Showing posts with label Janora. Show all posts
Showing posts with label Janora. Show all posts

Monday, April 26, 2010

Oppol’s Seizure of the Temple of Ancients

Characters: Cheynar, Illdric, JadeBlade, Janora, Vi’Helm
NPCs: Jynn Thatcher
Synopsis: Qualen Shadowbourne is summoned to the hidden shrine of Kelemvor by his new mentor Jynn Thatcher, a disciple of Kelemvor who seeks to strengthen his god and re-establish his presence on the Dragon Coast. Trekking through the diseased city of Teziir, Qualen and his comrades use the poorly scrawled map to a section of the city that has been quarunteened. Massive hand-painted signs ward the area, but not a soul is around to enforce it.

The map leads them to a multi-story brownstone, but the directions for entrance indicate the shrine is in the cellar of the house. Moving through the adjacent alleyway, they are attacked by the ghost of Poor Friar Tomas. The filth of the alley works against the group as Qualen succumbs to the fumes of some airborne mold. Vi’Helm forces the ghost to flee as the cleric presents the holy symbol, but the noise of battle attracks the scarred, old man Jynn Thatcher.

Jynn invites the group into the cellar. Illuminated by numerous candles mounted on shoulder-height iron stands, the room holds several items sacred to Kelemvor, the Lord of the Dead and Judge of the Damned. A gentle-reposed corpse lies covered on a low-standing altar. Jynn describes Qualen’s particular remorse of his fallen companion Farthick and has promised to return the dwarf to the plain of the living, if he can find his soul and if he wishes to return.

But Jynn’s concerns lie outside of the city limits. It has come to his attention that a mysterious mound of stone has appeared not three miles towards the coast. Jynn announces that he is resurrecting the Eternal Order, a knightly order of Kelemvor whose purpose is to hunt and destroy powerful undead. The rumor of this stone mound houses a temple of an ancient sect. But the mystery is why it has appeared. Hand in hand with the rumor the temple is the fact that an undead kobold has taken residence inside and is manipulating the dead. Qualen’s first step towards the Eternal Order was to eliminate this threat, but the warrior lies stricken from the disease of Teziir. The others must carry out the mission.

Reluctantly the group journeys to the temple, following another one of Jynn’s crude maps. Cheynar scouts ahead of the group sneaking inside the temple threshold, but the trespassing provokes a cluster of water elementals from a broken fountain of worship. The others arrive to aid the scout, but the battle has twisted against Cheynar’s favor, forcing her deeper into the temple’s interior. Another guardian is triggered as a floating mystic cloud targets the catfolk attempting to suffocate the intruder. The group comes to Cheynar’s side and defeats the elemental sentries.

Beyond the first two chambers, the group spies a cluster of movement beyond. Moving to the central tomb, they meet the undead kobold sorcerer Oppol who has animated the bodies of his destroyed tribe. But before they can mount a unified front, damned spirits spew out from tomb chambers from behind, creating two fronts of this battle. The superior skill and weaponry of the group proves that they have come far in a short period of time. Oppol is eliminated by Illdric as JadeBlade annihilates the kobold zombie tribe.

The others fair far worse against the evil dead and Cheynar retreats to the entrance. As the kobolds are destroyed Ildric and JadeBlade return to the others and help to destroy the undead. Cheynar draws one to the temple’s door, but it returns to the tomb to expel the others. Finally, the assault ends after the last walking dead is dropped. The ancient temple stands silent but offers much in sight. Murals depict grand cities, some atop clouds and some below the sea. A warrior is depicted in a mural wearing coral armor standing proudly among his people.

The group takes etchings and recovers some of the arms of the kobold attackers. As the sun sets, the group returns through the frozen coast back to the dying city of Teziir. Jynn is astounded at their success and relishes the etchings they procured. Their treasure will go a long ways towards understanding the mystery of the temple’s appearance. Thankful for their efforts, the cleric of Torm heals their more grevious wounds and promises to focus his efforts on the dwarf warrior Farthick by asking Kelemvor to spare his soul. But something is amiss in the City of the Dead. And something is amiss amongst the lost souls of Teziir.

Encounters: ghost, two shadows, two water elementals, belker, ten kobold zombies, 5 wights, and an undead kobold sorcerer.
Achievements: defeated the evil undead of the temple and restored it to peace.

Wednesday, March 10, 2010

The Hidden Cure of Teziir

Characters: Cheynar, Illdric, JadeBlade, Janora, Torvic

NPCs: Theo Miltan

Synopsis: At the Smelted Horse, Janora gathers together several transplants of the Adventurers Guild of Threshold. The ranger has used her connections to uncover a cruel plot of the thieves guild of Teziir, the Astorians. Her contact, Theo Miltan, has cast his personal vote of no confidence in his superiors, as the mid-tiered Astorian needs their help to secure the most valuable treasure in all the city. Squirrelled away in an Astorian hideout several miles outside of the city is a plethora of antidotes for the Blood Veil disease that has clutched the citizens of Teziir in its death grip. More than 50 vials of the cure are within a hideout nestled high above in a grand evergreen approximately ten miles outside of the city. Theo Miltan has abandoned the chain of command and directs the group to the whereabouts of the Astorian lair. What good is a thieves guild in a dead city anyways?

The map is true as the group finds the massive tree standing in the snow-fallen forest. Nested in its branches some 150 feet up is a multi-layered wooden structure. But it is only minutes before the magic sounds of an unseen performer woo Cheynar and Illdric, beckoning them to the tree. With a fair amount of snow from the ground and cotton from the cold weather gear, the group subverts the songmaker and retrieve their enchanted allies. From up above a winged, scale-covered female descends to attack the trespassers. The party destroys the creature with speed and authority. Using the perchased potions of levitating, the group gains access to the compound through a trap door in the lowest level.

The decision is made to lay waste to any obstacles and get the antidote vials before the magic dissipates. Investigating their options, the party moves into a room swarming with dire rats. With targets aplenty the group moves in, obliterating the sea of filth. As the warriors do their bit, the newest member Torvic, cleric of Kelemvor, advances up a ladder to the next level. Scattered among the crates and barrels are several human bodies in various forms of decay, pieces of their body partially missing. Something has decided to dine on these poor victims. Torvic recognizes that their souls have vacated the material plane and animates the bodies to help him search for the vials.

Below the dire rat swarm has been annihilated and the group catches up to the cleric, only to find him under the sway of the most beautiful tune they have ever heard. So fine in the quality of performance that only Janora fails to appreciate the talent. In a trance everyone save for the ranger moves to the next room to provide an audience for the musicians. It is a blow to the head that jolts the group from the mesmerizing performance. Distrubed at the ruse, they attack two more of the winged bitches. It is a warrior’s performance matching the greatest symphony ever constructed that JadeBlade’s dwarven war axe handed down to him from his grandfather finds its target. The chop sends the beast hurling into the wall, end its life several times over. The display is beauty to the warrior as he steps up and crushes the second.

The investigation concludes when they find a thrashed bedroom converted to a nest for the last creature. Strike after strike, the beast is massively overwhelmed and falls to the blade. In the room beyond the group discovers an abandoned crate, 50 vials inside and intact. As the levitating magic fades the group secures their find and vacates the Astorian lair. Their recovery of the vials of Bloodveil antidote may be the first step to saving Teziir.

Encounters: sentry harpy, swarm of dire rats, harpy siblings, harpy matron

Achievements: infiltrated the ruined hideaway of the Astorians, destroyed the squatting family of harpies, and retrieved the vials containing the supposed cure for the Blood Veil disease rampaging through Teziir.

Saturday, October 17, 2009

The Lighthouse Sting – The Fall of Lycast

  • Characters: Azla, Cheynar, Flannigan, Janora, X-Requinn
  • NPCs: None
  • Synopsis: The adventurers decide to pull out and regroup. Marlet has vacated the aerial assault, retrieving Vexander and Sentalial and returning to Threshold to help verify the words of Krullix. Finding the call to arms true, Marlet grabs Azla the war mage and the cat-folk scout Cheynar to continue the assault on the tower. Remaining outside the parameter the others scour the woods to find Krullix. Only moments after a rendezvous with the rogue, Marlet returns with familiar allies and the group returns to the tower. Traversing the stairs of the tower, the adventurers reach the second level and find more empty quarters and unoccupied rooms. The two largest rooms are breached and each contains a cluster of goblins sharpening weapons. Slaying the trespassers, the group continues to the next level finding a different layout. The locked room is infiltrated after female noises are heard. Convinced that the leader of the goblin tribe, the so-called Lycast, is just beyond the door, X-Requinn blasts the door to pieces as the lock-pickers cannot bypass the bound barrier. The quarters are empty save for a large chest and Flannigan gets to work quickly. Others move to the door to an adjacent room. Opening the door, a hidden opponent strikes out. The group rushes in to find no one before retreating. The invisible attacker shifts position as X-Requinn unplugs his ever-lasting decantor of water. The room begins to flood as the assailant’s footsteps give her away. Magic is loosed as Azla and X-Requinn use area-blast spells to flush out the invisible hag. The successive blasts reveal a fallen green hag, and no doubt as to the tribe’s gross ambitions. With only the remaining tribal champion, the mysterious Skrom, the group continues to the next level finding a barghest with his goblin minions. The battle is well orchestrated with the archers and spellcasters maintaining cover while the melee experts flanking opponents and quickly disabling the threat. Skrom fails under the blade. The stairs are checked at a trap door leading to the roof where other goblins are heard. Returning to the previous level and exiting the windows, the group attacks the roof by scaling the walls. Atop the tower are the remaining goblins that were not cast down by Marlet and her bronze griffon. Combat is spread throughout but the goblins are outmatched and they all are killed. With the tower vacated and the threat to passing ships removed, and the long journey home from their high seas adventures almost complete, the heroes begin their trek back to Threshold.
  • Encounters: eight armory goblins, green hag Lycast, three goblin minions, tribal champion barghest Skrom
  • Achievements: sacked the phony lighthouse, destroyed both the goblin tribe leader and the tribal champion

Friday, August 28, 2009

The Lighthouse Sting

  • Characters: Flannigan, Janora, Marlet, Sentalial, Vexander, X-Requinn
  • NPCs: Krullix, Carn
  • Synopsis: The crew of the Sea Serpent sails the vessel to Ice Flow, meeting Captain D’Ja Mode and his crew. They find Krullix who was dispatched to follow the group’s tracks. There has been a recall of guild members to Threshold. They Call Him Carn will rendezvous with the group back at the town, himself expediting his own travels via his centipede tattoo gifting him with the shadow walk. The rest ponder their options and decide to hire a skiff operator to take them to the shores of the Dragon Coast. Bracing against the frozen winds of the Dragonmere, the craft sails atop the ice-covered sea on massive metal arms, carrying the group quickly to their destination. After a long day’s travels they reach the shore line, only to find it obscured by magical mists. A lone lighthouse serves as a beacon for the travelers, but a ruse is quickly discovered. It isn’t the lighthouse they anticipated. The skiff runner has over-shot their goal by an unknown amount, and another lighthouse beckons. The illuminated shoreline is from a bonfire cobbled together by ten goblins, celebrating some ritual in dance and chant. Unconvinced the party ambushes the revelers and soundly defeats them before moving on to the lighthouse. One goblin survivor spills his guts and points to a green witch that commands his clan. The ruse has been in effect for quick some time, tricking vessels by having them run aground only to be smashed and looted. Surmising that more harm may come from the wicked trick, the group makes for the lighthouse to end the deception. Atop the lighthouse, more goblins ready their actions, spying the advancing group. Marlet rides atop her griffon summonded by the bronze statue, and begins plucking goblins from the parapet and hurling them towards the shoreline below. The rest enter the lighthouse and encounter three snake-like humanoids guarding the first floor, easily dispatching the threat.
  • Encounters: ten goblins, three gricks
  • Achievements: returned to the Dragon Coast and infiltrated the lighthouse

The Ruin of Chimera Cove

  • Characters: Carn, Flannigan, Janora, Marlet, Vexander, X-Requinn
  • NPCs: Azla, Sentalial
  • Synopsis: Deep within the magic-made complex that is the Chimera Cove, the group moves forward into the unknown, time now their biggest enemy. A water-logged chamber contains two undead seasworn warriors, bent on destroying the intruders. The battle is fierce as the seasworn attack from beneath the murky waters, dividing the party in two. Undaunted the party slays the creatures only to see them resurface momentarily, but eventually the blockade is put down and the group hurries towards the unknown location of the Terraken. The corridors below spiral around each other, but Marlet stays ahead of the pack, scouting potential threats. One chamber is invested with ooze mephitis, using highly polished silver to lure the unsuspecting. Drawing the adventurers into the champer, the mephits gargle with glee as Carns into a trap where a section of the ceiling collapses. The party focuses the attack on the spellcasting creature, quickly ending that threat before moving on to the remainders, who meet similar fates. Another chamber houses more water, but emerging from the depths is a seasworn captain of Sembia. She bears the emblems of a fleet captain from many decades prior, but the parlay is short as she sends a bolt of lightning bouncing through the group. Her post-life existence is quickly ended, drawing a close to too many years of undeath. Marlet discovers the crux of Chimera Cove, the champer referred to as Fluxhold. An ancient elder water elemental knows it is only moments from freedom as the ancient hold on it ended with the life of Poltur. The water elemental is only too helpful to the group directing them to trapped chambers holding the Terraken. Racing against time, the group proceeds through the underground channels to reach the pit of the Terraken, rising waters bringing it ever closer to freedom. A plan is devised to bypass the Terraken and retrieve the amulet capable of controlling the undead beast. X-Requinn volunteers for the task and, after receiving many blessings from Vexander, the sea elf disappears into the murky waters. Several minutes pass, bringing the water levels even higher, when the floating Terraken is submerged, and a flying X-Requinn rendezvous with the group. Fleeing to Fluxhold, the adventurers are given the route to bypass the underground caverns and return to high port. Sentalial has figured out the locks to retrieve the Silver Reign from highport, and Flannigan quickly claims the prize for his personal sacrifices. Escaping the hidden port in tact, the group sails to the small village of Chimera Cove and deed the controlling amulet over to the village elders. They will see to the destruction of the Terraken and return to Cormyr to reintegrate with the modern world. The adventurers begin the long return to the Dragon Coast with Flannigan doing his best to convince his crew of his rightful command.
  • Encounters: two seasworn warriors, two ooze mephitis, one ooze mephit sorcerer, seasworn captain, ancient elder water elemental, terraken.
  • Achievements: retrieved the amulet to control the terraken, returned the control to the rightful Cormyrean heirs, and freed the sailing vessel quickly redubbed the Sea Serpent.

Friday, July 10, 2009

The Race Against the Terraken

  • Characters: Azla, Carn, Flannigan, Janora, Marlet, X-Requinn
  • Synopsis: The party explores High Port, discovering the decrepit quarters of the hobgoblins where three more lie in wait. The ambush is quickly quelled as Sentalial returns to the cave entrance to investigate the remaining hobgoblin guard. While venturing beneath the lock, Flannigan takes a terrible tumble down the steep stairs, nearly crippling himself in the process. But down below, the swashbuckler makes a discovery. His most recent adversary Poltur lies on the dried channel bed, his body twisted in impossible positions, a look of astonishment still etched into his face. Continuing along the underground channel, the group reaches a landing with double iron doors. Beyond the channel is blocked by a cave-in. As the mechanism for the doors is investigated, a trap is sprung and spikes descend from a hidden niche in the ceiling slicing Flannigan and Marlet. X-Requinn solves the conundrum by casting knock on doors, exposing another corridor and water-logged chamber. From beyond a hideous three-headed creature leaps at the group breathing an acidic burst on the adventurers. From old tales and myths, the creature can only be a chimera, but the beast is deformed with an unnatural black, leathery hide and features smoothed over by slime and over-exposure to water. Carn engages the beast, grappling the creature and occupying its direct attention. Janora and Marlet flank the beast as Azla and X-Requinn loose scorching rays, blasting the creature to annihilation. The wounded group spins to find that the iron doors were not disabled as the spikes retract and the door shuts. On their side of the doors, there are no levers to open the iron barricades. With no other option the group presses on, finding yet another flooded chamber. Marlet peers into the darkness, and sees the resemblance of a quarters submerged by the briny waters. But something stirs below, sending soft ripples across the water’s surface. The party has at least one more obstacle to overcome as time runs short to best the Terraken.
  • Encounters: three hobgoblin guards, trapped iron doors, sea-sworn chimera
  • Achievements: Confirmed that Poltur was killed, journeyed into the complex and reached the Dragon Isle, defeated the trapped doors and gained access to the caves, and killed the chimera guardian.

Sunday, June 28, 2009

Pelastour’s Hidden Cove

  • Characters: Azla, Carn, Flannigan, Janora, Marlet, Sentalial, X-Requinn
  • NPCs: Elder Marko, Elder Kenrick, Elder Bristol, Poltur
  • Synopsis: The village elders bring the adventurers into their private quarters and divulge the secret of Chimera Cove. Long ago, a Sembian merchant financed the creation of an undead dragon turtle called the Terraken. Using an amulet to control the undead creature, the merchant attacked rival vessels in the Sea of Fallen Stars, particularly targeting Cormyrean ships. Eventually the amulet fell into the hands of the Sembian government who issued it to various captains throughout the years. A harper agent from Cormyr named Pelastour accepted the dangerous task of destroying the Terraken. With a Red Wizard of Thay, Pelastour magically created a hidden cove in the Pirate Isles to strike out from. He spent years perfecting the caves in hopes that he would eventually be the target of the Terraken, and would lure the creature into his complex where he would kill it. In the event of failure the One Who Harps crafted an intricate magical trap to keep the Terraken from ever leaving. Pelastour took his devout followers and established the village to protect the cove’s secret and told them of the ritual to lower the waters of Chimera Cove to access the hidden port. According to plan, the undead dragon turtle did target Pelastour’s ship the Scythe, and chased it into the hidden cove, destroying it and Pelastour’s treasure in a ferocious battle. Pelastour and the wizard were killed in the ensuing chase, but not before trapping the Terraken. The cove’s magic prevented any scrying, and thus prevented the Sembians from commanding the Terraken. The keeper of the amulet came to Chimera Cove but never returned after entering the hidden complex, sealing the amulet and the undead dragon turtle within the trap. The village continued to guard the secret, or “treasure”, of Chimera Cove for more than two tenyears, until Pelastour’s grandson came of age and, betraying his legacy, decided to sell the secret to a Sembian baron. After the adventurer’s presented Poltur’s letter and the items necessary to perform the ritual, the elders surmise that Poltur has indeed betrayed the village and will release the Terraken. The group agrees to stop Poltur, and if they can destroy the dragon turtle, the Plight of the Pirate Isles, they can keep whatever treasures they find. After sailing to the center of the cove and performing the ritual, they are attacked by a giant octopus but force it to flee after dismembering four of its tentacles. Poltur’s hobgoblin troops greet the party at the mouth of the now-exposed cave, mistaking them for the humans Poltur previously summoned. Inside the group is lead to a massive underground lock that houses the pristine ship the Silver Reign. Delusions of grandeur flood Flannigan’s mind as he has already mentally claimed the vessel. Standing on the ships plank a man identified as Poltur instructs the new arrivals into the ship’s hull in order to complete the ritual. Goading Flannigan into a duel, Poltur retracts into the ships hull pulling Carn and Flannigan with him. Janora and Sentalial engage the two remaining hobgoblin guards while the others scramble onto the deck of the Silver Reign. The trap is sprung as Poltur escapes, leaving them three mimics to deal with. On the deck the real threat emerges as a hellcat appears and throttles X-Requinn. The chaos continues but the newest member of the group the war mage Azla targets Poltur, catching him with a lightening bolt. From the stern of the ship a mysterious ghost manifests and silently watches the battle unfold. Poltur does a drastic escape attempt, but seconds before his escape the relentless Azla blasts Poltur again. The dashing and overconfident man’s life spews out as he topples over the rear wall of the High Port into oblivion below. The group surrounds the hellcat but not before Flannigan is pounced upon and brought to death’s door. X-Requinn revives the fallen swashbuckler, but the Hellcat retreats to the ship’s hull to finish off the trapped party members below. The battle is fierce as the hellcat blends into the magical light of the ship and disappears. But the war-hardened group is quick to gain the upper hand. Sentalial draws his holy sword and brings the devil to its knees. Begging for them to spare its life, the hellcat promises to divulge the secrets of the caves below. The paladin of Torm brings his sword down with the might of his god, splitting the devil in two equal parts, spilling blood to the hull floor. The ghost that has been observing manifests in front of the party and tells them that the situation is worse. With the death of Poltur, the magicks holding the Terraken in its trap have been released. An ancient water elemental is now free and the waters of Chimera Cove are returning. Within the hour the undead dragon turtle will be free, and without a controller, the Terraken will destroy anything and everything in its path. Pelastour says that he can guide them through his traps but there are other horrors within the cove that they must defeat to reach the dragon turtle. The amulet to control the beast is in the same oubliette that traps the Terraken. The might of the creature is too great and it is hopeless to fight it directly. Getting the amulet may be the only way to keep it from escaping, from rampaging the Sea of Fallen Stars, and from falling back into the hands of Sembia. Outside Flannigan inspects the ship but is drawn to a door built into the south wall of the High Port. A quick listen reveals stirring from within.
  • Encounters: giant octopus, three hobgoblin guards, Poltur, three mimics, hellcat
  • Achievements: performed the Ritual of Chimera Cove, defeated the giant octopus Hand of the Deep, fooled Poltur’s guards, discovered the Silver Reign, defeated the bound-devil hellcat Zasril and his minions, killed Poltur releasing the ancient water elemental commanding the waters of Chimera Cove, and received the dire warning from the ghost of Pelastour.

Sunday, June 21, 2009

The Secret of Chimera Cove

  • Characters: Carn, Flannigan, Janora, Sentalial, X-Requinn
  • NPCs: Captain D’Ja Mode, Firstmate Helmswoman Stephae, Navigator No-Thumbs Qwerty, Quartermaster Pussy Terro, Cook Seagull, Bosun Deeno, Lookout Greenboy
  • Synopsis: Captain D’Ja Mode introduces his crew of his vessel The Iron Maiden and embarks on the tenday journey to the Pirate Isles. The sailing is swift, but the horizon is ominous as the dark clouds promise stormy seas ahead. Flannigan’s promise of weather control goes overboard as the heavy weather strikes on the sixth day. The adventurers convert to deckhands as Deeno barks orders to clear the deck of ballast and non-essentials. Then the sails are taken down in lieu of raw manpower. As the ship is cleared and the deck battened down, the entire crew shifts below to use oars to power the ship through the storm. Come morning, the work is still not done. The ship’s deck is encased in ice requiring everyone to spend the morning and afternoon breaking the rigging and mast arm free from the dangerously top-heavy condition. Arriving at the Pirate Isles after the accurately predicted tenday, Qwerty daftly navigates the Spoon Waterway to the island of Telfar. The legendary Chimera Cove is on the eastside of the isle and Captain D’Ja Mode is convinced to delay his departure, waiting off-shore only until morning. The group lands just south of the cove but before any proper investigation is made, they are attacked by another group of adventurers. The battle is swift but victory is owned by the Adventurers Guild of Threshold. Looting the bodies, they find correspondence from one Poltur “the Accursed” requesting a cleric adorned with a holy symbol of Umberlee, the Bitch Queen of the Depths and 30 feet of silver line. The werebear Targas introduces himself to the party, depositing his contribution to the battle, the body of a Sembian baron. Targas relays that his village is responsible for protecting Chimera Cove, but has been sequestered by Poltur and his hobgoblin guard. Poltur, the grandson of Pelastour the founder of the village, seeks to release the “terrible treasure” of Chimera Cove for Sembian gold. Lead by Sentalial, the party impersonates the dead mercenaries and fools the hobgoblin guards into gaining entry to the village’s boathouse where the 24 villagers are held captive. Sentalial’s ruse is fleeting as the paladin leads the attack, resulting in dead and surrendered hobgoblins as well as freed villagers. Targas is accepted back into the community after a prolonged exile and the elders pull the group aside to explain the severity of the most recent events. The villagers are tasked to protect the secret of Chimera Cove, the secret that Poltur now threatens which could let the corrupt Sembia control all of the Sea of Fallen Stars and result in the deaths of hundreds if not thousands. This is the secret that the elders are entrusting the group with in hopes that they can intervene.
  • Encounters: violent winter storms of the Pirate Isles, Poltur’s mercenaries, Targas the werebear, 8 hobgoblin warriors
  • Achievements: survived sailing the Sea of Fallen Stars, discovered the elements of the ritual to lower the waters of Chimera Cove, freed the captured villagers, and restored Targas’ honor.

Monday, June 8, 2009

The Treasure of Chimera Cove

  • Characters: Bixtbie, Carn, Flannigan, Janora, Sentalial, X-Requinn
  • NPCs: Wicasa Wakan, Captain Rumjack, Captain D’Ja Mode, Teldar, Paladin of Torm Wessalen Arturia
  • Synopsis: They Call Him Carn arrives in Threshold and recruits several guild members to help him retrieve an artifact of great importance. They must travel to the Pirate Isles to the island called Telfar, home of Chimera Cove. Because to the current political turmoil in Westgate, They Call Him Carn has redirected his route to Teziir where he has heard rumors of a vessel capable of traversing the frozen Dragonmere. Departing for Teziir the group finds their journey crossing the frozen Dragon Coast long and cold, but finally reaches their destination, the wall-less city Teziir. A brief stop at Wicasa Wakan’s pottery shop yields the needed results. The man they are looking for is Captain Rumjack who’s at the Smelted Horse. Wicasa offers to sweeten the deal for They Call Him Carn’s crew. If they can derive the method Captain Rumjack uses to power his vessel, the potter will pay them 500 gold pieces. Moving to the Smelted Horse, the group finds the unmistakeable Rumjack who cannot take them to the Pirate Isles. A trip to the center of the Sea of Fallen Stars during the winter season would be suicide. But the man does offer voyage to the seasonal port city of Ice Flow, a collection of vessels and docks moored together at the edge of the iced-over Dragonmere. Surely they can find a fool there to take them east to the Pirate Isles. While enjoying the experience that is the Smelted Horse, the festivities are interrupted by three drunkards causing problems and verbally assaulting the group. The situation resolves itself as quickly as it began, and the group delivers the unconscious men to the city watch for processing. In the morning the rendezvous with Rumjack goes off without a hitch and the group experiences the magical properties of Rumjack’s vessel, the Wavecutter. Sumberged beneath the ice of the Dragonmere it is only a half-day’s journey to the port at Ice Flow. As soon as Rumjack deposits his passengers, the port is in total chaos. One of the docked ships is under attack by a massive sea worm. The captain screams to any who might listen offering a reward for the killing blow to the creature. The adventurers race onto the deck of the ship and engage the mighty serpent. Several of the combatants are snatched into the beast’s mouth as it takes successive blows. Just before it succumbs to the multitude of attacks, the quelzarn swallows Sentalial whole. Jenora slays the creature with a stealthy strike sending the sea monster plunging into the icy waters of the Sea of Fallen Stars. The group works together to cut the paladin loose, saving their comrade. Not as promised the captain of the ship comes up short for the reward monies, but Flannigan barters a trip to the island of Telfar assuring the captain that they can control the weather and thus expediting their trip. Convinced Captain D’Ja Mode introduces himself to his new sea-worthy crew.
  • Encounters: 3 Astorian thugs, quelzarn
  • Achievements: reached Ice Flow and secured a ship to take them to the Pirate Isles

Mettik’s Journal

  • Characters: Forkbeard, Janora, Krullix, Marlet & Unger, Trizoon, X-Requinn
  • NPCs: Caravan Master Adoward Moonshadow, Nerius Bootlum, Mettik
  • Synopsis: Krullix staggers into the guild hall from the wintered streets, worn from forced march. In a dire voice he ekes out that he a Janora were escorting a caravan west towards Ilipur when it was attacked. Krullix is the only one to make it back; Janora was taken along with everyone else. Trizoon gathers a rescue team including X-Requinn, Marlet and Forkbeard. Using Krullix as a guide the group prepares to depart put does some investigation regarding the caravan’s origin. Krullix says that Nerius Bootlum was using the caravan to deliver an item west, so the group goes to gather more information. Nerius says the item is an enchanted coffin to be delivered to Therhana Waveharp in Ilipur. The magical crafter says that the caravan was guided under Master Adoward Moonshadow, one known for his reputable services. The group wastes no more time and retraces Krullix’s steps back to the ambush. They follow humanoid tracks back into the hills leading to a cavern entrance, where they are attacked by guardian bugbears. The cavern entrance yields a large underground complex that uses varying platforms and rope ladders to delver further into the earth. After destroying two giant spiders, the party finds Janora hanging in the webbing and barely alive. She is healed and moves with the group to find someone who can only be the mastermind. A lone elf is hunched over a desk in a sparsely decorated chamber. With too many evil creatures already slain, the group doesn’t allow the elf to react as they launch to attack. In only seconds the scholar is killed, leaving only his journal indicating that his name was Mettik. The group expedites their withdrawal from the complex and makes for Threshold, content that one of their own has been saved from a disasterous end.
  • Encounters: three bugbears, humanoid spider creature, two giant spiders, Mettik the elven scholar
  • Achievements: destroyed the caravan attackers, killed Mettik, and saved Janora.

Wednesday, March 11, 2009

Protecting the Teziiran Trade Route

  • Characters: Dorian, Gallipolas, Softfoot
  • NPCs: Janora Spelloyal, Nerius Bootlum
  • Synopsis: Jenora Spelloyal races into town, furiously driving a wagon. The caravan she lead was sacked by frost giants on their way to Teziir. Jenora was hired by Nerius Bootlum to deliver goods to the nearby city. The only surviors are in the bed of the wagon; all of the additional security guards were slain. Gallipolas and Dorian gather Softfoot to go and seek vengeance on the giants and to check their trespassing. After teleporting to the area and searching for the remains of the caravan, the trio find the entrance to a relatively new lair. The infiltration begins immediately as one sentry after another is destroyed. They find the frost giant leader Gungir who is disintegrated and the frost giant queen who is burned to death in a shower of flame. The group releases a prisoner of the giants, an abomination part giant, part dragon, taking the name Wrathgar. The huge beast is assured of his freedom and allowed to leave to search and seek and destroy other frost giants in the region.
  • Encounters: den of four frost giants (including the clan leader Gungir), 2 ogres, 2 winter wolves, seven-headed cryohydra, skullcrusher ogre, dire bear, prisoner Wrathgar (dragon-kind centaur)
  • Achievements: Obliterated a frost giant outpost at the foot of the Giant’s Run Mountains, and resecured the trade route west to Teziir. Gained an ally in the battle versus the Black Legion.

Saturday, December 20, 2008

The Crown of the Shaman Margool

  • Characters: Domollo Blue, Ilora, Janora, Karne, Parathus
  • NPCs: Shaman Margool, Yye-Biff, Gribbold
  • Synopsis: The Shaman Margool lays his visions upon an unsuspecting group at the Verse, identifying their goal for freeing the gnomes of Burrock from their cryogenic stasis. The cryptic directions allude to returning to the tunnels beneath Threshold and using the crown of a lost kingdom “to set them free”.
  • Encounters: grimlocks invading Rellun Sherry’s villa – resulting in Rellun’s death, skeletons lead by a wraith
  • Achievements: uncovered the mass grave site of Threshold and the connecting shaft to Kline’s cottage, returned to the surface to gather undead hunters

Friday, November 14, 2008

The Siege of Kith Hall


  • Characters: Dalthon, Illdric, Ilora, Jenora, Wicasa
  • NPCs: Red Wizards, Potter Helm
  • Synopsis: Wicasa learns from his connections at the Red Wizard enclave of Teziir that the trade route to Threshold is plagued by the kith Skull Kicker tribe. Kith warriors have filled the power vacuum on the route ever since the withdrawal of the Dark Talon tribe from the area. Now the raiders launch their assaults from a decrepit manor near the eastern border of Teziir. If the Skull Kicker tribe can be exterminated, Wicasa can move in his allies the kobold Black Spear tribe. This would secure the route and gain favors with the Red Wizards. The group enters the dungeons of the manor and move swiftly through the multiple rooms, laying waste to the kith slingers, netters and warriors. The tribal leader, the kith warlock is killed and a map leading to an underground layer is discovered along with tithes to the kiths’ master, some one or something named Szartharrax.
  • Encounters: Kith warriors, slingers, and netters, a booby-trapped crypt with an altar to Nobanion vandalized with the markings of Malar, a massive pit of an adhesive substance and a coffin tether used for disturbing games, a crushing boulder, two pet mindshredders and a kith warlock leader.
  • Achievements: Skull Kickers are defeated and a multitude of masterwork great axes are recovered. Wicasa recognizes the crafter as Potter Helm of Teziir and concludes that favors or a reward can be gained by returning the stolen weapons. Contacts at the Red Wizard enclave identify recovered magical items.

The Truth of JadeBlade


  • Characters: Aramir, Hadith, Janora, Karne, Pardonei, Rog, Sentalial, Teldowen
  • NPCs: Grem the Cooper, Rellun Sherry
  • Synopsis: At The Verse, Adventurers find food scarce but enjoy a hot bowl of mushroom soup. Grem the husband of Tess Bur’Dvay drowns his sorrows at his failing marriage and his changed wife. His tale is interrupted by Rellun Sherry who drops the head of a grimlock on the table of the Adventurers. He knows that some of them snuck into his house and found the carved tunnels below Threshold, but he also knows that there are more of these creatures that he killed. He cops to underhanded dealings with Tess, but that she has become eratic and disappeared. For the sake of the town the guild must eliminate this underground threat and bring Tess to justice. The party enters the tunnels to find bizarre creatures and a madman protecting a stolen treasure horde. After further exploration they are attacked by a hidden assailant who flees through the tunnels. Following the coward the discover more trap doors to other buildings, including one leading to beneath the dais of the town hall. Tracking the attacker the Adventurers follow footsteps in the falling snow to the small cottage of the town’s healer and potion-maker Kline. The steps continue to the rear of the cottage and up to the cemetery and stop at an unmarked grave. A false entrance hides a mass grave that includes a recently seen JadeBlade, but this one still clutches the dwarf’s prized heirloom waraxe.
  • Encounters: arachnoid mouther, Joko Mole-Check, two displacer beasts, unseen assailant
  • Achievements: uncovered the secret tunnels of Threshold, recovered stolen goods and items (including a royal crown of an unknown kingdom and the Ring Gate of Emae Oxa), as well as the bodies of JadeBlade and other townsfolk.

Wazican’s Vengence


  • Character: Janora Spelloyal
  • NPCs: Veridia, Wazican, Yidalla
  • Synopsis: Wazican, Yidalla and Veridia hire the mercenary Janora Spelloyal to seek vengeance for their fallen friends in a nearby gem mine. The group reenters the mine and kills the fiendish gnoll boss Horteguf.
  • Encounters: wrackspawn, three zombies, two gnoll slavers and four hyenas, abyssal maw, Horteguf the fiendish gnoll cleric of Yeenoghu
  • Achievements: Revenge is had.