Stasi recruits a party to explore the Doomdreamer Mountains between the Temple of Elemental Evil, Markul, and the old Realm of the Gorgon King. The party's vanguard is composed of Slingblade the halfling thief from the Five Rivers, Warden Greenbrow the high elf apprentice to the late Xanroar Carter, and Dol Arrah a cleric from the order of Light in Numoth.
The party determines they will scale the mountains near the old hold that is manned by humanoids. They choose the eastern cliff path and find a concealed tunnel leading into the mountain. The tunnel leads to a laboratory where they find several snake-like creatures that have been magically created and spit venom. They also find a mutated red goblin and several cells full of zombies. They destroy all of the creatures and take the magical tomes and other curious items they uncover in the lab. They leave an ice elemental bound in a magic circle alone after learning that it was summoned by Darkane.
In the next chamber they fight off a Doomdreamer Priest leading a werewolf pack. During the battle the cleric falls but he is revived after the party defeats the monsters. They haul the cleric back out of the tunnel to report back to Stasi.
Tuesday, June 5, 2012
Sunday, April 22, 2012
King Mithraelfast's Last Stand
The party and Laralove Dewshining awaken to a horn in the courtyard. The guards notice that the dragons are slow to rouse that morning, and when they do awaken that morning their eyes and mouths are bloody, and they appear weak. The culprits are soon found. Succubi have been hiding among the camp followers and have poisoned the livestock delivered to the dragons the previous day. A calculated and devastating blow to the Nerathi air defenses.
King Mithraelfast and Lord Ironfist are encamped on the south side of the ruined city, and their stone giants corps stands with the wardens, blocking the goblin army's advance. They stand ready to meet the great goblin horde, which is lead by Gork the giant, and his two Ogre captains Marl and Valg.
The gobins bring up siege engines to pound the King's dwarf and orc footsoldiers from a distance before engaging. They take cover among the ruins of the city just before the dragons come in, tearing into their ranks and destroying many of the knights from the northern lands: the Therund Chargers, Vor Rukoth's Regulars, the Nera House Guards of the noble families, as well as many other northerners serving the league.
Laralove turns the city's siege weapons against the advancing goblin horde. She draws the fire of the Iron Circles seige weapons which pummel her defenses, taking out large sections of the south tower and wall, which fall down the mountainside along with many brave defenders. Goblins begin scaling the walls toward the palace, as the King and Lord Ironfist lead a phalanx of Stone Giants into the heart of the Iron Circles humanoid infantry.
Xanroar Carter guards the eastern front of the city facing the woods. His wardens watch stoically as a great mass of gnolls and worgs rush out from the forest to meet the rangers in battle.
The fighting rages all day, and as night settles in the goblins regroup to the south. Some encamp on the southern edge of the city or the mountainside. The gnolls and worgs run back to the woods, drawing the pursuit of Xanroar and several brave rangers who cut down some of the lingering forces before returning to their posts on the eastern ruins of the city.
The King and Lord Ironfist camp in the heart of the new city by the lake at the base of the mountain, guarding the inhabitants from the goblins forces and helping those too weak to fight, but still mobile find their way north on the road out of the city. He sends a group of guards composed of other broken units along with the refugees headed north.
When the battle resumes the next day the goblins continue to scale the mountainside toward the palace, firing their siege weapons. Laralove rides the great Adamantium Dragon and leads the rest of the dragon knights in attacking the mountaineers and their siege weapons. Though her magical attacks burn through their ranks and take out half of their trebuchets, a swarm of goblin crossbow bolts eventually takes down the fearless mage.
King Mithraelfast and Lord ironfist fall shortly afterward fighting the Ogres Marl and Valg. Once the king dies, the Giant Gork makes short work of his remaining loyal stone giants. Nerath's dragon knights and stone giants kill off many of the goblins scaling the walls, giving some of the defenders of the Exarch's palace time to flee before the Iron Circle's own dragons catch up with them and being to tear them from the sky.
Xanroar Carter and the wardens die pressed from the skies by dragons while the gnolls and worgs overrun them and begin buring and looting the city.
Laralove's Adamantium dragon and a Mithril dragon are the last remaining dragons in the palace by nightfall. They are too honorable to leave, though the Dragonne, Nickel, and Storm dragon have already fled back to the north. Perched atop the mountain above the Exarch's ruined palace they survey the city in ruins. The officers and elite forces have encircled the Exarch's palace and begin to pick off those few guards who have chosen to remain and die fighting.
All of the goblins and iron circle infantry were destroyed in the battle (over 100,000 troops). Their corpses litter the ruins of the city and mountainside below. Another 50,000 defenders lie dead, the rest fled to the north with those few city folk fast enough to escape the Gnolls and Worgs who patrol the northern road. From the mountaintop a great column of remnants snake off into the horizon, making a hasty retreat.
The party defends the retreating column from the advancing armies, saving many lives. The unicorn is killed fighting a giant when a Hex Dragon swoops down and attacks the creature with a jet of venom. The party kills the Iron Circles commanding general pursuing the refugees and the remaining soldiers retreat and are cut down by Nerathi allies.
The dragons rot from within slowly from the diabolical poison without cure. They leave the field of battle carrying the party north to Mithraelfast, where they are given an important quest by the Queen to find an artifact of great power in some ruins in the Eastern lands near Markul and the Gorgonlands.
Sunday, March 25, 2012
Tunnel Rats Explore the Bonepass
The party learns that the Changeling King who rules Bonepass Hold and serves Demogorgon plots against the city of Nera. They set off to find out what happened to the tunnel rats who disappeared a week ago and take out the Changeling King before he can strike them.
Laralove has posted a Dragonne outside the Bonepass gate with orders not to let anything in or out alive. G'Kar drugs the Dragonne with poisoned wine, and the creature crawls off to the stables where it eats some horses and falls asleep. The party slips inside. In the underground river shores they find the tunnel rats dead, their bodies torn and eaten. A balhannoth and several gricks attack and they retreat.
By the time they get back down the Bonepass to the gate Laralove has been summoned and meets them in the tunnel. She scolds the party and tells them they must guard the Bonepass as the tunnel rats and to report back next week. She locks them into the tunnel magically.
As the party camps outside the gate to wait a week rather than fight the Balhannoth, the thing and its hangers one come in the night. The party fights of the beasts, but Artemis is killed by a grick in the battle. Several days later another wander monster called a cloaker comes to attack the party and swallows G'kar but he manages to escape and they drive the beast off.
Hearing their screams, a dwarf named Beldine who guards the door defies Laralove and opens the gate. When Laralove learns that Artemis has died she expresses sincere remorse. The party tells her what they know about Demogorgon and the Changeling King and she gives them a holy avenger and sets them off on their quest to take him out.
Artemis' body is sent upriver with Aelor, who had been guarding the border with the wardens, and who just got back from escorting Prince Eagleheart to set sail with a small fleet to rescue his father in Zaarnath. The rest of the party heads back into the Bonepass, along with their new companion the dwarf guard named Beldine
At a chasm bridge, they fight a mighty battle against a dire bear and seven strong orc warriors. The monk blunders into an ambush as he scouts ahead, but the rest of the party quickly rushes up to his aid, and after a furious battle they are victorious.
They rest and scout ahead, moving to the Stone King's territory. The stone king turns out to be a stone giant who deserted Laralove's army on patrol and now rules a large band of norkers (very tough underdark goblins). The norkers offer tribute to the party and pay them gold to move along without interfering with their territory or affairs. The party accepts their offer.
At Bonepass Hold they find that it has been abandoned, or the residents have hidden themselves well amidst the ruins of the old dwarf hold. The doors are open and they find a horrible scene of carnage in the main hall. Bodies of all manner of creatures have been dismembered, dissected, and hung from chains all over the place in a gruesome tribute to Demogorgon. Among the bodies they find Prince Eaglehearts personal effects, and it appears that they have been in the gore for at least several weeks (sometime between when they went with the prince to the clocktower, and when he sailed for Zaarnath). Apart from the bodies, no creatures challenge them and they return to Nera with grim news.
Wednesday, March 7, 2012
Shadows Under Nera
At the request of Ser Eagleheart's squire, the party investigates his recent death. This leads the into the sewers by the ruined clocktower. As they pursue the shadowy figure they encountered in Bonepass last adventure, G'kar intimidates his way past a throng of foulspawn that block their path.
They find their way into a labyrinth where they are lost for several days. They fight an abberrant creature sent to hunt them by the foulspawn and bypass several traps to find their way into an old thieve's guild.
They unravel the mystery of the Exarch and learn that he was deposed almost a thousand years ago by the theieves guild who now has replaced him as symbolic leader of the city (though they allow all the nobles to make important decisions). The theives guild was overrun by doppelgangers who picked them off one by one until only the head of the guild remained and he fled but was captured by the tunnel rats (until his escape last adventure when the party distracted his captors).
The party joins the theives guild of Nera and the guildmaster resumes his leadership as Exarch. The imposter Exarch escapes with some of the Exarch's treasured items including a magical mask, sword, and flute, though the guildmaster still has the Exarch's signate ring used to seal all official documents.
The Exarch has the party reassigned to his temple guard. Laralove Dewshining accepts the transfer. When the party returns she is about to punish the squire harshly for missing three days of duty, but they manage to get him off the hook with only a slap on the wrist. The squire returns to duty as Dewshining's personal attendant.
They find their way into a labyrinth where they are lost for several days. They fight an abberrant creature sent to hunt them by the foulspawn and bypass several traps to find their way into an old thieve's guild.
They unravel the mystery of the Exarch and learn that he was deposed almost a thousand years ago by the theieves guild who now has replaced him as symbolic leader of the city (though they allow all the nobles to make important decisions). The theives guild was overrun by doppelgangers who picked them off one by one until only the head of the guild remained and he fled but was captured by the tunnel rats (until his escape last adventure when the party distracted his captors).
The party joins the theives guild of Nera and the guildmaster resumes his leadership as Exarch. The imposter Exarch escapes with some of the Exarch's treasured items including a magical mask, sword, and flute, though the guildmaster still has the Exarch's signate ring used to seal all official documents.
The Exarch has the party reassigned to his temple guard. Laralove Dewshining accepts the transfer. When the party returns she is about to punish the squire harshly for missing three days of duty, but they manage to get him off the hook with only a slap on the wrist. The squire returns to duty as Dewshining's personal attendant.
Monday, February 13, 2012
Defense of the City

Laralove Dewshining sends Aelar to help the dire rats who guard the tunnel under the mountain pass catch a theif who stole a magic flute from the Exarch of Nera. Ser Eagleheart notices some strange things about the Exarch and shares them with the party. The party is joined by a Monk in service to the Exarch and they fight several ghosts in the Bonepass. The flute is returned before it falls into the hands of Demogorgon's cultists.
The party rides out to see what happened to Xanroar Carter and the wardens patrolling the woods. They find signs of a battle and fight a large gnoll raiding party. After the battle, Ser G'Kar's cursed sword goes off a bit and they bury it in the woods. They track Xanroan and the wardens south and find an Orc war party. They are hesitant to attack the orcs and Xanroar finds them and sends them south to find a missing miller and his son.
The party crosses the border into Iron Circle territory and defeats several Dercassian knights sworn to Asmodeus. They free the miller and his son and return them to the city. They find when they return that Ser Eagleheart fell from the battlements on night patrol and died. Guy the monk recovers the body and the Exarchs servants cremate it after failing to resurrect him.
Sunday, December 11, 2011
Journey to the Faterift

G'Kar and Stasi journey to the Harkenwood near Marshglen, searching for the young lord Erathon and a party that set off to protect the town but disappeared a week ago. The people of Marshglen report raids by monsters and are moving to the walls of Rathmore and safety, abandoning their villages. The rest of the party patrols the woods north and south of Marshglen, looking for monsters and signs of Earthon's party.
They head east and find a lizardfolk village that Erathon's men sacked. The lizardfolk had been raiding Marshglen so he killed all their warriors. The rest of them were clearing out the town and heading north.
Continuing east they found a hag living among some ruins with several scarecrow constructs doing her bidding. She gave them a map of the faterift and told them Erathon headed east and is probably dead. She and her three sisters were kicked out of the Faterift vale to the east by Darcayn and her followers.
They rest in the ruins and fight off a venom eye basilisk. The next morning they set off to the Tower of Ashes, the first of three structures built in the Faterift, a giant tear in the fabric of time and space. The Tower of Ashes is built on a great portal to the elemental chaos and a pillar of flame juts out of the top of it. They fight off several fire bats and their master, a wicked pyromancer, but G'kar kills the wizard with his black magic longsword.
They rest again at the hag's ruin and travel east again the next day back through the burned woods to the Tower of Ashes. Inside they find some astronomy books, charts and a telescope which they collect. They also find several of Erathon's party burned to death in the tower.
They continue on to the Tower of Skulls, built on a portal to the Shadowfell, in the middle of some red mud flats. They fight several zombies, including a rotwing and an undead ettin. They defeat the creatures and rest then enter the tower, made entirely of bones and skulls. Inside they fight the undead ettin again and a ghoul ally. In the heart of the tower they find a cocoon dripping acid into an urn. They perturb the cocoon and a teifling necromancer escapes and summons an ochre jelly to attack them. They fight desperately against the beast but prevail in the end.
Resting in the Tower of Skulls they find more texts and learn that Darcayn plans to perform a ritual at midnight during a special lunar eclipse (just hours from the time they read the text). During the ritual she will sacrifice eight elven maids to Lolth to gain eternal life.
They decide to rest and gather their strength rather than rushing ahead in their weakened state, though they know that some of the maids may die in the ritual if they are too late. They arrive in a field of ruins near the Tower of Sorrow just before midnight as the eclipse is underway. In the ruins they find a terrible gibbering mouther born of the rift to the Far Realm that the Tower of Sorrow is built on. The fleshy mass of eyes and mouths spews acid on them, but they fight past the thing that twists the landscape wherever it passes.
Moving to the gate of the Tower of Sorrow, Stasi squeezes through a rusty portcullis, silences the winch and door with magic, then opens the door for G'Kar. On the battlements they fight a party of four evil humans armed with magic weapons and armor and defeat them.
Inside the Tower of Sorrow they find Darcayn working her ritual. Two of the eight maids have already been slain. She is using a holy avenger stolen from Erathon for her profane ritual to achieve immortality. Darcayn is an evil artificer called a fleshweaver and has grafted several spiderlike magic limbs to her body, which she uses to attack them when they interrupt her ritual. The battle is long and bloody but G'Kar eventually takes down the chaotic arcanist.
In the dungeons they find Earthon's body, which they return along with his magic sword to Baron Pernod in Therund. They also return the six surviving maids to their kin in Rathmore on the journey home. They are rewarded with gold and titles of honor in Pernod's court. Attempts to resurrect Erathon are unsuccessful. All presume that Darcayn somehow stole his soul or it was lost somewhere in the Faterift Vale. Stasi and G'Kar carry his body in the funeral procession to be burned in a pyre in the city square.
Monday, November 21, 2011
Pilgrimage to the Moon Door

After the siege at Harkenwold is finished, Lord Ironfist heads north to Hammerfast to deal with some bandits on the King's Road. He sends G'Kar, Artemis, and Morwyn on a skiff down the White River to visit the Lord Mayor of Moonstair and remind her that she promised to send a dozen elven archers to join the league's militias in Therund.
When the party arrives in Moonstair they are well received, but the Lord Mayor advises that she needs her rangers to guard the pilgrims to the Moon Door, a magical portal that opens every full moon to the Feywild (and the means by which Neyvara and Morwyn the Eladrin have come to the lands of Nerath). Pilgrims traveling to the Moon Door have been plagued by two bandits who rob and sometimes kill and eat travelers. If they rid the town of this menace she can spare the men.
They inquire around town and learn from survivors of the attacks that the bandits are two half troll/half orc Kruggs. Moonstair is built on the ruins of the ancient Troll Kingdom of Vardar. The lands to the west of the river are still under the rule of the Troll King and his hill giant tribes. Orcs also are found in abundance in the woods of Harkenwold to the east of the river, so creatures like Kruggs are not uncommon in the area. Though smaller than trolls they fight with their ferocity and can heal quickly unless damaged by fire or acid.
The party disguises themselves as pilgrims, buying a mule to carry a small keg of oil. They also light some torches to carry and set off the next morning down the trail to the Moon Door. They come upon a turn in the road where the sweet smell of flowers barely masks the scent of rotting flesh. There the Kruggs leap from the bushes.
G'Kar charges forward to draw their blows while Artemis and Morwyn plant their torches in the ground and use them to light their arrows as they fire them at the monsters. Artemis uses a magic missile to smash a rock one of the kruggs used as a weapon, so it must resort to its clawed hands. The other holds a large scimitar. G'Kar holds them off for a while then retreats behind the archers badly bloodied, but one of the trolls circles around trying to follow him. The donkey is spooked by the battle and jumps, but artemis holds it.
The troll with the scimitar lunges forward hacking at the ranger and moon priest as they let loose more arrows. G'Kar opens the keg of oil on the donkey's saddle pack and begins to cover his weapon in it. Before he can recork the keg, the trollthing's rushes toward him and the donkey bolts, though it is cut down by the two krugs. It lets out one final bray and collapses on the trail, with lamp oil leaking everywhere. Morwyn fires a flaming arrow at the keg on the donkey's saddle and it explode blocking the trial and casting fire in a wide area.
The kruggs move away from the fire, and Artemis pins one in and hits it with a bottle of oil that sets it on fire. The monsters screams as it hacks Artemis apart, separating one arm and shoulder from his torso and cutting deep through his heart and lungs. G'Kar and Morwyn finish the beast as it's unarmed ally rushes off, vowing that its master Darcayn will punish them for this.
They take Artemis to the priests at the Moon Door. That night they take him through the door at midnight and perform a ritual in the Feywild to resurrect him. He gives them a large sum of gold to pay for the components spent to bring him back to life. The next day they continue further south following the Krugg's trail through the swampy part of Harkenwood.
As they follow the creatures path through the swamp, Morwyn's cat Kiara is struck by a poisoned dart. They move forward along the trail and in the distance a lizardfolk raider is sending more poison darts their way, but they shrug them off and advance. At a fork in the trail, a large blackscale lizard chieftain and a hunter leap onto the trial to strike out.
Artemis is knocked back by the large chief, but he returns equal force and shoves the chief back. The two bands fight for several minutes before the bloodied lizardfolk, not reknowned for their bravery, all beat a quick retreat back toward their village.
They find a small island with a clearing in the swamp. A broken cart has been dragged into the clearing and a terrible smell emanates. The sun is starting to set and the rain looks like it's moving in. They approach the ruined cart and find that the Krugg that ran away is taking shelter beneath it. He rises and begins to toss large rocks in their direction. Morwyn and G'Kar distract the monster while Artemis sneaks up behind him. Artemis sets his sword on fire and stabs the krugg in the back then breaks a bottle of oil over the monsters head, setting it and himself aflame. Artemis' allies quickly move in to roll the thief over in the wet grass to put out the fire on his cloak, then gently rouse him back to consciousness. They take shelter under the stinking cart full of some treasure and odd items.
The next day they see that there are dragon prints leading east and human prints going south on a trail. They head south and find the settlement of Marshglen where they tell the folk there that the bandits have been defeated, presenting the krugg's head. A farmer takes them back up the river to Rathmore where they catch a ferry north to Moonstair. The Lord Mayor fulfills her promise and gladly sends the dozen archers south to Therund to join the militas there.
As the party travels to meet up with their friends in Therund they see another barge on the river with a half dozen nobles struggling to stay afloat. The oarsmen are gone and the barge is taking on water, listing toward the western shore of the river, where several trolls and hill giants wait to eat their prey. The party orders their ship's mate to sail them alongside the barge and they bring several over the side successfully, but four of the nobles are already in the water and the current is taking them toward the trolls.
G'kar is too burdened by his armor and complains that he cannot swim as well so stays on the craft, but the ranger and rogue leap in and begin paddling toward the drowning nobles, rescuing three of them. The last noble, a young noblewoman is caught up by the trolls and giants and dragged off kicking and screaming to be eaten. One of the trolls in the water attacks artemis when he gets too close to the shore, but he eventually gets out beyond the monsters reach and it abandons the chase and returns to shore. Several rocks are thrown at the ship but they all miss and they continue on to Therund.
In the capitol city, Ser Eagleheart warmly welcomes them and they sit at his table at the Baron's feast. Later in the evening the militiamen from Sarthel and Vor Rukoth start a brawl, accusing one another of consorting with devils. While they honor Artemis' bravery as a hero they ask him to stand aside when he tries to calm their dispute and the melee continues until the city guard kicks both militia's out beyond the city's walls where they sleep off their spirits down by the river.
Sunday, November 20, 2011
Seige of the Iron Tower

At first light the party assembles and learns that they have been reassigned. Lord Ironfist's old friend Ser Eagleheart, an old ships captain stranded with several of his men when his Zaarnathi longship was sunk in a storm, is ordered by the King in Mithraelfast to take half the Nentir milita south to Vor Rukoth and Sarthel, and to collect the milita strength of all three territories in Therund.
Ser Eagleheart drafts Stasi to repair a broken catapult, which has been sitting in disrepair in Hammerfast and is being shipped to Therund. Ser Eagleheart worships Kord as well and takes Darmak with him as a chaplain to their forces. Aelar, who's wanderlust is setting in and who has always yearned to sea the lands further south of the vale, pleads with Ser Eagleheart to allow him to accompany them on the march to Therund. Neyvara is sent on the skiff carrying the broken war engine down the White River to guard it on it's passage.
The seven militiamen from Hammerfast who were to accompany the party on their mission to assault the tower. Their leader G'Kar informs Artemis and Morwyn that he would just as soon lead his own men on this mission and let them stand watch as the siege forces move into place outside the tower during cover of darkness, judging that their bows may be put to better use against the Iron Tower's mercenary guards than in a tunnel fight. The milita's archer they call Captain, takes the quiver of 12 arrows of silence and they depart for the cemetery south of the Iron Tower to find the tunnel leading to its dungeons.
The sun is setting when they arrive at the cemetery. Lucky scouts ahead and says he hears some singing. They cirlce around either side of a large gravesite and statue to find a small unit of three mercenary women wearing the emblem of a red dog and red armor. They are merrily robbing the graves of those buried her and two are digging while their lieutenant urges them on. G'kar offers to bribe them to abandon their posts, but the women scoff at their meager offer of just 5 gold a piece.
As the farmers move in to attack one of the women, on orders to subdue them, she drops her shovel and takes up a greatsword, leaping from a grave and chopping off Piker's leg. The greatsword weilder is surrounded by four of the militamen and Cobb knocks her out with the butt of his sycth a moment before the leader runs her sword through his gut and the farmer dies squealing in agony like a stuck pig. G'kar squares off against the mercenary with the halberd, blasting her with lighting from his mind and stunning her, then joining his companions to take down the leader.
They all gag and bind the three mercenaries and leave them lying in the graves they intended to rob. They move ahead to a tunnel entrance covered by a grate and find an iron dog with the red dog emblem the women wore emblazoned on its side. The beast tears at the metal doors barking loudly to alert any allies in the tunnel behind it. G'kar considers feeding some of Lucky's potatoes to the monster, but they all agree that a golem made of metal probably has no taste for food, so he heaves the bars off the entrance so the metal dog can come out to greet them properly.
The militiamen surround and beat the thing down. As it chews on G'Kar's hammer and a bit on his leg, the rest of the bunch each grab a leg and they pull until the clockwork thing comes apart at it's seams. They rest outside the tunnel a while as G'Kar nurses his dog bites. They light torches and explore the tunnel, seeing a door in the distance and a side tunnel leading to a charnel house full of bones from old graves that had been exhumed to make room for more generations over the years. Three more iron defenders lunged out barking from the charnel house attacking Lucky. The three got a hold of his torch arm and a leg each and they separate his limbs from him with greater ease than the militia dismembered their brother not long ago. Lucky's sack of old potatoes spills open onto the floor, and in the melee G'kar and his three remaining men beat down the iron beasts with a log of furious and loud clanging.
Once the charnel houses guardians have been defeated they take a breath and move to the doors at the end of the hall, abandoning all hope of surprise. Ever vigilant, they see a huge man approach them who had been hiding back in the charnel house when they past. They recognize him as a local villain, Ser Scarthane, an enormous human standing a full head taller even than G'Kar who was 6'2. Ser Scarthane is loyal to Nazin Redthorn, the usurper of the Iron Tower, though he is no more a knight than Redthorn is a lord. His honor and sword were lost long ago and now he fights with a great axe and bears Nazin's Wyvern Crest on his breastplate.
Scarthane rushes up to hack at G'kar who is bloodied in the melee and falls back against one wall. The mul's companions surround Scarthane, driving him back as G'Kar recovers long enough to through a mental blast of lighting at the goliath-like foe. Ser Scarthane goes down fighting, but takes the poor archer named Captain down with him, cutting his body in twain with a violent downward thrust.
They listen at the door at the end of the hall, but hear nothing. They nudge the door open to find an abandoned room with three magical circles surrounded by candles and two empty barred cells. At the far end of the room is an open door and stairway leading up. Chip the miner crosses the room and a half-orc archer guarding the hall shoots an arrow far off its mark to stick in the floor. The miner takes refuge at the edge of the door for a moment, and then reaches across the doorway to grasp the door. The guard's arrow finds its mark this time, fixing a bullseye through Chip's heart. He stumbles across the doorway and manages to close and bar the portal before collapsing in a pool of his own blood.
G'Kar and John the Brawler are the only two men remaining and G'Kar has taken up the captain's bow and magic arrows of silence. G'Kar sees that one of the magic circles has a black magic sword in it that appears to old and dug out of ground. It is covered in greenish and red rusty stains that appear to have become a part of the longsword. First he throws a magic scroll from a nearby table into the circle, and when nothing happens, he kicks over one of the candles surrounding the magic circle containing the sword and the bluish runes fade and disappear.
Reaching into the circle to take the blade, a shadowy spectre takes hold of the weapon and appears before his eyes, swinging at him. Two more spectres appear out of thin air and flank G'kar and John as they fight desperately to destroy the shades as the candles begin to flicker and die and the chamber darkens. They beat the things down and G'Kar tosses the shades black sword to John the Brawler.
Determined to yet win the day, the two men open the door and charge up the stairs. John is caught by an arrow, but keeps moving, drawing the half orc guard's fire. The archer steps back and looses another that goes to wide and misses, then retreats up the stairway toward a door at the end of the passage. He leaps up several of the stairs in one long bound. As John runs up to pursue, the section of stairs the guard lept over gives way and he clings to the side but manages to crawl back to his feet. The guard puts a final arrow through John's neck and he rolls down the stair as G'kar reaches out with his mind and draws the guard down toward him and into the pit. The guard scrambles to hold the edge of the pit but after another strike he falls with a dull thud into the shaft below, sliding off into the darkness below of the trap.
G'kar finds the door the guard was watching halfway up the stair and sees that it is locked. He listens, but hears nothing through the heavy wood so he breaks it open. Inside he sees a deep pit chamber 30' down with a platform suspended over it. Opposite him across the hall is another great door with a lock with a handprint and runes on it. Down in the pit a Wyvern is feasting on the half-orc guard who has broken both legs and is screaming as the dragonlike creature rips at his flesh.
As G'Kar recoils and steps back into the stairway, 10 mercenary guards from the tower above lead by a helmed commander wearing Nazin's wyvern crest. He takes up the black magic longsword and runs down the hall to the foot of the stairs. The guards throw some arrows his way then give chase. They try leaping across the pit trap, but three of them falter and fall to their doom and into the wyvern's lair below. He boards the door and hastens out of the dungeon back through the tunnel to the cemetary.
At the entrance to the tunnel he sets up a choke point and kills off four of the guards who try to follow him through. The fifth guard refuses to pursue him and his commander kills him for disobeying before G'kar ends him as well. The remaining archer covering the hall makes a quick retreat back to the Iron Tower.
G'kar finds the three mercenaries still lying in the graves, struggling with their bonds. He demands the leader tell him where Nazin is. She says that there is secret passage in the wall of the Wyvern's lair leading up the third floor where he has his chambers. She says he is seldom guarded there as he likes his privacy. For this information he tosses a dagger into the grave so she may eventually free himself and then he heads off toward his forces to provide this information.
As he stands at the cemetery gates, about ready to end his efforts to open the gates and prevent a long drawn out siege of the Iron Tower that will cost many more their lives, the Mul thinks a moment then turns and walks back into the cemetery. In the distance, the mercenary leader has already fled, without freeing her two fellows. G'Kar offers them both freedom and their gold plus more spoils if they follow him back into the Iron Tower. The two mercenaries agree and tear off their red dog emblems. Once they were called Lala's Bitches. Now they were G'Kar's Bitches.
G'Kar heads back into the tunnel, back to the Wyven's lair. They use the silence arrows to keep the platform from creaking as they cross to the far side and over to the wall with the secret passage. The stones rumble as they open the door to the secret stair and the Wyvern rouses. It lashes its poisoned tail at them but cannot strike before they close the door again.
Rising to the third floor, they open the portal to find Nazin with his witch. G'kar offers a reward to the first to kill the witch and then charges in to engage Redthorn. Redthorn tries to flee back down the passageway to his Wyvern and G'kar follows. The Witch envelopes the mul in swarm of flies at the entrance to the secret tunnel but he fights his way through the swarm.
Nazin beats a fighting retreat down the stairs but G'kar is the stronger warrior and his corpse rolls down the final flight to the Wyvern's lair. When G'kar checks on the witch she is dead, but has killed the two mercenaries. Her death knell peeling the flesh from their bones, leaving only a skeletal visage on both their bodies.
G'kar takes Nazin's body, sneaking back through the Wyvern's chamber as the beast feeds and unlocks the cell to Baron Stockmer's cell. He gives the Baron the black magic sword and the Baron holds off the Wyvern as he ascends the secret passage to open the front gate with the Baron's hand.
On the main floor he rushes past a huge orc to open the door with the magic lock. The forces outside led by Lord Ironfist, Morwyn, and Artemis charge inside and take down the lumbering hulk. A one eyed orc beats a retreat as a wereboar attacks him, then retreats as well against the surge of militamen filling the tower's halls.
G'Kar rejoins the Baron who has subdued the Wyvern and they both join the troops upstairs to clear the rest of the tower and capture the fleeing mercenary guards. The mul's victory is widely celebrated in Harkenwold and the surrounding villages. He drinks the best ales and wines, he keeps the treasure he found in Nazin's strongbox, and he gets to keep the gold he promised to Lala's dead bitches for killing the witch.
Meet G'Kar and his Hammerfast Militiamen

Born to a human barmaid who had too much fun with random Inn patrons. G'Kar is a half-dwarf, more commonly referred to as a Mul. One of the benefits of living in an Inn was the constant exposure to many different languages. He grew up poor and constantly roaming the streets. This taught him to always keep his eyes open for whatever could be awaiting him around the next street corner. He won many street fights not from being the fastest or the strongest, but from his persistence and refusal to give up.
One day a heavily armored stranger witnessed G'Kar's endurance in his latest street fight and invited him to study in the ways of the psionic warrior. Knowing he had no future in his current path in life, G'Kar agreed. Being instructed privately in a warehouse in Hammerfast, G'Kar excelled at all training that was demanded by his new master. His master stressed the importance of knowing everything there is to know about your enemy to exploit their weaknesses.
Wearing scale-mail and sporting a shield, G'Kar is a Battlemind, focusing his mental might at enemies through his mighty craghammer. Standing 6'2" and weighing a solid 245 lb, G'Kar is an imposing figure, he has grown accustom to being in control of a given situation.
G'Kar leads a unit of six stalwart militiamen from Hammerfast. His second in command is an old sailor they refer to as Captain who is the only man among them with a sword and shortbow. Lucky is a rogue who fights with a sack full of potatoes. Chip is an old miner who carries a club. Piker and Cobb are both farmers and wield scythes. John the Brawler the oldest and best fighter, just as dangerous bare handed as with any blade.
Monday, October 31, 2011
The Battle for Whitemountain Hall
The party returns to Whitemountain Hall, aka Underkeep back through the blue magic portal. The ranger and cleric are both recovering from their injuries sustained from the zombie ogre. Their bites are oozing black necrotic fluid.
Neyvara and Aelor investigate what has taken the party so long and rejoin them in the dungeon near the magic portal, where they also found the stair trap leading down into the cell. They leave the injured companions behind and investigate the rest of the complex.
They find a room with a grell and magic sword suspended in a magic circle and continue on. In an adjacent rough mined corridor they find an owlbear and they beat the creature back to a retreat, but the thing screaches loadly attracting the other denizens of underkeep.
In a flooded chamber filled with mushrooms, they battle a horde of two dozen goblins, followed by a vicious hand of Bane. They have little time to catch their breath before two hell hounds and their hobgoblin masters find them as well. After the battle they hear a bell tolling in the distance.
The eventually find the bell upstairs and it appears to have been rung by something big which has now departed and the bell has slowed. They see a tapestry leading to the balcony rustling but when they cut down the curtain they see nothing outside. The adjacent room has a temple to Bane which they desecrate and loot, finding some magic items and gems concealed behind the altar.
The continue on into a crypt where they find a half dozen vampire spawn. The creatures are easily dispatched, but during the melee, the bugbear strangler that had been hanging from the bottom of the balcony in the bell chamber, sneaks up behind Stasi the artificer and begins choking her. Aelor runs to her aid but the bugbear uses Stasi as a shield and the elf strikes his friend instead. Stasi uses one of her lighting runes to repel the bugbear, breaking it's grasp and the party finishes it off along with the vampire spawn.
They pass through another series of corridors to find the throne room of the old dwarf keep. Sitting at the top of the dais is a foul bloated, half naked humanoid. They are unsure if she was once a hobgoblin or human but she is covered in blood, feasting on the fresh corpses she has dismembered with a large carving knife. She laughs wickedly at the party as they close to attack.
The thing flies toward them, hovering magically in the air. As they fight it they see that it's form is somehow illusory, and it spits a foul bloody breath attack that hypnotizes several members of the party until they are shaken awake by their friends. When bloodied the thing reveals itself as an oni night haunter, a terrible horned beast that had ruled the crazed goblin minions in Underkeep. The thing tries to take a gaseous form to slip out of the dungeon and away from the party, but their magical attacks destroy the thing and it evaporates under their blows.
The party finds among the treasure several wooden nickels for the Crazy Wolf tavern, presumed taken off others sent to Underkeep to clear the goblin raiders. The people of Whitehead celebrate the party's victory for a couple weeks, before they head north to Hammerfast to transfer the enchantments from the items they found to their own. In Hammerfast they spend several days shopping and drinking, until they are recruited into the milita along with all the other able-bodied folk in town who are idle and not otherwise employed.
Because they are outspoken, the party is taken aside. Once they verify their identities and hear of their heroism, Lord Ironfist, the head of the militia commands them to spearhead the militia's attack on the Iron Tower of Harkenwold and Nazin Redthorn's mercenary forces there. In Lord Ironfist's tent, Artemis steals all his important documents related to the militia's operations.
The party is equipped with special arrows that silence opponents and are sent off to commence their night raid on the secret entrance to the Iron Tower. Their primary objective is to open the main gate of the tower for the militia to attack. Their secondary objective is to free the Baron from the dungeon and to capture Nazin Redthorn, if possible.
Sunday, October 9, 2011
Meet Darmak and Stasi


Darmak the Half-Orc Barbarian Priest of Kord - His mother was a villager in Whitehead and his father was a Bloodspear orc raider. He serves the god of Thunder and Battle. Also in the employ of the duplicitous but generous spymaster Rosentz Blackhorn.
Stasi the Artificer - Studied with the artificer's guild in Fallcrest. She prays to Morradin, like many artificers in Nentir Vale, who's craft is handed down from dwarves. Her preferred attack is runes of battle that spout fire and lighting from her allies armor.
R.I.P. Aubrey the Artificer

Aubrey the Artificer - Died valiantly saving the life of her long-time friend Whodat, the Halfling Rogue. She died in a vicious trap in the Tomb of Alderon, set upon by several undead and an iron cobra. Her body was never recovered, left to bloat and rot in the murky waters of the tomb's wheel room.
The Dream of the Blue Portal and the Red Castle

The same morning that Aelar and his party set out from Whitehead to the Tomb of Alderon, a half orc comes into town asking around for people matching the description, of Aelar, Morwyn, and Artemis, as well as their other deceased companions. The town drunk blurts out that they have set off for the Tomb before the rest of the townsfolk in the Crazy Wolf bar can silence them. The half orc hurries off satisfied.
Word spreads to Artemis and Morwyn, who are resting a friend's home nearby. They quickly pursue the half orc and pick up his trail at the city gates where he has headed off down the path to the Tomb. Halfway up the mountain they see the half orc join up with the remaining orcs from the band they encountered in the first adventure, accompanied by their cheiftian, a giant grey orc. The half orc turns into a wereboar.
Artemis and Morwyn overhead them plotting to pursue Aelor in the Tomb so they rush ahead to warn them. As the sun sets and the moon starts to rise, they see four gargoyles take flight over the valley outside the tomb from the mountaintop. They hide and the creatures pass. They rest outside the tomb, waiting to ambush the orcs if they arrive before their friends.
Meanwhile, Aelor becomes entrapped in the tomb. They enter a room that has four ship masts as columns holding up the ceiling. When Aelor sneaks through the room the ship's masts come alive and grasp him tightly. The enchanted rigging tightens as he struggles to release himself. Even his magical blade will not cut the ropes. The Whodat gives him some rations and agrees to come back to retrieve him after they explore further and hopefully find some way to release him.
Heading into the tomb they find three crypts marked as defenders who died guarding the Emperor. They pass through the chamber into the next room and find a ships steering wheel on a platform across a flooded chamber. The steering wheel is attached to a chain and two words "PORT CULLIS" appear engraved above the wheel on the wall.
Whodat the rogue enters and turns the wheel clockwise, which causes a small drain to open in the center of the room followed by some bubbles and then nothing. The water does not noticeably lower in the room, still at shoulder height for the halfling, but as he moves the wheel another turn something bites him on the leg under the water.
He flees out of the chamber and his companions carry him back through the crypt room, where they find the crypt's lids have been removed and they are empty now. They head back into the main hall to regroup and recover, discovering that the bite appears to be from a large snake.
Heading the opposite way they find some catacombs and Whodat disturbs the skeletons entombed there kicking their bones about to make sure they are not undead skeletons. Disturbing the bones rouses a large centipede, which Whodat, Neyvara, and Aubrey kill without much injury.
In the next room they find a long hall with a pool in the middle. In the pool the water is slightly milky but otherwise clear and in the center of the pool lies a skeleton wearing some sort of magical armor, but without any other noticeable possessions. On the far side of the hall is a large metal portcullis, which is closed.
The party re-enters the wheel room to try their luck there again. On their way in they notice the lids have returned to the crypts that were open minutes ago. Whodat tries throwing some of Aubreys ropes and grapples across the flooded room to remotely operate the wheel, but their attempts to get a second grapple across fail. Whodat tightrope walks across the rope as Aubrey and Neyvara secure it tightly. On the opposite platform, Whodat again turns the wheel in the clockwise direction with the same result. Moments later an iron cobra lunges out of the water to strike him on the platform.
Aubrey wades into the water to aid the halfling, but as she strikes the cobra, three undead guardians rise around her in the room and knock her our with several hacking chops. As she falls unconscious and sinks into the darkened waters, an undead dwarf continues to slash at her mechanically and her blood bubbles up from below.
Whodat and Neyvara skillfully retreat out of the chamber, noticing the lids are now gone from the three crypts and they head out into the hall. They find that Aelor has tactfully relaxed his body enough to slip free from the magical rigging trap and he joins them as they flee from the tomb.
Outside they are surprised to find Artemis and Morwyn, who tell them of the orcs coming to hunt them. They climb the side of the valley and hide as the giant orcs, his one-eyed commander, and the wereboar enter the valley then the tomb, intent on revenge. They notice that one of the orcs in the party is missing and the orcs have seen battle, presumably from the gargoyles that were hunting the trail earlier.
They find their way back down the trail past Underkeep then on to Whitehead where they rest for the next couple of weeks. Whodat retires back to his life of fishing, deciding that the adventurers life is too much for him. The death of his childhood friend Aubrey weighs heavily on him. Meanwhile, a friend of Aubrey's from the artificer's guild comes to town seeking her to let her know that there is a guild meeting called in nearby Fallcrest. Once this artificer named Stasi learns of her friend's death he joins the party to aid them in their quest.
Stasi, who serves Morradin, along with the elves and eladrin all share the same dream the night after a wake is held for Aubrey is held at the Crazy Wolf tavern. As they discuss the dream, they are joined by the half orc barbarian priest Darmak, who they often drink with into the late hours.
They dreamed of Underkeep hall's ruins in the side of the mountain. The mountain opened up, and inside the ravine they find a blue glowing door. On the other side of the door, they find a great cavern full of skeletal remains. As they pass through the cavern they find an opening to a valley with a river and some ships. They sail upstream to the source of the river. At the source of the river is a great open wetland field. They see the four free gods, cloaked and pointing at a red castle on the horizon, sitting on a hill by the sea.
Darmak is a servant of Rosentz Darkhorn, a Teifling rogue and traveller who has been known to spy for many kingdoms. Darmak was freed from Rosentz's service and returned to his home in Whitehead, awaiting further summons from his master when he was needed. Praying to his god Kord, the diety of storms and lighting, a promising dark cloud above the peak of Whitemountain the next morning tells him that it is auspicious to join this quest and that there will be much battle.
Neyvara still suffers from rot grubs, which she takes herbal teas to remedy, though from time to time she still expels one of the foul creatures. Aelor has been troubled by the dream and spends a great deal of time in a sort of meditative trance contemplating it. The party assembles and strikes off toward Underkeep, which once was a prosperous dwarf hold, but many generations ago fell to madness and ruin, it's inhabitants fighting among each other.
As they approach the ruins, Aelor and Neyvara set up watch up top to prevent any goblins from sneaking up on them. Goblins are known to raid from Underkeep and the town of Whitehead occasionally sends fighters in to clear them out. Likewise the dragon who lives on the mountain of the Tomb raids the tomb yearly, as none have been brave enough to yet slay the beast there. Many in the town tell the party they were lucky to get back from the tomb alive without raising the dragon's wrath.
Darmak and Artemis lead the party down a stairwell in one ruined tower. The rest of the party follows several paces behind. They fail to detect a trap and are cast down hundreds of feet on a sloping shaft. Morwyn and Stasi decide to follow them rather than be separated. They trigger the trapdoor on the stairs and slide down as well.
The shaft expels them into a tiny cell in a dungeon. Human remains litter the floor and a swarm of spiders crawls toward them, covering them with sticky webs and biting at their flesh. The party fights furiously to squash the creatures, finally destroying them all. The half orc furiously kicks open the barred wall of the cell and inspects the dungeon finding a torture rack and a wash basin which has been used as a latrine.
Through the only exit from the dungeon they find a hall with tunnels heading to stairs leading up and more halls on the left and right. In the center straight ahead is a glowing magical portal and a coded set of runes for controlling the gate with various locations in other planes listed on it. The half orc casts the torture rack into the room, but does not trigger any traps. Further inspection shows the runes do not respond to touch.
The party agrees to head their dreams and explore the blue portal stepping through. on the other side of the portal they find a great cavern as in the dream, filled with skeletal remains. On the opposite side of the cavern they find a hill of rubble with a door on top. As they approach the door five skeletons rise from the debris to attack them.
They fight off the skeletons easily, though the clatter of blades on bone summons the guard on the other side of the door. A shadar-kai warrior in black chainmail and covered in tattoos with two katar attacks. As they fight he turns to shadow teleporting around and becoming insubstantial for moments at a time, making him an elusive target. Finally they defeat him and he prays to the Raven Queen with his dying breath.
They find the guard has a map of these caves here and they follow it's course toward the exit to outdoors. First they sneak through a room with several adjacent cells, then in the next room they hear footsteps and a foul deformed creature that was once a many but now feast on flesh crawls from a tunnel and attacks. They kill the thing, but in the process their loud thunder attacks summon a pack of zombies from an adjacent room. They hear them moaning in the distance.
As Artemis and Morwyn guard the passage from zombies, tossing molotov cocktails down the corridor at them, Darmak and Stasi hear a man calling to them in one of the cells. The free the man, who says that he is Lord Kalton and promises them a reward if they return to his lands south of Fallcrest. They give him the katar and he comes with them.
They fight off a pack off a dozen or so zombies, including one great tough winged zombie creature, which Stasi takes out with a single heroic shot to the head. in the next room they find a list of dungeons with places crossed off and mention of an expedition to find the lost Library of Nerath.
There are references in the map and journals to an expedition which successfully collected the remains of Emperor Alderon and one of his advisers. There is also indication that interrogation of the advisers remains using speak with dead narrowed the search to one of the locations on their list, but no further. Four of the ten locations have already been crossed off, indicated they have been searched or ruled out.
Also in the study are several tables for making zombies and some half completed zombie corpses in the works. They set the tables on fire and smash everything in the lab. As they work, Lord Kalton hears a voice at the top of the stairs calling for help. A voice claiming to be buried under some rubble begs for help and Lord Kalton starts to try and dig for the voice, but Darmak stops him. The Lord becomes furious with the half orc and bears fangs then attacks him. The party comes to Darmak's aid and quickly slays the vampire. Darmak takes Lord Kalton's signet ring.
All this commotion draws further attention and they hear voices in the next corridor. Darmak investigates and finds a room with several cave murals depicting Orcus the lord of undeath feeding his blood to several humanoid creatures, who are in turn also feeding on the blood of other creatures. As he starts to slowly move to the other end of the passage, a Shadar-Kai witch materializes and attacks.
Two more shadar-kai warriors join the battle and Darmak bravely charges to attack all three cutting a great swath of thunderous strikes across their ranks. Several arrows from Morwyn's bow draw the witch's ire and she blinds the eladrin ranger with a magical attack. Firce melee ensues and the artificer again blasts the enemy with fire and thunder spouting from runes inscribed on her allies armor.
The witch tries one last ploy to blind the party with a great wave of darkness that emanates from her, but Darmak turns and skillfully cleaves her in twain with his great blade and the darkness is lifted. The party dispatches the other two shadar-kai. One dies as his grinning head falls to the floor, the other prays for death to take him even as he throws his spiked chain out for one final strike.
Heavily wounded by the battle the party decides to set up camp and rest, holed up the zombie making lab. The blackened tables and smoke choking the air, they nervously set up camp. After four hours they are interrupted by the heavy footsteps of a creature set upon them. A large ogre zombie with a great chain around its neck as though it was leashed, lumbers down the stairs and into the room to fight them.
Darmak valiantly takes the bulk of the creatures blows and hovers on death's door as his friends charge forward to push the beast back and keep him from mauling their friend further. The beast seams dead for a moment and then surprisingly rises again.
Stasi stops the bleeding as the ogre zombie knocks out the ranger's hunting cat Kiara. Artemis holds the beast at bay, drawing its attacks as Morwyn, already injured herself by the beast draws a bow and fires arrows a volley of arrows into the thing. Another arrow through the eye brings the monster its final end. The pary finishes a restless sleep.
Monday, September 19, 2011
Meet Aubrey, Neyvara, and Whodat



Aubrey the Artificer, Neyvara the Eladrin Swordmage, and Whodat Kid the halfling Rogue. All three are born and raised in Whitehead at end of the mountain lake opposite the Tomb of Alderon. They were all educated in their crafts in the city of Fallcrest.
R.I.P. Juan, Thorin, Mary and Robert




Juan the Nameless, Tiefling Arcanist - drowned by water elemental, buried in the valley outside the Tomb of Alderon
Thorin Anvilstorm, Dwarf Shaman - put to sleep by Robert the Wizard and beheaded by ettercaps. Body never recovered, presumed eaten.
Mary the Paladin - killed by ettercap fang guards, dismembered by kobolds, consumed by rot grubs, and left to rot in a heap of garbage in the Tomb of Alderon.
Robert the Wizard - died in battle fleeing from his enemies. Body never recovered, presumed eaten.
The Tomb of Alderon

The party enters the kobold lair, looking for adventure. They find a magical pool of water with an elemental in it. Juan the Nameless carelessly disregards the spirit of the text above the room and offends the spirit guardian who drowns him. The party heads back out and camps in the valley, they meet up with Robert the Wizard, an old sage who has studied the history of the region his whole life and has finally made narrowed his search for the Tomb of Alderon, the last Emperor of Nerath, down to these ruins. They bury Juan in the valley outside the tomb.
That night, they are attacked by two chitines and an ettercap while they sleep. They defeat the creatures and head back into the tomb the next morning. They encounter a trap and a gnoll huntmaster with several hyenas guarding a trophy room. The gnoll escapes and they move into the adjacent chamber to find the guardian of the woods hiding there.
There is a misunderstanding and the guardian tries to escape from the party, misunderstanding their intentions. They subdue her and take her outside then later convince her they were sent by the fairy princess to help. The nymph says she cannot help them because her mount, a unicorn is held captive by the creatures in the tomb. The party agrees to rescue her unicorn.
The party re-enters the tomb and finds the cell where the unicorn is held by the gnoll huntmaster. They attack and several ettercaps and spiders drop from the ceiling to join the battle. Robert casts a sleep spell on his foes and friends alike, causing Thorin and a spider to fall asleep. The ettercap in the melee uses this to his advantage and chops Thorin's head from his body where he lays. Robert beats the sleeping spider with his staff, trying to kill it.
Mary is locked in battle with an ettercap as Aelor finishes off the huntmaster and a deathjump spider. The ettercap knocks the paladin to the ground and his ally cleaves her breastplate in twain with it's greataxe and her blood joins Thorin's in the pit. Aelor leaps into the bloodied pit to free the unicorn that is tied in thick webs. He leaps on the steed's back and it teleports out of the pit and charges one of the ettercaps, impaling it on his horn. A deathjump spider leads on Aelor's back and he fights it off.
Robert the Wizard flees the melee after seeing two of his allies die at the hands of the ettercaps. As he retreats back to the main hall he is confronted by a small army of kobolds and their rat familiars. He runs back into the main hall to join Aelor and the unicorn, but is quickly killed by the enemies surrounding him.
Aelor presses a retreat on horseback, ducking as they ride down the hall of the tomb, trampling a kobold in the process. He rides out the main entrance to the tomb and regroups with Artemis and Morrowin outside. He picks up the nymph guardian and they ride back to the fairy woods where he enjoys the comforts of her court for about a month. He then heads back to Whitehead where he stays another month gathering a party to re-enter the tomb.
Aelor finds a party of adventurers to come back to the tomb and explore. They are Whodat Kid the Halfling Rogue, Aubrey the Artificer, and Neyvara the Eladrin Swordmage. They return to the tomb and slay the kobolds. They find some treasure and later encounter the body of Mary the Paladin, recovering her magical sword. The paladin's body is infested with Rot Grubs, which the Artificer freezes with a vial she fires from her crossbow. The swordmage becomes infested with rot grubs but the artificer helps save her before they burrow through to her heart and brain. The party dodges some traps and continues down into the lower level of the tomb.
Friday, September 2, 2011
Meet Thorin, Mary, and Morowin
Thorin Anvilstorm is a dwarf shaman. He grew up on the cliffs of the Dawnforge mountains alongside the great rams that serve as his clan's totem.
Mary the paladin serves an order from Zaarnath dedicated to illumination and the rediscovery of lost knowledge. They seek to bring about a new renaissance and prosperity for the League of Nerath and the rest of the world.
Morowin is an Eladrin ranger from the feywild. She crossed planes into Nentir Vale seeking adventure with her companion animal, a great hunting cat.
Monday, August 29, 2011
Rescuing the Fairy Princess
Thorin Anvilstorm, the shaman, Mary the Paladin, and The Nameless Arcanist head off toward Harkenwold. They agree to meet the other three adventurers in the party in the town of Arbordale.
On the path they encounter a giant owl and defend themselves from it when it strikes. As they head by the woods, they find the lair of a Quickling who repels them after a tense standoff. Aelor the Avenger joins the party and heads into town with them.
Along the road to Arbordale they meet up with some belligerent guards bearing the crest of Nazin Redthorn, which is a wyvern. The guards demand a bride and then tell the party to leave. The party refuses and attacks the three town guards and their two drakes. The ranger and rogue-priest come upon the party as they finish off the guards.
After disposing of the town guard's bodies they head into Arbordale. They find the town blacksmith, an unfriendly dwarf, and he agrees to buy a few items they wish to sell that they picked up in the Quickling's lair. After doing business the dwarf concedes to allow them to rest by his forge overnight, as there is nowhere else safe nearby. He warns them that orcs have been attacking the villages that cannot afford to pay Nazin's guards to protect them.
The next day two cavaliers ride into town looking for the watch. They ride north to see if they can find them. The party leaves town and heads west. The first village they come to has had members on its outskirts attacked by a giant orc. The next village they find by the woods has been heavily raided.
They head into the woods after reviewing the scene of the last raid. They track the giant orc and the smaller band accompanying him to their campsite and attack. The orcs are very savage and kill the paladin almost immediately. The rest of party manages to kill half of the orc band before they are subdued.
When they awake, instead of being dead or captured, they find themselves in a grove of giant trees, which they presume is the feywild. They find a large tree palace encrusted with jewels and fine metals. Inside there are several bloody elves who appear to have been whipped and lashed severly and several giant rats that guard the tree. Later they find that the king of the palace is a huge dragon-looking humanoid covered in blue warpaint.
The stupid, but powerful king sends them off to hunt wolves in the forest. The first wolf they come across is huge, so they are hesitant to attack. Then a treant finds them and pursues them, calling them food. They see four cloaked figures head off toward a dark part of the woods and they follow.
They come to a cave entrance and walk inside just as the wolf finds them and begins trying to dig the cave entrance large enough to squeeze through. Inside the cave they find two batwinged creatues holding court for several large animals and insects. There's woman tied up in the corner.
Aelar frees the woman and she unfurls her wings, revealing she is a fairy. She restores Aelor to his original size and he intimidates the evil fairies in the cave and their servants. The party retreats out of the cave and the wolf runs away when it sees them in their true size. It turns out they were not in the feywild they were just very small themselves.
They return to the fairy princesses tree fortress and confront the blue kobold that they thought was a dragon man, and twig blight they though was a treant. The two are quickly defeated and the rats disperse, fleeing into the woods. The fairy princess restores the wings that were pulled off the bloody backs by their kobold captor. She says that she prayed to the Four Free Gods (Melora, Sehanine, Avandra, and Correlon) and they must have answered her prayers by sending the party to help her.
The fairy princess enchants some items for the party and asks for their help. She says that their protector, a human sized woman was captured along with her steed by the band of kobolds and taken to a mountain fortress. The party agrees to help and sets off.
Several days journey later they come upon the mountain lair overlooking a great lake in the Dwarforge Mountains. The ranger has some trouble and falls, but survives. When they reach the top of the mountain a Cave Ogre guarding the entrance to the lair attacks. After a fierce battle they overcome the foe and catch their breath.
Friday, August 12, 2011
Our Story Begins at Fiveleague House...
The characters have all become acquainted seeking employment as money and unemployment has run scarce in Nentir Vale. They had hoped to find work as guards and staff at the Fiveleague, as Barton, the bear-like patron who runs the place is known for being one of the best to work for in the area. Sadly, Barton tells the lines of travelers assembled on the hot summer day that he has no work for them, but recommends they seek work in nearby Hammerfast to the east, or if they are more daring, in the border city of Fallcrest to the west.
At the Fiveleague that night huddled around the fire in the main hall, you listen to news from the surrounding kingdoms. You assemble a party of other willing souls and discuss the best prospect for treasure and adventure.
1. Hammerfast (3 hours march east): Rumor has it that the tenuous peace between the Orcs and Dwarves in the city may be coming to an end, as a number of recent street fights have broken out. Traders have returned from Mithralfast further east and said that the dwarf hold has mysteriously sealed it's gates and is no longer admitting traders or outsiders.
2. Fallcrest (two days march west): Merchants traveling to Fallcrest often spend the night near Thunderspire peak. Recently a gang of robbers has plagued lightly defended caravans. Many merchants have been hiring muscle to help them get to Fallcrest. A few such traders peddling textiles and metal goods from the east are looking for guards. They will pay each guard one gold per day (which is enough for a few meals and a room at an Inn for a night).
3. Harkenwold (one days march south): The people of Harkenwold have reported more frequent raids by the humanoids in the forest. Though they have little money due to the raids and high local taxes by a new oppressive ruler, their expert craftsmanship is known throughout the vale and have offered wares to any who would help them.
4. Nenlast (half a day's march north): The fishermen have reported that a creature is capsizing their boats in Lake Nen. None have seen the beast and lived to tell the tale, though a reward is offered for the capture of the beast, dead or alive. The amount of the reward varies significantly depending on who you ask, so none trust the numbers.
5. Ruins of Fastormel (half a day's march northwest): The mysterious Mistborn Tower sits along the shore of Lake Nen. The bloodspear orcs tore the town apart years ago, but never were able to pierce the tower's defenses. Some say the Scepter of the last Lord Mage, a valuable magic item, lies somewhere within it's walls, guarded by magical guardians and traps.
6. Vor Rukoth (several day's journey southeast): Rumors from beyond the vale say that war is spoken of by traders visiting from across the sea. Some say all the nobles to the south and east are hiring soldiers for defense and campaigns in distant lands. Vor Rukoth itself is a sparsely settled village on the edge of a vast ruined city full of monsters and ancient treasures.
Tuesday, June 28, 2011
Meet The Nameless Juan, Dark Magician

Four months ago I woke up in a panic, I did not know my name or any of my past history. Checking my pack, I see adventuring gear along with a spell and ritual book. Magic comes easily to me, as does making friends with the surrounding populace, despite my appearance. If anyone has known me before, they make no mention of it. I seem to have a great knowledge of arcane, religion and the history of this world, just no knowledge of my past deeds.
I seem to be at odds with myself, for I make friends readily, settle disputes with ease. Yet my magic focuses on fear, misdirection and destruction, and my appearance is that of a devil or demon. My clothing is fancy and expensive, kept spotless and free of dirt by the ritual I perform every morning as I wake up. I feel like I should be an adviser to a king, but in these past four months I have seen no signs of missing persons, or heard of no search parties.
The Fiveleague House is said to need work, perhaps I can use my talents there. I am patient, and have potent magics available at my disposal. I am Juan.... "The Nameless Juan"
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