The World and Our Adventures Thus Far

World Map

Table of Contents

  1. Dark Shore
  2. Shades of Greywolf
  3. Requien for the Fallen
  4. Everlight
  5. Carnindryn
  6. The Catacombs of Isk
  7. Blood Tide
  8. The Gaia Tree
  9. The Deepinghome Part I

    The Deepinghome Part II
  10. Wail From Afar
  11. Pharasin
  12. Exodus Part I
    Exodus Part II
  13. Righteous Wrath of the Wicked
  14. Coris
  15. The Halls of the Abyss
  16. Council of the Wyrms (Isi, Erbocto, and Daisy sidetrek)
    Heirloom (Ænlic, Rook, and Felim sidetrek)
  17. Venomtide
    Interlude: The Fate of Masanthlin
  18. The Heretic

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ADVENTURE I, DARK SHORE

Exiled, Cast away from their native home in the Athalin Empire a ship full of misfits rebels and caste-breakers under a heavy handed watch was sent forth from the shores of Athalin to the desolate wilderness of Karalon across the ocean. Our heroes Gerbo, Isaradith, and the death priest Rook were all branded with terrible magical sigils of unknown design and purpose but otherwise adapted to life aboard ship fairly well. As the vessel neared it’s destination a mighty sea creature, the Leviathan, sundered the it and left the party shipwrecked off the coast of the continent with a small group of fellow misfits. They quickly found allies in the form of two Natives, an unusual pair of friends Named Tulaw and Melo, a sapling ‘ent. Together they tried to forge a path to the only nearby village. Their path took them under the narrow little ones mountain range, just north of Mount Opal through a kobold infested cavern. Melo was burnt to a crisp by one off the foul smelling lizards but the rest of the party arrived safely in he Village of Barachad on the other side.

ADVENTURE II, SHADES OF GRAYWOLF

After traversing the Little Ones mountain range the party arrived at Barachad and quickly got to know the Natives, A second ‘ent, another Sapling named Daisy arrived to take the ashes of Melo but like her fellow found the cause of the Exiles to be compelling and to follow in he footsteps of her fallen companion joined them on their quest. Meanwhile the village leader, Malcolm, was preparing to Launch an attack on the local giants but was skeptical of the Party’s ability to defeat such powerful foes. He challenged them collectively to a duel and upon besting them all single handedly he refused them participation in the pursuit of the giants. Left in the Village fairly alone the party soon was shocked as a number of townsfolk were murdered by a large vicious gray wolf and they soon set out into the surrounding countryside to seek out the beast and destroy it. In an abandoned white dragon’s lair the party discovered a pack of wolves and dispatched them quickly, however upon taking stock of the corpses the party was shocked to discover that none of the canines were gray. Returning to Barachad the party finally correctly identified the killer as a werewolf, a fellow exile. Malcolm returned from the giant slaying expedition and at the behest of his friend Eve, a druid who was friends with the wolves slain by the party, they found themselves banished from the village.

ADVENTURE III, REQUIEM FOR THE FALLEN

The party, traveling southeast from Barachad crossed the wild plains that made up the Centeral Island Of Aire. There they found a lethal melee in progress, a Digester was deep in combat with another adventuring group who were not fairing very well. The Combat was protracted and harsh but eventually the combined parties Suceeded is besting the beast but not until after Gerbo and the majority of the Native party had perished. A hobgoblin warrior Named Vurosk was the sole survivor of the Lonic party so he joined, if only so see his former companions properly buried. Putting their grief aside to continue with the task at hand the party continued onwards, witnessing the mighty green dragon Ffestiniog tearing into beasts of the plains in the distance. They Reached the Penebryn River and using a raft headed down stream to the ancestral barrow mound of Vurosk’s companions. The river was teaming with highly unusual squid who hampered the party’s trek. Finally coming to the Burial Mounds the party found that a massive Squid of remarkable resiliency had occupied a channel in the middle of the burial room thus requiring the party to circumvent it. After laying to rest Vurosk’s fallen comrades the hobgoblin elected to remain part of the party.

ADVENTURE IV, EVERLIGHT

Your party has been around the village of Penebryn in southern air for about a week. Rumors are being heard of perils befalling a human community across the water on the coast of the continent of Karalon. Unfortunately the Leviathan has been attacking ships in the waters of the strait of Aire and thus none of the local townsfolk are willing to provide passage. The only exception is an elderly ranger well into his seventies named Callan. H requests that in exchange for his boat the party track down his daughter an elder druid who went missing in a quest to the Everlight forest some three years ago. The party unsure of its desire to cross the strait decided to help out the elder out of benevolence. The trip into thee forest soon brought the party into the midst of a wild Satyr party who despite promises of providing information turned out to be useless. Isaradith received a keg of Feywine for her efforts with her Lute. The parties troubles with Fey were soon deepened when in a daring theft a pack of Leprechauns relieved the party of the keg. Finding the Leprechauns drunk in their lair the party quickly made off with their treasure over 1,000 pieces of gold. The leprechauns soon caught up with the party and offered the party wishes in exchange for their gold back. The party agreed but a loophole in the leprechaun code allowed for the Redcaps to negate the contract and take back their gold when Rook dictated a fourth wish. Somewhat disheartened the journey continued into a mysterious portion of the forest called the twisting trees where navigation is nigh impossible. By happenstance the party managed to solve the ancient riddle of the twisting forest and emerged on the other side in the realm of Smalamid a Treant lord. The Treant as is the custom of their folk offered information only if the party could answer three riddles. At length the answers were found and the Treant provided directions to the Prophet’s Circle advising the party to circumvent the marsh en-route. Thee prophets Circle was found soon after and doing their best not to disturb a nesting pegasus the party Investigated the druid whose form was seemingly frozen in place between the two center stones of the circle. An inscription upon it in druidic was only partially comprehendible ever to Callan but the certain aspects of the text were: "**** **** ***** **** scent of death, **** prophet **** **** **** **** **** **** destiny. Woe **** **** **** dark one."

Now eager for a more accurate translation he party contemplates a voyage to the Isle of Shimin, the Man dragon, a Sage of the realm who’s island lies halfway to the shores of Karalon.

ADVENTURE V, CARNINDRYN

Callan brought the party to the isle of Shimin and quickly bade his retreat. The party found a monastery filled with Silent monks and soon were met by the Mandragon, who turned out to be a Half Kobold, Half Silver Dragon. The Sage though mildly greedy seemed nice enough and for a price gave the party a lift to the main continent of Karalon via a fly spell. The party discovered an Exile village of about seven hundred people which was set upon by a supposedly evil dragon who was collecting an offering for the town’s protection. Upon confronting the beast they discovered that the mighty Dragon Carnindryn was in fact good and requesting the protection in order that he be able to concentrate his full energies on defending the town from a powerful tribe of local bugbears. Unfortunately the bugbears in a daring raid had recently seriously wounded the dragon and made off with his horde. The party rushed to intercept the leader of the Bugbears before he managed to use the vast fortune to hire Hobgoblin Mercenaries to wipe out both Dragon and Village alike.

ADVENTURE VI, THE CATACOMBS OF ISK

Disappearances in hunting parties near the village spurred the party into investigating at the request of Andrune a local Pathite monk (Mark's new character) when one of his fellow brothers turned up missing. The party soon found another hunting party who reported a run in with a sorcerer and or warriors and or a Pegasus.

The party was stalked for some time by a creature who raided food stocks during the night but was eventually caught when it ventured into battle to aid the party. The skulk, who's name was Ænlic (Mandy's new character) led the party to a series of catacombs guarded by a Pegasus. After making it past this unusual sentry the party began an exploration of the expansive nest of tight and seemingly bizarre corridors, finding both good and evil creatures serving a mysterious master. A description of this master was eventually found from a druid who's description allowed the party to prepare for combat with a Mind flayer. The mind flayer's lieutenants a band of grimlocks made life for the party difficult and they neared disaster many times in close calls with lethal patches of mould, deadly pit traps and precarious melee conflict. The party found their way to a central gate room and confronted the Illithid but only after learning that they were to late to save the missing persons. The

illithid was dispatched and the party soon discovered command words for three gates built into the very layout of the dungeon. The gates now provide instantaneous transport to The Island of Aire and the Isle of Shimin. The last gate linked to a flooded dungeon in distant lands. The dungeon was recently taken over by an ancient black

dragon who was unaware of the gate. Though the monster returned quickly the party managed to make off with thousands of gold pieces worth of treasure from his horde first, Including a very potent spear of lightning now used by Ænlic.

ADVENTURE VII, BLOOD TIDE

Raiders had been pestering the outskirts of the Llanwenog villages. The locals, suspected these raids were made by goblins but gradually they realized that exile raiders were to blame. A small band of warriors dedicated to the protection of the outlying farms were slaughtered in a chillingly organized manner and a week before the adventure, three Clydesdale horses were stolen from Matis Brok. The loss threatened to cripple the harvest of the entire eastern portion of the town where the heavy horses would be used to uproot the Cada roots and bring in the potatoes.

Isi’s (Scott) elders in the druid circle have assigned her to investigate the foreign raiders, putting a high priority on retrieving the horses, they errantly sent her off to New Providence. On route finding an elder Treant who advised her against rushing to judgement. Isi reached the village and despite being perturbed at the destruction of the nearby forest sympathized with the exiles, represented by the party and soon began working with them to face a mutual threat.

A man named Edgar was found in the seven keys in who spoke Athalic in an upperclass accent and had a large supply of gold, after some questioning it became clear that the man actually knew much more than he was telling. Eventually it came to light that he was actually an imperial warship captain by the name of Penbrook. The ship has been beached rather spectacularly when fleeing from a rumored sea monster the ship is now rarely even toughed by the occasional high tide. Two separate factions of ruthless criminals, who escaped from the brig during the crash, soon took the ship. The first was a pirates crew lead by Captian Dakon, the second a small yet powerful assassin’s guild lead by a dark figure named Stawmor. Penbrook described their alliance as a very tentative one, rife with internal conflict. Penbrooke lead the party to his ship, which is located north of the Llanwenog villages, across the straight eastward from the Isle of Shimin. The party was thwarted by a pair of savage Dire boars, stopped briefly to help farmers Mathis Brok and Ned Narot, with an Anhkeg infestation in farmer Narot’s field. After their victory Farmer Narot has promised fresh eggs to any party members passing by that way again. The last portion of the Journey northward was marked by an attack by a small yet well organized and armed group of hobgolbins employing a concealed spear hedge to defend their archers, the party was victorious. A sudden mist, likely magical in nature, thwarted their efforts to apprehend the survivors.

The party came upon the ship near nightfall, finding the ship guarded as the majority of the crew slept Ænlic infiltrated the vessel and despite some close calls came away with some intelligence regarding the whereabouts of one of the three assassins onboard. In addition Ænlicc captured the ship’s mascot, Polly, a strange multicolored bird from a tropical climb who inanely spouted random phrases of Athalic without any apparent clue what it was saying,.

A second unorthodox attempt was conducted by Isi (in bear form) and her bear who in concert lured away one of the watchmen and mauled him. This soon attracted the attention of a formidable figure who stalked Isi as she fled to water, he made use of a flaming dagger with enchantments of returning but didn’t manage to score a hit.

Lastly as the night wore on the last infiltration was conducted by Ænlic who, captured one of the assassin’s daggers through a stroke of luck. The dagger was then used to staple the corpse of the bird to the mast, implicating the assassin’s in the death of captain Dakon’s beloved, (though admittedly annoying) pet.

The resultant conflict was swift and harsh, Strawmor and one of his assassin’s were killed taking a number of pirates with them. The life of the last assassin may have been forfeit at Dakon’s hands as well but the party attacked swiftly in the middle of the confusion. After a long melee on the deck of the ship both Dakon and the remaining assassin (then allied against an unveiled common foe) both were killed, leaving the remaining crew and criminals to surrender.

The booty from the ship is considerable, expensive navigational instruments were sold off to cover the costs of identifying the magic items, which included many rapiers and dagers as well as a matching pair of cloak and boots of elvenkind. Lastly a fine enchanted suit of mithral chain shirt was recovered

ADVENTURE IIX, THE GAIA TREE

The party had spent the last quiet month of down time helping the exiled prisoners to adapt and serve helpfully in the flourishing

society of New Providence. This general lack of activity was broken upon Isi recieving an interesting gift from a child of the village. The small girl had found a single bronze acorn, with an unearthly quality to it, floating down the river. Recalling a set of teachings learned long ago, Isi remembered that such seeds come from the Tree of Gaia, a mystical tree of unearthly proportions, said to connect the planes of Celetia above, and the Abyss below. Although, it was said that no leaf or acorn ever feel from the mythic tree, as so Isi suspected something might be wrong in the east. The party gathered, and decided to investigate the happenings in the east.

Setting out through the woods, the party encountered an old ‘ent who delivered the party news that a plume of smoke rose from the red mountain, near the vale of mist. Suspecting a connection between the troubles of the great tree and the activity of the mountain, the group set off with renewed haste towards the river. On the way, they encountered fearsome, aggressive animals such as dire bears and boars. While the temperament of the druid managed to calm the wild boars, the bears fought fiercely and were barely defeated without serious casualty. Crossing the Tepin river, the party encountered a lonely farmer in the evening, in a large stone hut shrouded in mist. He turned out to be a troll of unlikely character, by the name of Felim. He had been raised by human parents, but was rejected by most people, and so lived a lonely life in the woods. The party spoke to him of New Providence as a place he may be accepted as a good man, but the party had urgent business to attend to up the mountain, especially since violent earthquakes began to make themselves known. The party rested with Felim, and traveled the next day through the canyon of many voices, foiling the schemes of a pair of giants who wished to squish the group as they traveled the narrow gap. At last, the party arrived at the vale of mists, and saw their goal of the great tree before them. The animals in the vale were kind to the party, especially after encountering a unicorn summoned from the heavens to aid the parties recovery after battle. Though they saw trees being felled in the distance away from the tree of Gaia, the party could only make it to the great tree before exhaustion took them. They climbed up the root of the 100ft diameter behemoth along a path that seemed like a natural stair. Higher they climbed, until the single great trunk split into three, and a spectacular view of the entire land lay before them. Here they encountered a translucent spirit of the tree, resting beside a mound of soil in the center of the diverging trunks. The spirit looked quite distressed and Isi couldn't seem to determine what caused the sylan's sorrow. Aelic brightly suggested that the acorn might be planted here, in order to appease the sad spirit. Isi readily placed the seed into the soil, and the spirit covered it with earth. A short and specific rain fell over the soil, and a tiny tree sprouted out of the earth, adorned with an uncut emerald. It grew swiftly to a length of about six feet, and used up all the healthy soil until its roots set free of the great tree that mothered it. The tree was indeed a staff of great spiritual power that was imparted to the use of Isi and Daisy the treant. The party rested, and moved onwards to investigate the falling trees. They found in the vale a large and unseemly palisade, guarded by pale ogres with draconic wings. After Andrune's attempt at diplomacy was met poorly, the party drew the guards out of the structure with a fire set to a hut outside the walls. They then used the power of the Staff of Gaia to animate the surrounding trees to fight the half-white dragon ogres. As if they did not prove enough of a challenge for the children of the wood, a young white dragon joined the fray, and managed to defeat the moving trees before it fell to the fires of Isi and Rook's magic. Inside the structure, the party discovered the construction of an alter to Tiamat, being overseen by a powerful half-white ogre and two true white brothers of the dragon that was slain. A fierce battle ensued, in which Andrune stunned, Aelic stabbed, Daisy smashed, and the ogres were broken and defeated. Isi was nearly slain by the lead ogre, but again the power of the staff, wielded by daisy, managed to keep her alive. In an effort of mercy, and to learn more information, the party reincarnated one of the slain dragons as a human male. He described the hordes of he and his brothers below, and asked that he be allowed to keep his.

Despite the remain of one more dragon brother, the party abducted the horde and left the vale. Their friend Felim luckily reminded them to destroy the altar the ogres were constructing, and the party returned to the vale. There they defeated the last of the dragons, and broke the altar to pieces. The dragon told them of the plight of he and his kin, forced out the red mountain by fire and smoke, and forced into the vale. The party banished him from setting his lair in the vale and were unable to provide him with an alternative for a home. Nevertheless, the party was satisfied the dragon would not return, and left back for New Providence with the companionship of Felim the troll. Unfortunately, the villagers were not very tolerant, and the party now works to establish the troll a home in the woods, and hope they will be able to find some way for him to join the rest of the town in fellowship and peace.

ADVENTURE IX, DEEPINGHOME Pt. I

Deep winter had fallen on the land, and New Providence was covered in a thick blanket of snow. Only tunnels dug between buildings provided much in terms of transportation. Shimmin finally completed his research into the sigils Rook bears and provided some insight as to how they could be removed. It seemed that they were similar to magical marks used by an ancient race to control spellcasters, causing their arms to burst into flames whenever somatic components were attempted. Shimmin also suspected that Ænlic could be a long lost decendant of that race, from the spellcasters who fled and developed a supernatural ability to hide, possibly the last of its kind. Shimmin recommended heading to the underdark to seek out a set of standing stones overseen by the dwarven kingdom of Deepinghome. They were rumoured to have the power to remove such magical devices.

The party decided which route to take into the underdark, using a map Shimmin withheld until his fee was paid in full. As opposed to risking the harsh surface, Isi transformed into a large badger and dug a tunnel through the snow.

The entrance was located in the Bugbear steeps, in a cave system supposedly controlled by the unpleasant goblinoids. Upon arriving however, the party discovered that it had been taken over by a displacer beast pack lord and his minions. The party, though heavily wounded, managed to defeat the elusive creatures, and clear out the bugbear caverns. The way further was blocked by a large iron door, which Daisy was able to bypass by using mining tools the bugbears had been using in order to dig through the rock around the door. The bugbears had been mining copper ore, of which the party pilfered a substantial supply.

Days passed in travel through the underdark, the only encounter being with some vicious grells who managed to paralyze and abduct Andrune and Rook before they were discovered. The beasts were dispatched easily, but not before they left Andrune mostly paralyzed in one of his badly damaged hands.

At last, the chambers in the dark opened further, but only to be filled with confusing umber hulks. The battle went well, despite the near death of Daisy and Isi's Bear as they fought in confusion. Towards the end of the battle, a host of dwarves bearing explosive weapons they called "muskrats" arrived and aided the party by killing an umber hulk and nearly killing Isi's confused bear, much to her distress.

The dwarves were a regiment of the Deepinghome sent out in patrol. The dwarves were busily fighting a war with encroaching goblin clans. Dramas, the leader of the contingent, escorted the party to the city of Deepinghome, an impressive cavernous city with the walls of a castle and palisades brandishing ballistae and cannons. Along the way, the party traveled along a massively long and smooth tunnel, after coming down a makeshift staircase. The tunnel had been dug by a new gnomish machine called a mole, though its steering had failed and the tunnel had not lined up with the rest of the complex. Dramas told the party that the standing stones they sought, the Nauseer (sp?) stones, were controlled by the monarchy, and that royal permission would be required for their use. As such, he established an audience with the queen for within a few days time.

In the meantime, the party was left to explore the city, and the few days wait until the meeting were most eventful. First, the party met a gnomish tinkerer named Abakan, who specialized in waterclocks and crawlies, spiderlike mechanical crawling toys. The party divided their attention for the next few days. Rook and Isi took to aiding the city clerics in healing wounded citizens, rook in the process uncovering a faulty potion scam and bringing the schemes gnome operator to justice. Daisy and Ænlic encountered some remarkable gnomish acrobats, and their less than remarkable magical aids in their show. Ænlic also warded off some dwarven muggers, and proceeded to steal healthily from the local population. A dwarven bard, Sheln, confronted the party desiring to hear tales of their adventures. The party did so, and were rewarded with advice as to how to deal with the dwarven queen. Unfortunately, Abakan was killed when he attempted to summon creatures from Mechanus to learn more about magical constructs, and the clockwork horrors he summoned had to be dispatched by the party.

The party finally got to see the queen, who would allow the party to use the Nauseer stones, but only after they had dealt with a substantial thieves guild operating with impunity while the city's resources were tied up in war. And so the party rests, and must now determine how they might defeat such a substantial guild, numbering in the hundreds...

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