‹AdventurerMajor10 sessionsSince session 1

Brask

Brask is a heavyset half-orc cleric with a heavy mace and a much-repaired prayer book. He tends to the wounded when his healing allows and fights with straightforward force when it does not. He is pragmatic about preparation and willing to press the fight, though he has found the limits of what his faith can mend in the field—he could not save Kettra after his healing was spent, and could not keep a captured archer alive through a freezing night despite the effort.

Brask hangs trapped in a hidden crevasse while the party hauls on the rope.
Ilsevir displays the ciphered orders and marked map before Sister Raina in the keep hall.
Sister Raina gives the party directions toward Marrow's Cliff over a hot pot in the keep hall.
Yenn and Ilsevir investigate the cave behind the waterfall while the others wait on the rock shelf.
Kettra kills the tagged frost-crusted salamander as Ilsevir hangs over the river.
The party debates the two roads at the coast-road fork, with Marrow's Cliff ahead across the gray fjord.
The party approaches Marrow's Cliff along the low shore road as the lift chains work overhead.
Ossin quietly lays out the pattern in Varnhall's altered shipping manifests for the party.
Mother Ash gives her final explanation of the undersong while Brask kneels beside her in the heather.
Brask writes the restrained account of Sister Raina's death while Kettra signs it.
The party arrives on foot at Saltwick after crossing the moor.
Hesk Dunmer offers the party passage in exchange for investigating the Scaries.
An old fisherman tells the party why the Scaries were once called the singing rocks.
Brask tends Hesk and Faro on Saltwick's jetty after the battered boat returns.
The unfamiliar warm coin speaks from Ilsevir's coat as the party travels south.

Brask hangs trapped in a hidden crevasse while the party hauls on the rope.Session 2

1 of 15

Quests

Appearances

  1. Session 1The Cut Wall

    • Returned to the inn for his forgotten pack before the descent.
    • Could not heal Kettra after realizing his healing was already spent.
    • Broke a husk’s spine with his mace.
  2. Session 2The Grayspin Ambush

    • Bought a fur-lined cloak before the crossing.
    • Was hauled from a hidden crevasse after breaking through the snow crust.
    • Killed one of the tagged wolves and brought down an archer.
    • Tried unsuccessfully to keep the captured archer alive through the cold night.
  3. Session 3The Open Vault

    • Pressed Sister Raina to explain the mark and the Watch’s purpose.
    • Held the hall door during the storm assault.
    • Accepted and wore the Watcher’s clasp.
  4. Session 4The Falomir Gorge Ambush

    • Questioned Sister Raina about the vault theft.
    • Fought an axeman when he could not heal Yenn.
    • Helped pull Ilsevir back onto the path.
    • Removed the arrow from Yenn’s calf.
  5. Session 5The Silent Chains

    • Questioned Ossin about why he had not taken his concerns to the city authorities.
    • Broke a Varnhall enforcer's wrist in the alley fight.
    • Favored resting before the group attempted the upper-city approach.
  6. Session 6The Kindling Ledger

    • Rescued Ossin from two Varnhall men in the upper-city lanes.
    • Had already used his healing to tend Faro's ribs and could not mend Ossin's split eyebrow.
    • Fought Sister Raina beside Yenn and survived a second near-fatal spear thrust because of the Watcher's clasp.
    • Tried to preserve Mother Ash's life long enough to question her, but she refused his aid.
  7. Session 7The Moor Road North

    • Wrote the letter reporting Sister Raina's death to Pyatt.
    • Healed Faro's bitten forearm.
    • Made the party sleep after their decision to return north.
  8. Session 8The Singing Rocks

    • Spent an hour listening to Saltwick's net dispute and welcomed the ordinary distraction.
    • Helped prepare for Hesk Dunmer's voyage.
    • Bought and kept a blue fishing float.
  9. Session 9The Scaries' Answer

    • Stayed in Saltwick so the others could sail within Hesk's passenger limit.
    • Spoke with the damaged boat's survivor and learned that the singing water seemed to answer something northward.
    • Set Hesk's broken arm and treated Faro after the boat returned.
  10. Session 10The Open Eye

    • Gave the Watcher’s clasp to Ilsevir once its true purpose was understood.
    • Fought in the defense of Hollowpeak and recognized the dragons as sealed remnants rather than guards.
    • Heard a captured follower's warning that the lid was not an answer.
    • Heard the unfamiliar warm coin's message.