Legends of Hyrule

Session 28 Summary (27/2)
Ghosts, Ghouls and Generally Bad Things

A startling tremor shakes a young group from their work. Despite the importance of their study within the central chamber, it was the first time that any of them had felt such a disturbance within the underground sanctum. Leiutentant Mei Lin took charge of the situation, instructing her companions, the brothers Lao and Xiao, to follow closely as they begin investigating the cause of the disturbance.

After searching for just under half an hour, the three came upon a previously unchecked door that had seemingly been blasted off its hinges. Curious, they headed up the staircase inside and came upon three bodies sprawled out before a long crypt chamber. Although the body of a young child in green (Kin) and a dark wolf (Shadow) were undoubtedly killed as the result of some sort of melee situation, as denoted by the severe bruising and open gashes on their bodies, it appeared that the hooded man furthest from the staircase was still drawing shallow breaths, prompting Mei to immediately begin administering him with a healing spell.

As Albus had slowly begun to regain consciousness as the mysterious trio entered the room, it took several minutes for him to regain his bearings, even after feeling the warmth of a healing spell begin pulsing through him. He confirmed to one of them that he may be able to walk, but struggled mightily to do so. As he was helped to his feet, Albus noted that one of the three strangers had slung both Kin and Shadow over their back, neither of whom had a flicker of life showing from their forms. Mei, Lao and Xiao quickly, yet quietly moved out of the crypt and back into the main hallway, navigating along a thin, stone path that ran snugly beside the trickling river of acid until they came upon a plank that they had previously set up as a means of crossing the vile trench. Once across, they made their way back inside the dark central chamber from which they first departed just over half an hour beforehand, with Lao setting Albus down in a corner littered with several supplies as Xiao laid the bodies of the Kokiri and wolf on a workbench opposite them.

Now settled into the large room, which appeared to be adorned with several shackles upon the walls, along with various torture apparatuses that were littered across various benches and tables, Albus’ concern for his newfound situation grew immensely. Doing little to ease the wizard’s concern, Mei instead concentrated her efforts on questioning Albus’ reasoning for being present in the sanctum beneath the well. At the same time, Mei revealed very little about her own purpose in being down there, though insisting that she and her companions would depart the place come morning, and that they’d be willing to take Albus with them to the surface. Shortly after, she took a few moments to speak with Lao and Xiao, informing them that the bodies of the green-clothed boy and wolf should be taken by the two brothers back to their homeland – to the far east of Hyrule – while Mei would stay behind and continue investigating the vile cult that had ravaged their people, and who appeared to have first emerged from Hyrule.

In a separate time, Rocky and Talir now stood before a partially open steel door, staring into a room that is completely drenched in darkness. The pair took but a few simple steps inside as the darkness dispelled, revealing a natural cave-like chamber that held four long, pale-white humanoid-ish arms protruding from the floor in an evenly spread square manner, each separated by around 15 feet of room. Despite having some immediate second thoughts about entering the room, Rocky turned around and found that the door entering the room had completely disappeared, replaced only by more solid wall. As she began working towards thrashing her way through the wall, hoping to rediscover the doorway out, Talir was met by a large monstrosity emerging from the earth in between all of the arms.

The creature, a Dead Hand, appeared to be somewhat humanoid, save for the deathly pale, sagging skin that was littered with red blotches all over. Its neck was extended at least two feet up in the air, and it was slowly advancing towards the Zora, with its feet completely covered by the mass of its body. Though Talir appeared to do well in keeping the creature at bay, Rocky hadn’t the opportunity to finish breaking through the wall before the Dead Hand was upon the both of them. After a minute’s worth of direct melee combat, the creature burrowed deep into the ground, gifting the pair of adventurers the chance to come up with a wiser plan of attack. Speaking through action, they immediately separated to different corners of the room; as Rocky did so, she was swiped at by one of the protruding hands, barely avoiding being grappled.

Once in their respective corners, the Dead Hand emerged directly in front of Rocky, almost taking a huge bite out of her in the process. Dodging a few blows, along with the snapping of sharp teeth from the creature’s overly-extended jaw, Rocky unleashed a fearsome counterattack as Talir moved quickly to flank it. After another minute or so, the creature fell to a final, mighty blow by Rocky, crashing hard into the earth as the four hands also began to drop to the floor, one by one.

Not wishing to take any chances whatsoever, Rocky set about dismembering not only the creature itself, but the arms as well. At the same time, Talir set about investigating the room further, coming at last upon a small black pillar (standing only about 6 feet high) that seemed to be somewhat wedged into the ground on the opposite side of the room from where the entrance once was. Upon this pillar sat a small black wooden box, completely unlabeled, held shut only by a single latch. Noticing that there were roughly one inch wide gaps between the pillar and the ground, both Rocky and Talir thought better than to simply take the box off the unnatural construct, nor did they trust opening it at this stage. As such, they opted to have Rocky fire and arrow at it from a distance, knocking it off the pillar quickly and leaving just enough time for Talir to catch it mid-air. While this delivered the black box safely in their possession, it also appeared to trigger a mild earthquake as the pillar began to descend slowly down into the ground. Looking back towards the opposite side of the room, the pair noticed that the doorway out had finally re-appeared, granting them an opportunity to escape. Despite hearing the echoed voices of the ReDeads once more, they moved posthaste towards the door.

At an earlier time, Amara and Impa began their journey through the dark tunnel, eventually taking notice of a variety of red Sheikah symbols that appeared to be freshly-painted on the walls around them; despite her immense knowledge of Sheikah lore, even Impa didn’t appear to know all that much about them. As they continued to walk through the tunnel, they soon came upon a stone brick wall with a small indented space in the center, leaving room for a visible switch. Seeing little reason to avoid pushing further ahead, Amara pulled the lever, revealing a passage ahead that was only barely lit by a flickering blue light.

Just barely inside the next room, both Impa and Amara spotted a dangling lantern. Completely untrusting, Amara let fly with an arrow once they were both inside and on the opposite side of the room, immediately causing the object to swing somewhat wildly in mid-air. Within moments, the image of a ghostly figure draped in a purple cloak appeared before them, with bright orange eyes piercing them with its gaze behind its hood. The creature, a Poe, attacked them with its lantern, dealing some significant fire damage to Impa in the process. Amara proved rather successful in counterattack against the Poe, however, and ultimately forced the ethereal creature to flee down a nearby corridor.

After taking a few moments to recover, both Amara and Impa decided to continue moving past a severely broken metal door and down a dark, cold hallway. It didn’t take long for the echoed groans of ReDeads to catch their ears, and only just as a startling earthquake made its presence felt beneath their feet. As they pushed further on, they came upon five ReDeads who seemed to be advancing upon a pair of individuals at the end of the hallway, though the natural darkness made it rather difficult to determine just who it was that was n danger. Nevertheless, a battle ensued and saw the creatures cast down, leaving room for Amara and Impa to reunite with Rocky and Talir at long last.

Not wishing to delay their escape, the four proceeded immediately back to the exit, coming to discover that the brick wall had once again closed up, providing seemingly no opportunity to escape…

Session 27 Summary (20/2)
At Death's Door

Staring into the mostly dark room before them, Rocky and Talir gazed upward at a single lantern that dangled mysteriously just above the inside of the room, not far from the opening in which they now stood. Choosing to avoid interacting with it, the pair instead opted to investigate the room in further detail, noting that there was a clear opening to their right – through which Talir detected the presence of several undead creatures – as well as a metal door directly ahead of them. Rocky saw fit to take the option that led away from the clear dangers of the right passage, and so rolled fiercely into the metal door ahead of them, breaking it entirely off its hinges.

Stepping over the smashed door, the pair now found themselves standing no longer on a stone surface, but rather on damp, natural earth. While moving through this new tunnel, they discovered various carvings on a nearby stone wall, which seemed to depict groups of both the living and the undead that had two very large, demonic-looking hands looming over each group. Not able to find a connection between the carvings and anything else that they’d previously seen, heard or read about, the pair continued down the passage, eventually coming across yet another metal door. Using his magic once more, Talir sensed that a large, undead presence was lurking in the next room. They also noticed through a small opening near the top of the door that the room itself was cloaked in an unnatural darkness. While originally unconvinced that entering the room would be a good idea, the echoing sounds of ReDead approaching from the tunnel behind them served as a motivator for them to proceed inside.

Back on the surface, Amara took time to speak to Impa, informing her that both Albus and Kin had “gone crazy” and “turned on her”, prompting her to escape them. Convinced that Amara had told the truth, Impa began rounding up several able-bodied men to assist with a retrieval mission while Amara slipped away to meet up with her contact, so she could then exchange the scrolls for the gold she was owed. At a location closer to the Death Mountain trail, Amara was met by a small boy, who promptly exchanged a pouch that presumably contained gold pieces for the scrolls. It was only after the boy left that she discovered that the pouch held only 10 gold pieces, and that stones had been used to add more weight to it. Feeling rather annoyed, Amara thought it best to rejoin Impa in her venture back down the well to, at the very least, keep up the appearance that she had been the victim in the previous encounter.

Once Amara and Impa had reached the bottom of the well, they discovered that the brick wall that Amara had moved through earlier had, in fact, sealed itself completely shut. Opting not to use explosives to breach the wall for the time being, Impa suggested that they seek an alternative route through the graveyard; a route that was only rumoured to have ever existed. They soon found that the graveyard was not entirely free of activity, as Dampé the gravekeeper had begun attempting to re-fill the plot that had previous been opened by Rocky and Talir, although the old man was quite unaware of exactly who or what had caused the grave to open up. He did, however, put it down to graverobbers, who had clearly used a rope to descend down into the “unusually-large grave”. Using this rope as a means of following the two party members, Amara and Impa headed down into the darkness, hoping to catch up to them before any danger could befall them.

In the meantime, Albus, Kin and Shadow began their ever-cautious walk through a small tunnel, emerging out into a much larger chamber that seemed as ancient as it did creepy. While the chamber curved in two separate directions around a large, walled-off room in the centre, each path was accompanied by a small trench, in which ever-so-slowly flowed a river of a green, steaming liquid. It took very little investigating on Albus’ part to determine that the liquid was a very strong acidic substance. Steering clear of the liquid, the trio veered to the left, heading along a narrow path that quickly led to a steel door. Taking care to check for traps, they took notice of a wire that appeared to weakly connect the door to the frame, clearly in place to detect and respond to the door opening. After taking some time to consider their options, Kin opted to send a fireball blazing towards the door, triggering whatever contraption was connected to it and culminating in a far larger explosion. With the passage ahead clear, and with the sounds of beating wings from a nearby passage echoing louder and louder with each passing second, the trio headed quickly inside, immediately ascending a stone staircase.

At the top of the stairs, the adventurers found themselves set before a dark crypt, with around a dozen coffins neatly placed in two rows leading up to the end of the narrow room. While both Albus and Kin took notice of a chest resting on the far side of the room, Albus took a particular interest in it, insisting that they make an effort to claim whatever rested inside of it; his logic being that “no one would have trapped that door for no reason”. Though Kin insisted that the wizard take care to avoid any traps, Albus showed little care for anything too far from the staircase. In moving so hastily, Albus appeared to disturb whatever may have been resting in two of the coffins at the time, as two mummified creatures, Gibdos, emerged from them and began advancing towards him.

Though the two magical allies held themselves fairly well for some time, the odds soon tipped against their favour as a second pair of Gibdos emerged from another set of coffins further down the room, one of which held a large greatsword in its undead hands. After incurring a cursed swipe from one of the creatures, Albus succumbed to the difficulty of the situation before him, collapsing into unconsciousness. Regrettably, this left Kin and Shadow to defend themselves, culminating in the death of the Kokiri and his wolf companion. With Albus’ fate left in unknown hands, only time would tell if he would ever awaken and escape from the nightmarish sanctum.

Session 26 Summary (6/2)
The Nightmares are Real

While most of the party members slept rather soundly that night, it wasn’t entirely uneventful for some. Kin tossed and turned throughout the long hours, seeing haunting visions of disturbing, shadowy creatures crawling forth from Kakariko’s well. In a separate room, Costanza prepared her travelling gear, wrote a heartfelt goodbye to her lover and former adventuring companions, and set forth into the night, determined to return to her kind.

Though most of the party seemed confused by Costanza’s sudden departure, Rocky felt little more than enraged at the notion that her greatest ally and partner in life had abandoned her. After listening to Kin’s less-than-vivid descriptions of the nightmares that he experienced during the previous night, the party collectively thought it best to investigate a two possible sources of the evil that seemed to be lurking within the village; namely, the well and the local graveyard. They decided to have Albus, Amara and Kin investigate beneath the well, allowing Rocky and Talir to check out the graveyard.

Once at the bottom of the well, it quicly became apparent to the trio (plus Shadow, of course), that they were now entering a more elaborate dungeon of sorts. Proceeding down a dark, cold, yet smoothed-out tunnel, they came upon a brick wall with a single stone tablet imprinted in the center of it, which read: “Things are not always as they appear.” Interpreting this as a sign of an illusion present before them, the small group proceeded to walk directly through the seemingly-physical brick wall, emerging into a new, small room that led into a much larger chamber up ahead, from which a green glow could be seen.

Before having the chance to advance further, Amara saw her opportunity to follow through on her contractual obligation to take the magical scrolls from the party’s possession. To do so, she threw down a magical brew that blinded both Albus and Shadow, then casted Tasha’s Hideous Laughter on Kin, leaving him in hysterics as she snatched the scrolls from Albus’ grasp and proceeded back through the brick wall, soon returning to the Village’s surface.

Once free of their magical hindrances, Albus and Kin both found themselves unremarkebly enraged, and saw fit to do whatever was necessary to recover the scrolls from Amara, who had undoubtedly been the one who had assailed them with spells and trickery to take the magical items from them. When attempted to head back through the brick wall from whence they’d came in, they discovered that the wall had somehow become solid and, in fact, rather immovable. Finding no alternative plan, they decided that it was in their best interests to push through the dungeon that now lay before them, bearing hope that they may find a different way of escaping the dreaded place and seek out Amara before she had a chance to flee too far.

In the meantime, both Rocky and Talir crept their way through the graveyard, bypassing an old shack and several uninteresting plots and tombstones before coming upon a large, well-kept memorial on the far side of the path from the village. The memorial noted that this particular plot was the resting place of an old solider of the Hylian Guard, Torgaz Cyrol, who was noted for his “immense bravery” in an old civil war. Talir took particular notice of a small plaque on the ground nearby, which bore a striking resemblance to one that sat before the entrance to Zora’s Domain. Taking a chance on it having a similar magical reaction to a particular song, Talir whistled the very tune that would normally be used to open passage to the Domain, which now caused a very severe shake in the earth beneath their feet. This quake ultimately caused much of the dirt in front of the memorial stone to crumble down into a cavern below, which both Rocky and Talir decided it would be worthwhile exploring. Fashioning a hemp rope to the stone, the pair descended down, finding themselves at the beginning of a rather lengthy tunnel.

As they moved through the tunnel, both of them took notice of various red symbols having been drawn on to the walls around them. What was most striking about these symbols wasn’t even the fact that they depicted the Sheikah logo, but that they seemed to have been drawn in fresh blood. Coming at last to the end of the tunnel, they pulled away a skull that had been planted in the center of the stone before them, revealing a large lever. At the same time, Talir determined through his magic that an undead presence lurked behind the wall, and so they both prepared for an imminent battle as Rocky pulled back the lever, watching the wall slowly open up to reveal a new room to explore.

Session 25 Summary (30/1)
Old Faces and New Fears

While surveying the force that stood before the villagers of Kakariko, it became clear to our party that one particular cultist stood out from the mass – which numbered at around 20. This cultist spoke with a cold, piercing voice, informing the villagers that they could either surrender control of the village to the King of the West, or be slaughtered in an instant. As Impa stood out from the crowd before this man, insisting that neither she or her fellow people would bow to the desires of “madmen”, the cutlist sneered before giving instruction for the surrounding mercs and Gerudo soldiers to begin marching forward.

Before any innocent blood could be shed, an arrow flew fast from an unknown bow in the midst of the villagers, quickly prompting a large-scale battle between the activated party members and precariously-positioned invading force. To tip the scales back in their favour, the leading cultist unleashed a Minotuar from within a large steel crate, which quickly found its attention taken by a mysterious elf woman who was darting throughout the crowd, firing arrow after arrow at the invaders. Taking a unique approach, Kin set about charming both the cultist and his Minotaur under control, enabling the remaining party members to slaughter what now remained of the invaders.

In the midst of speaking to the cutlist in an effort to learn more about the pressing situation in Hyrule, as well as Rocky attempting to lure the Minotaur back into its steel prison, the party quickly found themselves under assault by the beast once more, with the charm in place seemingly broken by yet another arrow shot. Finding no alternative, they disposed of the creature, along with its master, and proceeded to determine exactly who had been firing these arrows.

A conversation soon opened up between the party and Impa, they were all also introduced to the elf woman, Amara, who seemed to be quite secretive about her intentions in being in Kakariko, inserting herself into the fray, and from where she had come from. Following this mildly-awkward introduction, the party pressed Impa for any information that she may have had regarding the magical scrolls that they currently possessed, of which she didn’t seem to know a great deal of new information; rather, she advised them that the riddles contained on each parchment may refer to a location each, as opposed to a person or item, and that discovering these locations may very well reveal further secrets.

As the sun began to set, the party began its treck towards Impa’s home, of which they’d been told had become rather crowded so as to accommodate the large number of refugees who had managed to flee Castle Town and reach Kakariko safely. They also found themselves accompanied by Amara, despite no individual outside of Talir showing much (if any) trust in her at this stage. Before veering towards Impa’s home, a few of them took notice of various individuals behaving rather strangely around the town’s well – notably, a crowd of women were sobbing fiercely close by it, and an old man was staring quite intently down the bottom of it. Upon investigating, it became clear that the well had all but dried up, and that the old man appeared to be in a trance that was caused by something beneath the well, despite being blind. Even as Kin attempted to splash water across the old man’s face in an effort to break the spell’s effect, it appeared to have no lasting effect. Sensing that little else could be done for the moment, the party made their way to Impa’s home, agreeing that the well should be investigated further the next morning.

During their stay, the party also discovered through Impa’s knowledge that there were certain unnerving superstitions that hung over the town’s well (and, by extension, the village itself) like a bad omen. The tale of a young girl who went missing beneath the well, only to reappear occasionally and haunt the villagers, particularly sent chills down several spines. Hoping to put their unease aside, the group departed for their respective bedrooms, and took rest for the evening.

Session 24 Summary (23/1)
On the Brink

Stepping into the tent with the red-robed cultist, a black parchment was brought out of a storage crate and placed on to the table before the party. Before investigating it further, several of the companions inquired about the strange knife that looked to have been stabbed into the top of the table, which the cultist explained to be a ceremonial weapon that would be used in extracting the souls of those that it pierced. Leaving the dagger be for the moment, the party members turned their gaze towards the parchment, which the cultist revealed to be a map that showed all of Hyrule, although it was painfully clear to several of them that the man was attempting to hide certain information from them. What they were able to notice at the time was that several glowing markers on the map appeared to indicate the location of large settlements within Hyrule, including Cast Town, Goron City, Zora’s Domain, and more.

As the map was magically cleared, the party demanded to know what incantation would be necessary to read it once more. Seeing through a blatant attempt to lie to them, Rocky insisted that the cultist be more upfront with them. While, ultimately, they did receive the correct incantation, the cultist still attempted to flee, resulting in his untimely death at the hands of our heroes.

With a new map in hand and a clear path ahead, the party continued their journey towards Kakariko Village, this time with Kin and Shadow back at their sides. Upon reaching Kakariko, they were met with yet another tense scenario; namely, a legion of Gerudo soldiers and mercenaries, along with a large, steel crate, all of whom stood before a larger-than-normal crowd of villagers.

Session 23 Summary (16/1)
Riddle Me This, Riddle Me That

Given the party’s reunion with Kin, they now found themselves in possession of all six magical scrolls – five of which they were able to translate with Albus’ help; sadly, one scroll appeared to have been written in some form of code. After a lengthy discussion, during which theories regarding the scrolls’ meaning were exchanged, the group decided that Kin’s desertion would be dismissed for the time being, and that they would have to work together once more to escape the confines of the cell if they had any hope of reaching Kakariko Village.

A plan was quickly forged that would see Kin use a Flaming Sphere spell as a distraction of sorts – as well as a means of incinerating over half of the camp’s tents – while Rocky used her brute strength to smash through the cell, which seemed to be made of an old, corroding metal. The plan went off without a hitch, mostly, save for a scrape or two at the hands of their captors, all of whom were cut down or burned alive by Kin’s giant fireball (not to be mistaken for a Fireball spell – this thing was more alike to a small, floating sun). with the exception of a single Cultist, who was tortured into agreeing to tell the party everything he knew about Hyrule’s situation, and the roles that the Followers of the Flame, the Gerudo, and even Ganon himself were playing in the process. Furthermore, he agreed to show them a map of cultist locations, taking them into a large, red tent, in which stood a single table, upon which a dagger had been planted and surrounded by candles.

Session 22 Summary (9/1)
A Dying City

Forced into action, our party began fending off several waves of flaming corpses that ultimately proved to be far weaker than they appeared. At this stage, the group decided rather quickly that they should head back into Castle Town, then begin the journey back towards Kakariko Village in the hope of finding Impa, and hopefully a few answers as to exactly what has occurred.

Once back on the streets, the group ran into a entirely new monstrosity – a zombie-like creature known as a ReDead. Though finding it utterly terrifying, and a little too intimate for their liking, the lone creature wasn’t enough to trouble them for long. After encountering a larger group of ReDeads, the companions decided to take refuge outside of the Temple of Time, ever-cautious of what evil may have overtaken the (potentially) once-pure structure. During this short rest, Albus began to translate the three scrolls that were in his possession, prompting much discussion amongst the group as to what the riddles that each was inscribed with may refer to. Before coming to a conclusion on the matter, they began to hear a familiar voice chanting inside of the temple, prompting them to enter and investigate.

Inside the Temple of Time, the party found that Durian was still alive, and appeared to be in control of the sacred place for the time being. During a conversation with the cleric, they discovered that Ganon had, indeed, taken hold over the Kingdom of Hyrule, with the fate of the King or any other local being left completely unknown for the time being. In deciding on a course of action, Durian recounted the tale of “the Blade of Evil’s Bane”, which was said to rest beyond the sealed doors inside the Temple in which they now stood, but that reaching the blade would require three spiritual stones, which were said to be in the possession of the elders of the Kokiri, Goron and Zora tribes. Though Talir took an interest in the blade and spiritual stones, it was decided that it would be best to stick to the current plan in locating Impa back in Kakariko Village. Taking a few more healing potions and rations, the party set forth from the Temple, getting past more ReDeads and fleeing from the sounds of various enemies that were some distance behind them.

Once back out in Hyrule Field, the party immediately moved towards Kakariko. On the journey, they came upon a large, newly-established camp that seemed to be littered with Gerudo soldiers and mercenaries. Unable to sneak past the camp, the group was quickly captured and confined to a large cell in between the circle of large tents, and were stripped of their weapons and equipment in the process. While inside the cage, Rocky took notice of Shadow sitting near the cage wall, directly in front of an unusual mound of Earth. It was quickly discovered that the mound was, in fact, Kin, who seemed to have also been captured while attempting to head back to the Kokiri Village.

Session 21 Summary (19/12)

As our party ascended towards Hyrule Castle, it became painfully clear the several fires had been started within the towers above. Within a short distance, they came upon a gate that barred them from proceeding further, but took notice of a weeping solider on the opposite side. Through conversation, they learned that two Gerudo ambassadors had arrived “earlier than expected” to speak with the King, which then somehow led to an entire invading force of Gerudo, cultist and mercenary forces appearing within the compound and overthrowing the entire royal guard. Assuring the guard that the situation would be dealt with, the party was permitted to proceed forward, with the gate being locked behind them and the guard remaining behind to “fulfill his final duty”.

The party now stood before the royal gardens, which had long been planted before the main gates that stood before the castle walls. On the far side of the garden, a large bonfire had been constructed, with several robed figures standing before it, two of whom were uttering incantations. It was also perceived that there were bodies in the fire, though it was unclear exactly what race the bodies belonged to. While determining a course of action, Namoori appeared before the party once more, recounting that she had picked the lock on her cell and escaped during the invasion, and was now determined to enter Hyrule Castle so as to recover an important amulet, the significance of which was not made clear. Somewhat begrudgingly, the party agreed to have Namoori accompany them inside, as it seemed clear that the Gerudo knew a more secret way inside, compared to simply walking in through the front door.

First, it was decided that they should each proceed one at a time past the nearby cultists as quietly as possible, which almost went perfectly to plan until Talir, the last one to move, was spotted by one of the cloaked men. While Talir attempted to persuade the man to simply take him inside to be “cleansed”, Kin cast a thorn trap between the feet of Talir and the cultist that the Zora was conversing with, which ultimately injured the cultist and triggered a moderate fight in the gardens. Once the cultists were dispatched entirely, the party continued around the right-hand side of the castle, eventually coming to a side-entrance that seemed to be used for consumable deliveries. Once inside, they began moving quietly through the stockroom and kitchen, heading upstairs and into an unusually-dark corridor.

After investigating a few small guest/maid rooms, discovering few things of interest (save for the sounds of someone quickly retreating into a wardrobe, which no one decided to investigate further), a strong magical presence was detected in a room further ahead. Before reaching it, a large suit of armour was noticeably blocking the entry to another corridor, which Namoori noted was grossly “out of place”. Using Shadow as a distraction, the suit of armour was led away once it had been activated, allowing the group to move further in. At this stage, the throne room was merely a few feet away, and it was perceived that the “strong magical presence” was within it, prompting Namoori to urge everyone to move by as quietly as possible, which was achieved. Coming upon a descending flight of stairs and the entrance to the War Room, the party decided to forgo further exploration and immediately proceeded down into the Dining Hall.

Once downstairs, the hall was entirely littered with the now-asleep invaders, none of whom appeared to wake as the party moved quietly once more through the room and into the castle’s entry chamber. It was here that they finally found the entrance to the library – a source of valuable books, magical scrolls and (potentially) the amulet that Namoori had been seeking. While Talir investigated the children’s book section, Namoori poured through several desk drawers, and all other party members take some time to look through various sections of the library, Kin immediately located the magical scrolls that he had long been seeking since first hearing of them the last time he was in Castle Town some days ago. Finding that the scrolls were contained in a magically-sealed glass case, he opted to use a torch so as to smash the glass open, resulting in the sounds of several astonished and angry voices – as well as the stomping of feet and banging of weaponry – from back in the Dining Hall. Sensing the oncoming danger, Albus cast a Cloud of Daggers spell in front of the library door – the only entry or exit to the room. In the meantime, Kin gathered up three of the scrolls, temporarily allowing Albus to take the other three, while the rest of the party searched thoroughly for another exit. Thankfully, such an exit was discovered by Talir back in the children’s section, allowing for a quick escape. In the process, Talir was unable to convince Namoori to flee with them, leaving her to continue rummaging through various storage spaces for the amulet as the horde of enemies began to enter the library.

Making their escape, and with the secret exit sealing itself behind them, the group took notice of the fact that both Kin and Shadow were no longer present among them. Furthermore, they had exited in such a hurry from Hyrule Castle that they had only just discovered a new threat – a mass of flaming corpses, who were pacing towards them with a look of insatiable hunger burning in their eyes.

Session 20 Summary (12/12)
Dawn of a Darker Day

Recuperating from the tough battle, our party gathered around Luth’s body for a short time so as to mourn his loss, gather his belongings, then decide on an appropriate course of action in disposing of the body. After agreeing that the body should be left in the care of the Zora people, a guard approached the group so as to discuss the situation at hand. It was then that they learned that King Zora had indeed survived the attempt on his life, and was currently in the care of both the tribe’s Royal Cleric and her human assistant. Gauging the party’s curiosity in the matter, the guard led them back inside Zora’s Domain, bringing with them Luth’s body.

Re-entering the throne room, they looked down upon a large gathering of Zora that had surrounded the King, who was indeed being attended to by an elderly female Zora and a man adorned in blue robes. Soon enough, the party was introduced to the Royal Cleric of Zora’s Domain, Neru, and her assistant, a human wizard who, despite being quite youthful, bore a long, grey beard – he called himself Albus Severus Potter. After being reassured that King Zora would survive, and that Luth’s body would be cared for, the party’s attention was taken from Neru by the King’s own Keeper of Affairs, Zotos, who then summoned them (along with Albus) into a more private room further down in the depths of the Domain.

Once alone and seated, Zotos explained to the party that he had no knowledge of how King Zora came into possession of the note that ultimately led him outside and into danger, but that he is also unsure of whether the note speaks truly of Princess Ruto’s “kidnapping”. Describing Ruto as “adventurous”, Zotos noted that it wasn’t unlike the Princess to wander for a time outside the Domain, but that she had not been sighted in any of her usual wandering grounds, including Lake Hylia. Ultimately, Zotos pleaded with the party for them to search for Ruto during their travels, and for Albus to accompany them along the way, to which both Albus and the others agreed. With little hesitation, the now larger party set forth from Zora’s Domain, determined to return to Castle Town before the day was done.

Several hours of the day passed by the time the party was truly set on Hyrule Field, with several of them noting a rather dark overcast to the North, roughly where Castle Town and Hyrule Castle would be situated. Before getting much closer to town, they came upon a mysterious carriage being led by two horses and no rider, with all doors closed and curtains shut. Deciding quickly that the carriage should be stopped and investigated, Rocky placed herself in the direct path of the horses while Kin used his magical druidic influence to bring the horses to a stop, then faded away beneath the front of the carriage. While Kin threw stones at the carriage so as to gauge a reaction, both Albus and Rocky moved towards the door, noting that, at times, it would be opened by a small hand that was barely visible given that it was surrounded by an unnatural darkness. Deciding to interact with the person inside, Rocky soon found that it was Princess Zelda herself who was seated within the carriage. Over the next several minutes, the party discovered that the Castle had been invaded by “enemies of the King”, thus placing her in direct danger. As a result, her caretaker, Impa, had made the decision to have her sent from the Castle as quickly as possible, which then resulted in her being placed within the enchanted carriage and directed to a relatively unknown location. Assuming that she would probably either be heading towards Zora’s Domain or the Kokiri Forest, the party chose to leave her be on her journey from the dangers that had now seemingly overtaken Hyrule Castle, but not before giving her a few short weapons for protection. Bidding the party farewell, Princess Zelda continued southward while the party moved closer and closer to Castle Town.

Before properly reaching the town, the group noticed that a thick layer of smoke was rising from somewhere on the far side of town, either close to or directly from Hyrule Castle itself. Upon arriving at the drawbridge, they noticed that it had been left shattered in the moat before the town’s walls, barely enabling them to cross. The town itself was dark, battered, and in ruin. With little to no sign of the townspeople still lingering about, they moved into the marketplace, gazing in horror at the carnage that had been left in the wake of whatever force had recently invaded. A short journey beyond the marketplace brought the party before the path that lead up to Hyrule Castle, before which stood two Followers of the Flame. One of the Followers greeted the adventurers sarcastically, welcoming them to the “new age” that had been ushered in by their “master”, who had arrived and taken up residence in the castle. He also noted that the non-humans among them could be “cleansed” and “reborn” by his master’s power, which prompted a brief conversation with Rocky. Before giving the cultists a chance to do any harm to them, both Albus and Kin shared a brief moment of telepathic communication before sending the cultists flying with simultaneous Thunderwave spells, killing them instantly. With the path now open before them, the party began the journey away from town up towards Hyrule Castle.

Session 19 Summary (5/12)
A Poison Most Foul

Emerging from Talir’s home, the party moved through Zora’s Domain once more. On their way to King Zora’s chamber, they noticed a much larger gathering of Zora in the cavern than on the previous day, all of whom were fully aware of the party’s presence and quietly murmured in discussion amongst themselves as the group moved on. Once inside the chamber, they immediately noticed that the King was nowhere to be seen, but they were quickly informed by his personal assistant that King Zora had been distressed prior to the party’s arrival and had moved at once through the tunnel behind his “throne”. Without hesitation (and with Rocky still without her gear), the party moved through that very same tunnel, which was lightly flooded with water, and emerged out into a new area.

Once outside, they stood before yet another lake. Standing in front of this lake on a platform was King Zora, whose attention appeared to be staring out into the water. While Costanza, Kin, Shadow and Talir approached the King, the others remained further back. Talir opened the conversation with King Zora, noticing that he looked as though he had been weeping. It was quickly revealed that the King had received a note during the night that noted his daughter, Ruto’s kidnapping, and a request for him to meet the kidnappers in the exact spot on which he now stood if he had any hope of getting her back. At this stage, Luth rejoined the party as they spent a brief few moments discussing whether they truly wanted to assist with finding Ruto or not.

Costanza couldn’t help but shake the feeling that they were being watched, prompting her to inform the rest of the party of this feeling. They each immediately began scouting the area through, sight, sound and even smell, finding little sign of any sort of natural presence. While the note itself possessed no magical properties, there were magical presences detected somewhere nearby, getting ever closer to the King. Sensing the danger at hand, both King Zora and several party members decided that it would be best to move back inside Zora’s Domain, but they were unable to act before a red-cloaked individual leaped from within the lake and threw two daggers directly into the King’s back.

Before they could act, the assassin moved towards the King and sunk further blows into him through the use of two scimitars, both of which carried a poisonous touch. As Luth moved to fire arrows at the assassin from a distance he called for Talir to take the King to safety. Instead, Talir administered a healing potion to the King and attempted to take the assassin’s attention. As this occurred, another assassin emerged from the water while wielding a light crossbow, taking aim at King Zora and dealing further damage to him.

Rocky rolled quickly up the platform and flung the King over her back, moving as quickly as possible with him back towards the tunnel into Zora’s Domain. As she did this, the crossbow assassin pursued them, attempting to get a better aim at the King for a killing blow. In the process, this assassin, got a clear shot at Luth and struck him with a poisoned bolt, which placed him into immediate unconscious and, eventually, death.

Costanza, Kin, Talir and Shadow all directly engaged the melee assassin in an attempt to prevent them from chasing after Rocky and King Zora. Though Kin fell unconscious in the process, the lot of them were eventually able to bring down the assassin. Meanwhile, Rocky was barely able to escape the bolts of the crossbow assassin, taking the King inside the tunnel and informing the guards (who up until now had barely heard Talir shouting for help), that the King needed protection and that her companions were in need of assistance, gaining her gear and weapons back in the process. Afterwards, she re-emerged from the tunnel and engaged the final assassin. With Talir’s assistance, the assassin was brought down.


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