Princes of the Apocalypse

Game 9

Work in Progress

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Game 8

Work In Progress

Game 8 video

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Game 7

As the powerful man withdrew from the party he held his staff in a defensive posture and called out offering a truce to the part. The man offered to stop his attack on the party if they stopped their attack. The party offered to accept the man’s surrender if he threw down his staff and gave up and as the man shook his head in refusal the party attacked again. While they rushed forward a silvery mist surrounded the man and he disappeared from sight to appear thirty feet away, closer to the southeast corner of the room. The party moved as close as they could and released a barrage of projectiles trying to slow his retreat but the majority of the weapons were either knocked away or at the minimum their impact was softened by his robes made of stone tiles. As he turned to rush towards the apparently solid wall in the south east corner a high pitched but angry call came from behind everyone as a blazing beam of light shot forth from the diminutive Dimble ‘Badger’ Nyx’s wand and the beam struck the man in the back of the head, tearing a hole clean through, his next step faltered and he fell to his knees before falling to the stone.

The party brushed themselves off and investigated the room to find that the bones of the six corpses the Believers called, “The delvers” were centuries old bones of humans that had no magic powers. When the party investigated the corner the powerful man in stone robes was running towards they discovered a secret door and insides a tunnel rigged to collapse as an escape route. As they explored the tunnel they discovered it came up under the lesser quality wagon maker’s construction yard. The party then retreated and gathered up their charges, the child, the old man, and the half-orc and headed back for the sinkhole chamber. On the way out of the complex the party found, to their dismay, the three bodies that were being eaten by rats on their way in were gone. The party was able to have their charges evacuated from the hole and they followed the tunnel north out of that chamber to discover it originated in the stone quarry in the northern most party of Red Larch. The party turned over their three charges to Harburk Tuthmarillar who asked to question them immediately before speaking to the party before their shock wore off. The party agreed and headed to the Helm at Highsun and then Swinging Sword for a rest.

After a nice long night of rest and cleaning up the party headed over to the Helm at Highsun and as they sat down for breakfast they were met by Harburk. He spoke to them over their food and told them two of the three people they brought back from the Tomb of Delvers had made confessions but he warned them that in this small of a town he would have to do a thorough investigation prior to taking any action but assured them that he would be diligent and unwavering in seeking justice, no matter how long it took. In the mean time though he would like the party to look into the situation with the missing delegation from Mirabar. He told the party that many passers through and some townsfolk had been giving him information and he had compiled a list of what he considered to be creditable leads in hopes they would take up the task and look into the missing delegation. After the constable finished his conversation with them he headed back to his work and the party discussed all their leads and decided to go talk to Endrith Vallivoe about a book he recently purchased that was written in dwarvish and made of incredibly valuable materials and very well made. He told them he bought it from a peddler who said he bought it from a keelboat captain in Womford and offered to sell it to them. The party asked to borrow the book but promised to return it in good condition, and with some hesitation he agreed. Ogolavone Strongwalker was able to translate the book and informed the rest of the party that the book was a very detailed genealogical record of the noble families of the city of Mirabar going back hundreds of years.

The party decided they would investigate this lead over the others but on their way they asked a local shepherd, Larmon Greenboot, to show them the fresh graves that he had told the constable about. After gathering a few supplies the party hurried out of town following the shepherd’s lead, after a few hours of walking through the hilly territory of the Summit Hills. The party came upon a small hill and were lead to the top to find four graves piled with rocks and a pile of dirt nearby from the graves. Larmon told the party that he they weren’t here a few tendays ago when he left Red Larch but they were here on his way back in the last few days. The party decided to send Larmon off before digging up the graves.

After digging up the graves they found a dwarven craftsman, a blacksmith, from Mirabar and human female from Mirabar who appeared to be a guard. They also found a warrior in strange looking stony plate armor buried alongside a warrior in armor with feathers and leather. All four had been killed by either crushing blows or ranged weapons. As the party reburied the bodies they looked around the area and spotted a spire a short distance to the north. The party decided to go look into the spire they saw before continuing on to Womford. After some arduous climbing around a gorge the party came to the top of the plateau and came into sight of the spire of glistening white.

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There appeared to be an hour before sundown as the party approached the spire noticing the drawbridge was raised but also noticed there was a wooden post with a brass bell on it, which the party rang loudly. A woman leaned out a window near the drawbridge and asked the party what their intentions were. The party had a short exchange where they party requested entrance and promised they meant no harm. The drawbridge was lowered and the party stepped inside to see…..some interesting gate defenses. The gate guard introduced herself as Savra Belabranta and she escorted the party to the top of the spire where they met the commander of the spire, known as Feathergale Spire, and commander of this group of Feathergale Knights Thurl Merkosska.

Commander Merkosska Invited the party to attend a feast that was already scheduled a few hours after sundown to celebrate the ten year anniversary of the Knights founding.

Game 7 Video

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Game 6

The party moved forward and through a variety of investigation methods of the floating stone were able to discover that the stone was being levitated and Dimble ‘Badger’ Nyx shared an interesting bit of information that in major cities they used these types of spells to create levitation fields to ease the labor of construction. Unaware if this was the case here and unable to determine anything further from the stone the party left the chamber down a corridor leading off to the south and as they approached a door with an iron pull ring at the end of the hall they heard Ogolavone Strongwalker call out from behind them that there were people approaching fast from behind. The party started to move back towards the room with the floating stone but before they could get back together six humans ran into the room and declared, “we are the bringers of woe, we have come to reward your curiosity” and four of them ran forward firing a shot from their bows before drawing melee weapons as the other two remained behind providing ranged support. The party hurried back into the room and began meeting their charge. One poor woe bringing was knocked flat and in the process sent the floating stone spinning out of it’s levitation field and crashing onto his head splattering everyone around in gore. His fellows fought all that much harder but their combined forces were not near enough to overcome the party. As their numbers dwindled they found themselves facing a very angry Oggey who in a fit of rage brought his massive maul around in a downward swing and managed to cut a woe bringer, not quite cleanly, in half…..to his woe.

After the party dispatched the six would be woe bringers they turned and headed back towards the door and after a quick check by Lady Siobhan Balindre of Thesk they pushed past the door into the room to find a recently reassembled (and held up with wooden frames) statue of a life like dwarf armored for battle in the middle of the room with a gravel circle formed on the ground around it. The statue had many tributes left at it’s feet, including a dagger that was quickly revealed to be magic, even if the statue itself was not. The party checked the area and afterward stepped over the line and collected all the tribute and claimed it as theirs, the magical dagger going to Siobhan.

The room had two doors leading off from the room, other than the one they came through to the north, one to the east and one to the west. The group considered their options and headed to the west and as they passed into an room of almost identical size they found a number of strange sites, including a pile of rubble with a stone menhir standing upright, in front of which was a small child of around ten years old, laying face down on the floor with stones placed on his arms and legs to keep him in place. Additionally the party found themselves facing a large guard in armor with a weapon of his own, he was standing in front of another door on the opposite side of the room, near a series of levers with chains extending into the ceiling above and peering through a peephole, down a long hallway.

The party split into two groups to handle the two situations quickly with Dimble ‘Badger’ Nyx, Lady Siobhan Balindre of Thesk, and Ragnar Eritan moving to confront the large guard and Mathius Niket, and Ogolavone Strongwalker moving to aid the child.

The guard approached the three intruders declaring them unwelcome and demanding they go around and approach through the tunnel on the other side of the door. He seemed to be growing increasingly hostile as they refused to leave and only through the subtle and skilled persuasions of Siobhan and Dimble were they able to defuse the situation and turn the large one, named Grund, from an enemy into a friend. He told them that he was supposed to guard this area and drop cages on top of any intruders who came down the hallway via the levers.

Meanwhile the other two helped the child up after removing the stones and were able to discover that his father had placed him here for failing to deliver a message to another member of a group in town called, “the believers” the child took all offers of food and drink, clearly indicating he had been down here for quite some time but the punishment seemed completely normal and just to the young man. The party decided they would leave the child and Grund in this room under the guard of Ragnar as they continued to explore the other door in the previous room.

The party moved back through the room with the dwarven statue and opened the door to find a corridor they extended only a short way before running into another door, sitting in front of the door they found an older human who was whittling a stick and minding his business. As the group moved forward he seemed utterly and completely shocked by their presence and quickly fell over himself begging the group to not harm him and to not disturb the “delvers” in the room beyond. He confessed that he and a number of others from the town above were using the moving stones beyond to divine the intention of a group of powerful spirits known as the, “Delvers” who were using the stones to tell them when they were doing the right or wrong things.

Despite the old man’s warnings the group pushed past him into the room beyond, where they found a large chamber cut from the rock with a great many stone slabs floating in various positions around the chamber and numerous skeletal bodies around the rooms outskirts. In the middle of the chamber sat a lighted lantern with the hood nearly completely dropped. As they moved forward, a figure moved in the shadowed declaring it to be bringing the wrath of the Delvers and began casting powerful magics. The battle between the man and the party turned out to be on where they did their best to keep up wit him as he moved around the floating stones and used them to provide him protection from them as he leapt out and hurled spell after spell at them, turning the ground into hostile ground as showers of rock and earth would explode from beneath their feet. At one point Dimble found himself face to face with the man and found him to be wearing robes made of many hundreds of small stone pieces that seemed to provide very solid protection from attacks, shortly after noticing this interesting fact the man charged him swinging a polearm and cutting a blood gash across Dimble’s chest sending him fleeing back towards the protection of his massive hammer wielding friend. As Dimble neared his friends the ground under their feet exploded again sending a rock crashing into his head and sending him into the sweet comfort of darkness as his blood ran out onto the floor and his friend were left very dazed and wounded. The party continued to push forward as Mathius tended to their small friend’s wounds and the powerful man backed away declaring himself willing to stop his attack if the party would stop theirs and negotiate terms. The party seemed unsure but indicated their willingness to listen.

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Game 5

As the creature faded away the party was left looking into a small room with a bronze throne with a skeleton sitting on it with a sword and shield nearby. As they moved in, Dimble ‘Badger’ Nyx hurried forward and grabbed the sword, as his hand touched the sword the sword itself leapt into the air and attacked the gnome of it’s own accord and was able to inflict some damage upon the small fellow before the rest of the party was able to leap forward and strike down the animated blade, rendering the areas safe but the blade useless. The party took stock of the room and found a few valuables including a sparkling new looking shield with the inlay of a dragon. After a few moral qualms the party decided they could use the things inside the tomb more than it’s current owner and took them with them.

As the party left the tomb, they were confronted by an odd looking pair of creatures at the entrance. A half human-half ogre and a goblin riding on his shoulders. The two seemed to have a hostile posture and they made a few statements suggesting they wanted to avoid a fight and were willing to do so in exchange for some of the treasure gained by the party inside the tomb. As Dimble moved forward to discussion terms an arrow flew by, narrowly missing the topmost spike of his hair and lodging solidly in the chest of the half-ogre. The party didn’t take long to realize that apparently Lady Siobhan Balindre of Thesk found the idea of negotiating with these two slightly disagreeable and a full fight broke out….but it was a short fight as the party quickly overwhelmed the two would be bandits and without missing all too many steps they continued out of the valley back towards red larch, discussing plans for where to proceed next. The talk centered around the late and growing alter delegation from the Northern city of Mirabar.

The party hurried back to Red Larch and as they strolled into town they found the town in it’s typical crossroads buzz, as they were passing the town bakery and considering getting some mushroom cheese bread, a loud noise followed by screams shook them into action as they took off at a run towards the sound of the disturbance. They came around the corner to find a large sinkhole had opened up along a well traveled section of town and it had swallowed a merchants wagon and as the party neared the party saw a few children crouching on the edge of a hole as a woman was trying to pull them away, the edging of the hole, clearly still unstable, gave way dumping four children and the woman into the hole as well.

As the came fully upon the scene the group secured a rope and quickly lowered themselves into the hole and tended to the needs of the townsfolk and managed to evacuate all five of them, as the last of them was lifted out of the hole the group realized they were actually in an unground chamber that seemed to be larger than a normal sink hole and much holder with a tunnel leading away to the north and a door leading off to the east. Dimble sent his trusty familiar up the tunnel to the north who returned with news of a very long and winding tunnel extending towards the surface. As the remainder of the group made their way down the rope they looked around the chamber and discovered that there were numerous cloaks and discarded torches outside the door. Shouts from above by some claiming to be town elder demanded the group leave the area immediately lest they disturb something that could cause harm to the town. Ignoring these warnings the group pushed past the door and moved out of the dirt chamber and into very old worked stone tunnels.

Sending Ragnar Eritan ahead as a scout the party followed quickly behind as reports were passed back of safe passage up to a split in the passage. A mixture of party scouting and the assistance of the mage’s familiar revealed that the party passage held a very hold privy to the south, a long tunnel to the east that had numerous groves cut into the ceiling with some type of iron lodged into the groves and a passage winding to the north. The group considered their options and decided, by a narrow margin, to continue to the north and quickly came up on a chamber with multiple bodies on the floor and numerous giant rats gnawing away at the bodies, tearing off large chunks of meat. The party decided they would handle this as they do most situations and attacked the creatures and after a quick but bloody battle the party was able to put down the creatures in an efficient manner. As they cleaned the rat guts off their weapons they looked over the bodies in the room and found they had been killed and mutilated with a strange symbol carved into their foreheads, the symbol had been cut so deep that it left cuts on the skull beneath.

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The party decided they would handle the bodies on their way back and pushed forward down another corridor and weren’t walking long before they found another small chamber but this one came with a strange sight. They found a large slab of stone, 1 foot wide and 10 feet long floating in the air above the stone floor, apparently held by nothing from above or below.

Game 5 Video

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Game 4

After a good nights rest at the swinging sword the party gathered their gear and headed back out of town, this time heading to the east in search of information to support or refute the existence of bandits along the Cairn Road. They traveled a few hours to the spot marked on their map by the town constable Harburk Tuthmarillar and began searching the area. Almost immediately Ogolavone Strongwalker was able to find some signs of two or three humanoids camping in the brush alongside the trail, apparently for long periods. After checking the area for additional signs the party discovered a trail leading away from this observation area and deeper into the wilds. The party quickly discussed their options before plunging into the wilds in search of the owners of the footprints. After traveling about an hour to and hour and a half they discovered a duo of building foundations from some long forgotten building. Everyone huddled in one of the foundations and looked on towards another foundation encircling a fire up on a small rise. Ragnar Eritan moved forward to scout the area as the rest of the group stayed back and prepared themselves for anything. It is Ragnar so one can never be sure how things will go. After scouting ahead Ragnar was discovered four human’s around a fire and a large wooden cage holding a juvenile black bear, it didn’t take long while watching from the shadows for Ragnar to see this group was definitely not friendly as they mistreated the poor animal and the clearly large collection of mismatched goods stashed within their camp. In response to this conclusion Ragnar rushed forward and began attacking the closest of the four with his sword and knee alike. The rest of the party rushed forward in response to Rgarnar’s clear hostility towards the group. In short order the party using their element of surprise and their tactics killed three of the four bandits, as they wounded the fourth the black bear itself tore free of the wooden cage as the battle inspired it to further blood rage and tore into the sole remaining human, crushing his knee and eventually dragging his body off into the woods….a late night snack for the journey home perhaps. No one in the party decided to object to the bears, “to go bag.”

As the group began taking stock of the supplies that were stocked up in the hideout clouds quickly began to form overhead and in short order a heavy rain began falling as peels of thunder and flashes of lightning tore across the sky. The party quickly used all available supplies to construct a lean-to in order to stay drug. Ogolavone Strongwalker was kind and gentlemanly enough to offer to share a private tent with Lady Siobhan Balindre of Thesk but Siobhan politely declined the offer as the heavy rain turned into a hammering storm that was unforeseeable only hours ago. It didn’t take long for the storm to blow itself out and faded away as the clouds seemed to dissipate rather than move off, leaving a starry sky for the party to sleep under. After a restful…but wet night the group searched the area before heading back to Red Larch.

As the group reentered the town they saw the constable talking to some townsfolk about the sudden storm yesterday but he broke away to talk to the group and after hearing their story and paying them for their service he told the party that a local was looking for someone to look into something for her, a local poultry producer named Minthra “Minny” Mhandyvver and he also said that he had heard rumors of people talking about having found the location of a long lost treasure nearby. Expressing his thanks again the constable headed off to do his rounds before getting back to the butcher’s business. After having lunch and attempting to catch anyone with knowledge of this treasure the party headed over to ask Minny about this potential job. After squeezing through her ramshackle shop and waiting for her to shoo off her children and grand children the party discussed the situation and discovered that Minny’s granddaughter Pell had been playing a few hours outside of town in the foothills to the north east with some friends and she claims they were all scared off by a, “Ghost.” Minny told the group that she couldn’t afford to pay them if they wanted to look in it but assured they she could provide them a good deal of free food…even offering to provide “raw chickens” for the big fella Ogolavone Strongwalker. The group agreed to look into the report and headed their own ways after agreeing to meet up for dinner and attempt to learn more information about this supposedly recently discovered treasure. The party made one more good attempt to find any information that would support this rumor of a recently found treasure but to no avail, the only talk in the Helm at Highsun was in regards to either the freak storm the night before or the late but still exciting arrival expected in town of the caravan from Mirrabar that was supposedly bringing a good deal of rarely seen goods to teh town on it’s way to Waterdeep. Before leaving though, Siobhan did pay a serving lady to keep her ears open, promising more money for such information. With that done the group headed up for the night and gathered the next morning before heading out to look into this tomb.

After traveling north east for a few hours the party found some of the signs that had been described by Pell. They found a path that was choked with weeds and overgrowth leading down into a valley. At the bottom they found a small clearing about two hundred feet across. At the far end of the valley they could see some well weathered stairs leading up to a ten foot wide hallway that extended into the hill side. The group moved up the stairs and into the hall with Ragnar Eritan at the lead, they found a set of double doors standing ajar and tried to slip inside….by doing so they disturbed a trip wire that dumped a great deal of metal shards onto the floor creating a loud clattering noise that echoed through the tomb and the surrounding area.

The group shrugged this off and moved deeper into the tomb where they found two rows of sarcophagi with six in total on their left and right and a large iron door on the far opposite of the room. One by one the party moved from sarcophagi to sarcophagi and opened them and after inspecting the inside of each they took a moment to crush the skull of the body within. After completing this morbid behavior they moved to the door and with some effort Ogolavone Strongwalker pulled open the door. As the door swung open the group could see a bronze throne in a small room behind the door. As the group looked on the air shimmered and a ghostly creature formed in front of them and offered them entry or battle depending on their ability to answer the following riddle:

What falls but does not break, what breaks but does not fall?

The party provided their answer as the creature faded back into nothingness.

Game 4-1
Game 4-2

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Game Three

After taking a short breath to look at their tactics against the vile necromancers so far the party adjusted their approach to the battle and the party began surging forward to come face to face with the enemy. As the powerful Ogolavone Strongwalker brought his massive hammer down and crumpled the zombie and stepped over his rotting corpse bringing his hammer back up at the ready. At his side Mathius Niket stepped forward and thrust out his holy symbol of the god Illmater and channeled the divine energy of his god to send waves of energy outward towards the minions of the necromancer and as the waves washed over them it greatly weakened their connection to their master and sent three of the four skeletons fleeing away from raw power on display.

With his zombie destroyed and his skeletons turned the necromancer turned and fled from the party as the tide of battle turned against him sending his last remaining minion, a skeleton, to impede the group as best it could.Before turning to flee the Lord of Lance Rock released one last powerful blast out of his wand and dropped Ragnar Eritan to the cold stone with many burn marks marring his chest, with that last action he quickly slipped around the corner out of sight. Mathius Niket was quick to step up and pour a potion down the throat of his fallen companion and helped him to his feet just the party took hammer and blade to the last remaining minion of the necromancer and gave chase with the owl familiar of Dimble ‘Badger’ Nyx giving chase and providing sight and information to the party of what lay ahead, the Lord of Lance Rock fled to a circular chamber with the group right on his tail.

With his great speed Ragnar was able to not only catch up to the group but pass them by and he was the first to reach the chamber of the necromancer, as he sped into the room with his blade bared he heard arcane words and saw a hand pointing at him and felt the insidious magic of the Lord infest his mine and turn things he knew to be true upside down as a crown of madness appeared above his head.

As the rest of the party entered the chamber Ragnar suddenly realized the wizards magic had helped him realize they were the true enemies and he turned his blade and fists upon his Goliath companion. Thankfully Ogolavone Strongwalker was able to leap back and dodge the blows from his friend before the rest of the party rushed in and threw their entire might at the necromancer and as arrow, spell, and blade pounded home the Lord of Lance Rock found himself…..deposed. As he fell the stone the crown above Ragnar’s head faded as his reality returned to him and from behind them the party heard the animated skeletons collapsed into inert piles.

As the party looked around and searched the room they found the wand of the necromancer and assorted stacks of coins in hidden alcoves behind tapestries. In the middle of the lord’s chamber they found a pedastol made of severed arms holding a floating globe and above the globe they found a strange symbol floating in the air.

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The party began to discussion the orb and the potential dangerous of it with Mathius Niket urging caution against such items yet admitting he was unaware of it’s direct religious affiliation. As the party discussion this situation they failed to give adequate supervision to their companion Dimble ‘Badger’ Nyx who quickly ran up and grabbed the orb while they other discussed it. The orb stopped floating and fell into his hand as the image vanished. The body of the now dead necromancer jerked and spasmed as the words poured out of his corpse intoning, “Don’t you see it? The eye? Do you not fear it?” With these words torn from the body the necromancer’s body burst into purplish black flames and consumed his remains entirely and left the room cold and dark.

Despite this horrid display the party was so hurt and exhausted they decided to rest in this chamber for the night and recouperate themselves before heading back to red larch. They set watches after gathering all the valuables they could find and those not on watch sunk into a well earned slumber.

The sun rose to find the party traveling back towards Red Larch talking of their expedition and subsequent deposement of the Lord of Lance Rock. Upon the road they encountered a caravan of druids with two wagons. They greeted the party politely and said they were on their way to a druidic festival called, “The Rite of the Wicker Giant.” They declined to be able to provide an invite for the party to the rite but promised to inform the head druids of their interested and where the party could be found should they desire to provide an invitation.

The party reentered Red Larch and sent Lady Siobhan Balindre of Thesk straightaway to selling their goods, with her lady like charm Siobhan was able to negotiate a better price for their found goods. After gathering their reward from Kaylessa Irkell the party went their separate ways around town for their own reasons but gathered back in the village tavern Helm at Highsun for dinner. The talk of the town seemed to center around a delegation due in from the great city of Mirabar in the north. They were recently reported in the nearby town of Westbridge and reports that they had arrived in Beliard and would be due in town here soon. There was a great deal of excitement for the dwarven historian traveling with the caravan and for the dwarven crafted wares to be available in the market before continuing onward to Waterdeep.

After finishing their dinner the party was told that the town constable Harburk Tuthmarillar had been in looking for them about a possible job. The party gathered their belongings and headed to the butcher/town constable office to meet with the man. After a short conversation the town law leader told the party there were reports of a group of bandits attempting waylay small caravans on the round and offered the party 50gp to investigate because he lacked the means to do on his own but he promised 100gp if they found and resolved whatever the issue was that had so many travelers complaining. With this new job accepted the party headed back to the Swinging Sword and took a long nights rest before planning to head out the next morning.

Game Three Video

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Game Two

As the last zombie from the ambush fell to the stone, the party took stock of their surroundings and realizing that the passage out of this chamber lead off to the left and to the right. After a quick look around and discerning that the “stains” on the large rock were blood the group decided to head off towards the left and starts making their way down a narrow stone corridor that showed signs of blood on the occasional spur that stuck out from the wall. Nearly a hundred feet down the party found themselves looking upon a very odd scene indeed where three zombies acted out a play or dance…..or both in the costumes of a bear, jester, and highborn lady.

The party decided to employ illusion magic to determine the strange displays intention, with Dimble ‘Badger’ Nyx creating an image of himself in the room, immediately after it appears the zombie’s continued their dance but they did so in a manner that allowed them to get closer to the illusion and when they were close enough they attacked the illusion, at which point the party tore into the zombies from behind and quickly reduced them to heaps of crushed corpse. As the party investigated the chamber, they hear noises from one of two passages. After as VERY cautious moving through the passage leading up they found two large iron bound chests in a small chamber and the party agreed it would be better to send in Ogolavone Strongwalker to open the chests. When he stepped into the room a high pitched voice called out warning of the dangerous of doing battle with, “The Lord of Lance Rock” and pulled a level sending a large collect of rocks down onto the massive Goliath causing some damage but with some agility the barbarian managed to avoid the majority of the rocks as the voice cackled and retreated from a peephole in the wall.

The party hurried back into the previous chamber and left via the only other exit to the chamber they could find and soon found themselves in a very large and well lit chamber with three stone, “tables” which had bodies on them that were in various stages of being reassembled. Again the party decided to employ illusion magic to attempt to draw out any hostile creatures, multiple hands clawed crawled out of baskets and attacked the illusion, the party charged forward and destroyed the hands in rapid succession, leaving Ragnar Eritan covered in gore. The party moved forward and found themselves facing the Lord himself and five of his undead minions, he seemed to be waving some sort of wand that fired missiles of magical energy. The party attempted to hang back and use their ranged weapons to widdle down the forces of the Lord of Lance Rock but it didn’t take long for them to realize this approach would end in their bodies joining his army and the group began pushing forward with the intention of taking the fight directly to the evil necromancer.

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Game One

The party entered the crossroads town of Red Larch early in the day and made a decision to secure accommodations before moving around the town and headed straight for the town’s primary inn, The Swinging Sword. While on their way Lady Siobhan Balindre of Thesk noticed some young ladies talking of a bath house and quickly became side tracked with the idea of a hot bath out here in the frontier and became separated from the rest of the group.

As the group entered the inn they met the proprietor Kaylessa Irkell who told the group that she could provide rooms but no substantial food and directed them across the street to the tavern known was, “The Helm at Highsun.” The good hearted cleric Mathius Niket told his friends he would handle the rooms and the rest of the group headed over to the tavern and were quickly seated and joined shortly there after by Mathius, after having secured their rooms. The party each placed their order and were quickly entertained by the antics of one Dimble ‘Badger’ Nyx who challenged Ragnar Eritan to a drinking match but with a few wiggled fingers he easily found himself at an advantage against the ever wobbly elf. With a good chuckle the gnome paid the elf his rightfully earned wagered gold and the party continued eating as Lady Siobhan, freshly cleaned and perfumed joined them. As they finished their dinner a grouchy halfling in the gear of a craftsman stumbled and knocked a mug to the ground sending shards ashew and cursing the party for clumsy and spitting in their direction before storming off. In a very polite and tactful manner Ogolavone Strongwalker sent a different mug sailing towards the back of the crude small creatures head, as the mug spun end over end the finger of Lady Siobhan grazed it as she attempted to stop it but in turn slightly altered it’s trajectory and sending it crashing into a waitress throwing her to the floor. Mathius ran to aid the fallen women while the halfling sneered and made his way out of the inn. At the same time a drunk Half-Orc Zomith started becoming belligerent towards the fallen woman and the Helm’s owner ran over and thanked Mathius for aiding his waitress and directed the guards to town Zomith to the jail, presuming her the culprit of the confrontation. As thanks the barkeep promised the entire party free food for a ten-day in return for the clerics kindness and assistance.

After this exciting event the party split up to go their own way and to explore the town a bit, after which they returned to the inn and were set upon by Kaylessa who inquired on the capabilities of the party. After being reassured she requested they inquire to a nearby location that, she suspected was the source of recent troubles in Red Larch, such as increase in monsters, banditry, and unusual weather disturbances and weather patterns. The party, after negotiating free rooms and a few more coins agreed to head off in that direction in the morning.

As the sun dawned the party found themselves on the road heading west according to the directions of the innkeeper and after being warned away by multiple signs stating that the place known as, “Lance Rock” was infected by a plague according to it’s “Lord” the party pushed into a cave at the base of the giant menhier and found a body right inside the entrance….while attempting to inspect the corpse for it’s cause of death it jerked into undeath and attempted to attack the party but was quickly put down. After looking deeper into the creature they found that it had been raised by some sort of necromancy magic and pushed deeper into the cave and through a good deal of skill Ragnar Eritan was able to discover some more zombies standing above the passage holding a large box of rocks, intending to to dump it onto invaders. With a quick discussion of tactics the party leapt into action and skillfully dodged the avalanche of stone and as the undead creatures, four in total, shuffled down from their perch and set upon the party they threw themselves back at the creatures with equal fury. As the tiny Badger’s stinging firebolts sizzled in and the hammer of the mighty Ogolavone came crashing down they struck all four zombies down and turned to gather themselves and looked to the left and right as they began lighting torches and trying to determine which passage would lead to this self proclaimed , “Lord of Lance Rock” who had……quite a good deal to answer for.

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Pre-game Story

While in Waterdeep the party were hired by a city representative, you were told that the city was attempting to reclaim an old library that had fallen into disrepair after around a century ago during some magical plague of some sort that did great damage to the arcane community in the city and across the world. The party was being sent in to clear out any……undesirables prior to the city sending it clean up crews, organizers, and libraries to being the process of cataloging everything.

The party were escorted to the building and sent inside and the doors closed and locked behind them. As the party explored the area they found the library was in much worse shape than the word, “disrepair” had originally conveyed but they proceeded to move row to row and room to room attempting to find if anything had begun inhabiting the building since it’s last civilized usage. All was quiet until the party reached the 2nd level basement, where they party found the floor had become home to a family of Dust Mephits, who had likely destroyed thousands and thousands of hours of work to form their nest. After weeding through the mess and fighting off the pesky creatures they party was able to reclaim the main room sending the creatures fleeing to the far ends of the floor.

The party devised a plan to block the only route up to the rest of the library and then began moving room to room and clearing out the entire Mephit community over the course of many hours (with the occasional hour break here or there to recuperate). After searching the entire floor twice to ensure the pesky creatures didn’t have any hiding places they had missed the party returned to the main entrance and informed their employer that they had accomplished their mission. After having a trio of guards verify their work, each member was paid 100gp each.

Afterward the party returned as a group to a local inn where they all sat down to discuss their recent work and to decide if they wanted to go their own ways or if this partnership should be taken further. After all the food was eaten and the laughs at the Dust Mephit’s antics were exhausted Lady Siobhan Balindre of Thesk informed the party she had gotten into a ludicrous tug of war with a particularly stubborn Mephit over a very old looking scroll case while moving through one cluttered room and after she had killed the creature she had discovered the case held a map to a nearby area less than a tenday walk from Waterdeep called the Sumber Hills and that the map seemed to suggest there was an ancient dwarven stronghold beneath those hills called, “Tyar-Besil.”

After some discussions the party agreed they could head out there to at least take a look to see if they map was worth anything and if not they could go their separate ways from that point since it was along the main trading route known as the “Long Road” and could basically go anywhere from there.

As our story begins the party will be entering a small town called Red Larch along the “Long Road” that is a very common stop for caravans going up and down the trade way.

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