(S069) The Mark of the Adventurer
Transported to Eberron by Bast, the party undergoes a spiritual trial to receive the Mark of the Adventurer, defeats a Warforged Titan in a lava forge, and upgrades their weapons before returning to Dierde.
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Chapter: =this.session-chapter
DM: =this.dm-session
Session Day: 137
Time Passed: Morning Rest & Naval Skirmish
Rewards: Magical Orb,Adamantine Bars,Bracers of Celerity,Acid Ring,Glyph Stone,Silver Flame,Silver Flame Orb,Reforged Rapier,Reforged Short Sword,Reforged Bow,Reforged Club,Claw Enhancements
π₯ PCs
π₯ NPCs
πΊοΈ Locations
π‘οΈ Creatures
π΄ Factions
π¦ Items of Note
| βοΈ Previous Session | βΆοΈ Next Session |
|---|---|
| 106 | 108 |
π 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.
π¬ Scenes
- Scene 1: Barlo's Backstory β 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 β 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 β use swords and excel in magic β like many elves he had heard about.
- Scene 3: Calliope's Backstory β 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 β He was born at home, a modest-sized mansion where his family lived a modest means β 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 β Sas was born on the continent of Oth'Mar β a content mostly inhabited by Tortles and is far to the south of the Carrune Isles.
- Scene 6: Shadow's Backstory β Deep in the snowy mountains high in the north, there lived a large group of Tabaxi, The Blinding Wild Clan.
π 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
π₯ NPCs with the party
NoneβοΈ NPCs Fought
None㪠NPCs Other Interactions
Noneπ£οΈ NPCs Discussed
NoneS069: The Mark of the Adventurer
Date: 2024-03-30
Short
The party found themselves in a mysterious realm after their apparent deaths, brought there by the powerful entity Bast who revealed they had been inside a massive kaiju-like warforged automaton that collapsed when their friends destroyed a crystal within it. Bast explained the nature of magical orbs - dying worlds frozen in time during their final moments, with the ultimate goal being to collect 300 such orbs to potentially destroy everything. The group met several companions including a knowledgeable Warforged who explained his people's history, Elliwick the Halfling with plane-running abilities, and received valuable gifts including adamantine bars, bracers of celerity, an acid ring, and special glyph stones.
Bast transported the party to a hidden mountain location where they underwent spiritual trials, with a mysterious voice questioning each member about their strengths, weaknesses, and curiosities before deeming them worthy. They participated in a ritual involving a silver flame that granted them Marks of Adventure on various parts of their bodies, providing potential abilities like initiative bonuses or enhanced combat skills. In a magnificent forge chamber, they battled a massive automaton construct while a Warforged craftsman worked to repair a magical orb containing a dying world. After defeating the enemy, the craftsman reforged their weapons using special metal called Mhornar to remove tracking devices and enhance their magical properties - Bastion's rapier gained thunder damage, Calliope's dagger became a radiant short sword, Shadow's bow gained force damage, Sas's club was imbued with poison, and Barlo's maul was transformed into magical claw enhancements. The session concluded with the party transported back to a collapsed stairwell, now possessing enhanced weapons, magical marks, and new Warforged allies as they continued toward their ultimate goal of reaching the mysterious city in the mist.
Summary
The party found themselves in a mysterious realm after their apparent deaths, brought there by the powerful entity Bast who had made a deal to help handle a dangerous situation. They learned that they had been inside a massive kaiju-like warforged automaton, and when their friends destroyed a crystal within it, the entire construct had collapsed. Bast explained the nature of magical orbs - dying worlds that become frozen in time during their final moments and are transformed into these spheres, with the ultimate goal being to collect 300 such orbs to potentially destroy everything.
The group was introduced to several companions including a knowledgeable Warforged who explained the history of his people, created originally for war but now led by the Lord of Blades in a resistance against all other intelligent life. There was also Ellywick, a Halfling who possessed planeswalking abilities and had spent a decade searching for their companion Gearlock. The party received valuable gifts including adamantine bars worth thousands of gold, bracers of celerity that provided speed and protection against paralysis, an acid ring that enhanced attacks and allowed casting of magic stone, and special glyph stones.
Bast transported the party to a hidden mountain location where they were led through an illusory cave entrance by their Warforged guide. The cavern was lined with glowing crystal veins that provided enough light to navigate the winding passages. When they reached what appeared to be another dead end, each party member experienced a personal spiritual trial where a mysterious, genderless voice questioned them about their greatest strengths, weaknesses, and deepest curiosities.
Shadow spoke of her strength in helping people forget reality through distraction, though she admitted she perhaps didn't take things seriously enough and had no permanent purpose. Sas revealed her greatest strength as appreciation for life and trust in others, with her biggest curiosity being about her ancestry and the source of her beast transformations. Bastion acknowledged his determination as his strength but admitted to overconfidence, driven by a desire to learn more than others. Calliope's responses focused on her selfless nature and willingness to risk herself for others, though she struggled with cynicism about people's true motivations.
After being deemed worthy by the mysterious voice, each party member participated in a ritual involving a silver flame. They placed their hands into the mystical fire, which felt cold rather than hot, and directed magical marks to appear on different parts of their bodies. Shadow chose the back of her neck, Sas selected her left foot, Bastion picked the back of his lower torso, Calliope chose the top of her right hand, and Barlo opted for his left hoof. These marks, called the Mark of the Adventure, granted them potential abilities including initiative bonuses, additional skills or languages, cantrip learning, or enhanced unarmed attacks.
The party was then led to a magnificent forge chamber surrounded by flowing lava and filled with complex clockwork machinery. Crystal formations dotted the walls, and a central apparatus allowed lava to bubble up and spill down the sides. The Warforged craftsman began working on repairing the magical orb that contained a dying world, using the silver flame energy that the party had channeled from their marks. As he worked with hammer and anvil, incorporating crystals into the cracked orb, the chamber began to shake ominously.
Suddenly, a massive automaton construct crashed down from the ceiling, having been camouflaged within a hollow stalactite. The creature was built from wood, stone, and metal with embedded adamantine armor plates, wielding a primitive stone hammer in one arm and a large blade in the other. Despite the danger, the Warforged craftsman continued his delicate work on the orb while the party engaged the hostile construct in battle.
The fight was intense as the party coordinated their attacks against the towering automaton. Shadow used her swarm abilities to gain tactical advantages while firing her bow, Sas employed her druidic magic and spores to weaken the enemy, Bastion danced through combat with enhanced speed and precision strikes, Calliope supported with crossbow bolts and magical assistance, and Barlo raged with his natural claws. The construct retaliated with devastating sweeping attacks that caught multiple party members, but their combined efforts eventually brought down the massive enemy.
With the threat eliminated, the Warforged craftsman completed his work on the orb, channeling the last of the silver flame energy into it until it glowed brightly. He then turned his attention to the party's weapons, explaining that they contained tracking devices that had allowed their enemies to spy on them. Using a special metal called Mhornar, he offered to reforge their weapons to remove these tracking devices while enhancing their magical properties.
Each party member participated in the reforging process, striking their weapons with hammers as the craftsman worked his magic. Bastion's rapier was enhanced with thunder damage and improved defensive capabilities that would boost his armor class. Calliope's dagger was transformed into a short sword with radiant damage properties and the ability to deal partial damage even on near misses. Shadow's bow gained force damage enhancement, while Sas's club was imbued with poison damage that complemented her natural spore abilities.
Barlo's situation was unique as he rarely used his maul, preferring his natural claws. The craftsman creatively transformed the weapon into claw enhancements, creating magical gauntlets that would boost his natural attacks with acid and poison damage while improving his accuracy. The process required additional magical components, including a ring of good fortune that was incorporated into the crafting.
Throughout the weapon enhancement process, the party learned more about the Warforged culture and their ongoing struggles in this realm. The craftsman and his companions expressed hope that they might be able to travel with the party when they returned to their home realm, as they wished to help restore their friend Gearlock who had somehow ended up in the party's world in a damaged state.
As the crafting session concluded, Ellywick prepared to transport the party back to their original location. The craftsman stored the repaired orb safely and gathered the remaining silver flame energy into a special orb for future use. The electrical sparks and magical energies that had filled the forge during their work gradually dimmed as the process completed.
The party found themselves transported back to the top of a stairwell, though the passage behind them had collapsed and was now blocked with rock and debris. While the structural damage wasn't severe, it was clear that this route back to the forge was no longer accessible. They now possessed enhanced weapons free of tracking devices, magical marks that would grant them new abilities, and valuable knowledge about the nature of the orbs and the greater threat they faced.
The session concluded with the party needing to decide which specific abilities their Marks of Adventure would grant them - whether to enhance their initiative with additional dice, gain new skills and languages along with cantrips, or improve their unarmed combat capabilities. Their weapons had been significantly upgraded and they had gained powerful new allies in the Warforged craftsman and his companions, setting the stage for their continued adventures as they worked toward their ultimate goal of reaching the mysterious city in the mist.
Scenes
Discussion about Weapon Forging and Marks
The party discusses getting their weapons forged and potentially receiving magical marks at a special forge
- Barlo tosses his weapon to be improved
- Discussion about Warforged marks and their heritage
- Explanation of how worlds become orbs when they die
- Party learns about the potential purpose of collecting 300 orbs
Discussion with Warforged about Marks and Artifacts
The party discusses potential marks, artifacts, and their implications with the Warforged companion
- Party learns about Dragonmarks and their potential powers
- Discussion about potential risks of traveling between planes
- Warforged explains background of Warforged and the Lord of Blades
Journey to the Hidden Forge
The party is transported by a halfling to a mountain with a hidden cave entrance, where they follow a Warforged through an illusory wall to a mysterious location with glowing crystals.
- Bast sends the party to a new location
- Party follows Warforged through an illusory wall
- Each party member experiences a personal spiritual test
- Party members are asked about their greatest strengths and curiosities
- Party members receive Dragonmarks
Dragonmark Ritual
Each party member is individually questioned by a mysterious voice about their inner qualities, leading to them receiving magical marks.
- Mysterious disembodied voice interviews each character
- Characters reflect on their personal strengths and weaknesses
- Characters are deemed worthy of receiving magical marks
- Silver flame is used in the marking ritual
Receiving the Mark of Adventure
The party members receive magical marks from a mysterious process involving a silver flame, each choosing a location and potential ability for their mark.
- Each character places their hand in a silver flame
- Marks appear on different body parts (neck, foot, hand)
- Characters can choose between different mark abilities
- Marks are called 'Mark of the Adventure'
Battle in the Forge
The party fights a large automaton construct while a Warforged works on reforging an orb with a silver flame
- Large automaton drops from the ceiling
- Party members attack the construct using various attacks and abilities
- Warforged craftsman continues working on the orb during combat
- Party members take damage from the automaton's axe attack
- Party ultimately defeats the automaton
Weapon Reforging at the Forge
The party visits a magical forge where a Warforged craftsman reforges their weapons to remove tracking devices and enhance their capabilities.
- Warforged craftsman throws items into silver flame
- Each party member's weapon is reforged with unique properties
- Bastion's rapier gains thunder damage and improved AC
- Calliope's dagger becomes a short sword with radiant damage
- Shadow's bow gains force damage
- Sas's club gains poison damage
- Barlo's maul is transformed into claw enhancements
- Weapons are placed in a silver flame forge
- Each party member strikes their weapon during reforging
- Tracking devices are removed from the weapons
Mark Selection and Weapon Upgrade Discussion
The party discusses potential mark abilities and weapon upgrades after their recent adventure.
- Discussion of mark options including initiative bonus, skill additions, and cantrip learning
- Exploration of weapon enhancement possibilities
- Consideration of new combat abilities
Memorable Moments
The party members placed their hands into a cold silver flame to receive the magical Mark of the Adventure
After passing a personal spiritual trial in a hidden mountain cavern
A massive automaton construct crashed down from a hollow stalactite to ambush the party
While the Warforged craftsman was repairing a magical orb in the lava forge
The party reforged their weapons with Mhornar metal to remove tracking devices and gain powerful magical enhancements
After defeating the automaton, striking their weapons with hammers alongside the craftsman
NPCs
Bast
A powerful entity who sent the party to this realm and is helping them understand their mission and the nature of the orbs
Warforged Companion, Gearlock
A knowledgeable Warforged who explains the history of Warforged, their creation for war, and the conflict led by the Lord of Blades
Ellywick Tumblestrum
A Halfling who is a planeswalker and has been searching for Gearlock for a decade
Warforged Guide, Amalgam
A mechanical being who leads the party through the hidden cave and assists with the Dragonmark ritual
Mysterious Voice
An ungendered, disembodied voice that interviews each party member during the Dragonmark ritual, asking about their greatest strengths and curiosities
Warforged Craftsman
A skilled Warforged artisan who helps the party reforge their weapons, removing tracking devices and enhancing their magical properties while working on repairing an orb using a silver flame forge
Locations
Cannith Forge
A mystical forge where Warforged can craft and modify weapons, located in a realm with special magical properties
Unspecified Realm
A mysterious plane where the Warforged and their companions are located, potentially connected to Eberron
Mountain Cave
A hidden cave with an illusory entrance, containing glowing crystal-lined walls and a mysterious ritual chamber with a silver flame
Magical Arcane Forge
A large cavern-like forge with lava flows, crystal veins, complex machinery, an active lava pit, clockwork mechanisms, and a central forge apparatus where magical weapon crafting occurs
Items
Magical Orb
A cracked orb that represents a dying world, potentially dangerous if not fixed. The party is tasked with helping repair it.
Adamantine Bars
Five metal bars worth approximately 1,000 gold pieces, gifted to the party
Bracers of Celerity
Bronze bracers lined with purple velvet that make the wearer faster and help resist being paralyzed or restrained
Acid Ring
A ring made of goldish-silvery metal with a green stone that adds acid damage to attacks and allows casting of magic stone
Glyph Stone
A special stone from the Warforged, similar to one possessed by Gearlock
Silver Flame
A mystical silvery fire that has transformative and testing properties, used in the Dragonmark ritual and weapon modification process
Eberron Ore
A special ore brought by the party and used in the crafting process by the Warforged
Silver Flame Orb
A magical orb that is being repaired using a special silver flame forge, potentially containing a dying world's essence
Mhornar Metal
A special metal used to reforge weapons and remove tracking devices
Reforged Rapier
Bastion's weapon enhanced with thunder damage and improved defensive capabilities
Reforged Short Sword
Calliope's weapon transformed from a dagger with radiant damage properties
Reforged Bow
Shadow's bow upgraded with force damage
Reforged Club
Sas's weapon enhanced with poison damage
Claw Enhancements
Barlo's maul transformed into claw upgrades with acid and poison properties
Spells
Magic Stone
A spell that can be cast using the acid ring, typically used by casters when traveling
Dragonmark Ritual
A magical ceremony that grants special marks to individuals after testing their inner qualities, allowing them to receive unique magical abilities
Haste
Bastion casts haste on himself to increase his speed and combat capabilities during the fight with the automaton
True Strike
A newly modified cantrip that allows casting on a weapon attack, providing additional damage and using the caster's spellcasting ability for attack and damage
Shillelagh
A druidic spell that transforms a club or quarterstaff into a magical weapon using the caster's wisdom modifier, used by Sas to enhance her club's magical properties during combat
Silver Flame Crafting
A magical forging technique using a silver flame to enhance and transform weapons with unique magical properties
Notes
A celestial entity named Bast protected the party from falling crystal shards, explaining they were inside a collapsing Orb of Eberron. She revealed they might receive a "Mark of the Adventurer" to repair the Orb, craft a gem to revive Gearlock, and reforge their weapons, as Ursa was tracking them. They journeyed to an ancient, outlawed Creation Forge in Eberron, where Warforged were made, which Bast believed originated from Spellweavers.
The party overheard a divine conversation between Bast and Silvanus. Bast argued for returning her brother (the Pharaoh) and manipulating "Wild Cards" to re-ignite old realms, despite the risks and complications involving other deities like Labelas and Jergal, and the Raven Queen. She alluded to a plan that would appear as inter-realm travel rather than divine intervention to avoid issues. Silvanus expressed deep concern about her "judgmental brother" and the potential release of Tharizdun due to altered fates.
After this, Bast confirmed her actions skirted divine interference laws, especially regarding Jergal and death, due to Eberron's unique divine structure. She emphasized the danger of the Orb's power and urged them to stop the Warforged invasion led by the Lord of Blades, whose goal was to eradicate all other sentient life. Amalgam, a Warforged, confirmed the Orb's damage from Ursa's ritual and his ability to repair it with the party's marked assistance and the Silver Flame.
The party underwent a "test" in a crystalline cavern, facing personal questions about their strengths, weaknesses, and greatest curiosities. Upon passing, they each received the Mark of the Adventurer by placing their hands in a silvery flame, choosing new abilities (proficiencies or cantrips).
They then assisted Amalgam in repairing the Orb of Eberron in a magma-encircled room. During the process, a hidden Warforged Titan, an ancient creation, fell from the ceiling, triggering a fierce battle. The party, utilizing their skills and new marks, defeated the Titan.
With the Titan vanquished, Amalgam completed the Orb's repair, using the collected Silver Flame and various materials. He then reforged each party member's weapon into powerful +2 Eberron weapons, imbued with Mournlode Dragonshard crystals, granting elemental damage and unique properties. Finally, a Halfling Planewalker transported them back to Dierde, finding the tunnels to the Floating Keep's basement blocked by debris. Barlo planned to discuss Warforged further with Amalgam.
Classic
Last we left off, our intrepid adventurers found themselves in a realm beyond death itself, brought there by the enigmatic entity Bast after their apparent demise within a colossal warforged automaton. In this mysterious domain, they discovered the terrible truth about the magical orbs they had encountered - each one a dying world, frozen in its final moments and transformed into these spheres as part of a catastrophic plan to collect 300 such orbs and potentially destroy everything. Guided by a knowledgeable Warforged craftsman and joined by Elliwick, a plane-running Halfling searching for their lost companion Gearlock, the party was led through illusory passages deep into a mountain's heart.
Within the sacred chambers of this hidden sanctuary, each member of the party faced a profound spiritual trial, questioned by a mysterious voice about their deepest strengths, weaknesses, and curiosities. Shadow spoke of her gift for helping others escape reality through distraction, while Sas revealed her appreciation for life and burning curiosity about her ancestry. Bastion acknowledged his determination tempered by overconfidence, and Calliope wrestled with her selfless nature against her growing cynicism. Deemed worthy by the ancient voice, they each participated in a ritual involving a cold silver flame, receiving the Mark of the Adventure upon their bodies - mystical symbols that would grant them enhanced abilities in the trials to come.
The party then witnessed the delicate work of repairing one of the dying world orbs within a magnificent forge chamber, surrounded by flowing lava and intricate clockwork machinery. But their moment of wonder was shattered when a massive automaton construct crashed down from above, forcing them into desperate combat while the Warforged craftsman continued his crucial work. Through coordinated strikes and magical prowess, they defeated the towering enemy, allowing the craftsman to complete the orb's restoration. In gratitude, he revealed that their weapons had been compromised with tracking devices and offered to reforge them using the rare metal Mhornar, enhancing each weapon with powerful new properties while freeing them from their enemies' surveillance. Now, with enhanced weapons, mystical marks, and new allies at their side, we pick up as our heroes prepare to face whatever challenges await them in their quest to reach the mysterious city in the mist...
Snarky
When last we left our intrepid adventurers, they had just experienced the ultimate "oops" moment - dying and waking up in a mysterious realm courtesy of the powerful entity Bast. Turns out they'd been stomping around inside a massive kaiju-warforged like some kind of magical Fantastic Voyage situation, and when their friends decided to play "smash the shiny crystal," the whole thing came crashing down. Classic adventurer luck, really. Bast dropped some heavy exposition about magical orbs being dying worlds frozen in their final moments, because apparently the universe has a very dramatic sense of timing, and someone's trying to collect 300 of these things to potentially destroy everything. You know, typical Tuesday stuff.
Our heroes found themselves gifted with some seriously impressive loot - adamantine bars, speed-boosting bracers, and acid rings that would make any artificer weep with joy. After being whisked away to a hidden mountain location, they underwent some very mystical trials involving a genderless voice asking the hard-hitting questions about their deepest strengths, weaknesses, and curiosities. Shadow admitted she helps people escape reality (relatable), Sas pondered her mysterious beast transformations, Bastion owned up to his overconfidence, and Calliope wrestled with her cynicism about people's motivations. Standard soul-searching stuff, but with more magical consequences.
The real excitement came when they participated in a ritual involving silver flames that felt cold instead of hot - because magic never makes sense - and received Marks of Adventure on various body parts. Then it was off to a magnificent forge chamber where a Warforged craftsman worked on repairing a world-orb while a massive automaton decided to crash the party from the ceiling. After an epic battle involving swarms, spores, thunder strikes, and good old-fashioned rage-clawing, they emerged victorious. The craftsman then revealed their weapons had been bugged the whole time (awkward) and proceeded to give everyone magical weapon upgrades using special Mhornar metal. Now they're back where they started, but with better gear, mysterious marks, and the knowledge that somewhere out there, someone's playing a very dangerous game of cosmic collection.
Middle English
Harken well, ye noble souls so brave,
Who ventured forth beyond the grave,
When mighty Bast did call their names,
To face the world's most perilous games!
Within a beast of steel and stone,
They found themselves, no longer lone,
A warforged giant, vast and tall,
Did crumble down and crush them all.
But death, it seems, was not their fate,
For Bast had plans both grand and great,
To realms unknown they were conveyed,
Where dying worlds in orbs are stayed.
Three hundred spheres of frozen time,
Each world caught in its final rhyme,
The goal most dark, the purpose fellβ
To end all things, both heaven and hell.
Companions new did join their band,
A Warforged wise from distant land,
Who spoke of wars and blades of might,
And Halfling small with plane-sight bright.
Through mountain paths and caverns deep,
Where crystal veins their vigil keep,
They walked through walls of mere illusion,
To face a trial of soul's confusion.
A voice unknown, both strange and clear,
Did question each with words severe:
"What strength dost thou possess within?
What weakness makes thy spirit thin?"
Fair Shadow spoke of sweet distraction,
Her gift to ease life's harsh reaction,
While Sas did praise her trust so true,
And beast-forms that within her grew.
Bold Bastion claimed determination,
Though pride might bring his ruination,
Sweet Calliope, selfless and kind,
Yet cynicism plagued her mind.
The silver flame, so cold and bright,
Did mark them all with mystic sight,
Upon their flesh, the marks appeared,
Adventure's bond forever seared.
To forge they went, where lava flows,
And clockwork machinery ever goes,
The craftsman worked with hammer's ring,
To mend the orb, a precious thing.
But from above, with crash and roar,
A construct fell upon the floor,
Of wood and stone and metal made,
With hammer fierce and cutting blade.
The battle raged with fury wild,
Each hero fought like warrior's child,
Till down the mighty foe did fall,
And victory crowned them one and all.
Their weapons bore a cursed baneβ
Devices wrought for others' gain,
But Mhornar metal, pure and true,
Did cleanse them through and make them new.
With thunder, radiance, force, and blight,
Their arms were blessed with magic's might,
And Barlo's claws with acid blessed,
Would serve him well in every test.
When all was done and work complete,
They found themselves upon their feet,
The passage blocked, the way now barred,
But richer for their trials hard.
So ends this tale of heroes bold,
Whose deeds shall ever more be told,
With marks of power, weapons bright,
They face the future's endless night!
Limerick
When death came, they found themselves blessed,
By Bast who had put them to test.
In a kaiju they'd been,
Till friends broke the machine,
And left them quite thoroughly messed!
The Warforged told tales of their plight,
Created for war and to fight.
With Elliwick too,
And gifts shining new,
They prepared for a mystical rite.
Through caverns with crystals aglow,
To trials each hero must go.
A voice asked their heart,
What set them apart,
Their strengths and their weaknesses show.
The silver flame burned cold as ice,
Each mark came with magical price.
On neck, foot, and hand,
These symbols so grand,
Would grant them abilities twice!
In forge chambers blazing with heat,
An automaton dropped to their feet.
With hammer and blade,
The construct had stayed,
Till heroes made victory sweet!
Their weapons were tracked by their foes,
But Mhornar would fix all their woes.
With thunder and light,
Poison and might,
Each blade with new power now glows!
Exported from GMAssistant on 2026-08-16