"Your friend Esteban has highly recommended you two as capable go-getters hungry for coin. I'm Elro Aldataur, the community leader of Raska. I'm afraid my village is in great danger and I need help. It seems a disease or curse is affecting some of us, and I'm afraid it could spread."
Seivarden, sitting in the same inn, couldn't help but overhear this conversation and showed his interest. The 3 men are hired by Elro to find out what is infecting his citizens: Urgon died yesterday, and turned into a wooden statue, and another Dwarf called Tulgi Lutan is also showing signs of this disease or curse, whatever it is.
Elro takes the 3 to the funeral of Urgon, where they find Theraerys, sobbing at a wooden statue of a Dwarf. Theraerys says a prayer for his friend, and before the body is lowered into the grave, the statue is investigated with little result. This isn't any magical or natural disease our heroes have ever seen before.
The decision is quickly made to visit Tulgi at her cabin. They find an unfriendly welcome at a locked door, but by naming Urgon's name and the disease, Amadi can persuade her to let them in. They find out that she came to Raska a few years ago with her sister Hulil, sent by the Myriad to keep an eye out for Ki'Nau relics. When Urgon came back from Urukayxl and sold his treasure to Verla Pelc, she saw her chance and burgled the place. She gave everything to her sister but kept a dagger, which she reluctantly gives to Amadi.
Next stop: Pelc's Curiosities, where they hear suspicious activity inside. Seivarden sneakily looks inside and sees 5 hooded Elfs ransacking the place. Combat ensues, which they win with 3 bandits ending up in chains. After the bandits are questioned, they are stripped naked and set free. They give the following information: they were sent here by Hulil to search for any potions or scrolls or other magical means of healing, as she's infected with a strange disease. Hulil is hold up at a cave to the south, called the Sticky Cave. The lifeless wooden statue of an Elven women is found in the back room of the store.
The group searches Urgon's (ransacked) cabin where they find a receipt of the items he sold to Verla, as well as a silvered maul and suit of splint armor. They also find tracks leading to Tulgi's cabin: she searched the place last night hoping to find any information about the disease or curse which now infects her.
Tired and spent after the battle in Pelc's Curiosities, our heroes decide to spend the rest of the day in the Jolly Dwarf before they head out to the Sticky Cave tomorrow. Inside the inn Seivarden has a good conversation with Esteban where he shares some of the details about his order and blessing, putting the distrustful Amadi (at least somewhat) at ease.
A good breakfast is enjoyed, after which the group sets off for the Sticky Cave. On the way to the cave, lots of tracks are seen, but no patrols or guards of any kind in sight. Amadi sneaks into the cave by diving into the pool, moves the walking plank over the entrance pool, and is attacked by 3 giant spiders which he avoids by jumping back into the pool. These spiders are no match for our four heroes, and after they're dispatched, the group continues on into the cave.
A little further Amadi and 24601 spot and sneak past two bandits, an elf and a dwarf, who seem to be busy training some spiders in a garden patch of giant underground mushrooms. Theraerys simply walks up to the bandits and greets them, upon which the bandits immediately sound the alarm. One of the bandits is knocked unconscious and the other is killed.
Around a cold fire pit 10 bedrolls are found, and under one of them is a 10 foot deep pit trap. When you walk past the corner you come across a sand pit with a training dummy, and Theraerys has the brilliant idea to throw a bat into the pit. When he does that, the bat is caught by a Phase Spider, which appears out of nowhere and then disappears again. In the ceiling another giant spider is hiding, which attacks Seivarden when he walks underneath. A short fight later, both spiders are killed.
At the end of this cave you find a cavern with a roaring fire, its flames illuminating a rough painting of a five-headed dragon. Next to the fire, on top of a stone chest carved in the shape of a dragon's head, sit Hulil, her face streaked with pulsing green veins, and an elf who's face is covered in dragon tattoos. Both are in deep trance, praying to Tiamat for a cure for the dwarf's affliction. The party takes up position and attacks in unison.
The group started off strong, and seemed to be on the winning side, until first 24601, and then Seivarden fall unconscious. Hulil and the elf put their daggers to the throats of the fallen men and ask for the surrender of Amadi and Theraerys. Theraerys hesitates and waits to see what happens. Amadi ignores the demand and continues the attack. 24601 draws his last breath, Theraerys drops to the ground, Seivarden stabilizes, and against all odds Amadi does manage to first kill Hulil and finally the elf.
The stone chest contained green powder inside the dragon's mouth, but the trap was expertly disabled by Amadi. Inside it, among treasure and gold, a receipt was found for one green glass vial, sold to Irven Tile for 100 gp.
Amadi and Theraerys take the lifeless body of 24601 to abbot Nathaniel, while Seivarden takes the unconscious body of one of the bandits to Elro, to be questioned by the Zhelezo. Nathaniel gives you 50% discount for a resurrection spell, which sadly fails - the soul of 24601 doesn't want to come back to the mangled body. A sailor's grave is given, the body dumped into the ocean.
In the evening at dinner time you talk to Elro to debrief, and he pays you 100gp each, plus the 100gp for 24601. And you talk to Irven, who freaks out when you tell him about the vial he bought from Hulil. His whole family has touched the cracked vial, looking at the amazing green color within.
Elro asks to meet again tomorrow.
In the evening you have dinner with Elro again who tells you about Jungle Fever, an ancient weaponized disease made by the Ki'Nau. He hires you for 200gp each to find the antidote on Urukayxl (pays 75gp each in advance). He tells you that there will be a ship waiting for you in Nicodranas which will take you to Explorers Rest in Urukayxl, where you should talk to a dwarf called Orvo Mustave.
After a quick chat with Tulgi, who promises to pay you 100 gp for a dosis of antidote, you pack up all your loot on a cart and travel to Nicodranas. After a few hours you are threatened by, turns out, the two naked bandits you set free only a few days ago from Pelc's Curiosities. When they recognize you, they run away in fear.
In Nicodranas you sell everything that needs to be sold, buy new armor, and spend the night in The Rebellious Lioness.
You board Melora's Grace and meet captain Aelar, first mate Thervan and cook Eddie. Theraerys spends most of his time with the cook, Seivarden shadows the first mate, while Amadi takes it easy and stays out of the way.
From the crows nest three mermaids are spotted, who are right next to the opening in the reef where you'll have to sail through. When the ship is next to the mermaids they climb aboard, drop their illusory visage and scare the shit out of everybody with their horrible looks. A fight follows where some sailors drop (but are ultimately saved by Theraerys), and Seivarden shows his hybrid form and has some explaining to do after the fight.
Arrival at Explorers Rest (the ship will wait for 10 days for you) where upon setting foot on the golden beach you are greeted by a female dwarf named Morgo Delwur. She shows you around the tents and yurts and assigns an empty yurt to you to use. “You can stay here. Belonged to a fool rich elf named Bertron who came here looking for adventure. He found the inside of a tiger instead. Should be some food and the like in there. It’s yours now.”
In the evening you eat with a group of adventurers who share their food with you, and you talk to Orvo, a friend of Urgon. He tells you about Ankèt, an old Ki'Nau ruin in the center of this island and warns for (some of?) the dangers inside the jungle.
Guided by Amadi and Seivarden you make excellent progress through the jungle. At night a giant turtle passes you by, but doesn't seem to notice you or just doesn't care.
Sadly no real progress was made.
The pace was lowered a bit and progress was made again. During the night you're attacked by two huge discoball-like snails who attack with 5 flail-wielding tentacles. They're easily outmanoeuvred though and are no match for you. When they are dying, they shrivel up in their shell and begin to wail. You burn them alive using flasks of oil, and the combination of the wailing and the smell of cooking snails does attract a huge panter-like beast, except it has 8 snake heads on its shoulders as well. You kill it without too much trouble.
Half the day is spent skinning the Kamadan, and in the evening you reach Ankèt. It's the ruins of a big pyramid-like building, with big stairs leading to an opening, flanked on both sides by 5 statues, going from fully human at the bottom to fully snake at the top. Everything is overgrown with moss, vines and other jungle plants. You sleep, undisturbed, a little bit away from the ruins.
After all the crazy animals in the jungle and the upcoming ambush by the statues the party is very distrustful of Orvo.
You climb the stairs and when you reach the top, the topmost statues come to life and attack. You fight them off and continue on inside. Here you can see a big hole in the ground, flooded with water. There seem to be three underground floors, getting darker and darker the lower you get. The third floor is half submerged with green water.
You descend the first carved stairs down to the first level. Due to moss and other plant growth the stairs are slippery, something Theraerys finds out when he slips and bounces down, hurting his bum in the process.
The first level consist of living quarters, an inn, kitchen, storage space, a small temple. Basically a small community would've lived here. You see murals, stone carvings and mosaics depicting the rise of Uk'otoa and the Ki'Nau people. No loot is found, everything is already picked clean (you see the footsteps of two dwarf-sized individuals). In one of the door openings you're attacked by a vine, but no big deal.
On the second level you find a tribe of Grung, who communicate with Amadi in a language the rest don't understand. You come to an arrangement: you kill the fish in the third level, and they will pay you three diamonds. You also get permission to look at the murals in this level, which depict the downfall of Uk'otoa (chained deep under the ocean) and the decline of the Ki'Nau.
You kill the swarm of piranhas in the third level, but not before Theraerys sticks his right foot in the water after Seivarden dropped blood in the water, causing a major feeding frenzy in the little fish. That was a very painful mistake. At the entrance to the third floor rooms, two armors with greatswords stand guard. One gets a noose around his neck and is hoisted above the water - he throws his sword into the air which starts to attack on its own. The second armor and its sword join the fight, but they are defeated in a few rounds.
On the third level you find laboratories and hatcheries, and two chests: one containing 4 vials of Jungle Fever, and the other contains 4 vials of antidote. A door to a fourth level is found, but a quick scout by Amadi later it is decided to leave it alone. It contained a bunch of cells doors, an intricate mosaic on the floor, and four floating shadows in the water - it is deemed not worth the risk, so after a short rest with your new friends the Grung, you leave Ankèt behind.
Travel at normal pace again, you reach Explorer's Rest. You talk to Orvo who congratulates you on an adventure well done, you share a meal and a drink with the group of adventurers, and you get back to the boat. You set sail in the evening, back towards Raska.
You reach Raska in the late afternoon and start walking towards the abbey where Irven Tile and his family should be, last you left them. There is a short discussion on what to do with the jungle fever vials. It is decided to hang on to them, for now. You also decided that Irven Tile and his family will definitely be cured, hopefully with only 1 vial of antidote, but all of them if needed. Whether Tulgi Lutan will also receive a vial of antidote is looking unlikely. Amadi Roberts is opposed, Theraerys Greenhide in favor and Seivarden Vendaai leaning towards opposed.
Travel to Nicodranas
In the afternoon you reach Nicodranas where you enjoy fish and chips in the Restless Wharf, and buy supplies for your new shop; two carts full of stuff (100 gp worth), which you send on their way to Raska.
At The Plucked Pheasant in the Open Quay, where Amadi has rooms, you are greeted by a nervous host who leads Amadi to a ravaged apartment. After a quick investigation it looks like all his business-related papers, names of contacts, even the plaque that was on the office door, are all stolen.
You meet with Jan Diederik, a merchant who says he was robbed by Amadi's people. You find an office in the Skew, adorned with a plaque that says "Azure Shield", Amadi's company. Inside you talk to a shady character named Pollock Jackson, who you hire to "protect a warehouse". When you lead him in the direction of Jan Diederik's building, he and his Dwarven friend realize something is off, upon which Amadi promptly attacks Pollock. Pollock gets away, but Helgret Hardknuckle is captured and handed over to the guards.
With those same guards you go back to the Azure Shield imposters, kick in the door, capture two henchmen, but Pollock again gets away. That pesky magic! You also find that the page with Esteban's details is missing from Amadi's rolodex.
You buy horses and ride towards the estate of Esteban de Montjuic, who was knocked out and left for dead a few days ago, his treasured Gnomish pocket watch stolen. Please get it back! Some jewels were also stolen, which you may keep as payment. You ride back to Nicodranas and spend the night in The Plucked Pheasant.
You ask around for the pocket watch at auction house The Crown Opal, and at the fence operating from behind a front bakery "Pink Pastries". You find out that there's a night auction at the Crown Opal, where rare collectables are sold to the wealthy elite. You bring some loot to the auction house (it'll be auctioned off in 2 days time at 15:00), and at midnight you attend the night auction. There you buy the pocket watch for 1300 gold pieces.
Amadi scores a date with Camilla, a noble women and the only other remaining bidder for the watch, and ends the evening stealing a golden armband off some rich lady.
Another item for auction, a sword with an eye in the hilt, had quite a physical reaction on Therearys: his hand starts to hurt and bleed. It's sold for 1000 gp to a Goliath known only as Keeneye.
At the end of the night auction you stand in line to pay for the pocket watch, when you notice that Keeneye is not paying for the sword, he's actually getting the sword plus 170 gold pieces. Could that be the 1300 for the watch minus 10% auction fee, minus 1000 for the sword? 🤔
You follow Keeneye out of the Crown Opal, and instead of sneakily following him to whatever hideout he calls home, you talk to the man: where did he get the pocket watch from? Why did he steal it? Keeneye ignores you and walks on, upon which you three surround him. Keeneye responds by calling for the guards. They don't seem impressed by your lack of evidence of Keeneye stealing the watch, but agree to take you all to the watch office. It seems clear that the sergeant and Keeneye know each other though.
At the watch office, you ask for a priest who can detect lies, and you are asked to wait inside of the cells. You agree to enter the cells, the guards leave.. and don't come back. Amadi opens the lock on the cell and after a lot of back and forth, Keeneye gives you the address of Pollock Jackson, in exchange for your word that Pollock won't be alive for much longer. A few hour later, a portal opens inside of Keeneye's cell, which he enters, and escapes.
After a rough night in the cells, you are found by the change of guards, who are surprised to find you without any sort of paperwork. They let you go, and you press charges against the corrupt guards.
You enjoy a small breakfast and head straight on to Pollock's hideout in the Skew. Amadi opens the door and uses the scroll of Silence to silence the whole room, and combat ensues. Pollock is knocked unconscious, while Helgret Hardknuckle (wait, wasn't she supposed to be in a cell?) and Keeneye both escape. Seivarden finds a map and an amulet with the symbol of Uk'otoa on Pollock. Pollock is bound and gagged, and brought to Jan Diederik as promised, who beats the shit out of Pollock but can't finish him off, which Amadi does without problem.
You head to Keeneye's house, who opens the door for you and lets you inside. He's obviously packing to leave town. You demand to have the sword, he denies, and Seivarden attacks. After a short fight, Keeneye surrenders, gives you the sword, and leaves with his suitcase - but not before getting handed a gem by Seivarden which promptly gets stolen by Amadi.
Back at the hotel Amadi identifies the sword, you go to the library of the Cobalt Soul to ask some more information about it, and back again at the hotel, Therearys cuts himself and attunes to the weapon. While doing this, he falls unconscious and gets a sort of vision of himself in pitch black water, and an enormous yellow eye in front of him, while the words "watching", "potential", "patience" and "reward" are spoken inside his head. When he comes back, Thereasys coughs up seawater.
After this the group decides to visit Esteban to bring back the pocket watch and hopefully get some more information. You show the map and get a little bit of information about the islands. You sleep at Esteban's estate.
Yearly event: Day of Challenging
Back in Nicodranas you visit the guard office in the Opal Archways to see how they are dealing with your complaint about the corrupt guards, and get the address of two of the guards, with the promise of some sort of reward when you bring them back alive. The first house is empty, but at the second house you find two of the guards and their wives. The guards try to run away but are no match for you. You knock them out, and one by one interrogate them and find out there's another cult that's looking for the Sword of Fathoms. Perhaps the Dwarf Helgret Hardknuckle can tell you more, but they don't have more information. One of the guards knew where she might be. You knock them out again, strip them naked, and drag them to the guard office, followed by a group of people, who are looking at this spectacle. Amadi Roberts makes a show of it and demonstrates what happens to corrupt guards, he detests corruption since it makes the game (of stealing things) too easy.
You visit the Crown Opal to pick up the proceeds of your auction, and to discuss a business opportunity with Abdul, the manager, about selling stuff in your store in Raska. Abdul is going to inspect your store, check your backgrounds, and you'll have another meeting in a month or so.
The rest of the day is filled with a visit to the spa (Seivarden and Amadi), healing diseased people (Therearys) and then Amadi is off to his date with Camilla.
In the very early hours of the morning, Therearys wakes up with a sword on his throat and a demand to hand over his sword. Rather than comply, he casts darkness and manages to get away, calling guards who happened to be nearby, and the 3 attackers leave the scene, ready to come back another time.
Amadi has had a fantastic date with Camilla and lingers in her bed for a few hours before returning to the Plucked Pheasant and learning of what has happened.
At the breakfast/brunch table you come up with a plan to lead the 3 attackers, one of whom appears to be a follower (Paladin?) of Zehir, into an ambush outside of the city. This plan is set into motion, but sadly the fight takes a bad turn after an initial surprise ambush. The follower of Zehir, in black armor, uses his mace to send forth an aura of pure dread and Therearys and Amadi are filled with fear. Therearys manages to overcome it fairly quickly but Amadi just keeps on running in terror. One man down the fight turns against them and Therearys is killed, the sword taken, but not before the Dwarf is killed by Seivardin.
You take the lifeless body of Therearys to Raska.
You arrive late at night at the abbey, where you present the body of Therearys to Nathaniel, who invites you to join a resurrection ritual.
"Therearys, you are standing in a white void. Time seems to stand still, you have no idea how long you have been here. Every minute somehow takes both a year and not happen at all. You're both getting bored but also no time has passed at all. Out of the mist you see shades appearing.
"Ghosts of your past. The manifestations of your regrets. Your doubts if you're even worth having a second chance. Then, in an incalculable distance you hear the voices of Nathaniel, Amadi and Seivarden. You hear them chant and pray for your soul to return to your body. You look behind you, and there you see Amadi and Seivarden."
Fighting manifestations of his regrets with the souls of Amadi and Seivarden by his side, Therearys' soul manages to find its way to its body, and Therearys wakes up, alive again. But not before he has another vision of Uk’otoa speaking single words to him:
"You are floating a pitch black water, but this time you remember you can breath under water and don't panic. An eye opens before you, as big as a planet but also as big as the one in the sword. A thundering voice shakes your body and soul: 'Unfinished. Revenge. Sword. Trust. Reward'."
The next morning you join Aerith and Nathaniel at breakfast in the abbey. Aerith tells you about the origins of four Blood Hunter orders, that the Sword of Fathoms can be used to break a seal holding Uk’otoa, and that the Order of the Mutant (specifically the man in black armor, Bonewing), now has the weapon. The hunt is on! You travel back to Nicodranas.
You arrive back in Nicodranas where Amadi uses the spell Locate Object to try and find the sword, but he doesn't find it.
The next day, the sword is located: it's on board of a ship called the "Saffron" in the Restless Wharf. You ask the harbormaster when the ship is going to leave, which is going to be this afternoon.
Amadi disguises himself and walks up to the ship, and asks if they take passengers, the answer is no, they are fully booked for a "private party". Theraerys goes to the guards and informs them that the sword that was stolen from him by the people who attacked him 5 days ago, is found and to please come. The guards follow, talk to the people on the ship, and come back saying that they didn't see a sword.
Following that, you all go back on board, Amadi confronts Bonewing, finds the sword locked in a case, and when he grabs it, it comes to a fight. Bonewing is killed, the guards run away to get help, and Hakan is knocked down and questioned before the guards return. Turns out they also want to destroy the sword, they want to keep Uk'otoa locked down. After all, it was Zehir himself that locked the insolent Uk'otoa up deep under the ocean. In return for Theraerys' oath to destroy the sword, he tells you how to destroy it.
Everybody is taken to the guard office, where you are questioned. When that is finished, the guards are happy with the answers, and you're free to go, Theraerys says he wants to talk to Hakan again; this is allowed but two guards will be present as well. During the questioning, Theraerys is a bit too loose with his lips and is taken to be questioned by the guards. After some unconvincing answers, he is ordered to come back the next day at 10:00 to answer the remaining questions, after some rest to clear his head.
During the night, Theraerys has another dream where Uk'otoa speaks to him.
The next morning before breakfast Amadi buys a sleeping potion/drug with money he steals from Theraerys, and pours it into Theraerys' coffee who promptly falls asleep at the breakfast table. You then take him with you aboard The Merry Merchant before he can talk to the guards.
The Merry Merchant is a sailing ship with 10 passengers besides you, among them some women and children. One child in particular, a 12 year old girl named Sahla, gets your attention after she steals little trinkets from all of you. Amadi takes her under his wing for the journey, and teaches her some sleight of hand tricks and hears about her abusive father.
Arrival in Brokenbank, a small but busy port-town with multiple piers where ships are get loaded, unloaded and inspected.
Theraerys books rooms at an inn (The Shaking Hag), Amadi follows Sahla and her mother towards the biggest fanciest house in town, and Seivarden buys new pipes and tobacco in Cici N'est Pas Une Pipe, run by a gentleman called Jérémy Pascal. He even had some magical pipes for sale.
The group meets up in the inn. Next up Theraerys buys fire resistance potions at a magic shop, while Amadi and Seivarden go looking for a ship to take them to one of the seals (Darktow, Bwualli, or the middle of the ocean). The captain of The Merry Merchant points them towards Orly Skiffback, captain of the Ball-Eater, who Amadi used to sail with a while back, as the only one possibly crazy enough for such a journey.
Orly, a tortle with an eyepatch and three ivory bagpipes emerging out of his shell, agrees to join them for dinner, where Amadi promises to explain what they are doing. On their way back towards the inn, Amadi and Seivarden spot Sahla getting smacked in the head by her father, the Portcaller of Brokenbank, Mazin Fahreed (a guy with a reputation of being angry and mean and hitting his wife). Seivarden immediately breaks the guy's nose while Amadi throws a phial of Jungle Fever in his face, and both run away while Mazin yells for the guards. The duo has no problem outrunning the guards, but it becomes clear that Seivarden's description is known (and pretty much spot on) and so Seivarden decides to leave town and wait somewhere on the island for Amadi to bring supplies and Seivarden's backpack. Amadi disguises himself and goes back to the inn and to his room, and then makes a big show of coming downstairs (not disguised), yawning, saying he slept for hours. Alibi successfully created?
At dinner time Orly comes to the Shaking Hag and listen to the story of magical swords, dreams of Uk’otoa and seals that shouldn't be broken. He tells you the story of an adventurer named Fjord who apparently did open one such seal, at the Gravid Archipelago. He agrees to take you to either Dwualli or to the southern-most seal in the middle of the ocean, and at that moment a few Zhelezo guards enter the inn.
The Zhelezo ask around for a "white haired and bearded muscular guy" and the owner of the inn points them towards the table where Amadi and Theraerys are sitting with Orly and Aerith. They manage to convince the guards that there were merely temporary travel companions of this Seivarden guy, but haven't seem him for hours and don't know where he is. They are informed to not leave the island, all travel companions of Seivarden are ordered to remain in Brokenbank. The guards also search Seivarden's room and take his pack and belongings.
Orly has a plan: in the morning he will sail to the south of Brokenbank, 500 meters outside of shore, and wait for them for a few hours. Amadi, Theraerys and Aerith decide to sneakily leave the inn in the middle of the night which almost worked out perfectly, where it not for Theraerys dropping 15 feet onto his face and making a whole lot of noise in the process. The guards keeping an eye on the inn chase the group, but eventually loose the trail. Our heroes (?) manage to find Seivarden and sleep under the stars.
Amadi finds some dolphins and convinces them to help the group make it 500 meters towards the Ball-Eater, which sets sail towards Bwualli.
In the middle of the night you're attacked by a pirate ship "Crimson Waters", but you manage to defeat the evil bastards. The ship and its booty are yours! Of the 25 normal pirate crew, 15 were killed, 1 doesn't want to work for you, and 3 don't look trustworthy enough and, together with the surviving officers, are given water and bread and kicked off the ship. That leaves you with a crew of 6. Orly lends some of his surviving crew and with both ships you continue course towards Bwualli.
Of Orly's crew, 9 were killed, leaving 16.
At dawn you reach Bwualli. Orly warns you not to be on the island after dark, and that he'll leave with his (entire) crew when the sun sets. That gives you about 16 hours of daylight to fulfill your mission.
On the island you feel seen, as if something is watching you, but you don't see anything or anyone so set foot. A bit further on the beach you are attacked by 4 huge crabs who were camouflaged as rock formations. You defeat them but have to take a short rest straight after.
In the jungle you are attacked by a weird monster with a 30 ft tongue that you manage to defeat without too much trouble, and you manage to hide away from the Roc that flies overhead. Phew! You reach the foot of the volcano and enter the maze of caves below it. The feeling of being watched gets stronger and when Amadi swims down an underground river to scout ahead, gets the incredible urge to keep going forward. Luckily he manages to resist this feeling after a short while. As a group you go down the river until you reach the underground lake-lair of a giant octopus with treasure-chests upon its back. It manages to down Theraerys, but you still defeat it without too much of a problem. A short rest later and you're up again, ready to continue on to the Seal.
When you reach the Seal, which is surrounded by a river of lava, Aerith begins the ritual to destroy the sword, upon which an enormous living flame erupts from the lava below. Aerith cuts her own hand, slams the sword in the Seal which breaks, and you all hear a voice in your head: REWARD.
Yearly event: Renewal Festival
Yearly event: Wild's Grandeur
Yearly event: Deep Solace
Yearly event: Zenith
Yearly event: Midsummer
Yearly event: Highsummer
Yearly event: Harvest's Close
Yearly event: Civilization's Dawn
Yearly event: Night of Ascension
Yearly event: Barren Eve
Yearly event: Embertide
Yearly event: Day of Heart and Hearth
Yearly event: Winter's Crest