After renting a carriage, the Bane-Bringers embarked on their journey to Falador, a city they expected to reach after approximately eight days of travel. Upon arrival, they decided to split up, with Gwyn taking on the task of visiting the Defender of Gielinor's manor to inquire about a teleportation or portal to Great Kourend. Meanwhile, the rest of the group made their way to the estate agent's office to locate a keep that Olni possessed the deed for.
The estate agent provided them with information about the keep's whereabouts and warned them about the hobgoblins that had taken control of it. Determined to reclaim and sell the property, the group set off towards the keep. After a three-hour journey, they arrived only to find an army of hobgoblins within its walls. As they pondered possible strategies to deal with the situation, one member proposed a solution. Two of the three Icyene in the group would fly their two spellcasters to the keep, allowing them to rain down fire spells upon the hobgoblins.
Although concerns were raised about the potential backlash of this approach, the group ultimately agreed to the plan. They launched their attack on the fortress, and everything went smoothly until they were discovered by the hobgoblins. A mysterious figure emerged from one of the buildings in the keep and joined forces with the group in their battle. However, the two Icyene became injured and had to retreat, while the others rushed in to support them.
[con]
With many of the hobgoblins dead or wounded, the remaining forces surrendered, revealing that they had families and children residing in the keep. The majority of the group felt remorseful for their hasty attack instead of scouting the area beforehand. As an apology, they handed over the deed to the hobgoblins and departed, returning to Falador to inform the estate agent about the situation. They resumed their journey on the road to meet their companion, but upon arrival, they learned that the defender's wizard was absent, leaving them unable to create a portal to Great Kourend. Instead, they were given a teleportation tablet to Port Sarim.
Upon their arrival in Port Sarim, they encountered the infamous Captain Kenway, who attempted to swindle them out of their money but failed. Nonetheless, they decided to hire the pirate and set sail towards Great Kourend.
During their perilous journey across the treacherous Unquiet Ocean of Gielinor, the intrepid Bane-Bringer and their companions sailed under the expert guidance of Captain Kenway. The ship made a stop at Brimhaven, a bustling pirate town nestled within the exotic lands of Karamja. Recognizing the opportunity to restock and sell any valuable items they had acquired, the group disembarked, eager to make the most of their time ashore.
As they strolled through the lively streets of Brimhaven, the adventurers engaged in trade, exchanging their hard-earned spoils for much-needed coin. However, their luck did not end there. Serendipity smiled upon them, for they stumbled upon a hidden armory, where they not only sold their goods but also acquired powerful new weapons. These newfound armaments bolstered their strength, preparing them for the perils that awaited them on their ongoing voyage.
While enjoying the fruits of their labor, the group bore witness to an intriguing encounter. Captain Kenway, ever the embodiment of calm and confidence, confronted a rival captain with firm resolve. In a display of unwavering authority, Kenway gracefully dismissed the rival, ensuring that the open sea remained their domain.
With Brimhaven's dock fading in the distance, the ship set sail once more, carrying the adventurers towards their original destination: the fabled city of Great Kourend. Undeterred by the challenges they had faced and fueled by the promise of new horizons, they pressed onward, their hearts filled with anticipation and determination.
As the ship gracefully cut through the cerulean waves, the Bane-Bringer and their companions knew that their adventure was far from over. The journey to Great Kourend held the allure of ancient mysteries, untold treasures, and unimaginable dangers. With each passing moment, their bond grew stronger, ready to face whatever awaited them in the uncharted territories of this enchanting realm.
Together, they sailed forth, united in their pursuit of glory, facing the unknown with unwavering resolve. The open sea beckoned, and the Bane-Bringer accepted its call, embracing the boundless possibilities that lay ahead.
After enduring another arduous 6-7 days of traversing the treacherous Unquiet Sea, the group finally finds respite in Corsair Cove, a renowned Pirate Haven that promises excitement and adventure. However, as their ship glides into port, an eerie stillness blankets the Cove. With only a handful of civilians venturing outside, the once bustling haven resembles a haunting ghost town.
The Bane-Bringers, their curiosity piqued by the unsettling silence, accompany Captain Kenway as he leads them to Captain Tock, the revered leader of Corsair Cove. Their intention is to offer assistance and uncover the cause of the unnerving stillness. Captain Tock reveals that his crew has fallen victim to a mysterious curse, a belief shared by his Navigator, Ithoi, an esteemed expert in magical lore who seems to be suffering from the same affliction. However, the Bane-Bringers suspect that the curse may, in fact, be a case of poisoning rather than a supernatural enchantment.
Deciding to divide their efforts, the group diligently investigates the crew, the civilians, and Ithoi himself. Their relentless pursuit of the truth leads them to a startling revelation—the curse plaguing the crew is, in reality, a result of poisoning orchestrated by none other than Ithoi. Employing careful planning and strategy, they unveil Ithoi's deceit to Captain Tock, exposing his treachery and the source of the crew's affliction. Bound and incapacitated, Ithoi faces justice for his actions.
Grateful for the Bane-Bringers' unwavering dedication and their role in uncovering the truth, Captain Tock rewards them generously with gleaming gold coins and grants them access to the Cove's vibrant shops and the haven itself.
Having restored peace to Corsair Cove, the group embarks on their seafaring journey once more, venturing across the Unquiet Ocean in a westerly direction. Their sights set on Port Tyras and their subsequent voyage to the captivating realm of Great Kourend, their hearts brim with anticipation and determination.
During their exhilarating voyage across the vast oceans of Gielinor, en route to the majestic Great Kourend in the west, the group encountered an awe-inspiring magical storm, its fierce power almost mesmerizing. Intrigued by the presence of fairies desperately trying to contain the tempest, their adventurous spirits couldn't resist the urge to investigate further.
As they delved deeper into the enigmatic phenomenon, a sudden and unexpected teleportation occurred, whisking them away to an unknown and distant location in the southern ocean of Gielinor. To their amazement, they found themselves standing within the mystical city of Aniagert, an enigmatic place dedicated to the worship of a pantheon of four gods, unlike any they had encountered before.
The Father of the city's church, sensing their arrival, sought their aid in dealing with the challenges that had befallen Aniagert. Eager to embrace this opportunity for both discovery and benevolence, the group willingly accepted the plea for help. They decided to divide their forces, half of them continuing their journey towards Great Kourend, while the other half resolved to stay and assist the intriguing community of Aniagert.
After resting from their bumpy and confusing trip through the magical storm, the group decided to split up to deal with both this new troubled land and their original task of the Chaos Druids in Zeah. After bidding farewell to their Zeah-Bound comrades, the group in Aniagert would eventually meet Lieutenant Lewis and Captain Morse to investigate a death threat directed at Father Maximus shortly after the priest had organized a summit to aid the other nations of this mysterious continent. With some careful investigative work, the adventurers discovered that the terrorists responsible for the threat had made their base near the coastline.
They traveled to the port while Lewis and Morse went to the mines below the city. Eventually, they found a hidden cavern below the docks that led to the Terrorists' headquarters. After eavesdropping on a conversation between the conspirators, the adventurers confronted the group and its masked leader Dagda. After intimidation and discussion, it was revealed that Father Maximus may not be the kind and magnanimous figure he presented himself as. He had been seen consorting with shadowy figures, leaving the city to do something in the desert, and even manipulate events to have a knight be hunted as a traitor. The group agreed to let investigate him further and allowed Dagda and his comrades leave unharmed, with Dagda providing his mask and a broken sword as evidence of his death.
The group seemed to have convinced Maximus of their efforts, as he was more than willing to offer them help to return to the mainland. They then discussed the next difficulty with him: The issue with bandits in a nearby mountain who were raiding the farmlands of Aniagert. The heroes agreed to confront these bandits after a well-earned rest, leaving Maximus to ponder matters.