
You can see that about 500 feet away a series of three large, spiked chains attached on each side and cross the water. Need to find a way to keep the boat safe.
After some interesting actions, Heimdall in Giant ape form almost sunk the boat, but with some smart thinking, Le Nordais (Martin C.) created a wall of force over the spiked chain that slowed the boat to a halt. Even though most of you fell in the water when the boat started sinking.
Stopped for the night, long rest.

25 H’rarmont (07:00)
Easy waters
After about 3 hours, the crash of rapids fades behind you, their fury replaced by a deep and calming hush. Your boat drifts forward, the current now slow and steady, as if the river itself exhales in relief. A Full day of travel.
25 H’rarmont (19:00)
Open Sky
As the boat glides forward on the silent, crystal-blue underground river, the dark stone walls slowly give way to something wondrous. The tunnel broadens into a vast, cathedral-like chamber sculpted by the patient hands of time and water.
High overhead, the stone ceiling parts just enough to
reveal a narrow crack in the world above.
From this gap, a shaft of silvery moonlight pierces
the darkness like a quiet blessing,
illuminating a portion of the cavern in a soft,
ethereal glow.
The air is cool and damp, laced with the earthy
scent of moss and stone.

25 H’rarmont (21h00)
Cave Refuge
A few hours....
Ahead, a towering cavern entrance on your left. The glow within is not from torch or flame, but a soft, unnatural light—ethereal, as if the very air were alive. The rock surrounding the entrance is slick with moisture, shaped over centuries by water’s persistent touch.
To your left, the river continues, the path forward seems to be clear. As the boat glides closer, you feel the subtle shift in pressure, the way the air grows still.
You decide to step ashore, boots meeting solid stone as the river fades behind you. The cavern you enter is still—quiet as a tomb, yet warm and dry compared to the mist-laced tunnel you just left.
Golden light filters from a narrow crack high above, a natural skylight piercing the dark. The beam illuminates towering stone columns where stalactites and stalagmites have fused together over centuries.
The ground is dry and soft. You see no tracks, no signs of recent movement—just the natural majesty of time’s slow sculpting.
There’s a calm hush here. Not from danger… but reverence. As if the cavern itself remembers a time when voices echoed here. A place once used—perhaps as a refuge, a sanctuary, or something sacred long forgotten.
Something about it feels... safe.


Middle of the night - Orb Vision - La Nordais
Le Nordais feels the orb pulse and grow cold. The orb appears in your hands. You fall into a trance-like state, and a vision seizes your mind, all goes black, no sound, no vision, no sensations...
Dark clouds gather above a large white stone tower. Wind howls. Lightning flashes—but it is not from the storm. Wings—dozens—beat through the clouds. Blue-scaled dragons, their riders, descend like a tempest.
You see the gates of the Tower buckle, men screaming as breath weapons crash through the ramparts. Khights and squires burn and fall.
Then: a sudden shift—your vision pulled eastward. You see the walls of Palanthas breached. The silver spires blackened. Civilians crying out in terror. A great blue dragon lands atop the Temple of Paladine. A single banner is raised—black and blue—and flutters over the holy city.
Then suddenly, all is blurred, the wind dies down, you see the flames reverse, the skies brighten.
The vision repeats, but now changes: the orb now glows in your hands, and as you raise it, radiant silver energy explodes outward. Dragons scatter. The tower holds.
You see in your mind that a silver dragon, ancient and sorrowful, locks eyes with you and whispers: “Let the Tower fall, and the world will follow.”
The scene shifts—you are now high and swift, like a hawk soaring across the open plains. You pass over hills, woods, and winding roads until a walled settlement appears beneath you. Its towers and rooftops are many—but your eyes are drawn unerringly to a blue dome that rises at its center. It shimmers faintly, reflecting a light not from the sky, but from the Orb itself.
All sound fades.
A voice resonates: “The path is not yet set. The forge still burns. In the shadows, the choice will be made.”
Then silence. The image dissolves. The Orb dims in your hands, you awaken from the trance, as if you had completed a long rest.
After some discussion with the group, you know from a feeling that the visions were not a prophecy, but a potential future—one that may or may not happen depending on their choices.

26 H’rarmont (06h30)
Next moring,
On watch, hear A soft, crackling hiss from the side wall of the cavern. it gets louder, and then suddenly, through small openings hundreds of scarabs start to exit and head for you.
awakened by a swarm of Scacrabs...
The ones a sleep are "Suprised". Once the Scacrabs have been iliiminated, you continue on for another day of travel calm waters.
River's END
Near the end of the day (16h00)
As the boat starts to guide a halt, the underground river widens one last time before merging with a still, shallow pool. The air here is damp and silent, filled only with the soft lapping of water against stone.
Before you rises a half-ruined colonnade carved directly into the cavern wall. Ancient marble columns stand like sentinels around a smooth stone landing.
Above, shafts of sunlight pierce through narrow cracks in the stone ceiling. Dust and mist swirl in its glow.
A wide stairway curves upward into shadow, flanked by elegant archways now cracked with time. The craftsmanship is undeniably dwarven.
Your boat bumps gently against the landing.

You exit the underground river, noticing that the exit is protected by an illusion. No one can see the entrance from the outside.
Before you lies a rugged landscape of dry foothills and patches of stubborn grass. You’ve got perhaps five miles to cross to get to the nearest village (Ryn), but even from this distance, your eyes are drawn to a shimmer on the horizon.
There, rising faintly above the rest, a distinct blue reflection catches the light that shies through the storm clouds.
A dome—too perfect to be natural, its azure hue stark against the dull greys and greens of the land. Though the city remains hidden by the terrain, that lone dome signals its presence like a beacon
About 2 hours of travel to reach Ryn...

When arriving, the city wall are open, but seem to be patrolled by guards. No one seems distressed, all are calm.
When inside the walls, you see a few Knights of Solamnia passing out flyers. One of them approaches you and hands you a flyer... "Help in our fight against the Dragon armies", and he walks away...
The Flyers reads: “To any allies of Solamnia—The Blue Dragonarmy prepares a full assault on the High Clerist's Tower. We cannot hold without reinforcements. If the tower falls, Palanthas will follow. May Paladine guide your path.” Signed : Sir Braedon Halstaff, Commander, High Clerist Tower Defense Garrison
On you way to the blue domed building, you pass a busy Inn, THE HISSING GOOSE
Its now about 18h30.

The Hissing Goose
You decide to stop at the Inn for a meal and rest.
The Hissing Goose is alive with the soft rhythms of a city winding down. Rain taps gently on the windows.
Firelight dances on old timber walls. The warm aromas of stew, damp wool, and pipe smoke mingle around you as enter.
The Hissing Goose
You decide to stop at the Inn for a meal and rest.
The Hissing Goose is alive with the soft rhythms of a city winding down. Rain taps gently on the windows.
Firelight dances on old timber walls. The warm aromas of stew, damp wool, and pipe smoke mingle around you as enter.
The barmaid (Angelica). Oh you are a large group, I have a table at the back.
The round of drinks arrives and she asks what brings you to Ryn, don't tell me, you are going to join the Knights, right....

Unexpected visiter
After about 15 or 20 mins, a subtle shift in presence. An extra chair occupied that wasn’t before. A new person in the air—calm, composed, but impossible to ignore once noticed. You did not see her approach or sit.
A moment passes and then, without warning, she lifts her hood to reveal her face.
Her golden hair tumbles free, catching the firelight. An elven face, striking and noble, is revealed beneath the folds of the green cloak. Her gaze is calm, but intense, eyes like polished glass studying each of you with quiet recognition.
Most of you immediately, recognize Laurana Kanan, Dorren’s sister. Less Heimdall.
But the woman now sitting before you has changed much since the last time you met in Qualinost. Her face is sharper—not with age, but with experience. The softness of the elven court is gone, worn away by hardship and struggle. Her armor is practical and travel-worn, her hair loose and tangled from wind and rain. No tiara. No ribbons. Just a sword at her side—and the weight of what she’s seen in her eyes.

Laurana : Hello brother, so glad to see you alive.. Our brother Gilthanas has returned to our people in Southern Ergoth.
Hello Tyvar, very nice to see you again, but why are you here??
****DISCUSSIONS****
Laurana tells you that since you left for Pax Tharkas, Father fell sick after arriving in Southern Ergoth, she stepped in as leader (her two brothers went of galivanting across Ansalon and left us alone). She is not pleased about this.
With the help and guidance of a friend, she learned to move silently, track enemies, and strike with precision—skills far beyond what she had in Qualinost.
When traveling to Ryn, they met and fought draconian scouts near StoneEdge, south of Ryn. After your drinks, we need to leave and join my friends outside the walls of the city.
We can't speak here.
