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Session 1: Into the Unknown.

After a misunderstanding and being attacked by a small band of Sprites, they are given direction- into
the swamp and a gathering of big people (medium sized) that are up to no good, cultists! Upon finding
the cultists lair they realize there are far more than just some cultists as a pack of bandits are meeting
with them.

After traveling the region and coming up empty, the party found their first break in the form of an
ambush! A trio of Spites mistook them for cultists coming to burn down their forest but was quickly
pacified when assured this was mistaken identity. Apologetically, the small band of winged warriors
tried to coerce the party into taking the fight to the cultists with the promise of sharing their “magic
healing berries” with the group. Agreeing, the heroes received 10 berries that would heal a single hit
point of damage with the added effect of having the properties of an antitoxin as well as direction
towards the cultists camp, a dilapidated house of pre-cairn times.

Finding the camp was little effort, and upon scouting it out was inhabited with only corpses bearing
grievous injuries of unknown origin. By the placement of the bodies, it appeared as if they were all
fleeing something. A closer inspection of the wounds revealed concerning information. Some suffer
wounds that appear as if something grabbed a handful of skin and pulled it to an entirely other area of
the corpse. Some lay in crumbled heaps with multiple shattered bones- dozens or more. Some have died
from wounds that appear made by weapons. One still clung to life, even if only by moments, was able to
sputter out a few words before the source of his malady made itself aware.

“just…wanted…ungh, …rotting, …be …ware …piss…” was all he was able to make out before wincing
terribly and expiring before the party.

One of them notice the body is plagued by unidentifiable worms attempting to escape the corpses upon
death. As the party discovers the worms, the corpse explodes showing those nearby with gore as worms
writhe about! The mass of worms and gore attacks the living, though is dispatched before it can cause
much harm. Searching the camp, they discover a trove of items both useful and valuables, and perhaps
most interesting, was a note hidden away.

[insert note pic]

Deciding the best course of action was to delve into the swamp, the party carefully navigates the
dangerous environment avoiding bogs of unknown depths, giant snakes lying in wait, and a swarm of
mosquito the size of dinner plates. Eventually, from the vantage point of the Spite, they discovered a
monument of stone pillars encircling a greater, central pillar- three of the outliers had statues of
maidens with the center bearing an enormous, robed figure. As they watched they were able to make
out about a dozen forms moving about. Some were clearly adorned with the garb of cultists while others
were perhaps simple brigands.

After a hard-fought battle, the heroes were able to triumph, albeit almost losing their construct
companion in the process of the assault. Searching through the belongings of the cultists and their
bandit allies, they found a menagerie of useful items- none so much as a potion which promised to cure
the ailment that had plagued many of the missing people- a curse of stone that turned them into
statues! Upon further examination the smaller three statues are all human women by an artist of such
skill that they all look as if they could come to life at any moment. After much discussion they decided
they might try the potion upon one of the statues.

The northern-most is exceptionally beautiful with straight hair and sharp eyes. A mace lays at her feet,
and she is adorned in half-plate armor. She wears a medallion of a worn road winding to a sunlit
horizon. 

The North Eastern one depicts a woman-warrior has short hair and large eyes, and small ears. She
wields sword and shield, and wears plate armor. Her shield is adorned with a long-legged fishing bird
grasping an orb in one of its feet against a rising sun background. 

The South Eastern one is that of a has tangled hair, large eyes, and exaggerated incisors. She wears
leather armor and wields a battle-axe two handed. The head of her axe has a swirling vortex carved over
the entirety of its blade.

Ultimately, the party decided upon the exotic beauty wearing a medallion of a worn road winding to a
sunlit horizon. Over the course of ten minutes the think fluid ate away at the stone and softened it to
the likeness of flesh. The dark-skinned woman introduced herself as Shaahira al-Nasrallah of Issaevh and
revealed she hailed from a land called Al-Qafaar- neither of which carried any meaning to the heroes.
Sensing their discomfort, she attempted to put their minds at ease and spoke to the graces of her
goddess; adventure, exploration, horizons, luck, revelry, and travelers to name a few not realizing that
the concept of gods was unknown in this age.  

Harthedir recalls the following. In a time, long past before the age of cairns, this region was significantly
different. It wasn’t known for either swamps or great forest- but a badlands. The area you now stand, an
expansive swampland, was home to a Dwarven hold of some importance (to them) though you don’t
recall why. Being it was Dwarven you assume it likely had to do with pillaging the ground for ore,
hording wealth, or crafting of some kind.

Brother Fritzauld has observed the following. Typically, your sixth sense reveals a fog laden mirror of the
physical world. Now and again, you note differences such as swells of mystical power, particularly strong
emotions, or even if someone’s being contains that spark that pushes them to be something greater. But
here there is a blight upon all that you witness. The trees appear decaying, the animals ill, and the water
putrid. Thus far, the massive robbed statue is the greatest source of this malady.

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