Nymora to Nakoroa – Recap episodes 166-171

Zechs regains consciousness following his intense battles with Malar and Enich, slipping into a vivid dream that revisits the night of his childhood sacrifice. This time, the memory is clearer: he remembers around two dozen other young tabaxi present and a once-unidentifiable cloaked figure now unmistakably revealed to be The Constable. With yellow eyes, pale skin, silver-gray hair, and dragon-like scales on his face, The Constable addresses Zechs as “Quill,” claiming his actions stem not from malice but destiny. He tells Quill he holds the power to be either salvation or punishment and reassures him that he’s done nothing wrong. When a younger Quill asks why he’s punishing people, The Constable cryptically explains that they were judged and found wanting. The dream ends as the figure activates a pocket watch, light flooding the scene, just as Zechs jolts awake.

Waking in his childhood room, Zechs takes a moment to ground himself, checking for any lingering traces of Malar and mentally updating Duo. He’s physically weakened but relieved. After a moment of quiet reflection and guilt over releasing an aspect of Malar, he joins the others and catches up on what transpired during his unconscious state. The group updates him on events, including running into Little G’s and naming Turk “The Turk,” and confirms he’s only been out for a day. Zechs is surprised to find Iqra still present, and his mother welcomes him back with a powerful embrace. Iqra shares her gathered intel before departing, prompting the party to shift focus toward their next steps.

Zechs requests that Greyleaf help him recall what little he can about the other missing children and inform the proper parties as the group decides their next destination: Iwi, as Galahad needs time to prepare to confront his father, the titan, and Antonius in Granzia. They plan to relieve Three Edge, the tabaxi previously visited by “Mr. Scotch” and “Mr. Bonnet”, but first need to speak with Mr. Brave. After learning quite a deal from Mr. Brave about Three Edge, the party leaves coins with a barkeep to keep his cup full and heads to Nymora’s gated Farwell Grove. With some gold and light persuasion, the guards inform them where to find their new, unexpected benefactor and promise to look the other way. After sharing a laugh about a brothel incident, the group sets off, eyes on the prize, building their strategy for what promises to be a significant score.

The party reconvenes outside Mr. Edge’s home, diving into an unusually intense level of planning. Split into two groups, Team Stealth (Shanks, Arguile, Salix) and Team Dragon (Galahad, Zechs, The Turk, Glad), they prepare for a high-stakes infiltration, with Greyleaf and familiars keeping watch above. Initial observations suggest someone may have beaten them to the punch, prompting a cautious regroup. Arguile and Shanks are sent in for closer reconnaissance. After deciding to implement a version of the “Silent Knight” plan, having Galahad lead while invisible, they prepare to strike. A well-timed Prestidigitation from The Turk sets the stage for the ambush.

The first werecreature is dispatched in a brutal display, with Arguile delivering the killing blow to the second. As chaos erupts, Glad casts Bless, Zechs unleashes a barrage of arrows, and the team fights against a growing number of lycanthropic enemies. Shanks and Galahad even fight side by side before Shanks pins a foe, allowing Arguile to finish it off. More enemies pour in from above, forcing the team to abandon stealth entirely. Galahad uses his Conquering Presence to frighten most attackers, while Glad’s Magic Missile and Zechs’ Jack of All Trades provide ranged support. Outside, Duo informs Zechs that a curious crowd of Tabaxi is forming, adding to the public attention an already chaotic scene.

Despite several close calls, everyone bitten resists the curse, until Arguile fails his save and flees the house in a panic, already succumbing to lycanthropy. Zechs orders Duo to follow him, while the rest of the team clears the upper floors. Shanks and Greyleaf follow the fleeing Tiefling  in an effort to aid him, Glad and Zechs take down the remaining enemies with coordinated attacks, and Salix confirms the area is secure. A Detect Magic spell reveals their target is above, and after some searching, they find Mr. Edge holding a Necklace of Fireballs. The item explodes, taking out Edge but sparing the party. As the dust settles, the group finds their reward, contemplates their exit, and wonders what will become of their now-cursed ally, Arguile.

With the crowd and city guard now gathered, the group, mostly Zechs and Galahad, tried to reassure the guards that they were doing a service and put a large chunk of the cult to rest permanently. Back to the chase, Shanks and Greyleaf eventually catch up to a partially transformed Arguile and manage to calm him down, essentially exhausting him into a state that is less harmful to himself and those around him. Though it wasn’t easy and got hairy, they are relieved and make plans for what to do with their half-transformed companion. With brief communication from the group and provisions provided via Duo, the three rogues make camp for the night.

In the morning, Arguile comes to and, with the help of the other rogues, pieces together his eventful evening. Before Shanks can remove the manacles from him, Arguile proceeds to hand them to him and mentions that they’ll have to get him new shoes to replace the ones his bestial form destroyed the previous night. The group reconnects, and after Glad removes the curse from Arguile, they begin to make preparations for their journey. They have informed the crew of the Swift Hummingbird of their departure as well as Zechs & Greyleaf’s families. The only thing left is to meet up with Rig, who will be their ride for this trip across the planes.

Upon arriving in Iwi, they reunite with their former allies and friends, Cereius, Attros, and a figure named Doctor Honeydew. The reunion is bittersweet as it doesn’t leave much time for the group to reconnect, and they notice the varying changes to the group… Cereius’ Puppet Master ring has taken a new form, Attros’ Mercurial Rod is now his shield/sword and a blue Tressym that the group is informed that is We’Ahqa. With quick pleasantries exchanged, the group known as the Mercurial Avengers, now reunited with Rig and Greyleaf, head off to continue their quests, and Collateral looking towards Nakoroa with wonder and hopes to find Arguile’s mother.

Much like anyone’s first time in an unfamiliar space, there is a lot to take in and a lot of questions to ask. Some might do research and some prep beforehand, but not OUR party. Arguile will later regret this decision, but while he feels right at home in Nakoroa, the rest of the party are like fish out of water with no idea as to how to move about in this new ocean of sorts. There was a lot of answering questions, trying out unfamiliar modes of transportation, and realizing Arguile has multiple aliases, one of which is named Silas Nicks. Once the party made their way to their lodgings for their stay there, they laughed at Arguile’s expense as they continued to order anything they could fathom, which ended up being blue dragon meat. Eventually, they got a tailor, Elmira, who was an old acquaintance of Arguile’s who knew his identity and helped them get out of clothes that otherwise made them look like they were “ren-faire cosplayers”. Afterwards, everyone shy of Zechs Glad and Salix decided to go out and experience the city firsthand. While those three (and Duo) stayed behind for some drinks by the poolside, the boys… Galahad, The Turk, Shanks, and Arguile went to a club and had quite a good time as well. While some fun was certainly had, there were also several heart-to-heart conversations about their goals, the city itself, and how Arguile was feeling. We end the session with Arguile sobering himself up and making his way to meet the owner of this particular establishment, Mira, who seems to be an old colleague of sorts.

In her office in the back of the club, she gives Arguile some updates regarding the city, information that’s relevant to finding his mother, and hands over his stash that she held for him. She informs him that his mother has been seen with a gentleman known as Yurrik Strauss and gives a description and possible locations for him. Back at the suite, they find that Elmira has delivered their new clothing as requested and even exceeded several party members’ expectations. As everyone enjoys a hearty breakfast, Arguile explains how his guild used to do things, the jobs they would receive, and the differences between themselves and the Shuffle Guild. The group gathers their things and follows Arguile for a tour of his hometown, which serves as both reconnaissance and a chance for him to collect information. At the same time, the party is preoccupied, despite their pleas against him operating on his own.

They take the trolley to the Blazing Forge to find Galahad a smith who can fuse both Kanna’s Fury and The Sun Sword into one new sword. While there, the group looks through the shop and finds that they might be in luck for some custom items that they request as well, but the new blade takes precedence. Galahad gets a new weapon, the Thunder Strike Mace, as a loaner in the meantime. The gentleman they are speaking to for this transaction, Jax, is taking orders for everyone but looks at a wide-eyed Zechs, who is digging through his notes to give him a few ideas for some fun toys for his kit. Arguile and Shanks have a quick look at the weapons of Iwi as Arguile shows Shanks a rifle, which he “can’t get yet” and “needs a license for” so Arguile, who can get one, buys one and promises to teach Shanks how to use it and get the “appropriate paperwork”.

With that, the group finishes up their transaction and makes their way to the Crystal Gardens to touch some grass at the behest of Salix. On the way, Arguile provides further explanations about the city’s rules and its watchers, also informing the group about the dos and dont’s. Provides a brief history lesson and addresses the additional questions that arise from the party. After some time, reconnecting with nature, the group makes plans for what to do next, and Arguile informs them of whom he is looking for to find his mother. We conclude with the party making their way towards the Spire District.

The party splits, with Salix and Glad heading to the Crystal Gardens to enjoy some rare city-bound nature, while the rest accompany Arguile to meet Mr. Strauss. Upon arrival, they’re surprised to learn Arguile is expected. They follow him upstairs, where they’re greeted by a frail-looking half-elf named Yurrik Strauss. After brief introductions, Arguile, revealing himself as Sylas Nicks, asks about his mother, Dorna. Yurrik, though guarded, shares that his son Enich went to Ors Themar to investigate a growing fiend presence but has since lost contact. In exchange for help finding Enich, Yurrik offers to assist in the search for Dorna. When he insists on joining the party on their journey, citing his skill with a greatsword, the group politely expresses concern about having to protect him through the Underdark.

To prove his capabilities, The Turk suggests a friendly spar between Yurrik and one of the party’s strongest: Galahad. What follows is a surprisingly intense duel, ending in a double knockout. The bout leaves the entire party stunned, revealing that Yurrik possesses the might of a Rune Knight, growing in size and strength, and is a capable magic user who can hurl high-level fireballs. Galahad, meanwhile, uses the opportunity to test a new loaner mace. After everyone is healed up, they agree to regroup later and prepare for the trek to Ors Themar. Galahad, focused on his eventual showdown with Antonius, leads the group to the Old Quarter in search of a Belt of Storm Giant Strength.While in the Old Quarter, Arguile reconnects with an old contact who negotiates a trade for Galahad: gold and rare goods from Ors Themar in exchange for powerful items, possibly even from their Bag of Holding. With the deal struck and other purchases made, the group scatters briefly. The scene ends with Shanks and Arguile spending some time at the shooting range, testing the rifle and sharing a rare moment of camaraderie between rogues.