Arguile and Shanks begin to tail the suspicious person and eventually close in on them. They find out that this person is a Palenguard named the Tinkerer and is in league with the Journeyman. They are tracking an alternate of one of their party members who they suspect is Salix. As information is exchanged the two are suddenly bombarded with the sounds of something very familiar. For Arguile it’s piloted machines and for Shanks it’s war, but they both immediately recognize the screaming and fear of the people throughout Nymora. In the distance, they look in shock and horror as they see the arrival of the war. Shanks splits off briefly to find a temple to Solonar and Arguile heads back to Zechs’ parents. They are telling guards to evacuate everyone and to refrain from fighting these things. Rescuing the people is and should be the priority. They reconnect and with a few things that Zechs’ parents could grab arrive at a Mr Biggs establishment to transport them onto the ship and with the rest of the party. There is a sense that the two party members are acting in haste and the Heartwood in conjunction with the Arbitor, Amina, will protect them. They decide to not risk it anyway and are transported to the lower level of the ship. Zechs, Galahad, Arguile, and Shanks (disguised as Glad) meet to discuss what has happened, what they learned, and the possible plans for now. Zechs is clearly upset as he told the group about Malar only a few hours prior and doesn’t want to put his parents in any more danger especially considering there is an alternate amongst them that they can’t trust. The parents are under the watchful eyes of Duo and the safety of an alarm spell in the meantime. The next day Galahad meets with the Tinkerer’s associate the Tailor and they exchange notes on their current situation. Afterward, the group has a meeting (without Salix, who is currently under Zechs’ hunter’s mark spell), and discusses possible actions. Just as they start to wrap this conversation, Zechs feels his spell drop and the group quickly goes over every inch of the ship realizing that they’re gone. With a disturbing note left and the feeling that they have been played again, they continue their travel to the Heartwood and meet Amina.




There, the party is informed that only 2 may enter and speak with Amina, so Zechs and Shanks go. In their discussion, Amina tells Zechs many things about himself, his past, and his situation. She informs them that Nymora is safe for his parents to go back to and that Kyver is safe as well. In exchange for her help and a piece of the root of the Heartwood to complete upgrades to Galahad’s armor, she asks if they can do two things. One, stop the cult known as the Web of Fate in Invenas, and the second find out what is happening in the Glasmeda Isles to Quon’s land and people. They agree and are sent off on their way that evening. Zechs is left with one last warning before his departure. Don’t trust the Church of Elrin. Later that evening they arrive to be transported with Quon, and by way of transport via plants spell come in Invenas. There’s so much happening and we pick up with arc 13, “Welcome to Invenas”. How will the rest of this story unfold? Find out next time on the Medusa’s Cascade: Collateral Damage!