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The Things You Find in the Dark

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As told by Nathia Truthfist Blurb's giant spider took out one of the remaining jaculi and Greeba beheaded the last one. As Arnor attacked, even while blinded, he hit one and missed the other. Joell began to make his way back to where Arnor was holding off the kenku, drawn by the sounds of battle. The kenku viciously attacked Arnor, who could finally see again, and this time he was able to withstand their ghost wing attack. He saw a "witch-like" kenku approaching and called out a warning.  Ted, nearly dead, readied a rope to escape down. The effects of too much quicksilver potion had strained his wits.  I ran to Arnor and was able to strike a couple of blows at the kenku inside the doorway, then I moved back so that others could take up the battle. Arnor nearly filled the doorway and dwarfed the kenku. He pushed one of them back and moved forward, hoping to let others through. For his troubles he was attacked again and again, and once more by the witchy one. She cast bligh

An Escort into Madness

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As told by Nathia Truthfist We had been tasked with escorting Sirondar, something that sounded simple enough. We started off from Gorlock's Palace -- ah, it had been some time since I had been there but things were much the same -- and met up with Ted there, who joined us. Braltak was also there and seemed sad that Greeba had to leave so soon. He invited her to visit. We set off for Leefield. It was a market town known for timber and cows and...well, that is what it looked like. Fields and trees. We met Olos, who told us of some trouble in town, though he seemed to take an instant dislike to Gorlock, which was unusual. Even so, he took us to the Council after some free drinks. We met them at the Village Hall. There was Simmon, the Blacksmith, and Joshua Kairnley, a Ranger.  They told us that a farm had been razed, but it did not seem like a natural attack. Is any attack natural? I might have asked that once. At any rate, they thought it might have come from the wood. I asked the ra

Paradise Upon the Barrow

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Blurb, Eamon, Gorlock, Greeba and Nathia, accompanied by Arnor, decide to keep investigating the Barrowmaze. It was a hot, dry day and the sun was unrelenting as they made their way to a sealed barrow marked 43 on the map. Five wavy lines were carved into the door, but no one was able to ascertain what they meant. They managed to get the door open and descended inside. They could hear the sound of water dripping, even though it had not rained in some time.  Blue tiled walls gave the area a peaceful aspect, though the ankle-deep water was concerning. A fountain was in the centre of the room and the water looked perfectly clear and refreshing. Two pools of water lay to the sides. A bronze door was set into the western wall, with more of the same wavy symbols on it.  Eamon tries to drink from the fountain. A water weird rose from it and attacked before he could even get a sip. They were able to subdue it without much trouble, Arnor taking the killing blow. Unconcerned, Eamon gets his drin

A return to the Barrowmaze

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Joell had ventured into the Barrowmaze along with Mac and some other adventurers and was so excited by the prospect of more loot that he talked everyone else into heading in again, though Gorlock spent some time gambling (and winning, for once!) and Greeba recruited another assistant (a delicate-looking half-elf, more's the pity). So, they headed in, bringing along Ted, Mac's half-brother, who always seemed to be smoking...something. And Liam, a halfling that Ted was well acquainted with. The weather was surprisingly good and they made their way through the forbidding area with little trouble. They neared one barrow (33) with human boot tracks outside, already open. Inside they find an open sarcophagus with a mummy lying face down on the ground nearby it. Taking no chances, they torched the mummy. Gorlock with his jeweller's eye, spies a fancy ring (530 gp) and grabs it. They continue on to a still sealed barrow (38) and Eamon gets to work.  It was a narrow crypt 10' w

First Visit to the Barrowmaze

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After hearing so many rumours of the place, the group decided to venture into the dreaded Barrowmaze. Wisteria and Joell, both feeling unwell, stayed at the Fort to recuperate, so it was just Gorlock, Greeba, Blurb, Eamon, Nathia and Arnor who made the trip. They arrived first at the small town of Helix.  They split up once there to see what news they could learn, though Gorlock spent his time losing money at the gambling table (but making friends). Comparing notes, they had these bits of wisdom: Beware the altars of the Barrowmaze There are runic tablets, but be wary as they may be cursed There was a tale of an elven maiden, but many seemed to doubt it A powerful, evil man was using the area as a hideout Strange mongrel men were rumoured to guard treasures Look out for frogmen. Droggle was a famous (infamous?) tracker, but he wasn't available.  The Guildmaster Ozen recommended a guide instead -- young Vili, who was only 15. His mother extracted a promise to bring him to no harm an

The Shattered Mirror

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After a short rest to catch their breath and let the foul air of the bog leave them, they continued on to the Dusk Queen's tower. It appeared to be made of smooth black stone. No windows marked the surface and only a single door provided access. The tower was in a sad state, hardly a fitting home for one that had called herself queen once upon a time. Much of the stone had crumbled away and cracks ran like spider webs across the dull black surface. Vines clung to the stone, as if they were trying to choke the life out of it. Blurb could tell that magics ran across the tower and with Eamon's help, they determined that there were two sets of abjuration magics barring the door. But Gorlock had only enough in him for one dispel magic and was loathe to waste his spells merely on gaining access. So Eamon did what the monk was wont to do -- he shooed everyone back and tried the door to see what would happen.  A shocking blast of cold erupted from the door, but the monk, amazingly, wa

The Dusk Queen

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Arnor comes to everyone with news from Queen Sarastra. He has been tasked with dealing with a threat to the Darkwood -- the Dusk Queen, it seems, has some dark plans. Their task is threefold: capture or eliminate the Dusk Queen (and, likely, her paramour, a dread dark paladin), locate the shards of a magic mirror, and (he confides to Nathia), find the shadow grimoire .  Coincidentally, and luckily, Gruffyd, the mighty dwarf, had stopped by for a visit and he and Jane Poole decided to travel with the group. Arnor leads the way and their passage into the shadowy realm of the Dusk Queen is quick. But they soon encounter their first obstacle. A large, tree-like creature blocks the path. Bravely, Blurb approaches it.  "The Dusk Queen has returned," it says, in a scratchy voice. Somehow, Nathia keeping her mouth shut as she had no talent for mistruths, they manage to convince the creature that they are servants of the Dusk Queen and will collect the mirror shards for her. The creat

Investigating the Old Abbey of the Crimson Monks

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The Yellow Rose Monks ask the Faerun Runners (placeholder until we figure out a good name) to investigate attacks along the King's Road near an old stronghold of the Crimson Monks. They think it might be demon cultists and the tunnels below the once proud monastery seem like the obvious spot for them to be coming from. On the way there, they stop at the Cumin Inn, which seems much unchanged. Greeba finds time to explore...the stables...with an old friend, Sgt Stahlen.  When they reach the ruins, the area seems deserted. Rather than entering from what was obviously the main entrance, they search around and Eamon discovers a back entrance by a grassy knoll with a very deliberately concealed door. Mac very perceptively notices a trip wire just inside and Eamon, with the help of Blurb's Immovable Rod, is able to jury rig the trap so it won't go off.  The party once again ruminates on why none of them have picked up any thieving skills. Inside, they wander the dark, often damp t

Mischief at Moonglen

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It had been an eventful few months -- Wisteria and Eamon had teamed up to help (hopefully) prevent a war (with Wisteria truly showing a knack for conversion that no one had anticipated). Eamon had fought alongside another brave band and died for his troubles, though happily he had been revivified not much the worse for wear.  Nathia had attended a wedding and spent some time training her cousin, as well as working alongside Greeba in crafting armor...and, of course, spending some time with Arnor, who still seemed a bit shellshocked that the queen had let him return to the surface. Happily, Mac and Gorlock were able to use their charm to get a good price for the extra armour, netting a tidy profit for everyone. (600 gp to everyone other than Greeba and Nathia, who get 1200 gp each, plus an additional 50 gp each to Mac and Gorlock). Joell spent his time perfecting his woodworking skills. Gorlock had spent his time crafting and charming the fey who had accepted his plea to visit -- Maive