blow. Calliope supported her companions while staying alert for threats.
As the last of the immediate threats fell, the party cornered a surviving hobgoblin who immediately surrendered, offering information in exchange for his life. He revealed that he and his fellow mercenaries had been hired by a warlock approximately a month ago to attack and burn the village. The warlock had paid them well to destroy the settlement and then guard the area while he worked below in a black temple accessible by steps on the left side of the valley. The hobgoblin described a mysterious ship sitting in sand and dirt near the temple, though he admitted he didn't know the warlock's name or appearance, as he was too low-ranking for such information.
The party used a magical device to verify the hobgoblin's truthfulness, and satisfied with his answers, they allowed him to flee into the woods. They searched the fallen goblinoids and the surrounding area but found no significant clues, notes, or items of value. The petrified formation in the center of the former village offered no additional insights beyond its ancient age and organic origin. With the immediate area secured and crucial intelligence gathered, the party turned their attention toward the black temple below, where the warlock awaited with his remaining guards and whatever dark purpose had led him to destroy an entire village and corrupt Skola Vale itself.
Scenes
Session Preparation and Crafting Updates
The party prepares for their journey and receives updates on crafting projects from Reginald.
- The DM reminds players about amulets that require attunement and mentions an extra amulet from Jacoby Drexelhand, who used a ring, amulet, and cowl to protect himself from a mind flayer.
- Reginald informs the party about the troll heart amulet crafting project, which requires shaped fire opals and approximately 2,500 gold pieces for materials. He offers to cover the commission cost.
- The party is reminded that Bastion has been attempting to craft items using troll hearts from trolls killed in Wideberth.
- The Elder's amulets, designed to protect against scrying eyes, are discussed.
- A mage brings the two troll hearts to the party for their consideration.
Potion Testing and Messages from Lars and Ursa
The party tests mysterious potions and receives delayed messages from their crafting contacts.
- Shadow tastes a Treant Draught potion, discovering it can either shrink the drinker or make their flesh transparent, leaving only a skeleton visible for 10 minutes.
- Sas tastes a potion called Bard's Cheat Sheet, which grants proficiency with all instruments and advantage on Charisma performance checks for 1d4 hours, though it is highly looked down upon by musicians.
- Sas realizes the scroll from Lars and Ursa was in the Bag of Holding, preventing messages from being received due to the pocket dimension.
- Upon removing the scroll, the party receives multiple delayed messages from Lars and Ursa expressing concern about the lack of communication.
- Lars and Ursa provide updates on crafting projects: a Whip +1 (4 weeks, 1,500 gold materials) and a Cloak of Displacement recipe (10,000 gold, 8 weeks or 2 weeks with risk).
- They mention occasional bonuses in crafted items due to their Mystical Forge's connection to the Far Realm.
- The party discusses the Ring of Mind Shielding, which Bastion has worn without issue, and sends a message threatening to destroy it if anyone is trapped inside. No response is received.
- The party writes a letter to Lars and Ursa and places it in the box for delivery.
Journey to Skola Vale
After a hero's feast, the party travels with the Elder to Skola Vale via tree walking.
- The party finishes a meal in Reginald's royal chambers, receiving the benefits of a hero's feast including temporary hit points.
- The Elder offers to accompany the party to Skola Vale, explaining they can travel faster by 'tree walking' through the trees.
- The party travels through a tree and emerges in a desolate valley with tall canyon-like peaks.
- The Elder explains Skola Vale's history: it was once a domain of delight in the Feywild and now serves as a conduit between the Feywild and the material plane.
- The Elder reveals her powers are waning because of Skola Vale's current state.
- The Elder gives Calliope a glowing white glove that temporarily grants the ability to assess history and lore of objects, items, and people without requiring attunement.
- The Elder departs by walking behind a tree, leaving the party to investigate.
Scouting the Desolate Veil
The party discovers Skola Vale is now a barren wasteland occupied by numerous goblinoids.
- Bastion notices movement on the hillsides and identifies bugbears in the distance.
- Shadow attempts to scout the area stealthily, moving up a hillside to observe.
- Shadow sees numerous lookouts and goblinoids positioned throughout the area, including bugbears and goblins.
- Shadow finds a chunk of petrified organic material and brings it back to the group.
- Bastion examines the petrified rock, determining it was once a creature fossilized into stone, though its origin is unclear.
- Calliope uses the Elder's white glove to assess the petrified object but learns little beyond confirming it's very old and has been rotting over time.
- The party observes the former village site is now flattened ground with dead vegetation and a strange rock formation in the middle.
Battle with the Goblinoids
The party engages the goblinoid forces, fighting through bugbears and goblins positioned on the hillsides.
- Shadow charges forward toward two goblins, who spot her and yell 'intruders' in Goblin before shooting arrows that miss.
- Bugbears throw javelins at Artie and Bastion, with Artie taking 5 points of damage and Bastion taking 6 points.
- Barlo casts Prestidigitation to create a distraction, causing some goblinoids to briefly look up.
- Bastion casts Shadow Blade and Ray of Frost, defeating a bugbear with psychic and cold damage.
- Shadow's longbow from Outing Refuge feels stronger and more powerful, revealing it has become a +2 weapon. She kills two goblins with precise shots.
- Barlo leaps onto a bugbear, attacking with a javelin and knocking it prone, dealing 10 damage total.
- Sas fires arrows at a bugbear, with one shot going through a weakened point created by Bastion's spell, killing it.
- Calliope attempts to create distractions with minor illusions, but they prove largely ineffective.
- A bugbear strikes Sas with a morning star for 17 points of damage, but her shield spell raises her AC to 23, causing the attack to miss.
- Bastion uses Haste to quickly move across the battlefield and defeats another bugbear with his rapier, which also feels more powerful as a +2 weapon.
- Shadow continues moving and repositioning, using her enhanced mobility.
- The party systematically eliminates the goblinoid forces in the area.
Interrogating the Hobgoblin
The party corners a surviving hobgoblin who surrenders and provides crucial information.
- Barlo confronts a hobgoblin who immediately surrenders, offering information in exchange for his life.
- The hobgoblin reveals he and his group were hired by a warlock approximately a month ago to attack and burn the village.
- He states the warlock is currently in a black temple located down in the valley, accessible via steps on the left side.
- The hobgoblin describes a mysterious ship sitting in sand and dirt near the black temple.
- He indicates most of the guards are currently positioned on the hillsides, with fewer guards remaining below with the warlock.
- The hobgoblin admits he doesn't know the warlock's name or appearance, as he's not high-ranking enough for that information.
- The party uses a Basalt's Magic Ballto verify the hobgoblin's truthfulness, which confirms he's telling the truth.
- The hobgoblin surrenders his weapon and is allowed to flee into the woods.
- The party searches the area and fallen goblinoids but finds no significant items, notes, or clues.
- The party discusses their next move, deciding to investigate the black temple and warlock below.
Memorable Moments
Shadow discovers a petrified chunk of what was once a living creature at the site of the vanished village, hinting at the mysterious fate of Skola Vale's inhabitants.
Found while scouting the desolate area where a lively village once stood
The party's weapons from Outing Refuge suddenly become more powerful during combat, revealing themselves as +2 magical weapons.
Shadow and Bastion notice their weapons feel stronger and more potent as they engage the goblinoids
A hobgoblin surrenders and reveals the party faces a warlock who hired mercenaries to destroy the village and now guards a mysterious black temple with a ship inside.
Cornered and outmatched, the hobgoblin trades information for his life
NPCs
Reginald Ivoryclaw
A king who hosts the party in his royal chambers, provides them with a hero's feast, and updates them on crafting projects. He offers to cover the commission cost for the troll heart amulets if the party provides the materials.
Jacoby Drexelhand
A past acquaintance mentioned as having dealt with a mind flayer, using a ring, amulet, and cowl for protection against its influence. The party obtained an extra amulet from him.
Reginald's Mages
An aide to King Reginald who whispers information to him regarding the crafting of troll heart amulets and brings the two troll hearts to the party.
Lars Heyton
A crafter who communicates with the party via scroll, expressing concern about the lack of communication and providing updates on crafting projects including a Whip +1 and Cloak of Displacement. Works with Ursa and has a Mystical Forge connected to the Far Realm.
Ursa
A crafter who communicates with the party via scroll, expressing concern about the lack of communication and providing updates on crafting projects. Works with Lars and has a Mystical Forge connected to the Far Realm.
The Elder of the Dawngreets
An Archfey whose powers are waning due to Skola Vale's current state. She travels with the party to Skola Vale via tree walking, explains its history as a former domain of delight in the Feywild, and gives Calliope a magical white glove before departing.
Arktos "Artie"
Shadow's owlbear companion who has grown to the size of a large dog. He is struck by a javelin during the initial combat at Skola Vale.
Goblins
Small goblinoids encountered at Skola Vale who serve as lookouts and guards. They wield scimitars and shortbows, yelling warnings in Goblin when intruders are spotted.
Bugbears
Larger, more formidable goblinoids positioned on the hillsides at Skola Vale. They throw javelins and wield morning stars, serving as guards for the warlock's operation.
Hobgoblin
A mercenary who surrenders to the party during combat. He reveals he and his group were hired by a warlock about a month ago to burn the village and serve as guards. He provides information about a black temple, a mysterious ship, and the warlock's location in exchange for his freedom.
Warlock (Satyr Warlock of Tharizdun)
An unseen antagonist who hired the goblinoids approximately a month ago to attack and burn the village at Skola Vale. Currently residing in a black temple down in the valley with a few guards. His name and appearance are unknown to the lower-ranking mercenaries.
Locations
Reginald's Kingdom, Forlione
A royal domain where the party receives updates on crafting projects and enjoys a hero's feast in the dining hall before departing for Skola Vale.
Wideberth
A location mentioned as the place where the party previously killed trolls, whose hearts Bastion has been attempting to use for crafting.
Skola Vale
A large valley area with tall canyon-like peaks, formerly a lively village and domain of delight in the Feywild. Now serves as a conduit between the Feywild and the material plane. The area is desolate with flattened, bare earth, dead vegetation, and a petrified rock formation in the center. Currently occupied by numerous goblinoids positioned on the hillsides.
Ziggurat of Tharizdun, below Skola Vale
A temple located down in the valley below Skola Vale, where a warlock is currently residing. Accessible via steps on the left side of the terrain. Contains or is near a mysterious ship surrounded by sand and dirt.
Items
Amulet of Proof Against Detection and Location
Amulets previously obtained from Jacoby Drexelhand that require attunement. Jacoby Drexelhand used these along with a ring and cowl to protect himself from a mind flayer's influence.
Ring of Mind Shielding
A ring previously owned by Jacoby Drexelhand for protection against mind flayers. Bastion has worn it without experiencing any voices or ill effects. The party threatens to destroy it if anyone is trapped inside, but receives no response.
Cowl of Warding
A piece of headwear Jacoby Drexelhand used along with a ring and amulet to protect himself from a mind flayer.
Troll Hearts
Hearts obtained from trolls killed in Wideberth, which Bastion has been attempting to use for crafting. Two hearts are brought to the party by Reginald's mage.
Shaped Fire Opals
Necessary ingredients for crafting troll heart amulets that are currently unavailable in Reginald's Kingdom.
Treant Draught
A potion that can either shrink the drinker or make their clothes and flesh transparent, leaving only a skeleton visible for 10 minutes.
Bard's Cheat Sheet
A potion that grants proficiency with all instruments and advantage on Charisma performance checks for 1d4 hours. It is highly looked down upon by musicians and considered a performance-enhancing drug.
Scroll of Telescription
A magical scroll used for communication with Lars and Ursa. Does not receive messages when stored in a Bag of Holding due to the pocket dimension. Contains updates on crafting projects and expressions of concern.
Bag of Holding
A magical item that creates a pocket dimension for storage. Items stored within cannot receive external communications, as discovered when the scroll from Lars and Ursa failed to receive messages.
Elder's Glove of Lore
A glowing, almost see-through magical glove given to Calliope by the Elder. Grants the wearer the ability to assess the history and lore of objects, items, and people without requiring attunement. Has a slight glow like a chem light or candle.
Petrified Rock
A chunk of fossilized organic material found by Shadow at Skola Vale. Bastion determines it was once a creature, and examination reveals it is very old and has been rotting over time.
Longbow from Outing Refuge
Shadow's longbow that feels stronger and more powerful during combat at Skola Vale, revealing it has become a +2 weapon. The wood feels stronger and the string easier to pull with more power.
Rapier from Outing Refuge
Bastion's rapier that feels bulkier, lighter, and more powerful during combat at Skola Vale, revealing it has become a +2 weapon.
Basalt's Magic Ball
A magical item resembling a magic eight-ball used by the party to verify the truthfulness of the hobgoblin's statements, which confirms he is telling the truth.
Spells
Hero's Feast
A spell that provides the party with temporary hit points lasting 24 hours and other benefits after dining in Reginald's royal chambers.
Prestidigitation
A minor magical cantrip used by Barlo to create a distraction, causing nearby goblinoids to briefly look up, though it proves largely ineffective.
Shadow Blade
A spell cast by Bastion that manifests a blade of shadowy force, dealing psychic damage to a bugbear during combat.
Ray of Frost
A cantrip cast by Bastion that sends a beam of freezing cold, dealing cold damage and helping defeat a bugbear during combat.
Haste
A spell cast by Sas on herself that grants increased speed and an additional action during combat, allowing rapid movement and multiple attacks. When the spell ends, it causes exhaustion.
Chill Touch
A necromantic cantrip used by Sas during combat, manifesting as a skeletal hand that grabs and breaks a goblin's neck.
Shield
A defensive spell cast by Sas as a reaction when struck by a bugbear's morning star, raising her AC from 16 to 23 and causing the attack to miss.
Classic
Last we left off, our adventurers gathered in Reginald's kingdom to prepare for their investigation of the corrupted Veil. After a hero's feast and discussions about crafting projects—including troll heart amulets requiring fire opals and gold, and mysterious potions that granted strange abilities—the party discovered they had missed urgent messages from their crafting contacts Lars and Ursa. The communication scroll had been trapped in Sas's Bag of Holding, unable to receive messages from the pocket dimension. After reassuring their allies and confirming Bastion's Ring of Mind Shielding contained no trapped souls, they set out with the Elder, an Archfey whose powers were fading due to Skola Vale's corruption.
The Elder transported them through tree walking to a desolate valley where a vibrant village once stood. Now only barren earth and a mysterious petrified formation remained. She explained Skola Vale had been a domain of delight, a conduit between the Feywild and the material plane, before entrusting Calliope with a glowing white glove that could reveal the history of objects and people. As the Elder departed, the party spotted goblinoid mercenaries positioned throughout the surrounding hills. After Shadow scouted ahead and discovered bugbears and goblins guarding the area, the party engaged in fierce combat. During the battle, both Shadow and Bastion noticed their weapons from Outing Refuge had become mysteriously enhanced, striking with supernatural accuracy and power.
After systematically eliminating the guards, the party cornered a surviving hobgoblin who revealed crucial information: a warlock had hired the mercenaries a month ago to destroy the village and guard the area while he worked in a black temple below, accessible by steps on the valley's left side. The hobgoblin mentioned a mysterious ship sitting in sand and dirt near the temple before the party verified his truthfulness and allowed him to flee. With the immediate area secured and dark purpose clearly at work, the adventurers now turn their attention toward the black temple below, where the warlock awaits with whatever sinister plans led him to destroy an entire village and corrupt Skola Vale itself.
Middle English
Harken well, ye gentlefolk brave,
Of heroes bold and true,
Who ventured forth from kingly hall
To face Skola Vale's dark hue!
In Reginald's fair kingdom bright,
They feasted ere they went,
With troll heart charms and potions strange,
Through tree-paths then were sent.
The Elder fey, with pow'r grown dim,
Did guide them to a vale,
Where once a village lively stood,
Now naught but death and bale.
With goblin-kind upon the hills,
The heroes drew their steel,
Their weapons blessed with hidden might,
Did make the foemen reel!
A hobgoblin spake of warlock fell,
Who hired his band for gold,
To burn the town and guard below
A temple black and old!
Snarky
When last we left our party, they'd gone from a hero's feast to a hero's fight, which honestly tracks for this group. After discovering they'd accidentally ghosted Lars and Ursa by leaving their communication scroll in a literal pocket dimension, catching up on their crafting projects, and learning that Sas's potion was basically the magical equivalent of steroids for musicians, our heroes stepped through a tree with the Elder and emerged in what can only be described as "fantasy apocalypse chic."
What was once a thriving village was now just flattened earth, dead plants, and a mysterious petrified... something in the middle of it all. Oh, and the hills were absolutely crawling with goblinoid mercenaries, because of course they were. Rather than do anything remotely stealthy, the party decided to just charge in and fight everyone, discovering mid-battle that their weapons had mysteriously leveled up. After systematically dismantling the guards with arrows, necromancy, and Bastion moving at anime protagonist speeds, they cornered a hobgoblin who spilled everything: a warlock hired them to burn the village a month ago and is currently hanging out in a black temple below, probably doing warlock things. Now, with the area cleared and a ship inexplicably sitting in dirt ahead of them, the party prepares to descend into the temple and confront whatever fresh nightmare awaits them.
Limerick
In Reginald's hall they did feast,
With potions and crafts to say least.
Through trees they did stride,
To a valley so wide,
Where a village lay flat and deceased.
The Elder bestowed them a glove,
As white as a pure mourning dove.
The goblins they spied,
On hillsides spread wide,
With bugbears all stationed above.
A battle broke out with great speed,
As Shadow and Bastion took lead.
Their weapons felt strong,
Enhanced all along,
And goblinoids fell to their deed.
A hobgoblin they caught in the fray,
Who told them a warlock held sway.
"He hired us to burn,
And guard in our turn,
The black temple where dark forces play."
With intel secured from their foe,
To the temple below they must go.
A ship in the sand,
And warlock's dark hand,
Await them with secrets to show.
Exported from GMAssistant on 2026-08-16