Edge of the Empire

Welcome to your Adventure Log!
A blog for your campaign

Every campaign gets an Adventure Log, a blog for your adventures!

While the wiki is great for organizing your campaign world, it’s not the best way to chronicle your adventures. For that purpose, you need a blog!

The Adventure Log will allow you to chronologically order the happenings of your campaign. It serves as the record of what has passed. After each gaming session, come to the Adventure Log and write up what happened. In time, it will grow into a great story!

Best of all, each Adventure Log post is also a wiki page! You can link back and forth with your wiki, characters, and so forth as you wish.

One final tip: Before you jump in and try to write up the entire history for your campaign, take a deep breath. Rather than spending days writing and getting exhausted, I would suggest writing a quick “Story So Far” with only a summary. Then, get back to gaming! Grow your Adventure Log over time, rather than all at once.

The Beginning

Session Date: 4Dec2011
Game Days encompassed: 10-17 of the 2nd Month of Spring

The Party arrived in the small town of Littlefoot, first impressions of the backwater town were not promising. They had just spent two weeks travelling from the heartland in search of adventure, instead they found a town with just five buildings in the center.

Like all good adventurers they made their way to the Tavern as soon as they could. A humble place mostly empty during the work day, The Sleeping Dragon Tavern nonetheless welcomed the strange party. Frig, the owners daughter, served the party a large helping of food in thanks for the tip from Rosco. After giving the party a once over Kir decided to tell them that the Mayor of the town had been looking for mercenaries to hire to help clear out an old citadel named Blackmoor that the goblins were using as a staging point for their attacks on his town.

Mayor Littlefoot was pleased to see the adventurers offering them 2g per pair of ears brought back and an additional 50g for the return of the head of the leader. He believes some stronger monster has taken up the reins of leadership and that is what is causing the goblins to be so bold in their attacks. He also offered the party an IOU in his name to the shops in town so they could purchase starting equipment. He also loaned the party a small wagon to make the travel to the citadel quicker.

The IOU was used at the general store to purchase some potions of healing. The Party owes Katherine 40g.

Blackmoor Citadel a weeks ride away. The ride was uneventful except for a scouting party of three goblins encountered on the 4th night. The party made quick work of them with Nyxel killing 2 and Rosco killing one. Upon arriving at the Citadel the party quickly dealt with the sentries that had been posted, Nyxel killing one and (Unnamed Dwarf) killing one.

Session ended with the party discussing what to do with the horse and wagon while they went in.

Kill Count:
Nyxel: 3 Goblins
Rosco: 1 Goblin
Dwarf: 1 Goblin

The Assault

Session date: 11Dec2011
Game Dates covered: 17-25 Third month of spring

The discussion of the cart was put to a quick close by the sudden zombification of, thus far, quiet mage. Karden’s life momentarily flashed before his eyes and he saw what it would have been like had he been a bard instead of a cleric. Two arrows from the distance ended the threat efficiently. An unknown dwarf had saved Kardin and then run off on business of his own. Rosco, Nyxel , and Kardin did not have time to question the dwarf because the goblins had noticed that they were there. Apparently ballistae bolts are how goblins say “we have a god already thank you”.

Nyxel and Kardin leap into action. Rosco runs away. The dwarf and gnome race into the courtyard where they see a gnoll preparing the goblin cavalry to sally forth and kill the intruders. Ignoring the gnoll they make their way towards the war machine that was reloading to fire at Rosco and his u-turning cart. Kardin takes a shield position on the stairs to the tower while Nyxel makes short work of the goblins in the tower. She was unable to kill them before they got a shot off at Rosco. Bolt flying unerringly destroying the faithful cart. Not even being thrown in the air would stop the halfling from getting into the thick of things. He leaps from the cart as it comes apart landing squarely on the horse’s back, where he can continue his charge into the courtyard.

Orin, the unknown dwarf, makes his way around the side in hopes of using the three man assault on goblin sovereignty as a distraction. He climbs the ruined side of the keep where he gets a good view of the battle thus far. Rosco is in the blacksmith searching for an advantage. Kardin is holding the stairs against a charge of goblin cavalry. Nyxel is in a ballistae duel with the goblins in the keep. Garret, the gnoll leader, locks the keep and mounts his Hyenadon preparing to charge at the halfling in the blacksmith shop. Two arrows sing over the courtyard and the Hyenadon is now charging alone its master left in the dust behind him. Its charge takes it directly into a rolling barrel; the poor creature has only a moment to ponder what the black stuff it’s covered in is before it gets lit on fire.

Unbeknownst to the battle outside, the erstwhile prisoners had come up with a plan. Using a hidden vial of gunpowder, provided by Kathryn, Ulrik takes his prison door off the hinges; alerting the kobold jailers. Shitbucket in hand the dwarf prince squares off against the foul beasts that had been holding him the last three weeks. The first kobold that runs in has the time to think his last words “Holy shit” before his neck breaks in explosion of bucket and contents. The remaining five kobolds, thinking the unarmed prince would be an easy target, move to surround him. A quiet chanting isn’t even noticed by the jailers, but the flying rat mauling one of their numbers is harder to ignore. Valoria had joined the battle. Kathryn looks around her cage for something that she can use to strike out against her oppressors, a fork! Her stainless steel vengeance flies through the air, imbedding itself squarely in the wooden part of the jail cell. Ulrik and his rat allies make quick work of the remaining kobolds, one stonefisted punch at a time.

Outside the battle continues to rage. The dire hyena charges into the blacksmith, and clamps down onto Roscos leg with all the unnatural force in its jaws. Orin surveying the battlefield decides to help the little fighter before continuing on his mission to rescue the prince. Two more dwarfen arrows fly, and another vaguely hyena shaped foe dies. Rosco nods thanks to the cloaked dwarf, and drinks one of his healing potions. Nyxel in the tower finishes loading the war machine, and lets fly at her mirror in the tower. With a shot that can only be powered by her hate of the foul grobbi she destroys the opposing ballista, and begins to reload again. On the stairs Kardin continues to hold back the cavalry shield and spear making a wall to allow his tiny friend time to wreak havoc on the enemy. His spear strikes true removing one of the goblins from its mount. The foe falls from the stairs dead when it strikes the floor of the courtyard below.

Orin darts from his cover down into the courtyard racing for the keys to the keep and then up the stairway to the main building. Opening the door he hears the chuckle of goblins up to no good. A quick search of the entryway reveal: a locked portcullis, and murder holes. His way blocked he turns his attention back to the battle in the courtyard. Kardin’s fight begins to wear on him as the goblins attack each other in an attempt to get in at the hated dwarf. Kardin himself slays another of his attackers, but takes several small hits. Calling on Valaya for aid he heals some of his wounds. The goblins charge back into him, only to be cut off as axe shaped arrows appear in their chest. Nyxel directs her fury at the portcullis holding them back; bolt flying true she knocks the gate partially off its hinges. She runs down the stairs seeing the goblin dogs attacking her dwarfen friend she calls to them in their own language. The cowards take her offer, and save their hides by doing so.

Wrapping his wolf cape around his shoulders after unlocking the rest of the jail cells Ulrik prepares himself for battle. Kicking open the door his presented with the odd sight of a dwarf squeezing through a gap in the portcullis axe first. In the common room of the halls the remaining goblin guards had gathered to make their stand. The seven goblins seeing unarmoured, outnumbered dwarfs charged in. They chose poorly, in a flurry of axe blows, scythe cuts, shield bashes, and bullets the seven goblins are made short work of. The two parties stare at each other; quick introductions are made. They begin clearing the area. Empty rooms greet the party behind almost every door, until they find the kitchen. The keep’s chef, a bugbear, is most displeased that the lunch he had prepared was interrupted. His complaints were cut short as more arrows found their target. His assistants ask for mercy, but after his imprisonment Prince Ulrik has none.

The final room on the first floor is opened by La Gata Roja. A thunderous roar is heard as she fires into the guard room of the keep. A goblin falls clutching his chest; clearly his hiding place was not sufficient. The remaining goblins charge out, only to meet their death at the hands of a fully equipped and ready party. A quick scan of the room shows a trap door on the roof. The dwarfs move off to search the basement. They find human ale, such undrinkable fare seems a waste to Kardin. He calls upon his gods to purify the ale, so that the dwarfs may celebrate their escape. Nyxel using the skills of a misspent youth disarms the trap on the door, and pushes through it; only to be met by a ballistae bolt. Rosco catches Nyxel as she falls from the stairs and rushes her to Kardin interrupting the celebration. Using ancient dwarfen healing techniques the priest gets the gnome back in fighting form. The ballistae crew finds out how quickly this party ends a grudge as a shield wielding dwarf flies through the trap door.

The group searches the rest of the keep. In the war room they find a map with what seems to be plans to assault Westmarch, and two hyenas chained to the wall. While the dwarfs are busying themselves with war; Rosco locks himself in the treasure room. Almost immediately he learns what happens when you try and short change a dwarf. Orin with a single swing of his wood cutters axe takes the door off its hinges. Orin, Ulrik, Rosco, Nyxel, and Kardin compromise on how to split the goods. Kathryn copies down the map for future use. Valoria comforts the hyenas, speaking to them in loving tones. Her efforts are rewarded, and the strange beasts decide that she is a good master. After feeding her new pets, the druid searches Garrets bed chamber. A cursory casting of detect magic reveals a pendant in one of the drawers, a holy symbol of an unknown god. In the same drawer as the holy symbol there was a letter in a language she didn’t speak. Luckily Nyxel translates for the party.

You have done well in securing Blackmoor Keep as a forward position for our armies. The tribes are gathering and the shamans portents are starting to form. Soon we will be able to march on the Empire, and they will fear the badlands again.
Fus’ Roda

Session ended with the party splitting loot back at Littlefoot. They get 183g per person. Ulrik pays for messengers to his homeland and to the Grey Mountians holds. He has plans to rebuild Blackmoor.
Xp Base: 800
Orin: 10 bonus
Nyxel: 60 bonus
Valoria: 10 bonus
Rosco: 10 bonus
Kathryn: 0 bonus
Kardin: 10 bonus
Ulrik: 0 bonus

Grudges Repaid

Session Date: 18Dec2011
Game Dates Covered: 26-28 of the Springend 1-2 of Summerstart

After returning triumphantly from their endeavors at Blackmoor Citadel the party went immediately to Mayor Littlefoot in hopes of finding the home of the kidnapped child that had spent time with them in prison. The Mayor says that he knows every citizen in his town and that he does not recognize the little girl at all.

Ulrik, Rosco, and Orin are wary of the Maritza and question her heavily. They find out that she was part of a family living on the outskirts of town that was kidnapped by hags. The hags put a curse on them, and that is why no one remembers them. She wants the party to go into the swamp she escaped from and gain vengeance for her kin. Still wary the dwarfs ask her to show them her home so they can investigate themselves. Walking into the small hovel the overpowering stench of death assaulted the party’s nose. In a corner a goat had died of thirst, Maritza ran to its side crying while the party searched the rest of the area. Orin confirms that the little girl’s story is consistent with the state of the hut. Only Kardin had any interest in going into the swamp to gain vengeance for the death of the townsfolk. Orin told Maritza that she should grow stronger and avenge her own family. She then launched into a tale of hate so strong that the old dwarf’s heart was warmed at the grudge. He decided to help her as well as train her.

Before leaving the party split up and spoke with the key members of the town in hopes of gaining support in the rebuilding of Kazad Ongvarad as well as getting the town prepared for war. Kir and Frig were receptive. He offered a discount on good purchased for the keep, and she offered to come and work as a cook. The Mayor said that he would help get the word out about the work at the keep, but that his first defense is to speak with Westmarch City, and to do things in the right process. Katherine was not willing to leave her lab until she was guaranteed one built in the keep, but is willing to help the party get defenses in place. Lucas was not in town when Orin went to meet with him. Olaf was unwilling to help the party in anyway, but was going to build weapons for the town.

The travel to the salt marsh was uneventful. Upon arriving the party saw that it was a large wasteland with a few stubborn trees, and uncertain footing. In the distance they could see the grove, that Maritza told them was the hag’s home. Maritza led the way showing her mentor a grasp of trail finding that no doubt helped her escape in the first place. The party faced many dangers along the way to the hags hut: Vegepygmy ambushes, swarms of leeches, hobgoblin highwaymen, and even a hydra.

When at least they reached the grove an effigy of a man made of wood stood guard over the trail. Orin and Rosco decide to Molotov first and ask questions later. As the vial of flaming oil sailed into the swamp; the wicker man came down from his post. After quick brutal fight where the dwarfs worked in tandem fighting up close, while the Halflings and gnome supported with long distance weapons and magic ends with the wicker man in pieces on the floor. They approach the hags’ hut, bones of their victims strewn about. As soon as they enter the yard in hopes of catching the evil witches by surprise an alarm is raised and the hut raises itself on one large chicken leg. The hags magic was no match for the combined efforts of the party each member striking in tandem to kill the creatures that caused so much suffering. Theila the elder sister was bombarded with blows from scythe, shield, kukri, and magic missiles. While Reala the youngest fell prey to a well placed command from Kardin, and fell into a deep sleep; a sleep that was cut short by a woodsman’s axe.

Session end: The group is preparing themselves to travel back to Kazad Ongvarad with whatever workers they were able to drum up.

Xp Totals:
Kardin: 3750
Kathryn: 3500
Nyxel: 3500
Orin: 3525
Rosco: 3500
Ulrik: 3500
Valoria: 3500
The entire party hit level 3.

Riddles in the Dark

Session Date: 25Dec2011
Game Dates Covered: 3-17 of Summerstart

After their successful romp in the swamp the party returns to Littlefoot to gather the workers, and supplies that will allow them to rebuild Kazad Ongvarad. 10 farmhands, the Mason family (3 men 1 woman 1 girl), Frig, and Katherine joined the adventurers. The Masons, and Katherine took up residence in their own rooms on the second floor. Frig convinced Rosco that she would be a pleasant roommate. The 10 workers are staying in the western barracks chamber; Ulrik left them to their own devices as far as picking bunks. The other rooms on the second floor were each awarded to the members of the party, with Ulrik staying on the third floor. Enough food was brought to last easily until the end of Midsummer.

After putting the men to work on clearing the rubble of the wall away to begin the repairs, the dwarfs and the Masons set about to make a plan to tackle the tunnel on the first floor. Careful planning allowed them to use the stone cleared to make the tunnel larger to be used to repair the wall saving the Fortress a fair bit of money in the process. Once the tunnel was cleared it was easy to see that the network of caverns underneath the keep held more than just darkness.

Ulrik, Nyxel, Rosco, Valoria, and the cleric of Sohnor, Thalos, began the explorations. Tentatively at first going only so far as they could in one day to be sure they would not have to camp within the unknown areas. The first day of exploration was uneventful searching all the side tunnels along the larger branch and discovering nothing of interest. The second day of exploring took them along the more northerly tunnels. After what seemed an eternity they found their first sign of life in the tunnels a Minotaur. The monster defended its territory fiercely nearly killing the cleric, but a well placed knife by Rosco ended its bloody rampage. The party found nonhuman skeletons in the Minotaur’s lair. The third day of travels showed more tunnels and a fiendish trap of nonhuman design. The fourth day found the party against a rust monster and yet another trap. At the end of the fourth day the cleric bid the party farewell, and continued with his outrider mission for the Empire.

XP 1000 for each player.

Ancient Grudges Remembered

Session Date 01Jan2012
Game Dates Covered: 18-20 of Summerstart

While the preparations for war continue above ground our explorers continue their forays into the Underdark. Their path takes them along the southern tunnels as they attempt to decide the ideal place to begin the construction of their dreams. A dwarfen hold on the edge of greenskin lands. A beachhead from which grudges without number can be repaid.

As they continue south along what seem to be endless tunnels, Nyxel kindly lights the way for Rosco trying to keep him comfortable. The light makes the dwarfs nervous, they know what light attracts in the wilds of the Underdark. Orin keeps his bow ready, hoping for some prey. He leads the party outside of the lights range. Ulrik takes second position his shield ready to protect his new friends. Valoria and Shock stand in the back their keen senses searching for an ambush.

Halfway through the first day the adventurers come across a chamber carved naturally out of the stone. The dwarfs eyes pick up the precise pick strokes of dwarfen masons in the work. The last two thirds of the room is a pool of dark stagnant water. The viscous, wretched liquid is nearly impossible to see through, and hanging above this forlorn pool a dwarf. Completely bound and gagged Thorvar contemplates his life choices, and what brought him to this point. Then the sound of dwarfen voices breaks his thoughts. Rosco seeing the prisoner borrows Nyxel’s spider harness and begins to make his way ever so carefully around the and up the walls. Valoria points out a chest, submerged in the water, to those still with their feet on the ground, and Orin decides its a crime for any sort of treasure to be left in that state. While Orin tries to harpoon and drag the chest to land, Valoria begins to purify the massive cistern, and the other two keep a watch on their climbing friend.

Rosco’s deft hands and the harness make short work of the climb, he has clearly done second story work before. As he reaches the corner of the room he slips his safety rope barely catching him. Dangling over the water he takes a look into its murky depths just in time to see a trident leave the water and catch him in the shoulder. The trident tangles itself in the climbing gear. The rest of the party springs into action. Ulrik curses the fish-man for night fighting on land like a proper dwarf. Nyxel calls on her fae heritage and unleash a bolt of force stunning the creature long enough for Orin to end its life with an excellently placed arrow. A second creature appears from the depths launching another trident at the swinging halfling bait. The party is not as lucky with the second creature the murk of the water, and slime coating the monster make it difficult to hit. The creature meets its demise to an alchemical bomb thrown by Valoria, a moment later and Rosco might not have survived the ordeal. Bloodied and weakened he continued to save the prisoner. Quick introductions are made, the party cant afford to waste time on pleasantries.

Now reinforced by the addition of the rune caster, Thorvar Durhak, they continue forth the smell of metals to be mined leading Ulrik. When at last they come to the end of the southern tunnel they find it, a huge vein of iron. There is enough iron to support Kazad Ongvarad to great prosperity and make the adventurers wealthy nobles of their own hold. As with all great things there is a catch, dark dwarfs. The evil kin have been mining the wealth that the party seeks to claim. Them being this close to the surface at all is a crime against the dwarfs. A crime that makes the dwarfs bristle with anger, the wee folk shake their heads knowing that a fight is coming soon.

The party returns to camp at the cistern, no one there wishes to come upon a duergar mining party while tired and injured. Valoria putting her endurance to the test, she spends her last hours before sleep finishing the task of purifying the water in the cistern. Cleansing the affront to nature that the fish-men had caused.

Waking up early the next day the party continues down the tunnels leading away from the iron vein. Orin leads the party his keen eyes following the tracks of the oath-breakers. Hours of traveling, with their senses on edge has the adventurers beginning to feel the press of time. In the distance they see a light, faint but in the dark vision of the dwarfs it might as well have been the sun. Rosco has the exact opposite reaction overjoyed at the sight of light not tinted purple by Nyxel’s magic he rushes to catch up to Orin. His foot scuffs against a tinder twig left behind by one of the duergar in the next room. The sound echos through the halls. A squad of duergar soldiers steps into the tunnels shields and hammers at the ready. The unaware dark ones are met with a hail of arrows, bolts, daggers, and magic. Before the charges even happen only two remain. Ulrik cuts that in half. Certain of their victory the party closes in for the kill on the final duergar. Nyxel screams in pain four duergar the size of ogres appear from thin air. Two strike the gnome knocking the wind out of her and throwing her two the ground. The other two strike at Valoria, but her scythe parries the blows. Orin ignoring the danger to the rear charges the leader of the group, Thorvar backing him up they surround the sergeant.

Nyxel tries to escape the grasp of her attackers only to be crushed by the enlarged hammers. Rosco gets her vengeance killing one of the duergar, Ulrik impales the other. Attacks rain down on Valoria, but her and Ulrik go into their practiced fighting stance. He blocks one attack and she parries the other. The sergeant and his attackers circle striking and parrying. Great axe blows raining down on the evil dwarf’s shield while he ripostes effectively wounding Thorvar. Ulrik, and Rosco make quick work of Valoria’s attackers so she can tend to Nyxel’s wounds before the gnome loses anymore blood.

In a stunning moment Ulrik, Orin, and Thorvar surround the last living enemy. Knowing that his position is precarious the duergar summons the magic in its blood. The true dwarfs would have none of that foul trickery. Ulrik slams his shield out just in time to feel two axes connect with it, as they pass through the duergar. The foul traitor died nearly instantly as the magic of Thorvar’s axe passed through him, at the same time Orin removed his legs.

Session ends: Party in the keep again resting after two hard days in the Underdark.

XP: 700 Base
Nyxel: 10
Rosco: 10
Valoria: 10

Treasure split:
4pp 16gp per person

The group has decided that even the members that don’t show up for the session will get a portion of treasure and gold. Their reasoning even if they aren’t in the thick of things they are maintaining the keep.

Small Graves, Large Hearts

Session Date: 08Jan2012
Game Days Covered: 21-22 Summerstart

Progress continues to be made on the wall. The Hold begins to fall into a routine; it starts to feel like a home. With the day of rest each of the heroes spend their time preparing for the war above and the war below. Ulrik continues work on his bardiche. Valoria spends the day with Kathryn practicing the alchemical arts. Orin is teaching his daughter the skills needed to be a ranger. Looking over the scene you would think nothing can shatter this peace.

Two dwarfs approach the keep, their eyes glinting with the desire to find glory. Arren, and Garren Ironhelm heard tell that a Dwarfen force had taken Blackmoor, and claimed it in the name of the eldest race. As is only proper they came to offer their services, for the right price. After some quick negotiations the Ironhelms are hired as the beginning of the hold’s militia.

With the keeps defenses in place, after finding out that the dark dwarfs had tracked them back to their home, the heroes decided to track the duergar to their lair. Approaching slowly the party hears the sounds of picks falling on ore. Ulrik’s beard bristles at the thought of the dark ones stealing what belongs to him. Scouts forward, Orin, Rosco, and Nyxel, after counting their foes they prepare their ambush. Rosco pops out of hiding killing one of the guards with a well placed dagger. Nyxel curses under her breath knowing that she was singing out loud again. Her doom song is just so catchy. Orin fires and misses his arrows clattering against the ore. The rest of the party runs to catch up. All of the duergar miners call their powers and fade from sight.

With the miners invisible the party focuses on the soldiers trying to form a solid defense so none of the evil kin escape. Rosco and Nyxel hold the left flank, while Orin and an enlarge Ulrik hold the right. Guards die as Rosco, and Ulrik lash out. Suddenly the miners reappear from the darkness. Valoria thinking quickly calls on nature, two of the miners find themselves tangled and roots. The duergar had focused their attacks on the weak left flank. Nyxel manages to dodge one blow but is laid out by the other. Rosco fares even worse. He parries one of the blows with all his strength but his other attacker catches him with upswing in the rib cage. The brave Halfling was dead before he hit the ground. In a rage the party surges forward, Ulrik killing 3 of the remaining duergar with a flurry of blows from his spear, Thorvar gets vengeance for the Halfling, that less than 5 days ago saved him from a fate worse than death, by casting a cone of fire and killing 3 more of the duergar. Orin finally gets used to the light and places shots into the leader of the mining party killing him.

A stunned shock drifts over the party as the stare at the fallen Halfling, All thoughts of his larcenous ways gone. While Nyxel gathers the supplies off the duergar, Thorvar picks up Rosco’s mangled body and places it ever so gently onto one of the mining carts. No one gets left behind. The party trudges through the darkness carrying the corpse of the Halfling that had so much with them already.

The next morning a small pyre was made in the center of the courtyard. In the very spot that Orin first saw Rosco as he fought against the hyena beast. While the sounds of work were still in the background Kardin speaks the ancient prayers for fallen heroes. Honouring the dead for his sacrifice he calls mead from his horn sprinkling across the pyre. Each of the heroes says their piece. Thorvar knew the Halfling the least, but his words were the most heartfelt. Without Rosco he would be a frog man, with no free will. Ulrik speaks last:

“Tonight we send into the afterlife a warrior. Regardless of size, Rosco fought with everything in him. He did his best to make these lands better for those who followed him. His dying breaths were holding the line against an evil from below. This fight on two fronts has taken its first of our defenders. We know that Rosco was here to stay. How could we do anything less?”

“From the moment I first saw him leaping through the common room killing goblins that had held me, and mine prisoner I knew that he would be an asset, a hero, a shieldmate.”

“We may not have always seen eye to eye, but we always fought side by side.”

Ulrik places the chalice that Rosco took from the Minotaur at the top of the pyre, in it was some of the finest spirits in the keep. With that Kardin calls on the gods for fire, the pyre catches and through the flames you can clearly see the purple flames from the chalice.

XP Gained: 200

News from the Fronts

Session Date: 15Jan2012
Game Days Covered: 23 of Summerstart

The day after Rosco’s funeral sees the party getting comfortable with their new barbarian friend. As Okai sits in the war room with the dwarfs planning the maneuvers needed to keep these lands safe, the rest of the party attends to the needs of the keep. Each member handling something needed; Nyxel keeping track of the finances, Valoria helping with the food stores, Kardin beginning the training of the humans, and Katherine watching the plains with her musket.

After deciding that the greenskins are not the most immediate threat to the hold, the adventurers once more head into the darkness below. Walking through the darkness tracking their ancient enemies they come across a waterlogged High Elf. After several moments of terse conversation they decide the elf may be an asset and that he can stay with them.

They eventually come to a fork in the road; they can follow their iron, or their enemies. Choosing to repay the grudge before they find their valuables; they follow the tracks north. Eventually they come to a barracks which looks like it was emptied of all possessions. After searching around they decide to set an ambush come morning, but first they need a place to sleep. Lithian being the helpful elf that he is offers the party his most secret possession to spend the night in safety, Lithian’s Instant Apartment.

Upon entering the quaint home the party got comfortable, all except Ulrik and Thorvar enjoyed the elf’s hospitality. A warm cozy fire, and the treats of Calenor. The party decides to take watches; starting with Nyxel. Once her watch finished Orin relieved her. Nyxel immediately went to work on her task of finding out more about the elf. Searching his pockets and removing the circlet from his head. No sooner had the headband come off then skin black as pitch become revealed. Staring dumbfoundedly Nyxel continues what she is doing the appearance of an evil drow making her go faster. In her haste she didn’t notice that Orin had opened the door due to a disturbance outside. Sneaking up beside the drow he quickly headlocks him and places a dagger at his throat. Terse words are exchanged and slowly the party begins to wake up. Unsure of what to make of the threat they let him speak, only the honesty in his voice keeps the drow from being ventilated. Finally the party decides to trust him for now. The dwarfs will not sleep easy for a while.

Whole party: 135

Session Ends: Getting ready to fight the spider.

End of the Line

Session Date 22Jan2012
Game Dates Played: 24 Fire Dawn- 1 Midsummer

Waking from their nervous sleep, the party decides to leave the issue of Lithian for after they kill the phase spider walking through their tunnels. They decide to leave the apartment door in place, not having the time to complete the ritual. Orin creeps into the barrack, Ulrik at his side they search around trying to find their prey. In one quick instant they went from hunters to hunted, Orin is yanked of his feet into the darkness above their heads. Okai runs into the room and with luck of the gods he manages to place his glowing mace in such a way as to shed light on the attacker. The hideous spider creature finishes wrapping up one dwarf, and decides that he needs more. Webbing flies through the air entangling Okai and Thorvar. The party fires volleys of magic, and bolts in an attempt to dislodge the spider. Only after being lit on fire by Lithian does the spider abandon the high ground. It lands viciously on the poor mage bladed forelimbs ripping into the unarmoured flesh of the drow. Ulrik found himself in a position he never thought hed be in, rescuing a drow mage. Charging forward spear glinting in the half-light of the mace he nearly knocks the spider off its feet with the force of his blow. In that instant Orin leaps from his cocoon drawing a single arrow as he falls. As soon as he hits the floor the ranger lets loose catching the spider in the soft underbelly Ulrik’s charge had exposed. The creature at last succumbs to its wounds. Orin rushes to the drow’s aid bandaging his wounds. The rest of the party searches the barracks for clues about their enemy’s whereabouts. Once Lithian is awake he milks the spider for venom and begins the ritual to take down his door.

The march continues as the party follows the railways towards, what Ulrik assumes is, the storage place for all the iron the duergar had been mining. Hours later the party comes across a large ironbound door, the sounds of duergar drinking songs can be heard on the other side. Okai comes up with a plan that seems at odds with his barbarian culture; to use the drow as a decoy to get the duergar to open the gate. Lithian eager to show his willingness to help removes the illusions hiding his drow robes, and prepares himself for the role of self important drow messenger. He did not have to play his role for long. As soon as the slide was drawn on the door the full fury of the Lone Wolf Hold fell upon the dark dwarves. The final survivors of this mining outpost were slaughter within moments. This left the party alone to search the newly discovered landing.

Nyxel and Okai search the ship that is at sea, Ulrik, Orin, and Lithian search what seems to be the leader’s office, Thorvar keeps watch as the party efficiently goes through everything searching for clues. On the ship, they found navigational charts showing the route that it would take to deliver the cargo to a city that the duergar were building. In the office the specifics of their shipping venture and the alliance with an aboleth are uncovered. The final room holds a treasure trove that the party splits evenly while they discuss their next move. Lithian offers his portable home as an efficient way to transport the iron back to the hold, and Ulrik decides that the path cannot be chosen until more dwarfs arrive from the mountains. For now they need to protect their resources, and prepare for a war that can come from multiple fronts. Their main threat from below is the aboleth, and the possibility of retribution from the duergar city. From above the drums of war continue to beat in the badlands, a fuse slowly burning away, and no one knows how much time they have to be ready.

Player This session Total
Orin 825 9195
Okai 1025 9000
Ulrik 800 9170
Lithian 850 9000
Thorvar 800 9010
Nyxel 850 9525
Valoria 655 9000
Katherine 600 8945
Kardin 600 9215

Session End: Garren Ironhelm sent to Westmarch City for supplies, and to recruit settlers to the new dwarfen hold. He carries with him a message from Orin Mountainstrider to all the dwarfs of Westmarch:

Sons and daughters of Grugni. swept up by winds of ill fortune and tempest tossed far from our beloved ancestral homelands, made to dwell in a strange land amongst stranger folk and learn ways to which we are ill accustomed. like the shine of gold in the dark there is a hope for you lost souls in the hold of Kazad Ongvarad. hardy dwarves are needed to make this colony thrive in these human lands. craftsmen of all type, artisans of every skill, fearless miners and brave soldiers alike all are welcome. come together and we may make this new keep in the ways of our ancestors and honor there memory by making it the pride of all Dwarves, we shall be the jewel of the west.
so come ye proud dwarves of the west and make yourselves a legacy that your children can bear with pride in the hold of Kazad Ongvarad!

Addititional Supplies Requested:
200g of Lumber
90g of Goats
Hiring of 10 guards, and 10 craftsmen
5 Miners
500g in engineering parts

Still Waters, Ancient Evils.

Session date: 29Jan2012
Game Dates Played: 2 Midsummer- 15 Midsummer

Upon returning to the keep the party begins to make their preparations for their battle against the aboleth. Each one doing their part to make sure that the beast does not escape. The construction of the traps is being headed up by Lithian and Nyxel. Orin and Maritza put their engineering together to create a smaller version of dwarfen siege weapons. Ulrik prepares in the way of his ancestors forging a weapon for the occasion. Kardin and Valoria prepare potions of many different types so that the party will be ready for any tricks the monster may have up its tentacled sleeve.

Once the preparations were complete they made the trek into the darkness, each giving the other advice on how to deal with the aberration down below. The traps fall into place, the ambushers hide themselves on the loading dock. Each of the heroes ready to end the life of the aboleth before it can start their transformation.

Like all evil leaders the Rylien would never go first into a meeting; even if he trusted the duergar, which he doesn’t. He sends forward five skum their orders are the same as always. Check the area and be sure it is safe.

Lucas used to be a farmhand. Now he is a semi psychotic fishman; under the command of another psychotic fish. It is so dark in these tunnels. Always so dark… at least the dwarfs have beer. It hurts so bad because of the dehydration but it is totally worth it. Where is the beer? Is that dwarf’s beard red? Nah must be the dark. Time to tell the master its ok.

Up comes the aboleth, Ulrik braces himself for combat. Reaching for his mug, he takes a swig growing in size. Giving the command the battle begins in earnest. Orin fires to shots, they lack the power to puncture Rylien’s hide. Little Maritza does her part to defend her home, the organ crossbow rings out, the skum on the platform fall over ventilated by the barrage. Okai’s finds his exit to the battle barred by a wall, and decides the door is easier to get through; he forgot that the doors are dwarf make. Kardin in the main hall ignores the danger of the skum, and rushes to the aid of his thane. Calling on the powers of Vallaya, he summons a shard of Drunril, her spear, to attack his foes. Nyxel fires a quick shot from her shot bow taking advantage of the creature having its back to her. Finally, Lithian calls down destructive fire onto the enemy, only to be thwarted as Rylien dodges to one side. The skum move to attack Kardin, their feeble attacks sliding off his dwarfen armour.
Rylien flails ineffectively at Ulrik, his armour and training not letting a single tentacle anywhere near him. Orin fires again, still the beasts hide thwarts his efforts. Lithian continues his magical barrage fire spring to life from his hands. Nyxel drops the trap on the aboleth pinning the monster in place. Kardin calls on his ancestors to fill Ulrik with their strength. Ulrik brings his newly forged bardiche crashing down upon the monster. Again, Kardin’s faith keeps the skums attacks from puncturing his armour. With a sudden popping sound Rylien disappears.

A moment of confusion as the heroes search for their foe, slime covered tentacles burst from the water striking at the mage. His skin takes on the look of a frog, and his lungs no longer process air. Seeing his ally attack, Okai charges the docks. Leaping through the air he plunges his great sword down into the beast. Rylien howls in pain. It had been decades since anyone had been allowed close enough to him to cause him pain. Ulrik wades in the water leaving his shield on the shore to be able to swim out. He strikes out at the aboleth befouling his tunnels. “Khazukan Khazakit-ha” the bellow letting any in ear shot that the dwarfs have claimed these tunnels. The bardiche slams down on the evil fish shattering its spine, splashing its vile blood everywhere. Okai becomes infected with aboleth rot, not one to let that stop he takes the corpse and throws it on to the docks to be searched. Valoria works rapidly to keep the sick party mates moist.

The party trudges back to the surface fearing the worst for their infected friends. Orin digging into his childhood remembers that a runepriest can create a stasis in an extradimensional space. He suggests that the sick ones should be placed in Lithian’s apartment. Okai remembers a healer from the Blood Eagle tribe spends the summers not far from the Hold. Thus begins the waiting. When the healer at last arrives it is too late for Lithian. The elf steps out of the apartment, Ulrik wastes no time striking down the creature that was once his comrade in arms. The oracle heals Okai free of charge, but requires that the hold pledges itself in the battle against the greenskins.

Session Ends: The party has eight days to kill while they wait for the Oracle. Katherine leveled up.

Player This session Total
Orin 1295 10490
Okai 1285 10285
Ulrik 1220 10390
Thorvar 1070 10080
Nyxel 1235 10760
Valoria 1220 10220
Katherine 1070 10015
Kardin 1370 10585

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