23. december 2008

22. december 2008

24th session

Freeday, 20th Auktauber, year 25
The next morning, they pressed on, deeper into the forest of Agliir. In the afternoon, they found the elves of the White Raven Tribe, to whom the land and the burial mound belong. After meeting and talking with Moonshadow, one of their leaders, they struck an agreement with the elves. Recently, an outsider elf had arrived, and lured several of the tribe’s warriors away. Together they had occupied the most sacred and holy burial mound for more than a month now. What they wanted was unclear, but the White Ravens certainly didn’t want them there. The heroes were to kill or capture the white-haired elf while if at all possible, sparing the warriors. After agreeing to this, the heroes were led to the burial mound by a mute elf called Zikir.
Once there, they quickly entered and found the white-haired elf. He was conducting a ritual in the bottom cave, with the warriors guarding his back. The battle begun and it proved soon to be lethal. Targron was down and counting no less than 3 times, and Gnoguh was killed by the white-haired elf in his true form – that of a green dragon. The heroes did their best to try to spare some of the warriors, but in the end, only one got away, fleeing the scene after his dragonmaster was dead.
Luckily for Gnoguh, Carric had recently learned a new ritual that enables him to raise the dead. Once done, a seriously weakened Gnoguh returned from the Shadowfell.
There was some very interesting treasure, and amongst it, a round copper disk roughly 3 feet in diameter. Inscribed on the disc is a map of an so far unknown coastline and the following sentence.

Lost here in this briny deep, 10,000 jewels to feed the beast. Below the waves lies the ancient’s hidden trove. Seek not Im’po’potle’s watery dome, lest ye then unleash thy certain doom!

Lordday, 21st Auktauber, year 25
The next morning, the heroes passed into the Feywild. Truxas seemed borderline orgasmic by the change of scenery. Everything was more … well wild. Scents were stronger, light was brighter, darkness was darker, Trees were higher (about 150’ in average it seemed) etc. A few days passed, without noteworthy encounters. In fact, aside from the river, trees and plants, the heroes saw nothing.

Sonday, 22nd Auktauber, year 25
Then, during the second night in the Feywild, during Carric’s watch, he heard and saw something. Some shadow was stalking and observing them, at the edge of perception. He started to wake people up, and then noticed that Truxas was there no longer. As it turns out, it was Truxas, but he was now an Eladrin. He claimed that he during puberty had experienced similar things, but never as strongly. Their debate was interrupted when a giant came out from the darkness, pulling a house-cart. As it stopped, an ancient-looking hunchbacked woman opened and bid the heroes welcome.

16. december 2008

23rd session

After getting out of the oubliette, the heroes went on to explore the temple of Baphomet, the Well of Demons. They found the missing book in an empty shrine. Now they had the 4 items the ghosts had said would be needed to open the doors to the inner sanctum. They decided to rest up before placing the 4 items in the 4 ritual circles, something which should summon the guardians.

Tirsday 17th Auktaubor, year 25
All pumped up and ready, the heroes spread out, each standing with an item, ready to put it in one of the ritual circles. The guardians were released, and it was, as the ghosts had said, skeletal dragons, breathing necrotic energy. The fight didn't last long, and the only one in any immediate danger seemed to be Truxas. The guardians dead, the heroes continued into the Inner Sanctum. Which was empty. There was a note (impaled into an altar with a sacrificial dagger), saying:

To the adventurers from the oubliette:
If you are reading this, it means that you somehow survived your time in there.
Know this. You have crossed me and my Lord, and interfered with our plans.
This will not be forgotten, nor forgiven. My Lord and Master has assured me that both you and your families,
all that you have dear, will suffer the consequences, sooner than later.
Your homes will burn, your females will be raped, and your children will be eaten
Yourselves will die a brutal and painful death on his altars.

For the glory of Yeenoghu
Maldrick Scarmaker.


Deciding that the gnolls must have left the place behind, the heroes zapped back to Drahar and the Church of Kord.

Once home again, they met with Trevor. He told them that there was still no word of Zeke. The Church had learned from books from the SPH that the tomb of Zorich did not contain the corpse of the Exarch, but instead it contained two artifacts. But when the Church of the Keeper returned from the Feywild, there was no artifacts in the tomb. Moreso, the casting of some rituals had provided a little more information: Zeke was indeed the one who removed those two artifacts from the tomb, and he is still in the Feywild. Not knowing what Zeke could be up to, this worries Trevor to no end, and he wishes for you to go after Zeke, "deal" with him, and return with the artifacts so that they can be examined by the Church of Kord. Naturally, everyone agree.

Then they met with the Council, to discuss some formalia, and with Clarence, the recently appointed Steward of Kegar Manor. He gave them a lot of information regarding things, and plans were made to stay in contact with him. The heroes even tried to find a cleric/mage that could be sent to Kegar Manor to help Clarence keeping in touch with his Lords.

Onsday 18th Auktaubor, year 25
They also made a round trip to the manor, to inspect the grounds and make a few plans. They found a portal in the cellar.

Torsday 19th Auktaubor, year 25
It was time to head to the Feywild. Problem is, where the hell do you access the Feywild from. Waiting for the Church to shift back in seemed like an idea, but several thought it would by silly to sit around and wait for something that might or might not happen in a month. It was decided to look for a more permanent portal, and who better than Gendar to provide some info about a portal?

Torn zapped the heroes to the Seven Pillared Hall, and 500 gp lighter, they had some information.

They were told to head to the forest directly south of the Thunderspire Mountains, follow the river to the west, and find the elves about a day's travel from the end of the river.

Torn's Phantom Steeds made the travel a short one. By evening they arrived at the end of the river, and made camp. Soon an Ettin and his pet dire bear just happened to walk past their campsite. A short but very bloody battle followed, with Carric and Gnoguh both escaping the cold grasp of the Raven Queen by just a hair's breath, but in the end, the heroes prevailed.

9. december 2008

22nd session

The fight was over relatively quick. The five demons were dead, and the heroes had acquired a bell, which when grabbed, attacked itself to your hand in a very painful manner.
One they went to explore and find the missing pieces. Soon they found themselves in a room full of pillars with mirrors on, facing some undead. Truxas got ported into an oubliette by one of the mirrors. While Carric and Gnoguh fought the undead, Truxas was facing off two starving gnolls in a very little room. Luckily for him, Gnoguh soon found himself in the same oubliette. This left Carric alone with the undead. It didn't take long for him to end up there as well though.

Tirsday 16th Yuly- Mansday 16th Auktaubor
They searched high and low for an exit, but couldn't find any. Luckily, it seemed that the air in the oubliette was magically replaced. And they had plenty of food, via Carric's magical food basket. After a while, Carric tried to send a sending, but no response was given, so it was impossible to know if the message had gotten through.

Gnoguh found some info the book of Baphomet, saying that such oubliettes were often used by the clergy of Baphomet, and that most of them would empty themselves once in a while. Usually after a month or so.

And, true enough, a month later; the oubliette ejected the brave heroes, right into the chamber full of mirrors. However, they were soon back. And it happened a few times. Only on the fourth try (after spending 3 months in the oubliette and several close calls) did they manage to beat the mirrors and kill the undead, gaining the mask that they needed to enter the inner sanctum.

2. december 2008

21st session

The combat started looking really bad, but some good action from the heroes, like a well-placed Stinking Cloud, turned to battle. After that, they decided to leave the boar there for now, and continue on. Soon they came to a new room, in which they encountered 3 ghosts of the past. After proving they were ready to continue, the heroes were told some things about the dungeon.

It appears that the Well of Madness used to be a temple to Baphomet, the demon prince of Minotaurs. The leader of the gnolls is hiding in something called the Inner Sanctum. To access the Inner Sanctum, one must collect 4 items from around the dungeon and place those items at the same time in 4 different ritual circles. That will activate various traps and release the guardians, two dead dragons. Exactly 1 minute later, the doors to the Inner Sanctum will open, allowing access for a time.

After talking to the ghosts (and impressing them - Gnoguh soloed the boar!) the heroes went south and west. First they found one ritual circle in a room, and then they found a huge room, with platforms, two minotaur statues and a hell of a lot of blood. The dagger was in there, in two parts, on two different platforms. As soon as they entered the blood, the statues started attacking them constantly. As if it wasn't enough, some demons were hiding in the blood. It ended up being a long and hard fight, with most heroes being fairly close to dieing. But they prevailed, killed the demons, and acquired the dagger.

After that, it was time for a rest.

Mansday 15th Yuly
After resting, the heroes continued south, where they found another ritual circle, which was placed in a room which also had two huge bowls of water, that several of them found suspect.

They pressed on, and further south, they found a serie of connected rooms with odd pillars, an altar, and some demons. They tried to sneak up on them, but the larger of them demons spotted Carric as he peaked around the corner.

25. november 2008

20th session

Lordday 13th Yuly
Not long after their return to the SPH, they meet Torn, an old acquaintance of Carric and Targron, now a wizard working for the Church of Kord, and send by Trevor as magical assistance amongst many things.

They explain Torn what they are doing, and all decide (after a lot of debate back and forth) to find out who this Paldemar character is. They spend some time asking around at the slave-blocks, but with little luck. The trails leads them to Brugg, the ogre who is captain of the guard in the SPH. Torn gets the idea to bribe him with food, more precisely with boar, which is a favorite dish of ogres. He takes the bribe, but claims knowing nothing of Paldemar. It's obvious that he lies. So when he leaves, they all follow, only to see him disappear in the portal area beneath the giant minotaur statue.

Disheartened that they seem to have hit a wall regarding Paldemar, they head to their favorite drow merchant, Gendar. There they learn that Paldemar is the apprentice of the mages that run the SPH.

After this, it is quickly decided to find out where the Well of Demons is. Gendar knows this as well, and draws them a map.

Sonday 14th Yuly
The brave heroes once again head out into the Labyrinth beneath the Thunderspire Mountains. After some hours following the map drawn by Gendar, they arrive at what appears to be the entrance of the Well of Demons. A large door with a demon face carved into it. But there are traps.

After dealing with the trap (BOOM), they enter a large room with a blancket of darkness covering the entirety of the right wall. In there, they are swarmed by giant beetles and the like. After a short fight, the remaining insects flee back into the holes from which they came out.

The heroes proceeded to investigate the darkness, which turned out to be magical, but not magic, and quite resistant to any lightsource. It also became apparent that there seemed to be no floor in the darkness.

Was it a trap by Gendar? Or had something happened that changed the layout? Many things were debate, but few conclusions were really conclusive.

So they moved on, finding a dining room, some barracks and a kennel, and running into some gnolls and hyenas. They proved no match for the heroes, in fact, several mentioned that it was almost too easy.

Once again, they moved on, and found another door. Behind the door, they spotted a huge dire boar chained to the floor, full of arrows in it's hide. Our heroes moved in, Carric first. But as soon as he stuck his head inside, he was assaulted by arrows and magic, injuring him quite severely.

16. november 2008

Book: The Keeper

The Keeper, who is this new world is the God of War, Tyranny, Death, the Dead and Winter, is, according to the book, an ancient God who arrived in this world around 11.000 years before the Infernal Calendar started (whatever that is), when the dragons returned to the world to battle the mindflayers who had enslaved most of the world. The dragons and gods were successful, and the mindflayers either left for other worlds, or went into hiding, deep underground in -10987.

The Keeper has, it appears, at least 4 distinct Exarchs, powerful creatures each in their own right, who serve different aspects of the Keeper. The Raven Queen handles the dead in the Shadowfell (much like in your religion, only there, she is a greater goddess), Asmodeus rules the devils in the Nine Hells (much like in your religion, only there, he is a greater god), Bane is here on Draegor, and rules an empire to the north called the Ebon Empire (in your religion, he is a greater god) and Zorich, who was elevated to Exarch in 475, (who doesn't exist in your religion) resides in the Astral Dominion, as the personal bodyguard and advisor to the Keeper. The other Exarchs were promoted from their mortal status when the Keeper, along with the other gods, left the world for the Astral Dominion in -6702.

Symbol:
White Dire Wolf

Book: War of the Scar

For more than 500 years, the Cendriane Empire of the Eladrin has ruled most of the northern hemisphere. Cendria Nightsky is dead, and the power has passed on to her son, G'rik Nightsky.
One day in 1459, during the hottest day for centuries, a great earthquake is felt just about everywhere in the Empire. Cities are destroyed, thousands and thousands die before they even know what happens. But the Empire was just a foreshadowing of what was to come.'

For reasons unknown, the epicenter of the earthquake ripped a planar hole to the Elemental Chaos. Elemental beings filled with chaos and hatred start pouring out into this world, leaving chaos and destruction wherever they go. The Eladrin immediately recognize the thread to the world, and start funneling every single resource available towards fighting the elemental invasion and stopping the destruction.

After 13 years of fighting, the war is won when Ossandrya of the Spiral Tower, leader of the collective armies of the world, kills the three elemental lords Y'vir, Fririr and Oy'klir with her sword, Coldbringer, sending the flamelords tumbling back into the scar that the earthquake created. Alas, around Osandrya lay more than a million Eladrin, dead, scorched by the elemental fires of the Elemental Chaos.

A mere four years later, the remaining Eladrin retreated back into the Feywild, leaving the other races of the free from their dominance.

Written by Carryc Ossandrya, Master of the Spiral Tower, 3107

Book: History of the Auran Empire

The History of the Auran Empire.
The Auran Empire was born many years ago, when a small city-state called Ty decided to do away with their hereditary monarchy and become an elective monarchy instead. The ruler would sit for life, but at his death, the people who chose the next in line. The first to be chosen was Aura Goldclaw, a beautiful and wise human woman. No one knew who she was, but everybody was smitten and impressed by her.

For years, she led Ty with a firm, if not firm hand. They prospered way beyond their neighbors, and soon the neighbors grew jealous. Wars started, and Aura proved to be more than just a politician. For years, Ty won every single war.

50 years later, Ty was fast becoming the capitol of a great kingdom, aptly named after the ruler, Aura. Aura's popularity rivaled that of the gods. This is when he showed her true colors. Aura is in reality a Gold Dragon. But little did it matter to the inhabitants to the Kingdom of Aura. They still loved their fair and just leader, beyond any racial barriers.

Aura thus continued it's expansion, and about 100 years later, the Kingdom of Aura had swallowed up just about every kingdom nearby, becoming the Auran Empire. Since then, it has continued. For nearly 1500 years the Auran Empire has expanded, covering the entire continent. Aura Goldenclaw still rules, living in Ty, the greatest city in the world. Aura Goldenclaw rules with a just but very firm hand. His laws are fair, but harsh, and utter loyalty is demanded. Under the law, all races are equal, except of course for slaves. All free men and women learn to read and write, and the Auran Empire still blossoms, and is a huge beacon of light in an otherwise dark world.

Written by Jeremiah Jarrack, 1673

Book: Battle of the Nine Sons

Cultists of the ruler of ruin haven’t always been relegated to the fringes of civilization and the filthy reaches of Yeenoghu’s realm, and once, not long ago, they united long enough to mount a credible threat to the established nations in the world. During the height of the last human empire, Nerath, a mortal gnoll known as the White ruin came to power in his tribe after butchering the chieftain and all his sons in one horrific combat. With the warriors cowed,
the gnoll champion swiftly turned to the other tribes stalking the forests and hills, seeking them out, one by one, to challenge their chieftains. Those who fought him died, and those who didn’t vowed their service, cementing their alliance with the blood of their firstborn sons. Not long after, the White ruin accumulated a horde of gnolls, hyenas, goblins, orcs, and dread demons summoned from the Abyss, and in the name of his wicked master, turned hungry eyes to the lands of humans.

At this time, King Elidyr, a wise and just monarch, ruled the lands of Nerath. When word reached him of the approaching storm, he gathered his glittering knights and allies to meet the demonic host. His forces, although numerous, could not compare to the ravenous beasts under Yeenoghu’s banners.

Elidyr struck and fell back a dozen times, each loss finding his diminishing army deeper in his own lands, and the gnolls scouring the earth of castle, town, and city. His numerous forays bled the host, racking up appalling numbers of dead, but nothing Elidyr did could halt the tide’s progress.

It wasn’t until the Battle of Nine Sons, when much of Nerath drowned in its own blood, that Elidyr finally triumphed over the invaders. He and his sons, each bold knights and great champions in their own right, formed a wedge and rode their magnificent charges through the unruly ranks, driving deep to reach its monstrous heart. As they rode, their armies hit the horde from both sides, sacrificing themselves for one final attempt to halt the enemy’s progress. Elidyr and his sons fought through the press, each taking grievous wounds and vanishing in the sea of blades, claws, and teeth, until only the king remained, dripping with the blood of his eldest and most beloved son. It was then that the White Ruin sought out this courageous warrior and challenged him to single conflict.

For nine days and nights, while the armies fought around them, Elidyr and the White ruin fought, hacking and chopping at each other, neither willing to surrender. On and on they battled until the dawn of the tenth day, when the roiling dark clouds broke and the light of the gods shone down upon the embattled forces. The White ruin, unaccustomed to the wholesome power of the enraged gods, shielded his eyes, giving Elidyr the chance he needed to drive home his shining sword in the black heart of the terrible monster. Just as he struggled to withdraw the blade, the White Ruin loosed a tremendous screech and was pulled, along with the noble king, into the Abyss.

The victory won at the cost of a king and his sons proved bitter, for the destruction of the kingdom suffered was too much and its people were too scattered to rebuild. In time, Nerath crumbled like the gnoll host, until it too passed into history. Some whisper, though, that Elidyr is not dead and lives on, fighting Yeenoghu in the Abyss. They feel that one day he will defeat the Beast of Butchery and return to the mortal world, bringing with him a new age of justice and peace as he drives back the darkness overtaking the world.

Book: Baphomet

Where civilization’s light fails to shine, strange religions, weird cults, and vile sects take hold. They prey on the weak and the desperate, and they flourish on fear, anger, and ignorance. Some are born of religious misinterpretations or extremism, but a few are far more sinister—evil masquerading as legitimate faith. When civilization comes to these backwater areas, priests discover the beliefs upheld by a few sects are nothing more than demon worship—practices so profane that the only cure is swift and utter annihilation.

A prominent force in the corruption and subversion of mortal communities is the Horned King, Baphomet, known as the Prince of Beasts. A demon lord of the Abyss, he finds the greatest following among minotaurs. His cult is widespread and influential throughout their secluded communities. Numerous minotaurs resist the Trampler’s allure, but the cult spreads and grows as its vile cabalists spread the faith. Baphomet’s cult threatens to consume the minotaur population with widespread and pernicious demon-worship.

Baphomet sees himself as the darkest aspect of nature—as unbridled savagery. This makes him a rival to Yeenoghu. So Baphomet wages war eternal against the Beast of Butchery. Baphomet has other enemies, many of whom are born from old grudges. In particular, Baphomet despises Graz’zt. The Dark Prince imprisoned Baphomet ages ago, which is a defeat Baphomet is incapable of forgetting or forgiving. Baphomet’s hatred isn’t confined to his rivals in the Abyss, though. His greatest enemy in the mortal world is Luna and her exarch Melora. They are rivals for power over nature, and Baphomet has despised her for eons.

Baphomet sends his forces against his enemies’ followers in the mortal world, with only the rarest lulls in violence. He commands his followers to murder Luna and Melora’s priests and defile their shrines.

As a demon lord, Baphomet commands a realm in the Abyss called the Endless Maze. He uses the uncertain landscape as he pleases. His realm is filled with tricks, traps, and shifting corridors. Some of the worst creatures found in the Abyss infest the place. At the maze’s center stands his labyrinthine palace, the Lyktion, a mighty fortress mirroring the madness defining Baphomet’s realm. Within are countless passages, moving staircases, and other pitfalls designed to frustrate, maim, and kill those daring to penetrate his personal demesne.

Many myths exist about Baphomet’s origins. One story suggests, as a primordial being, he created the minotaurs to war on the gods but was defeated and hurled into the Abyss. Another version tells that he threw himself into the Abyss rather than suffer defeat or imprisonment at the hands of the gods. Some claim he is a fallen god, and others say that the Abyss’s infinite evil spontaneously spawned him.

The origins of Baphomet’s irrational hatred of Yeenoghu might be largely forgotten, but legend speaks of a possibility. When the shard of evil transformed some primordial powers into demon princes, Yeenoghu was one of the first. Lusting for blood, he sided with the primordials against the gods. Baphomet was a primordial with strong ties to the natural world. He fielded his own savage armies. In a battle against gods and exarches like Beldar, Dol, Akir, Kord, Erathis, Melora, and Pelor, Baphomet found himself fighting alongside gnolls and demon under the command of Yeenoghu. But as the tide of battle turned, Yeenoghu quit the field, leaving Baphomet alone and outmatched. The Horned King turned from the battle not in cowardice, but to chase his betrayer into the depths of the Abyss. Perhaps this is why Baphomet’s paranoia is also legendary.

The Abyss is no stranger to conflict, but the battle lines shift with the ambitions of the princes who rule. One constant, however, is the war between Baphomet and Yeenoghu. This unrelenting and costly conflict consumes at least half of each demon lord’s attention and resources. The Prince of Beasts’ obsession with defeating his rival exceeds reason. He has taken disastrous risks in defeating his ancient foe. The Beast of Butchery reciprocates in full.

Baphomet commands the Endless Maze as his realm in the Abyss. A massive labyrinth spreading out in all directions, the passages confound those with the misfortune to have to explore the place. Those who come to upper reaches of the Endless Maze find the corridors have no ceilings, but the walls extend hundreds of feet into the air. Climbing or flying to the top afflicts the visitor with weakness and despair, causing many to give up and retreat or fall down to the unforgiving stones below. Those who make it to the top feel the full weight of their journey’s futility, because the maze extends all around as far as the eye can see. Those who linger at the top soon attract the attention of demons who like nothing more than to destroy “cheaters.”

Book: Akir the Strong

God of strength, victory, freedom and storms. Favorite god amongst many fighters, gladiators and others that often do battle.
His symbol is the lion.

Akir entered this world along with his five brothers (Dol, Beldar, Kolar, The Keeper and the Devourer) and 3 sisters (Luna, Zira and The Shadow), in order to help the dragons battle the Mindflayers who had taken over the world. Where they came from, no one knows. Neither does anyone have any record telling us if we called them or if they came on their own.

We do know they were mighty already, and after vanquishing the Mindflayers, they immediately gained the worship and adulation of the lesser races of the world.

Akir has always been a strong, but chaotic god. Defender of the weak, but also capable of bursts of rage when things didn't go his way. Throughout history, Kord has often been on the side of the weak, who wished to fight, helping them to achieve glory on the field of battle, or elsewhere.

He left, along with the other gods, for their Astral Dominions, in the year 4285.

Known Exarches: Kord and Niilob

Written by Azarcalzirustarys Silverclaw in the year 11234

Book: The Devourer

The Devourer
God of Vengeance, evil dragons, slaughter and evil. Favorite god amongst many evil races, including orcs and demons.

His symbol is a Many-headed Dragon.

The Devourer, much like the other gods of Draegor, arrived mysteriously with the dragons some 11.500 years ago, to battle and defeat the mindflayers. After that, it soon became clear that the unity shown during the Mindwars, was merely a temporary thing. With the mindflayers gone,
The Devourer was quick to split the unity of the gods, striking out on his own and even going as far as waging war (through his followers) against his own brothers and sisters.

He did return to the fold, at least for a bit, when the Primordial Wars kicked in, and battled the ancient creators of this world along with his family. But as soon as they were gone, he broke peace again. Some say that he even killed one of his sisters during the wars against the Primordials, a goddess whose name no one remember.

The Devourer lives for random destruction, slaughter and evil. Nothing brings him as much joy as an overwhelming force rampaging through a village of innocents and unarmed women and children.

Known Exarches: Gruumsh, Tiamat, Torog, Zehir

Writen by Tarok of Ty, in the year 1422

19th session (Weekend)

Sonday 23rd Yuny
After spending some days in SPH, the players decided that it was finally time to check out Castle Whiterock and the by now much mentioned Monks of the Iron Fist.

After a few hours, they found themselves outside of Castle Whiterock. They quickly decided to wait and see what kind of traffic came in and out.

Mansday 24th Yuny
Already the day after, something happened. A pair of hunters came out of the tunnel leading up to the platform where Castle Whiterock was. They headed west, into the jungle. Our heroes ambushed them, capturing one for further interrogation. He revealed that there was about 20 slavers in Castle Whiterock.

They decided to wait a few days and maybe see if a search party would be sent out.

Onsday 26th Yuny
A search party exited Castle Whiterock. And it was promptly ambushed by the heroes.

Then they headed up to the plateau. They quickly plowed through most of the slavers, but at the end, they ran into Melchin and his pet cave troll, who amongst other bitch-slapped Gnoguh with Carric. It got awfully close, with Carric and Targron both going down, but in the end, the slavers were dead.

Torsday 27th Yuny
Back in the Seven Pillared Hall, the heroes had the Bloodreavers next on their hit list. They started asking around, and eventually got some info, but not a break until Targron ran into the Bloodreaver Hobgoblin that had tried to purchase them earlier and followed him back towards their lair.

Meanwhile, Gnoguh showed his humanity and spent a significant portion of his money to buy two children, Janus and Victoria, from their slavers. Janus and Victorian were both former residents of Gildur, a little village in Nerath, which got sacked by pirates.

Freeday 28th Yuny
After getting ready and setting up the children at the Halfmoon Inn, our heroes headed out into the Labyrinth, looking for the Bloodreavers. They soon found them in an ancient temple of Torog, or someone resembling him at least. They snuck in, and ran into some bugbear guards. They proved to be some nasty sob's, and Truxas ended up dead (or rather, dieing) when one of the bugbears used him as shield against Targron's dagger. Poor Truxas. Once they got him back on his feet, they continued, via the back door. Soon enough, they ran into Warchief Kruul. He had backup from some duergar dwarves and a giant wolf, but little did it matter. He still ended up dead on the floor, and the heroes bravely pressed on to fight some Bane-loving hobgoblin and a horde of goblins. They all died.

They did capture one duergar, and found some notes detailing that the Bloodreavers had been selling slaves to the duergar living in a place called the Horned Hold. Payment was also due within a day. The duergar sweet talked his way out of their clutches, claiming he was only there to sell gems. He was lying obviously.

Lordday 29th Yuny
All the day was spent waiting in the Chamber of Eyes, hoping that a duergar would be coming along with a payment. But nothing happened.

Sonday 30th Yuny
The heroes (yeah, still no name for the party) returned to the Seven Pillared Hall, where they spent a couple of days acquiring a good deal of books and information on Draegor, the world they were born in, but are largely clueless off.

Tirsday 2nd Yully-Torsday 4th Yully
Once again, our heroes without name do the trip from Seven Pillared Hall to Drahar.

Freeday 5th Yully-Sonday 7th Yully
After presenting all the new information for Trevor and an old man who turns out to be the Zoran, High Priest of Kord, they are told to wait a couple of days, while the Church figures out a few things. They agree to give the Church of Kord exclusivity on the information. After 3 days, they are introduced to two members of the Council of Drahar, who naturally are extremely happy about this information.Daemir Green-Leaf, an elf with a big scar on temple, as well as Lucius Del Toro, a human bookish-looking man. They told all 4 that they were to be made nobles of Drahar, and get a manor near the Swamp of Despair. The title and following land would only be in the family until their death. Their descendants would have to purchase the title in order to keep it.

Mansday 8th Yully
Our heroes took a quick trip to their new home, just to see what it was like. Truxas also took a trip back to Oakhurst, in order to tell his parents of the wonderful news.

Tirsday 9th Yully-Torsday 11th Yully
Trip from Drahar to Seven Pillared Hall. No significant events. They brought along Damir (paladin) and Zir (neither paladin nor cleric), who are sent by the Church of Kord to set up some things.

Freeday 12th Yully
After talking to Gendar, they had a clear idea of where the Horned Hold was. It only cost them the price of a few books.. Anyway, into the Labyrinth they went, and a couple of hours later, they found themselves outsides the gates of the Horned Hold. Inside, they could make out several duergar, behind a portcullis.

They decided to wait a bit, and perhaps ambush someone coming out or in. They hid a bit away, and were quickly rewarded. A mule with a rider was approaching. Gnoguh jumped out, and cleaved the poor mule with one strong strike.

Oh no, not you guys again! - Yep, it was the duergar they had held captive in the Chamber of Eyes. He quickly struck another deal. His life for the layout of the Hold. The party agreed, and after getting the needed information, they let him go, on the condition that he would travel home to the duergar city underground, that he had told them about.

Once they had the information at hand, they did not tarry. Truxas, Carric and Targron were disguised as prisoners, while Gnoguh (who is fluent in deep speech) drank a magic potion that Carric had brewed (bought?), which turned him into the spitting image of the duergar they had captured. They used that set-up to get the guards inside to open the port-cullis, and once inside, they cut a quick swath through the Hold. First the guards, then Ultar, the master smith and his workers, then on to Rundarr, Champion of the Horned Hold.

All went pretty well, but unfortunately, during the fight with Rundarr and his minions, one of them got away, running towards the ramparts leading to the northern part of the Hold. They got him right before he reached the door, but they were spotted. They retreated into a defensible position, and even though some (especially Carric) were pretty much à bout de souffle, they decide to stick around and see what get's thrown at them.

After a couple of minutes, they are swarmed from all sides. A mean looking ogre and a host of duergars press at them, but somehow, even though they end up totally pushed into a corner, they manage to defeat the evil slavers. Now they are really worn down, and they have still to face the leader and his entourage. They quickly retreat through the Hold, liberating some prisoners, and barricade themselves in the guard-room, with the portcullis.

This time, maybe 10 minutes went by before the enemy came knocking - literally- Down the doors went, and in swarmed a couple of spined devils and some duergar, including Murkelmor, boss of Horned Hold and paladin of Asmodeus. The battle looked like a losing one, for a couple of seconds, but then, as if inspired by Kord himself, Gnoguh found the perfect position, right in the middle of the room, and attracted the attention of every single enemy, hitting them all hard. Quickly this was followed up by both Carric and Targron, who also both managed to wound all enemies, while they were bunched up. Truxas was less successful, but still efficient none the less. After that, they managed to keep Murkelmor blinded, dazed and immobilized while they took care of some of the other duergar and devils. Even though a spellcasting duergar came a bit later, it still ended as it should. With our heroes standing over the smoking and slashed corpses of their enemies.

After searching the place, they found some letters indicating that the duergar indeed had an alliance with the gnolls, and someone called Paldemar.

They promptly returned to the Seven Pillared Hall

11. november 2008

18th session

Tirsday 18th Yuny
The final battle proved to be quite hard, but the heroes managed to persevere none the less. Gnoguh especially shone, when he got dominated by the Oni and killed (almost) Truxas. But all was forgiven afterwards, when they collected their reward: 3 very powerful items each, as well as their freedom, some money, and a medal to show off.

After their victory, the heroes left the arena, heading to The Seven Pillared Hall. As it turns out, the SPH is an underground city serving as neutral territory for just about every race. The neutrality is enforced by the egnimatic Mages of Saarun, their pet Ogre Brugg and a host of golden minotaur golems.

The heroes decided to crash in the Halfmoon Inn, one of two inns in the SPH. They got themselves the very best room, a warm bath and some great food.

Onsday 19th Yuny-Lordday 22nd Yuny
They spent the next few days checking out the SPH and different sights there, and Carric made them some basic magic items. They learned of a few places:

Road of Lanterns, the road leading out to the caves that emerge near Castle Whiterock (1 on map)
The Customhouse, where they were sold as slaves (2 on map)
The Deepgem Company, (3 on map)
Temple of Hidden Lights (5 on map)
Tyrak, an old dwarven sage, who provided them with some info of the world, as well as a map. (6 on map, just NW of the Halfmoon Inn)
The Halfmoon Inn (10 on map)
Huge Minotaur statue (14 on map)
Gendar's Curiosities (15 on map)

4. november 2008

17th session

The Fourth Fight is against an Orc and an Ogre, in an arena that at first got smaller and smaller. Then, when it was 45'x45', 15' squares started to disappear, leaving 20' holes at random.

Sonday 16th Yuny, Year XYZ
The Quarter Final is against a trio of humans from Lisham. It takes place in an arena with a large burning pit in the middle and 4-5 walls that shift positions all the time, blocking attacks and access at times.

Mansday 17th Yuny
The Semi Final is against a Tiefling necromancer from Bael Deus in Qu'orath and his legion of undeads. The fight takes place in a square arena with 4 fire pits which houses a bound fire elemental that attacks anyone within range.

After the fight, they are informed that the final will be in two parts. First there will be a race, through a maze with obstacles, and then the fight against the other team, which will include a troll, an oni, a quickling and their dire wolf.

28. oktober 2008

16th session

As it turns out, the hobgoblin is not their buyer. The drows tell him off, citing that the heroes have already been sold to someone else. Shortly after, a mindflayer arrive and "talk" with the drows, but he also leaves without taking along the friends. A bit later, a dwarf arrives, and as it turns out, he is their new owner. He is simply called the Arena Master, and for a good reason. The heroes have been bought for the Heroic Battles, a series of fights viewed by a lot of people via magic.

The heroes are brought to the training grounds, and given a cell. The Arena Master informs them that they will be fighting for him in the coming games. If they try to flee, he will have them killed. If they surrender during the fights, he will have them killed. If they lose, he will sell them to the duergar.

Sonday 9th Yuny-Freeday 14 Yuny, Year XYZ
A weeks worth of training with no significant events. The heroes are given some basic gear, that will have to be returned after the games. They are however also promised some hefty prices, should they win.

Lordday 15th Yuny, Year XYZ
Finally the day of the qualifiers has arrived. The heroes are to fight 4 different teams in a row, with little more than short breaks in between, just enough to catch one's breath.

First Fight is against a gnoll hunter, his dire boar and his demonic eagles. It is fought in a circular arena with nasty spikes on the walls.
Second Fight is against some humanoids (kobold, hobgoblin, bugbears), in an arena filled with small 10' tall "buildings". Shortly after entering the arena, it starts to get flooded with boiling water. At the end, the only place to be is on top of the "buildings". The water proved a problem, especially for Carric who fell in and almost died from it.
Third Fight is against a host of demons, who just poured in and charged the heroes. No big problems here.

15. oktober 2008

Interlude (Carric's perspective)

Torsday 29th Mey - Lordday 8th Yuny, Year XYZ
As you awaken, still sore from where the rapier had slammed into your head, you try to orientate yourself in the near pitch darkness. Near you, you can hear the regular breathing of two of your companions.

"Ah, the elf is awake" The drow speaks with an odd elvish accent, unlike any you have ever heard before. Then again, you have never spoken with a drow before, so maybe this is just how they speak elvish.

Zarush! A magic word, and a glowing ball of light appears out of nowhere, resting a few inches above the hand of one of the drow warriors. He and the other drows are resting comfortably against a cavern wall. A few feet away from you, your companions Truxas and Tagron lie. Both are wearing manacles behind their back, just as you are. All three of you have been stripped of any significant item, leaving you all to wear little both your common clothes. Truxas is looking positively horrified, as if he had seen a ghost. You look around for Valmer, your fellow Kord-believer, but can't see him anywhere. As he is reading your mind, Tagron whispers, with a hint of desperation to his voice. "They ate him. The fucking bastards ate him!". A thousand thoughts fly to your head. Eat? Cannibals? Drow? None of this makes any sense. The drow, while inherently evil, would never, as far as you know, eat another living being, dead or not. Some things are definitely different in this new world.

Your musings are quickly interrupted. One of the drows jumps to his feet and approaches you and your friends quickly. He kneels down next to you and bends over, whispering in your ear: "My name is Dra'kal, and I do not like your kind". As he rises up and seems to walk away, he swirls around, planting his boot in your ribs. The pain jolts through your body, and you can hear ribs crack. "The elf is mine" he says, looking at the other two warriors; "anyone touches him, and he will have to deal with me".

The rest of the night passes without further incidents.

The next day, the three of you are dragged towards your destination, which seems to be a place called the Seven-Pillared Hall, if what the drows say is true. At some point, the drows made halt, and one of them headed alone towards what you can only assume to be the Seven-Pillared Hall. A few hours later, he returned, and it became apparent that they were planning on selling you and your friends to someone called Krakor. Unfortunately, he was off doing business with some duegar, and wouldn't be back for 4 or 5 days.

The female (called Mistress Melina) soon pulled out all your magic items, along with those of your friends, and began to disenchant them all, ending up with a nice pile of residuum. "You won't need these ever again". "In the arena, such things are not allowed". "Maybe we can hurry back and watch you three battle and die."Then again, maybe you will prove too weak, and die in the preliminary battles". Odd comments, which left you and your friends cold and chilly. When asked what she meant, all Truxas got a was boot to his head.

During all of the day, Dra'kal just sat there, watching you like a hawk.

At night, the nightmare started. Just as you were finally falling asleep on the rocks, trying to think of the beautiful woods, Dra'kal leapt forward, yanking back your head, with a firm grip on your hair. "It seems it will be a while until our roads part ways. While I am not allowed to kill you, why not have some fun. He pulled out a 5-headed whip with sharp metal bits attached and proceeded to whip you till you passed out from the pain. A wineskin of cold water awoke you after a bit of rest, but you couldn't tell how long it had been. It didn't really matter, because Dra'kal just kept pounding away on your back, your chest, even at your face, until you passed out. For 3 days and 3 nights the merciless beatings went on. "Beg for mercy elf, beg like the groweling creature that you are.." At the end, you could no longer scream, you could no longer talk. Everything was swollen and you could barely see anything. The wounds made it impossible to sleep most of the time, and when you finally gave in and drifted away, you were awoken by more beatings. But you never begged for mercy. At the end, the only thing keeping you alive was the mental picture of your god, Kord. He was saying "Be Strong my child", over and over again. Maybe it was only a delusion brought on by the pain, but none the less, it kept you from giving up and letting go.

Then, on the fourth morning, Dra'kal was told to stop, so that it wouldn't ruin the deal. After that, you were left alone for a couple of days, most of which time you spent sleeping. Then, on the 7th day, as the drows were getting ready to head into the Seven-Pillared Hall, Dra'kal came up behind you, and you heard the sound of his dagger being drawn. "In a few, you will be out of my reach elfling… While you will probably not have long to live, I do not want you to forget me". You felt he grabbed your hand, and then the pain flooded through you, like a river released from a dam. "I will keep this, to remind of how much fun we have had, elf. You should have begged for mercy", Dra'kal said, holding up your left hand little-finger.

You and your friends were hooded, and then pushed along. A few hours later, the hoods are removed, and you realize that you are standing on an auction-block. Next to you are several other humanoids of various races, all chained just like you have been. The room is rather large, with several other auction-blocks. A plethora of buyers walk back and forth out of on the main floor, talking, haggling and observing the slaves.

A hobgoblin is approaching the drows, pouch of gold in hand.

14. oktober 2008

15th session

Freeday 23th Mey Year XYZ
A relaxing day, that Carric spent making an item for Truxas and a rapier for Tagron. Meanwhile, they did some inquiries concerning the Monks of the Iron Fist, but all they could find out was what they already knew. Back on Ghalton, the Iron Fist (not Monks of...) was a brutal slave organization. Also, they heard that the werewolf that had been loose in Drahar had been caught or rather killed, by another group of adventures. As the werewolf, who turned out to be a local noble called Xavier Whitecrest, had killed the daughter of one of the wealthier merchants (Magnus McGregor), the adventurers had been awarded a town house for their efforts.

The mention of another band of adventurers spurned the debate: Should the heroes get a name for their little enterprise? Carric's Angels, Kord's Avengers and Scourge of the Slavers were all suggested, but at the end, they decided to think about it for a bit.

Lordday 24th Mey Year XYZ
The heroes left Drahar, heading east for Castle Whiterock.

Sonday 25th Mey Year XYZ
Carric wakes up with a nasty fever. Later the same day, they stumble over a small elven village that has been sacked by what looks to be gnolls, and there is trace after some very bloody demonic rituals. No trace of dead though, elves or gnolls, and the only survivor they find is a young elven boy of around 10 years of age. He does tell them that the gnolls were lead by a very large gnoll (8'-10' tall) wielding a 3-headed flail. Carric decides to bring the young elf with him, in hope of maybe finding his parents.

Mansday 26th Mey Year XYZ
Carric wakes up and feels just fine after a day with the fever. As they progress through the jungle, they are first ambushed by a handful of kobolds using snare traps to catch them and later some orcs, but this times our heroes are the ambushers. Both fights were over before they were started (almost).

Tirsday 27th Mey Year XYZ
As they get nearer Castle Whiterock, they notice that the tracks of the gnolls, which they have been following, do not head to Castle Whiterock, but instead into the Thunderspire Mountains. They chose to follow the tracks. When they wake up, it seems that the rest have caught the jungle fever as well. Maybe Carric infected them? Anyway, after following a canyon, they arrive to a cave entrance, with a 90' Minotaur statue standing in front and around it (cave entrance is between the legs of the Minotaur). They go in, into the darkness...

Not long after entering the cave, it splits into 7 passages. No tracking and no listening can help them determine which way the gnolls went. Our heroes decide to head right at all times. That passage heads down. After some hours, they make rest in a small cave with an underground lake. Carric tends to the others, who are sick.

Onsday 28th Mey Year XYZ
When they wake up, Carric's tending has all cured them of their jungle fever. They press forwards (or rahter downwards) using a new ritual Carric has, Darklight. After a long, long day's walk, they make rest under the protective blanket of the ritual. Unfortunately for them, 4 dark elves arrive, and see them. They are told to surrender, but chose to fight. Valmer dies, but the rest are captured.

7. oktober 2008

14th session

Freeday 2nd Mey Year XYZ
Having just defeated the 3 witches, our heroes decided to return to the lizards of Zurix' village and announce the great deed. They were well received, and they participated in the ritual burning of Grok, as well as in a party, hosted in their honor.

Lordday 3rd Mey Year XYZ
The following day, they left for Drahar.

Back in Drahar, they tracked down Garak at The Hideout, a house of pleasure not far from where they had been hidden. There they got some fun (or at least Valmer did) and once they got in touch with Garak, they found out that the charges against them had been dropped, so they weren't wanted anymore. He was very grateful for their help, but didn't want to take credit for participating in removing the hold the witches had over Jensson. He thought that might be dangerous, since Aelondir, the eladrin who is in charge of the Green Whelps, might take such a claim as a declaration of guild war, and the Sticks were definitely not ready for a guildwar against the Green Whelps.

When confronting Jensson with what had happened, he merely played dumb, and acted as if nothing had changed. Our heroes did however find out that there was a warrant out for Durnam, and in order to collect it, you would have to be an officially sanctioned bounty hunter.

Back at the Black Raven Inn, Valmer told the story of the 3 witches and the temple to Abraxis. They soon noticed that Zeke, who was sitting at his table as usual, was very interested. Valmer, who previously had bonded a bit with Zeke over a good brew, invited him over, and soon enough, our heroes had sold their services to Zeke. They were to lead him out to the swamp, to the church/temple, and he would get all scriptures and other stuff, that had his interest.

Sonday 4th Mey Year XYZ
The next day, our heroes bribed their way in to talk to Magister Rudolph, the magister who runs the Night Ward. While he wouldn't sanction them right away, he did find it interesting that they had made peaceful contact with the lizards, and their idea to make a deal with them, to stop them from raiding the various merchant houses whose merchants came too close to the swamp.

Mansday 5th Mey Year XYZ
The next day, it was once again back to the swamp. This time, the heroes avoided the lizards, and headed straight for the rock, or rather the church, which was there, just as they had left it, or rather, almost just as they had left it. As Zeke immediately started sketching as he arrived (after remarking that it was a church of the Keeper, one of several local evil gods), our heroes decided to check out the library books again. There Valmer found a book on rituals pertaining the Keeper, while the other two were reading. Then Valmer proceeded to find a secret door, behind the shelves.

Down they went, and way under the church, they found large set of copper doors, filled with religious symbols and a scripture. The symbols indicated that this was a grave. By the help of rituals (and Zeke), they found out it said:

Here lies Alexander Zorich, Exarch of the Keeper. Disturb his rest and suffer the consequences..

From the books, they learned a bit about Alexander Zorich. In the year 475 (but when was this?) The Tiefling Empire of Bael Turath was stretching all the way to this area (where the swamp and church is). Alexander Zorich was a paladin of the Keeper, and in charge of this province. From the books, it was apparent that many people must have lived here. Then, in 475, disaster struck. A magical explosion of unimaginable proportions took place in the heart of Bael Turath, the capital of the empire. Not only did most of the noble families die, but the explosion shook the world, destroying and changing continents. The explosion also ripped a hole in the fabric of reality, causing the fey energies of the Feywild to spill out into this world, causing woods, mountains, hills, swamps and other wild areas to grow and multiply, destroying entire civilizations in mere years. As the changes took place, Alexander and the other clerics of the Keeper grew increasingly desperate. Alexander personally collected 3000 children from the cities around, and brought them to the church. For days and nights, he sacrifized them to the Keeper, in order to appease him, and maybe save Alexander from the doom that inevitably seemed to come.

Ultimately, it was decided to try to disarm the trap that Tagron had found, and peak inside. However, that didn't go too well. Tagron failed to disarm it, and a trapdoor opened beneath his feet, hurling him 60' down, to his death. Or almost. Zeke managed to levitate down to him (25% chance!), before he slipped completely into the realms of shadows and administered him a healing potion. Carric and Valmer got them up afterwards.

Eventually, Tagron did manage to disarm the trap, and pick the lock. Inside was a tomb, with a sarcophagus, with the relief of a tiefling holding a nasty looking great axe on top of it.

Tirsday 6th Mey Year XYZ
Now, what to do. Our heroes decided to think about things, read some more in the books, before venturing in and picking of the casket. Valmer and Tagron left for the Zurix village, in order to try to negotiate something with Gorix. That proved fairly easy, and soon they were on the way back to the church. The plan was to have Gorix meet with magister Rudolph outside of the swamp, in a few days.

While they were gone, Carric was studying books with Zeke. A few hours earlier, Carric had cast animal messenger, and sent a message back to Trevor, his mentor, regarding what they had found below the church. As they were sitting there reading, Carric suddenly got a sending from Trevor.

Come back ASAP. Do not trust Zeke, he is very very dangerous!

At the same time, Zeke decided to go down and look at the tomb once again. Carric declined to go with him, and instead snuck after to check if he was opening the lid. But he didn't. Instead, Valmer and Tagron returned. Carric told them of the message, and it was decided to head back to Drahar, citing the lack of things to do at the church, to Zeke.

Once they got back to Drahar, they quickly met up with Trevor, to hear what he had to say, as well as to stuck up on healing potions. Carric was told that high priest was very pleased with his performance so far, especially concerning the whole incident in Dranar Hold. Speaking of which, they were a bit worried. The demon whose print had been found, was definitely a big one. Problem is, no one had reported anything about demon activity, which is odd, since only extremely intelligent and thus dangerous demons could control their urge to rampage and destroy everything in their path. But maybe it was after all just a weak demon, and maybe someone had killed it.

Anyway, Trevor told our heroes that Zeke was not to be trusted. People he brought with him on adventures had a habit of not showing up ever again. They had no proof, but suspected he was offing them in order to guard his secrets, or whatever else was found on these trips. Also, because of his seemingly uncanny ability to find secrets, and not share them, he was at odds with the Ancients, a guild of sages, who usually cooperated with the city council.

It was decided that the church of Kord would send some people to the church. But it would take some days to find those people, so the heroes should head back and stall for time. They opted to bring a sage from the Ancients, in order to maybe be able to figure out if Zeke was BS'ing constantly.

Onsday 7th Mey Year XYZ
On the way back, Valmer mentioned that there really was no hurry, since it was not like Zeke could make the whole church disappear. But 'lo and behold, when they arrived at the rock, the church was gone, with no trace it had ever been there. Some rituals and talk later, it was figured out that the church probably had gone to the Feywild. It might fit with the full moon the night before, mused Valmer.

Lordday 10th Mey Year XYZ
After waiting a couple of days with no result, the sage headed home. The heroes headed to the lizardman village, and helped set up a trade and peace agreement between the lizardmen and magister Rudolph. After that, they returned to the rock, and stayed about a week. But still no sign of the church. It was decided to return to Drahar, and investigate some more.

Sonday 18th Mey Year XYZ
Meanwhile, because of what they did for Drahar, their status as official bounty hunters had gone through in no time at all. This was an opportunity that was too good to be true. They quickly found out where Durnam was hiding, and stalked him for a couple of days. At an opportune moment, they ambushed him and his goons, and beat them into submission, for sweet revenge and a decent reward.

24. september 2008

13th session

During the night, Truxas suddenly noticed a glowing form appearing in the mist, around 40' out. It seemed to flow at a height of 10', around the camp. He quickly woke the others as the glowing ball came closer. Soon there were two glowing balls (ha ha) and none of our heroes had any idea what they were dealing with. One of the glowing lights approached the camp, and it looked as if there was a creature inside the glowing ball, a small (5'') fey creature with wings. It start hovering around their weapons, but after a minute or two, it left again, our heroes none the wiser. They soon went back to bed.

Onsday 30th Apryyl Year XYZ
Just before daybreak, they found themselves surrounded by a host of lizardmen. Seeing no choice (there were more than 20 lizardmen) they surrendered, and followed the host back to their village. There they met with the leader of the tribe (?), a shaman called Gorix. During the talk, it became apparent that the lizardmen were no friends of the witches, and after some well-used diplomacy, the heroes managed to convince Gorix of the Zurix (name of the tribe) to not sacrifice them, but instead let them handle the witches. However, upon hearing how dangerous the witches were, the threesome realised that Valmer would be sorely missed, so they convinced Gorix to allow them to "borrow" one of the tribal warriors for assistance. They got Grok, a towering 8' tall blackscaled lizardman who carried a greatclub and spoke like 4 words of common.

Torsday 1st Mey Year XYZ
They soon headed out from the village, and after some walking through the swamp, they found a very large rock, on top of which there was a pallisade and a little hut inside. As it turned out, the hut was some sort of illusion. Once our heroes found their way inside, they found themselves inside a huge church dedicated to some god of death.

During the initial exploration of the ground and first floor, they were suddenly swarmed by 3 scores of undead. The fight was long but in the end, our heroes prevailed with almost no casualties, although Carric did almost die.

Further investigation led the 3 heroes and their large sidekick to a chamber filled with books, arcane inscriptions, and many other intersting things. There, they encountered the 3 witches, which proved to be a hag warlock, a wraith wizard, and a wight cleric. The battle was extremely long and hard. Grok died, and all of the heroes came as close to death as they had ever been before.

16. september 2008

12th session

After the hard battle during the night, it was decided to retire to the Black Raven Inn. They thought Mr Joshua would be long gone, after the heroes' attack on the Dark Finders' power base, but there he was, sitting peacefully in the inn, talking to some friends and eating. He was followed as well as he left, and they decided to kill him as well. The battle took place on the rooftop of nr 37, and despite Carric taking the dive from the 4th floor, and Valmer sleeping through most of the battle, our heroes still prevailed.

Mansday 28th Apryyl Year XYZ
The next morning, just as they had left the Inn, they were approached by Garak, the leader of another gang, called the Sticks. He warned our heroes that they were hunted by the guard. there was an order out for their arrest, dead or alive. He offered them a safe way out of town, in exchange for a favor. Find the witches in Deepmarsh, and break the power they have over Jensson, before the power passes to the Green Whelps, one of the bigger thieves' guilds in Drahar, which had absorbed the remaining Dark Finders, after their fiasco involving our heroes.

A deal was struck, and after a day in a safehouse and a short trip in a moving hay-stack, our heroes found themselves outside of Drahar.

Tirsday 29th Apryyl Year XYZ
They immediately travelled west along the Elra, and by afternoon, after entering the Deepmarsh, they were ambushed by various lizardmen.

After the battle, they wandered around for a couple of hours, not seeing anything ressembling a witch's coven. They soon realized it was getting late, and made camp.... (cue spooky music)

9. september 2008

11th session

Valmer didn't kill the new catch, in fact, Joe got to live. Full stop. He was interrogated, and our heroes learned that Durnam Ironfoot wanted them dead because they had interfered with his business, and cost them a lot of money.

Lordday 26th Apryyl Year XYZ
Back at the Inn, Elar runs into Mr Joshua, the man who originally set them up and caused the original members of the group to be captured by kobolds.

A lot of stalking and investigating later, several things were clear. Joshua was in league with Durnam Ironfoot and the Dark Finders. Maybe even a member. Aside from being the local undertaker, he was also managing at least one building, called nr 37. Our heroes (whom Joshua didn't know) set a trap for Joshua, telling him a heartbroken tale of missing relatives, and asking if he could help, citing unknown sources. They followed him, and saw him talk to Durnam, outside what turned out to be a "private" Inn, the Dark Horse.

Sonday 27th Apryyl Year XYZ
Further questioning of Joe (who was held captive at the Black Raven Inn, revealed that Joshua was indeed part of it all, and that there was a secret way into the Dark Horse, via the sewers.

The same evening, our heroes snuck inn, and assaulted Durnam Ironfoot and some of his lackeys. After a very long and lethal fight, our heroes managed to come out ahead, killing everyone else. Or so they thought. While they were investigating a secret area below the carpet, Durnam fled. He was after all, not totally dead. They did find a lot of compromising information, not only of the slaver ring, but also information that was putting Durnam and Mr- Joshua in league with Thomas Jensson, captain of the guard in the Night Ward. Apparently, the Dark Finders, via the hellish contacts of Durnam, had made a pact with a coven of witches in Deepmarsh. They provide (by unknown means) control over Jensson.

2. september 2008

10th session

After realizing that the damn portal wouldn't close, Carric and Valmer started to inspect the portal. It soon became obvious to them that it wouldn't close on it's own, and that something would soon be able to pass through. After reviewing their options, as well as the notes concerning the ritual that was opening the portal, they decided to try to manipulate the flow of magic and close the portal- Alas, it didn't work. Valmer failed in controlling the magic, and it ran wild, creating an explosion. Luckily noone died from the explosion. At this point, the heroes decided that it would probably be safer to rest elsewhere.

They also decided that it would probably be a smart idea to contact who was able to close the portal. Using a ritual, Carric used an animal to contact his mentor, Trevor of Kord. Carric gave him directions to the place. After that, they headed to Winterhaven (Blue Oyster Inn) to wait for the cavalry. It arrived quite soon, but when the clerics and paladins of Kord accompanied our heroes down into the temple of Orcus, they found a portal that had already let something by. Something big. They proceeded to close the portal, and then return to Drahar. Our heroes, not feeling they had many options, decided to follow the clerics.

Back in Drahar, they found a place in at the Blue Unicorn in the Night Ward. There they spent some days relaxing, splitting the loot, while Carric created everybody some magical items.

Freeday 25th
Apryyl, Year XYZ

Then, as they were ready to head to Castle Whiterock, they one night got jumped on the way home by some members of the Dark Finders. After killing and interrogating a bit, they headed home to sleep and think about things. During the night, they woke up with the Inn being set on fire, and gang members everywhere, trying to kill them. Once again, they manage to kill the Dark Finders, and caught someone to interrogate... Maybe Valmer won't kill this one too soon :)

26. august 2008

9th session

After killing the hobgoblins and looting their lair, our friends moved on. And right into a nasty room full of traps, where Carric got trapped in a water-whirlwind trap, encased by an arcane wall. Meanwhile, the rest were battling a huge statue of Orcus, and some forcebreathing stonedragons that were defending the control panel. Despite Valmer thinking it would be a great idea to smash his axe into one of the two control panels, Tagron managed to diffuse the traps.

Next they found what was Kalarel's private chambers. They found his diary, and a lot of gold. Tagron scouted down some stairs, and could hear chanting. The diary told them that this Kalarel character was apparently in the process of making a ritual that would open a rift, and let Orcus in. They even found a lot of notes regarding the ritual. Judging from the diary, they still had about 1½ day until it would be finished, so they decided to get a good night's rest, and then head down. Truxas, who wasn't in as bad shape as the rest of them, volounteered to stay up the whole night, guarding the others.

Freeday 18th Apryyl, Year XYZ
Ready for the final battle they moved down, into the temple of Orcus. Down there, they first battled Marcus, some vampires and some zombies that died really quick, as well as some dark fey creature, looking a bit like a gnome, yet not. But as it turns out, it was not over. The ritual was being conducted under the temple, where Kalarel was just about to open a portal. In fact, there was a shadowy arm which was trying to claw it's way through. A long and hard fight later, and our heros had killed Kalarel, but alas! the portal did not seem to close..

19. august 2008

8th session

As it turns out, the yelling hadn't reached whoever the hobgoblin was yelling for. But not long after he died, another hobgoblin guard walked nearby, but luckily, he didn't notice the dead body, nor the hiding heroes.

They chose to progress deeper into the dungeon, and soon found themselves swarmed by a lot of hobgoblins, led by Warchief Krang. The fight quickly turned ugly. Nadarr died, Torrinn and Brocun were captured (and then executed), and Torn and Muffin fled.

Torsday 17th Apryyl, Year XYZ
A little week later, Torn and Muffin return to Danar Hold with some new companions, lusting for revenge. While Warchief Krang hasn't had the time to find new hobgoblins or goblins, he somehow has acquired a small group of zombies to help him. As soon as Muffin (who is scouting) peaks his head into the chamber, he is jumped by Krang and slain quicker than you can say "SPLAT". Despite losing one of their own early on, the heroes manage to kill Krang. Amongst the things they find on him, there is a letter saying:

Warchief Kang
We are very pleased that you have chosen to accept the offer that your ally, Kalaren, chose to refuse. We will gladly buy any sentient humanoids you can catch, although price will depend on age, gender, race, health and some other things.
If you deliver your captives to our mutual kobold friends of the Green Serpent Tribe, we will get your gold payment deliver shortly thereafter. If you on the other hand wish your money upon delivery, you can bring the captives to some of our other allies, the "monks" of the Iron Fist. They are located in the ruins of Castle Whiterock, directly 60 miles south-east of Danar Hold.

Regards, Warchief Kruul

12. august 2008

7th session

After the multiple battles with the goblins, the heroes decided to take an extended rest in Balgor's room, which they locked from the inside. At night, Muffin noticed that someone was trying to open the door from the outside. When it figured that the door was locked, it ran away. The heroes, under the leadership of Nadarr, decided to move to another room, and ambush whoever would be coming.

Hiding in a store-room, they didn't wait long. They heard commotion outside, and charged out, surprising some goblins with their guard drakes. They were not alone, and soon a hobgoblin patrol joined the fun. After yet another long and hard battle, with most of the heroes still exhausted from the last day of exploring and fighting, our heroes were finally done. As in - really time to rest. Luckily, nothing more interrupted their sleep for the rest of the night.

Tirsday 8th Apryyl, Year XYZ
They chose to head downstairs, through the previously locked door, as the key they found on Balgor, fitted said door. Down the stairs, they found a small maze, with various magical traps that caused those affected to run away in fear. Soon they stumbled over a large group of zombies, which almost killed Elar. Else it was fairly easy fight.

Moving on, they found yet another set of stairs, leading down. As they descended, they were challenged by some hobgoblin guards. Not knowing the secret password, they had no choice but to engage. The hobgoblins locked them up in the stairwell, blocking the way with a shieldwall that proved hard to get by. Meanwhile, a second row of hobgoblins used halberds and hammered on the frontliners of our heroes. A huge deathjump spider was also released by the hobgoblins, wrecking havoc in the back rows of our heroes.

After a long fight, our heroes were winning. Then the last hobgoblin ran, yelling for help. The heroes followed in hot pursuit, managing to catch him in the corridors, just before arriving to another big room.

15. juli 2008

6th session

Mansday 7th Apryyl, Year XYZ
Just before day-break, the heroes were disturbed by a angry bear. It died quickly enough.

Then they moved on to Danar Hold, where they found a lot of goblins. After several battles in various rooms, they ended up by killing Balgor, the goblin in charge. He had a key on him, for a locked door found elsewhere. In his chambers there was also 690 gp, as well as a magical hide armor.

They also found a goblin in a cage, named Splug. He is (surprisingly) still alive.

8. juli 2008

5th session

So the heroes press on, heading north-west, eager to find Danar Hold and see what it is. As they get closer to the area where it is supposed to be, they hear some someones or somethings digging in the stone with picks.

Elar and Muffin scout ahead, and stumble over a clearing in the forest (just where the forest meets the hills) where 4 burly humans are digging in a large hole. A halfling is casually sitting on a rock, surveying them, smoking a pipe.

Elar and Muffin return to the others, and inform them of what they have discovered. It is decided to just march out and see what it is. As they approach, they are spotted by the halfling. He calls them over, saying he has made an amazing discovery, dragon bones. Muffin walks over to the halfling and follows him towards some bones on the ground. However, as they approach the bones, the halfling puts his arm around Muffin, and Muffin is stricken by panic, thinking that the halfling is out to steal his gold (I wonder why Muffin would think that). Either way, Muffin looks away, down on his gold pouch to check if it is there. As he does it, the halfling rewards him with a dagger in the stomach.

Combat is joined, and shortly more combatants arrive, another halfling with a nasty sling and an Ogre with a big cleaver. Also, a fey gnome pops out from behind some boxes in a corner and joins the fray.

The combat is short and bloody, mostly for the others.

Encounter: The Burial Site (874 xp, Gnome Skulk (200 xp), 2*Halfling Slinger (200 xp), Ogre (350 xp), 4*Human Rabble (124 xp)) (0 dead, 0 unconscious)

After the fight, one halfling is still alive, as is the ogre. Brocun decides on his own that the Ogre will be useless for interrogation, and chops off it's head. The halfling is woken up, and asked a few "nice" questions. They learn several interesting things:

  • Asprin, the gnome, was the leader of the band.
  • He had hired Sigurd (the halfling) and his brother, along with the human workers
  • They had been digging here for a week or so, looking for some kind of relic.
  • The relic was supposed to go to Danar Hold, to someone up there, who had hired Asprin to do this.
  • Danar Hold is located in a canyon with very steep sides, making it very hard to get there, except by the tunnels
  • The tunnels are located behind a waterfall a bit to the north east of here (this is also shown on a map they find on the gnome

They also find a Longsword of Lightning +1, as well as a Fireburst Robe +1

After the little chat with the halfling, they have a vote on killing him or not. 4 against 3 to let him live. As he runs for the forest, Eric blasts him in the back, killing him. This prompts a heated debate, and in the end, it is decided to designate a leader to make these calls, instead of voting. Nadarr is voted as leader of the group, with 3 votes. Muffin and Brocun did not get any votes, Torn voted a blank.

Nadarr's first rule, is that the next person who goes against the group's or leader's wishes will receive no loot for a while.

After the dispute is resolved, they head north-east to find the small river, which should end (start) at the waterfall. As they approach it, they can hear voices speaking Draconic.. More kobolds!

Encounter: Outside The Kobold Lair (875 xp, 6*Kobold Minions (150), Kobold Skirmisher (150 xp), Kobold Dragonshield (175 xp) 2*Kobold Piker (250) Kobold Verminhandler (150 xp)) (0 dead, 0 unconscious)

Towards the end of the fight, one kobold tries to escape as the verminhandler yells "Warn Irontooth", but Nadarr and Torinn manage to stop him right before the waterfall. Another kobold is kept alive to interrogate about the layout of the tunnels and the strength of the kobolds inside. Unfortunately, he gets to yell before they can silence him, warning the inside. The heroes still try to bluff a bit, yelling (through the waterfall!) that they are coming from Asprin, with a message to Irontooth, but it fails, the kobolds are ready for them, and a long and involving battle is engaged...

Encounter: Inside the Kobold Lair (1825 xp, 11*Kobold Minions (275), 4*Kobold Skirmisher (400 xp), 4*Kobold Dragonshield (500 xp), Kobold War Priest (200 xp) Kobold Wurmpriest (150 xp), Irontooth (300 xp)) (0 dead, 0 unconscious)

After the fight, the tunnels are searched, as well as the different rooms. Some money is found (650 gp), as well as a gem worth 200 gp. The exit from the tunnels, leading to the canyon with Danar Hold is also found.

1. juli 2008

Map of Drahar

Information about Drahar

Population: 52.000 (90% human)
Leadership: The Seven (also called the Council)
The city of Drahar is built across the river Elra, on a hilly area. In the middle of the Elra is an island, so Drahar has 4 distincts areas. The west coast (North Ward, Green Ward, South Ward, Temple Ward, Ghalton Ward and Trade Ward), the island (Night Ward, Noble Ward, The Furnace), The river between the island and the east coast (Oak Ward) and the east coast, which is currently where a new part of the city is being built, to accomodate all the new arrivals.

Outer Wall:
Heavily patrolled, at least in the towers. 35' tall. The Outer Wall surrounding the east coast part of town is currently under construction.
Inner Wall:
Surrounds the Noble Ward. Always patrolled. around 20' tall. Gates closes at sundown, and unless you are known to the guards (either as a noble or someone working closely for one), you are not getting in.
North Ward:
A mix of shops and housing.
South Ward:
A mix of shops and housing
Ghalton Ward:
The common man's ward, very few shops.
Green Ward:
There is no housing or businesses in the Green Ward. It is a natural area, with a little wood, some lakes and parks. The only building is the Arena, called the Drome, an ancient building of unknown purposes, that was here when the people arrived through the portal, 25 years ago.
Trade Ward:
This is where all trade with other settlements is done. All warehouses are located here. Trader's Guildhouse (decorated with statues of lions) and House of the Ancients (decorated with statues of dragons) are also located here, large marble buildings that are visible from far away.
Temple Ward:
Every temple to good and neutral gods are here. It's clean, safe, and the streets are flanked by thousands of statues of saints and exarchs.
Noble Ward:
This is where the rich and the powerful live. Patrolled heavily at all times.
Night Ward:
The original poor man's quarter of Drahar, famous by now for Seven Star Point, the place where 7 roads meet. During the day, a marked place. Mr. Jacoby's shop is here, near the Star, right next to the Black Raven Inn (owner Abraxus Hope a tielfling) where you can buy the famous Black Raven Gin.
The Furnace:
This is where the better off of the newcomers were placed. An odd collection of stone and wooden buildings.
Oak Ward:
Oak Ward, or New Ward, is the newest addition to Drahar. When 30.000 of the late arrivals decided to stay, something had to be done. Some were dumped in what is now the Furnace, while the rest were placed on the opposite river bank, and told to start building. That started, but quickly, an enterprising soul named Amaris, figured out that the laws of the city stated that anyone living on the land within city walls were to pay taxes. Quickly, a veritable building frenzy started, and soon the Elra was covered in wood, a floating city, with nothing but 3 and 4 story buildings and tight narrow passages. Oak was used for the most part, hence the name. The Oak Ward is a maze, and very few patrols enter here. Buildings have started to crop up on the other side of the river bank (east coast), but there you have to pay taxes, so only those who can afford it, consider moving.

4th session

Lordday 28th Mahrs, Year XYZ
After sleeping at Mac and Irene's, the heroes wake up and head out. They quickly make their way back to Oakhurst, looking for Mr. Jacoby. As they come back to town, however, they find that his small office is closed. A quick inquiry tells them that he seems to have left for Drahar, to handle some business.

Without hesitation, the heroes (+1 draft horse that Muffin borrowed at one of the burned down farms near Willowwood) turn southward again, and head to Drahar. At the gate, they are stopped by some guards, who ask them all sorts of questions of their business there, and inform them of certain rules specific to Drahar, regarding magic, rituals, and residuum.

  • All residents of Drahar have and must always carry their Certificate of Citizenship
  • If you wish to trade in Drahar, you must own a Certificate of Trade (a different certificate applies to different types of goods - Muffin buys one that enables him to sell animals and one that enables him to sell weapons and armors)
  • They are told that damages caused by magic are always fined at double normal rate.
  • They are told that rituals that summon non-human creatures are strictly forbidden, as are rituals that rob the target of his or her free will.
  • They are told that buying and selling residium with anyone but an official trader is strictly forbidden. Always ask to see his certificate. Such a certificate is not obtained as easily as most other certificates.

One inside Drahar, the heroes make their way through the different wards, heading to the Trade Ward, to inquire with the Trade Guild about the whereabouts of Mr. Jacoby. As it turns out, the Trade Guildhouse is closed for the night (it is close to sunset when they arrive), and they they crash in the nearest inn, a place called the Lucky Loon (North Ward)

Sonday 29th Mahrs, Year XYZ
The next morning, they went to the Trader's Guild, and got the adress of Mr. Jacoby's shop. As it turns out, it is located in the Night Ward, near the Seven Point Star. The heroes make it across town, but it is closed. They decide to wait in the inn next door, called the Black Raven Inn. There they taste the famous Black Raven Gin, served by Abraxus Hope, a tiefling of immense girth. They also have a chat with Leria, a young tiefling female, who apparently is a regular customer of the Black Raven Inn, along with her mysterious friend, who keeps to himself and his corner.

At some point, Brocun leaves the table, to go and see if Mr. Jacoby has arrived. He looks very surprised when he sees Brocun coming in his door, but thanks him for finishing the job, and goes out to the backroom to get the money. But he never comes back. Brocun checks it out, and it looks like Jacoby has fled. Brocun goes back to the inn, and tells the others what have happened. They search the shop, and find some papers that look like as if they have been dropped in a quick get-away. One type of paper is very official looking, with a sigil and such. That type of paper has a column of names, a column of prices (around 1-10 gp), and a column with the buyer's name. Each name appears to have a price and a buyer/payer. Occassionally two names are payed for by the same. The other paper looks much more un-official, but has no names in the buyer column. Instead the column of names group them in groups of 2 to 5 people, and the prices are much higher, ranging in the 100-200 gp per person.

The heroes think that Mr. Jacoby is part of a slave-operation, where he sends adventurers on bogus missions and has a deal with a tribe of kobolds to capture said adventurers and re-sell/deliver them at this place mentioned by the kobold - Castle Whiterock.

They decide to look for Mr. Jacoby near all gates, and on the east river bank, where the new wall is built. Alas, no luck.

They then decide to stake out the shop, and see if he maybe returns. While they wait, they want to try to figure out what the dwarven runes on the tablets and the copies that Muffin made says. They acquire some residuum (Muffin buys some of Zeke, but forgets to see his certificate, so Torn heads out and finds a certificated seller. Torn casts his first ritual (wuhu), comprehend languages, and reads the tablets. Meanwhile, Muffin has left, after him and Torn (and a few others) came into an argument over peaking in ritual books without permission.
The tablets with dwarven runes talk about a place called Danar Hold (later renamed Keep of Darkness) where a terrible disaster struck.
The keep was originally built for a definitive purpose, to guard over something, maybe in the keep, maybe nearby. However, one night, the leader of the keep, a dwarven paladin named Jeremiah went nuts and killed off most of the other guards, before he was finally neutralized. So horrible was his crime, that his former allies entombed him alive. Shortly after, the keep was deserted (unknown reasons) and the garrison (or rather what was left) was moved 60 miles to the south-east, to another keep, called Castle Whiterock.

Meanwhile, still pissed at the others, Muffin makes a copy of his drawings, and sells them to the Ancients, a guild of historians and explorers that are very interested in anything about the new world.

When he gets back, Torn uses his comprehend languages on those as well.

In the year 0, the Empire of Iron was founded by the Stonefist Dynasty. As the empire spread out, conquering more land, mighty dwarven cities were built in the mountains all over the world. Eventually, the Empire of Iron collided with another Empire, the Empire of the Sword, a hobgoblin empire pre-dating the dwarven empire by a couple of hundred years.
After many years of war, the hobgoblin capital of Xi'kir finally fell in 1416, to the might of the dwarves. Since there, there has been more than 800 years of relative peace. The Empire of Iron spawns more than 1500 miles from north to south, with the Stonefists ruling over more than 2 million dwarves and 20 millions from other races.
There is also mention of Kolar the Golden, who appears to be the god of the dwarves, but also god of crafting and wealth. The two statues in the dwarven temple were obviously representations of him, and the mountain with a gold coin his symbol.


Much of this debate happen in the Black Raven Inn, and Zeke announces to the heroes that he knows where Castle Whiterock is, and wishes to make a deal. They are not too happy about this, as they neither trust him, nor the Ancients. However, it could be problematic to find said place, without some help. So they strike a deal with Zeke, promissing him to bring back information about Castle Whiterock, and any non-magical items pertaining to the new world that could prove of interest. In exchange, he gets to read the copies that Muffin made, and he draws up a map that shows where Castle Whiterock.

Mansday 30th Mahrs, Year XYZ
So, the next day, the heroes head out into the Silent Forest, to find Castle Whiterock. Or not. As it turns out, it was merely a ruse. They plan on heading to Danar Hold. They gamble on the precision of dwarves to be able to find it, 60 miles north-west of Castle Whiterock, which is why they needed to know the location of Castle Whiterock.

Onsday 2nd Apryyl, Year XYZ
After a couple of days (on the second night, both moons are full) going through the forest, they are ambushed by five orcs. Luckily for them, Elar spots one of the orcs moments before they are attacked, and they get to keep a more advantegous position than else.

Encounter: An Orc Ambush (1 unconscious, 0 dead)
One of the orcs had a magical axe (+1 viscious) and another had a magical leather armor (+1). Brocun laid claim to the axe, while Erik got the leather. At the same time, it was decided to let Muffin (who meanwhile had learned some magic) hold the Staff of Winter.

Torsday 3rd Apryyl, Year XYZ
The heroes arrive near Castle Whiterock, which is built on a plateau on the mountainside, around 200' above ground level, with a large lake below it. They immediately turn north-west, lead by Elar.

Lordday 5th Apryyl, Year XYZ
After a couple of more days of jungle-trecking, the heroes are attacked at night by a horde of 20 kobolds.

Encounter: Lots of Kobolds (1 unconscious, 0 dead)

Sonday 6th Apryyl, Year XYZ
We finished with the heroes have just waking up, after their night of fun with kobolds....

24. juni 2008

3rd session

Tuesday 24th of June, 3rd session (Elar, Nadarr, Muffin, Eric, Brocun, Torn, Torinn)
The heroes continued on. By midday, making their way through the Silent Forest, they hit the shore of the Elra. They decided to get to the other shore, and follow the river back towards civilization. By evening, they heard the howling of a wolf. Suddenly they found themselves under attack by some wolves and a Dire wolf. During the fight, a vicious crocodile snuck up upon Eric, and he was almost dragged into the water, but Elar showed quick thinking, and helped him escape the jaws of death.

Encounter: Wolves And A Watery Surprise (0 dead, 0 unconscious)

Torsday 26th Mahrs, Year XYZ
They spent another night in the forest, and early next day, they emerged a few miles south of Oakhurst. They immediately headed home, to bury Rhogar (and Hadarai, to a certain extend). While in town, they took the time to play some Three-Bones, by far the most popular card game in Draegor. Muffin got away with the pot.

Freeday 27th Mahrs, Year XYZ
After the burial ceremony, the heroes turned south to deliver the message to Gadian Greenleaf. Towards late afternoon, they were approaching Willowwood. They noticed smoke coming from beyond some apple orchards. The first place to be investigated is a farm which has been burned down. The second place is also a farm, but it is still in the process of burning down, with some shady people still there.

Encounter: Bandits and Brigands (0 dead, 2 unconscious)

The pyromaniacs had some goodies on them:
Orb +1
Silver dagger
(not magical)

After the battle, the heroes went on to search the first farm some more. There they found a badge and a dagger with Blackkeep's Sigil on. On they went, and found another farm, owned by Mac and Irene. They (Mac and Irene) gave them directions to Greenleaf's house, who lives nearby.

Arriving at Greenleaf's house after the sun has set, they find a locked house with light inside. A strange sound is heard, and quickly the lock is "handled". Inside, they inadvertently break the ritual keeping a demon on a leach. Soon they find themselves in a battle for their life, against a Evistro Demon.

Encounter: A Surprise Demon (0 dead, 3 unconscious)

Not long after the demon dies, Greenleaf comes home. As it turns out, he says he has never heard of Mr. Jacoby, and when he is still given the scroll, he understands even less. The scroll has the classic Elven poem of Aldar and Evina, the story of an elf that falls in love with a woman, only to have said woman turn out to be a nymph.

Questioning Greenleaf leaves them with no further clues. After a bit of talk, they realize that they now have several options.

  • Head home to Oakhurst and try to find Mr. Jacoby, in order to find out about the weird note.
  • Head to Castle Whiterock, or at least find out exactly where it is. And find out who or what the kobolds were selling the players to.
  • Find someone who can understand the ancient dwarven tablets and inscriptions.
  • Investigate the burned down farms near Willowwood, and why Blackkeep would attack them
  • Investigate the kobolds in Willowwood.

It was decided to head to Oakhurst and find Mr. Jacoby, and then to find out what was on those dwarven tablets.