NOTE: Only Greg/Fury, Jota/Blackhand, and Micah/Nikolai were present for this session. Jessa was there briefly to discuss her pop-in new character, Anaru, and to learn a bit about the world.
The game began with the whole party on the Airship. Many were still resting after the massive fight against Valindra & her Bone-Forged super-soldier, but Fury, Blackhand, and Nikolai were all up and about. The airship, now piloted by Kalarel, was floating above Coventry. By utilizing the magic map the party had and altering the altitude of the airship, Kalarel was able to make the map function like a sort of crude Google Map to get a sense of things all over the nation. Here are the details you were able to suss-out:
Metaphysically: It seems like High Lord Malfeather’s blood magic has made the barrier between the prime material plane & the Feywild almost non-existent in Coventry. Parts of Coventry itself may now actually be a part of the Feywild, and some Archfey may be laying claim to them (see below).
Brakana: The capital city of Coventry isn’t doing great, with the undead roving all over and the parks & canals teeming with violent fey forces. Near the center of the chaos, though, is a point of calm – the Ionian Embassy, which technically is Ionian soil, and thus not subject to the blood-magic curse that High Lord Malfeather cast upon all the fey in the region.
Site of Bane’s Visit: The church that has risen up in the spot where Bane was physically manifest in the world has militarized (unsurprisingly), forming a barracks and military encampment that is keeping undead and fey creatures alike at bay. It also seems that the ground around this area is unaffected by the blood magic curse, as the echo of Bane’s power will have none of that namby-pamby fey nonsense.
Cannery Coast: Since most of the fey energy was still drained out of this region when the curse hit, this is probably one of the parts of Coventry that is most closely tied to the Prime Material Plane still. Well, except for the forests of the western Cannery Coast…
Grandmother’s Forest: The forest of the western Cannery Coast, already full of folks praying to Baba Yaga, has been claimed by the Grandmother of all witches as her own, and hundreds of small witches’ covens were popping up in that forest (indicated on the map by little bonfires with dancing figures around them). Baba Yaga’s house itself was also sporadically bouncing about to different locations in this forest.
Eridu: In the southern part of the nation, the site where the former Cappadocian capital was unearthed in an archealogical dig has now started growing pyramids, and appears to be a stronghold for the Mekhet faction of the Cappadocian forces.
Tavern of the Sun & Moon: As it was already protected by multiple magicks, and since the owners took the party’s warnings very seriously, the pods of this entertainment resort are mostly untouched by the undead and the Fey curse. They’re a bit cut-off from the rest of the world, though, as they are surrounded by hostile fey & undead forces.
Western Coventry: In the swamps of the western part of the nation, an Ionian army fights against the swamp itself (as seen in the side-quest adventure we ran a little while back with General Featherin & his forces).
Jimmy: Down on the ground just outside of town was a lone, blind figure standing atop the party’s carriages, holding a symbol of Pelor to the sky. It was determined that Jimmy was the most in-need target, as it appeared the undead his faith kept at bay were only one of his problems… animated fey vines were also slowly sneaking up on him from behind!
Dropping the airship down low to get Jimmy, the party realized that several of them would need to stay behind… both to aid Kalarel in holding the ship a few feet off the ground and to make sure Kalarel didn’t just steal the airship. The unoccupied party members: Blackhand, Fury, & Nikolai took flying carpets down to swoop in on the creatures attacking Jimmy.
The battle with the zombies & plant monsters took a while, though Jimmy never had any doubts (not that he could see the threats arrayed against him). The martial fury of the three party members in the battle was impressive, to say the least, and eventually the carriages (and Jimmy) were safe on the airship.
Kalarel began to speak of the idea of setting the ship down on water somewhere, as he’d determined it to be sea-worthy. That would let him run the engine on a very low flame, which would burn much less Residuum. As he laid this out, though, Ginger’s hourglass – the one that collects the prayers to Baba Yaga – came to life with prayers from imperilled witches… and one prayer that offered a sort of threat… from Legatus Detham.
Apparently Detham, who had just arrived on the scene from the Underdark after getting Nikolai’s warning, decided that the many witches were responsible for the undead. The game ended with Detham’s Legion surrounding Baba Yaga’s hut, closing in for the kill.
On the map, the party saw that in the midst of Grandmother’s Forest, a large group of dragonborn was moving across the forests, leaving the smoking rubble of witches circles behind them.