Vengeance of the Maimed Mage - Sundays 6:00 pm - 10:00 pm.
The continent of Moorladen is known by many names: Home of the Dawn Empire, Countries of Autumn, and the Crown of Zanir are just a few. Its most famous name however is this: the Land of the Immortals. All people born on this continent are blessed with eternal youth. People grow to maturity, and they slowly stop aging. The government claims this is due to the advancements made in magic and science, and most believe them. You, however, know that there must be a deeper reason for this miracle. Rumors of dark, necromantic, practices happening in shadowed corners and isolated halls have been spread across the continent. It is up to you to investigate them.
Current Capacity: 5/6
Grinning Jack the Shadar-kai Bard/Sorcerer/Hexblade Warlock
Maize Korn the Tiefling Coast Druid
Tarin the Spearbreaker the Human Beast Barbarian
Torok the Half-Orc Battle Master Fighter
Zurik the Half-Orc Forge Cleric
Status: Ongoing, Session Count: 3, Level 5
Session 3 Update:
The party met with the Yokitsense because the party determined that the assassin after Chen-Zhao was bearing their mark. After a contentious exchange at the gate of the meeting place the party was allowed with their weapons in hand, but with guards at their back. The spokesperson for the Yokitsense told the party that they had no part in the assassination due to the paper bearing the mark being a forgery. An insightful Zurik determined this to be true, and the party moved on from this clue. The next day, Zurik was able to talk to the dead assassin using some necromantic magics, and, with the help of Jack's disguising magic, found out that this assassin had a supposed safehouse in a nearby square. The assassin also claimed that she was empowered by the Shade, an energy that comes from the Shadowfell and the Negative Energy Plane. The party journeyed to the square with the safehouse, and followed the assassin's instructions to get into a chamber underneath the central fountain of the square. Here, Zurik identified that there were a series of ritualistic sites within the cylindrical chamber. Jack placed his sword on one of the sites, and it was able to open a passageway to the safehouse. On the way to the safehouse Jack was questioned by the rest of the party as to how he performed this feat, and it came out that it was some kind of magic from the sword he had stolen. Upon reaching the safehouse they immediately met a man coming out of it. Kalladan, as he is called, reacted rather unexpectedly to seeing individuals within the safehouse that were not supposed to be there. A conversation was started between him and the party, and both Jack, with a bane spell, and Maize, with a misty step, attempted to instigate a combat. Kalladan calmly deescalated the the situation with a subtly cast counterspell. As the conversation continued Kalladan revealed that the safehouse was decommissioned, and that he had sent the assassin after Chen-Zhao. When pressed on why, he responded that she was investigating something dangerous, and that it would be better if people did not know that their immortality was coming from an unclean source. He followed up with an offer: kill Chen-Zhao in exchange for information and the truth about immortality in Moorladen. The party decided to leave, and Kalladan disclosed that he'd be waiting in the safehouse, and if evidence of Chen-Zhao's death was brought to him, he would take it as an acceptance of his offer. Upon leaving the safehouse the party was attacked by another assassin. Maize was knocked unconscious immediately, but the party incapacitated the assassin handily. After interrogating her the party came up with a plan to meet her contact, and hopefully determine who was so determined to assassinate them and Chen-Zhao...
Tyrant of the Lost Falls - Mondays 7:00 pm - 11:00 pm.
The ruler of these lands uses the might of nature to maintain their power. Creatures of the jungle guard the lair of the druid-king, and it is said that even the trees themselves act as spies against insurgency. Despite this, there is a resistance brewing. It is said that these revolutionaries have obtained help from a seemingly impossible place: the outside world. It was formerly assumed that existence outside of the Lost Falls was nonexistent. The jungle is simply too harsh. You must join the revolutionaries to find the truth.
Current Capacity: 5/6
Party Makeup:
Essene Ir'Xayrandar the Astral Elf Stars Druid/Twilight Cleric/Chronurgy Wizard
Kiko Mahn the Half-Orc Drakewarden Ranger
Lavendetta Dellanotte II the Eladrin Bladesinger Wizard
Vega "Drifter" Bundor the Half-Elf Hunter Ranger/Rogue
Warden the Envoy Warforged Artificer
Status: Ongoing, Session Count: 5, Level 5
Session 5 Update:
The party was able to overcome the assassin's ambush within the forest with the arrival of a new ally, Essene. He blasted them with starlight as Lavendetta and Kiko Mahn slashed and burned the attackers to pieces. The party introduced themselves to each other, and Julius, their guide, informed them that they had been ordered to intercept a prisoner convoy on the way to the eastern camp. By employing both a snare and stealth they successfully ambushed and destroyed the pair of earth elemental and the bulette transporting the lizardfolk miner. After freeing him the lizardfolk named Gringis informed the party that he was the head of Modros Mine, and something terrible had killed his miners and driven the one survivor insane. He explained that the one clue he had was a rumor of a whistler within the mines. Gringis provided the party with a map, and the party determined they could take advantage of a mineshaft to get in. They made it to the eastern camp where they were debriefed by Nuaxsol, the lieutenant of the east, and they collected their requisitions before they set out. They made it to the mineshaft with ease thanks to Gringis, and they entered the mines. The immediately did battle with bulettes, elementals, umber hulks, and xorns who where all guarding the mines for the tyrant. They have a short break before they need to explore the rest of the mines, and they have yet to hear the mysterious whistling that has already driven one man mad...
Laughter of Loki: Ragnarok - Saturdays 8:00 am - 12:00 pm
The giants are stirring in Runetan, a continent dominated by an eternal winter. Most giants have been either solitary or in small groups since the gods struck down their empire, but recently there have been whispers of them gathering on the frontier. The majority of skalds and scholars believe that this is utter hogwash, but the seers say something different. They believe that the end is nigh. Loki has returned, and Ragnarok has returned with him.
Current Capacity: 4/6
Jaah the Just the Blue Dragonborn Tempest Cleric
Laric Stormlore the Air Genasi/Aasimar Gunwright Artificer/Ranger
Sarruk the Human Moon Druid/Monk
Vahlen the Eladrin Gloom Stalker Ranger
Status: Ongoing, Session Count: 2, Level 5
Session 2 Update:
The party travelled to Grimuhlid, an outpost on the way to End's Fort. Here they restocked supplies and at a hot meal. They also met Vahlen, an Eladrin hunter who joined the party on the journey north. On the way to their next stop, the outpost Grimuhvild, the partied encountered a group of yetis which they promptly dispatched. Howls of Winter Wolves emanated throughout the area, and the the party managed to avoid the pack of vicious beasts. That same night, the party also hid from a group of giants going to the north. Around three dozen giants were marching north. Armored hill giants marched along young remorhazes. A fire giant lead them with a tree-sized torch. Scared of the potential ramifications of such a force, the party began to rapidly move towards Grimhvild while still managing to maintain their hidden movement. Along the way, they encountered a group of friendly werebears and informed them of the threat. After discussing the issues of prophecy and the north with Laric, the group's leader, Korvack, decided to take the group to the elders of his tribe. The party now runs with the bears to decide what to do about the coming storm...
Biweekly Campaign - This campaign is currently full.
Enter the Mirrored One - Every other Saturday 6:00 pm -10:00 pm.
Cthulhu is rising, and a prophecy is in play. You must destroy his means of escape, or rediscover the power that imprisoned him in the first place. His agents are constantly working against you, but there are allies in this world. Gather power to stand up to the might of this eldritch being and his cultists or allow the world to fall into his domain.
Current Capacity: 6/6
Kayverest Osstauncci the Assassin Rogue/Shadow Monk
Pascal Tremos the Hadozee Swords Bard
Rotta Elg the Swiftstride Shifter Swashbuckler Rogue
Steve Stevenson the Deep Gnome Armorer Artificer
Thea the Half-Elf Crown Paladin
Yukyuk the Wise the Firbolg Creation Bard
Stats: Ongoing, Session Count: 41, Level 11
Session 41 Update:
The part managed to defeat the cosmic horror Lorpnoth, but not before Wheel was able to make a get away with one of its arms. This was done, assumedly, to reassemble the very Arm of the Betrayer the party had just destroyed. The party regrouped, with their new party member Thea who had been sent by the Eared One, and struck out to prepare for their upcoming and inevitable confrontation by gathering powerful artifacts to empower themselves. By putting their fortune acquired from Hannath's lair to use they have prepared themselves to dive into the sea to collecting Bronze Shifting Armor, a set of armor meant to protect the wearer backed with the power of a bronze greatwyrm.
Vengeance of the Maimed Mage - Sundays 6:00 pm - 10:00 pm.
The continent of Moorladen is known by many names: Home of the Dawn Empire, Countries of Autumn, and the Crown of Zanir are just a few. Its most famous name however is this: the Land of the Immortals. All people born on this continent are blessed with eternal youth. People grow to maturity, and they slowly stop aging. The government claims this is due to the advancements made in magic and science, and most believe them. You, however, know that there must be a deeper reason for this miracle. Rumors of dark, necromantic, practices happening in shadowed corners and isolated halls have been spread across the continent. It is up to you to investigate them.
Current Capacity: 5/6
Grinning Jack the Shadar-kai Bard/Sorcerer/Hexblade Warlock
Maize Korn the Tiefling Coast Druid
Tarin the Spearbreaker the Human Beast Barbarian
Torok the Half-Orc Battle Master Fighter
Zurik the Half-Orc Forge Cleric
Status: Ongoing, Session Count: 4, Level 5
Session 4 Update:
The party intercepted their potential assassin's contact by manipulating their means of communication. They ambushed the half-orc mage Yazarin Zissis at the Puppeteer Tavern. She attempted to escape the party with the aid of her two bodyguards, but the party managed to kill them and subdue her in a afternoon brawl. With a casting of pass without trace, the party managed to escape scrutiny from the law enforcement and witnesses of their crime. With the aid of magic they managed to extract the fact that Yazarin worked for the Room of Domesticated Peace. The party learned that both Jong and Chen-Zhao were terrified of this government organization backed by divine order of the emperor. Chen-Zhao determined that the only way to prevent a lifetime of running from endless assassins was to learn the very thing she was trying to research. The Room of Domesticated Peace must know what it is, and if the party could get its hands on it they would have leverage against this organization. Chen-Zhao used experimental and invasive cerebral magics to extract the location of the Room of Domesticated Peace within Xingxing Palace at the cost of Yazarin's life. The party now determines how they will gain entry to such a well protected place...
Tyrant of the Lost Falls - Mondays 7:00 pm - 11:00 pm.
The ruler of these lands uses the might of nature to maintain their power. Creatures of the jungle guard the lair of the druid-king, and it is said that even the trees themselves act as spies against insurgency. Despite this, there is a resistance brewing. It is said that these revolutionaries have obtained help from a seemingly impossible place: the outside world. It was formerly assumed that existence outside of the Lost Falls was nonexistent. The jungle is simply too harsh. You must join the revolutionaries to find the truth.
Current Capacity: 5/6
Party Makeup:
Essene Ir'Xayrandar the Astral Elf Stars Druid/Twilight Cleric/Chronurgy Wizard
Kiko Mahn the Half-Orc Drakewarden Ranger
Lavendetta Dellanotte II the Eladrin Bladesinger Wizard
Vega "Drifter" Bundor the Half-Elf Hunter Ranger/Rogue
Warden the Envoy Warforged Artificer
Status: Ongoing, Session Count: 6, Level 6
Session 6 Update:
The party continued their investigation into the mines, and they found a lab full of aberrations behind a false wall. After defeating all of the monsters within the party went through the documents and rooms of the facility. While doing this, some members of the party were temporarily driven mad by the whistling of an unknown creature. Each of the rooms offered hints to what this facility was, there were vats of acid, a room full tables, knives, and saws, a freezing room full of organic samples from aberrations, and a containment room full off magic circles and magical barriers. Eventually, the party determined that the facility's purpose was to research and weaponize aberrations against the tyrant. With this they sent a familiar into the last room where the whistling was coming from. In a slightly deteriorated, massive, magical, self-sustaining containment cage there was a tall, gaunt, and pale being that seemed to leave traces of itself of where it was and where it was going to be. The party determined it would be best to simply leave it alone within its prison, and they proceeded to remove the guards from the entrance of the prison to obtain some buried treasure at the entrance. The party now digs up the stash of money and journeys back to camp to be debriefed and obtain their next assignment...
Biweekly Campaign - This campaign is currently full.
Journey to Aleiasifa - Every other Tuesday 6:30 pm - 10:30 pm.
On the desert continent of Solsail there is one safe haven from the arid wasteland: the lush jungles sitting underneath the mountain Aleilasifa. According to legend, the holy mountain can grant any one wish to those who climb it. By channeling the divine power of the storm god reality is bent towards a single mortal's will. People have made pilgrimages to the mountain since history began, but no one knows if anyone has ever been successful in receiving their wish. In order to make it to the mountain you will need to brave a desert full of ruthless bandits, deadly monsters, and fervent zealots.
Current Capacity: 6/6
Astrid the Hman Rune Knight Fighter
Dr. Xander Abernathy the Battle Smith Artificer
Flint Lockheart the Warforged Automechanic Artificer
Khou'Zhol the Githzerai Order Cleric/Divine Soul Sorcerer
Pen the Human Phantom Rogue
Tallulah the Water Genasi Coast Druid
Status: Ongoing, Session Count: 9, Level 6
Session 9 Update:
The party managed to deescalate a contentious situation involving Astrid, Pen, and a woman providing them information. She informed Astrid that her mother may have taken the surname Hadi and was now a prominent merchant within the city. Once they returned from this altercation the party discussed the next steps beyond this city and dropping off their charges. Rexlet came by and gave their money for transporting him and his refugees across the desert, and the party concluded they would travel with Flint's vehicle across the desert to the holy mountain Aleiasifa. Pen also revealed to the party he was 0, a changeling bioengineered weapon made by the Order of the Weapon. He had escaped from his captivity after being an assassin for years, and had since rejected the Order of the Weapon and what it stands for. During this revelation, a young hobgoblin boy gave Astrid a message and he only after Khou'Zhol caught him spying upon the party. A governments official named V also informed Flint he needed to move his vehicle from the middle of the square, and she even expressed interest in joining the party on their journey. Astrid acted on the note, informing her that someone known as the Taiallah wanted to meet him on the southern beach of the city. She went along with Tallulah and Pen, and it is there she met her sister again. Alice, backed by her own party of people, did not embrace Alice. She expressed both her hatred of the society she was raised in and the resentment she still had against Astrid. She blamed Astrid for allowing her to grow up alone with their mother, and set the expectation of the two not seeing each other again. After making sure Astrid would have no qualms about the expiration of their mother she flew off with her compatriots. Astrid returned to the caravan distraught after hearing her sister's grievances and found little solace from the party. The next morning she was taken to the Guard Post as a suspect in the altercation that had happened the day before, and the rest of the part went shopping. Flint awakened a herbal bush and discovered Apples buys apples to make his apple-based products. With Alice sitting in jail the rest of the party waits for her return and the storm that her blood is brewing...
Laughter of Loki: Ragnarok - Saturdays 8:00 am - 12:00 pm
The giants are stirring in Runetan, a continent dominated by an eternal winter. Most giants have been either solitary or in small groups since the gods struck down their empire, but recently there have been whispers of them gathering on the frontier. The majority of skalds and scholars believe that this is utter hogwash, but the seers say something different. They believe that the end is nigh. Loki has returned, and Ragnarok has returned with him.
Current Capacity: 5/6
Brin the Celestial Beastfolk Totem Barbarian/Fighter
Jaah the Just the Blue Dragonborn Tempest Cleric
Laric Stormlore the Air Genasi/Aasimar Gunwright Artificer/Ranger
Maximo the Human Vengeance Paladin
Sarruk the Human Moon Druid/Monk
Status: Ongoing, Session Count: 3, Level 5
Session 3 Update:
The party met with the elder of the werebear tribe a she-werebear named Timnora. She explained to the party that werebears recognized Loki as a shapeshifting god, and that there was a possibility that his new world would bring about a better world for some individuals. She also informed the party of a group known as the Dissenters. They were a group of storm giants that opposed Loki and wrote down his plans in the prophecy halls in Portnunstad. The object to unlock these halls were nearby, within the Crystal Tree Hill. Laric determined that he had been shown this hill by the norns, servants of Hjalm and decided to go there. The only thing that stood in the party's way was a hag that made ice elementals called the Ice Weaver. She had dominion over the hill, and she used ice elementals to protect it. Jaah voiced concern over taking the werebear's word on the threat of the hill's protectors. The party set out following Korvack, a werebear guide, and they did battle with flying ice elementals. After stopping at a camp for some rest and protection from the rain they scouted out the hill. The party managed to sneak to the entrance beneath the hill, but they are now surrounded by ice elementals at the top of the hill and still need to face the Ice Weaver and her pet within the hill...
Tyrant of the Lost Falls - Mondays 7:00 pm - 11:00 pm.
The ruler of these lands uses the might of nature to maintain their power. Creatures of the jungle guard the lair of the druid-king, and it is said that even the trees themselves act as spies against insurgency. Despite this, there is a resistance brewing. It is said that these revolutionaries have obtained help from a seemingly impossible place: the outside world. It was formerly assumed that existence outside of the Lost Falls was nonexistent. The jungle is simply too harsh. You must join the revolutionaries to find the truth.
Current Capacity: 5/7
Party Makeup:
Essene Ir'Xayrandar the Astral Elf Stars Druid/Twilight Cleric/Chronurgy Wizard
Kiko Mahn the Half-Orc Drakewarden Ranger
Max Rose the Fairy Scribes Wizard
Vega "Drifter" Bundor the Half-Elf Hunter Ranger/Rogue
Warden the Envoy Warforged Artificer
Status: Ongoing, Session Count: 7, Level 6
Session 7 Update:
The party successfully recovered the treasure buried in front of the mine after defeating the remaining guards, and they successfully made it back to the camp. They reported their findings to Nuaxsol who expressed the area will be investigated my some of the rebellion's scientists. Kiko Mahn went to the apothecary to have the creature within him removed, but it was determined that the physicians of the camp were not capable of removing the alien parasite that had adhered itself to Kiko Mahn. Essene studied the sample the party took out of the frozen room, and discovered it was capable of transforming living matter and animating it. In order to learn more about this transformative creature the party went back to the lab within the mines and conversed with the creature trapped within the large magical prison. The pale, gaunt, slender, blurred creature agreed to build some trust with the party when given better odds of being freed. It communicated to the party that it had been summoned and trapped here but a group of researchers, and that the whistling driving people mad was how his species cried for help among the howling purple canyons of its home plane. It also explained that the parasite within Kiko Mahn was meant to transform humanoids into creatures like itself, and that removing it would require stronger and stronger cleansing magic as time went on. One of the researchers informed the party that a "tree-lady" may be able to help them and gave them directions for communicating with her. After starting this process the party started their next mission: raiding the convoys of the tyrant that Gringis had informed them of. The party was given three convoys to raid over the week, and after some planning and battle have successfully taken one convoy's resources. The party now plans to raid the remaining convoys while they await communications from this mysterious "tree-lady"...
Weekly Campaign - This campaign is currently full.
Laughter of Loki: Ragnarok - Saturdays 8:00 am - 12:00 pm
The giants are stirring in Runetan, a continent dominated by an eternal winter. Most giants have been either solitary or in small groups since the gods struck down their empire, but recently there have been whispers of them gathering on the frontier. The majority of skalds and scholars believe that this is utter hogwash, but the seers say something different. They believe that the end is nigh. Loki has returned, and Ragnarok has returned with him.
Current Capacity: 6/6
Brin the Celestial Beastfolk Totem Barbarian/Fighter
Jaah the Just the Blue Dragonborn Tempest Cleric
Laric Stormlore the Air Genasi/Aasimar Gunwright Artificer/Ranger
Maximo the Human Vengeance Paladin
Sarruk the Human Moon Druid/Monk
Talia the Protector Aasimar Glory Paladin
Status: Ongoing, Session Count: 4, Level 5
Session 4 Update:
The party successfully dispatched Rompta's ice elementals and slayed her ice salamander with some difficulty. The party was also aided by the arrival of Talia, an aasimar paladin. The party rested within the hag's hovel, and Surrak discovered that he was not getting paid for the expedition. The rest of the party reasoned that Runetanic people heeded the call simply for the possible glory, and the threat to the wider continent of course. Along the way to Gimuhvild, the next outpost, they met a mysterious grey-cloaked, eye-patched man. He gave the party a chromatic eye, an object that reveals auras around sentient creatures. The party continues their journey north...
Biweekly Campaign - This campaign is currently full.
Enter the Mirrored One - Every other Saturday 6:00 pm -10:00 pm.
Cthulhu is rising, and a prophecy is in play. You must destroy his means of escape, or rediscover the power that imprisoned him in the first place. His agents are constantly working against you, but there are allies in this world. Gather power to stand up to the might of this eldritch being and his cultists or allow the world to fall into his domain.
Current Capacity: 6/6
Kayverest Osstauncci the Human Assassin Rogue/Shadow Monk
Rico Lockheart the Bronze Raventie Dragonborn Battle Master Fighter
Rotta Elg the Swiftstride Shifter Swashbuckler Rogue
Steve Stevenson the Deep Gnome Armorer Artificer
Thea the Half-Elf Crown Paladin
Yukyuk the Wise the Firbolg Creation Bard
Stats: Ongoing, Session Count: 42, Level 11
Session 42 Update:
The party went after the Bronze Shifting Armor underneath the waves. They prepared by purchasing plenty of potions, and they added a new gunslinger addition to the party, an old bronze dragonborn named Rico Lockheart. By using a combination of a cube of force and major illusions the party managed to navigate the dungeon with little incident. Rooms were looted, and a prisoner was freed, and they made it to the end of the dungeon with relative ease. There they met a medusa backed by a corrupted shark and living statues. Lockheart instigated a violent and insulting confrontation with the medusa, and the party engaged in combat for the Bronze Shifting Armor. The battle continues...
Vengeance of the Maimed Mage - Sundays 6:00 pm - 10:00 pm.
The continent of Moorladen is known by many names: Home of the Dawn Empire, Countries of Autumn, and the Crown of Zanir are just a few. Its most famous name however is this: the Land of the Immortals. All people born on this continent are blessed with eternal youth. People grow to maturity, and they slowly stop aging. The government claims this is due to the advancements made in magic and science, and most believe them. You, however, know that there must be a deeper reason for this miracle. Rumors of dark, necromantic, practices happening in shadowed corners and isolated halls have been spread across the continent. It is up to you to investigate them.
Current Capacity: 5/6
Grinning Jack the Shadar-kai Bard/Sorcerer/Hexblade Warlock
Maize Korn the Tiefling Coast Druid
Tarin the Spearbreaker the Human Beast Barbarian
Torok the Half-Orc Battle Master Fighter
Zurik the Half-Orc Forge Cleric
Status: Ongoing, Session Count: 5, Level 6
Session 5 Update:
The party successfully managed to infiltrate the Room of Domesticated Peace. They were escorted to an interrogation cell after using the guise of Yazarin, the half-orc agent they had killed and extracted their information from. They managed to break out of the room, and were met with fierce resistance from the security constructs. After dispatching these creatures the building was alerted to their presence, and the party exited to the floor below to find any information on what the Room was hiding. Within this lower level the party faced down undead creatures. The party overcame these individuals too, and, with some trouble, managed to open the northern vault doors. Behind these doors they found a portal to a desperate palace: the Shadowfell. The party determined that the answers they sought must lie through this portal, and have gone through. The party now must brave a plane of degeneration and hopelessness to uncover the conspiracy that spans their continent
Tyrant of the Lost Falls - Mondays 7:00 pm - 11:00 pm.
The ruler of these lands uses the might of nature to maintain their power. Creatures of the jungle guard the lair of the druid-king, and it is said that even the trees themselves act as spies against insurgency. Despite this, there is a resistance brewing. It is said that these revolutionaries have obtained help from a seemingly impossible place: the outside world. It was formerly assumed that existence outside of the Lost Falls was nonexistent. The jungle is simply too harsh. You must join the revolutionaries to find the truth.
Current Capacity: 4/7
Party Makeup:
Essene Ir'Xayrandar the Astral Elf Stars Druid/Twilight Cleric/Chronurgy Wizard
Kiko Mahn the Half-Orc Drakewarden Ranger
Max Rose the Fairy Scribes Wizard
Warden the Envoy Warforged Artificer
Status: Ongoing, Session Count: 7, Level 6
Session 7 Update:
The party managed to successfully raid another convoy of the tyrant, and this one contained raw materials for potions and magical items. Essene and Warden managed to craft these into useful items. The party still waits for a response from the wood witch they made contact with, and they are currently planning on attacking the last convoy. This convoy is transporting one of the tyrant's officials, and the party plans on drawing information from him to help the rebellion in the area...
Biweekly Campaign - This campaign is currently full.
Journey to Aleiasifa - Every other Tuesday 6:30 pm - 10:30 pm.
On the desert continent of Solsail there is one safe haven from the arid wasteland: the lush jungles sitting underneath the mountain Aleilasifa. According to legend, the holy mountain can grant any one wish to those who climb it. By channeling the divine power of the storm god reality is bent towards a single mortal's will. People have made pilgrimages to the mountain since history began, but no one knows if anyone has ever been successful in receiving their wish. In order to make it to the mountain you will need to brave a desert full of ruthless bandits, deadly monsters, and fervent zealots.
Current Capacity: 6/6
Astrid the Human Rune Knight Fighter
Azrael "Azra" Hearth the Harengon Concentrated Chaos Sorcerer
Dr. Xander Abernathy the Battle Smith Artificer
Flint Lockheart the Warforged Automechanic Artificer
Pen the Human Phantom Rogue
Tallulah the Water Genasi Coast Druid
Status: Ongoing, Session Count: 10, Level 6
Session 10 Update:
On the way to releasing Astrid from jail the party met Azra, an antlered Harengon. Azra identified that he was looking for Flint because a being named Demo told him to. He sought to journey to the mountain to obtain a wish, just like the rest of the party. The paid Astrid's 1,000 gp bail and moved to leave the city immediately, but when they exited the building they were soon confronted with an attack on the city. A group called the Alahmqua, a group that persecuted both the wealthy and the zealous. The party split with Flint and Astrid running towards the caravan and the rest of them peeling away to investigate the violence that was happening. Both groups were confronted, and Tallulah and Pen managed to talk their way out of a confrontation. Astrid and Flint, however, were not so lucky. The fought the goblinoids mounted upon the liondrakes and managed to dispatch them, but not before they could call for help. The party boarded their vehicle, and a high-speed battle insured between the party on their vehicle and goblinoids upon liondrakes. They managed to fend off their attackers, but they still need to make their way out of the besieged city...
Weekly Campaign - This campaign is currently full.
Laughter of Loki: Ragnarok - Saturdays 8:00 am - 12:00 pm
The giants are stirring in Runetan, a continent dominated by an eternal winter. Most giants have been either solitary or in small groups since the gods struck down their empire, but recently there have been whispers of them gathering on the frontier. The majority of skalds and scholars believe that this is utter hogwash, but the seers say something different. They believe that the end is nigh. Loki has returned, and Ragnarok has returned with him.
Current Capacity: 6/6
Brin the Celestial Beastfolk Totem Barbarian/Fighter
Jaah the Just the Blue Dragonborn Tempest Cleric
Laric Stormlore the Air Genasi/Aasimar Gunwright Artificer/Ranger
Maximo the Human Vengeance Paladin
Sarruk the Human Moon Druid/Monk
Talia the Protector Aasimar Glory Paladin
Status: Ongoing, Session Count: 5, Level 5
Session 5 Update:
The party continued their journey north. Along the way to their next stop of Grimuhvlid Laric shared his visions surrounding their next stop. He saw a massive blizzard envelop the area around the city as undead draugr surrounded the city. Within the city itself Laric saw gaunt humanoid shapeshifters attempting to free some sort of ancient being. As the party journeyed on they encountered an old female winter eladrin who was monitoring them for fun. She wasn't hostile and informed the party that other groups had been killed on their journey. After this incident, they were ambushed by two young remorhazes a couple days later. Once the party reached the outskirts of Grimuhvlid they confronted draugr and dispatched them handily. The remaining road to the city was littered with incapacitated draugr, and the party was let in as a massive blizzard blanketed over the city and the surrounding area. Within the city the party settled in. They played cards at a local tavern, the Snowy Dove, and learned a couple of things about the city. People have been going missing over the last few weeks, and ancient runestones around the city had been defaced. The party now determines if they should act in the face of these disturbances as a draugr-filled blizzard howls outside the city gates...
Weekly Campaign - This campaign is currently full.
Vengeance of the Maimed Mage - Sundays 6:00 pm - 10:00 pm.
The continent of Moorladen is known by many names: Home of the Dawn Empire, Countries of Autumn, and the Crown of Zanir are just a few. Its most famous name however is this: the Land of the Immortals. All people born on this continent are blessed with eternal youth. People grow to maturity, and they slowly stop aging. The government claims this is due to the advancements made in magic and science, and most believe them. You, however, know that there must be a deeper reason for this miracle. Rumors of dark, necromantic, practices happening in shadowed corners and isolated halls have been spread across the continent. It is up to you to investigate them.
Current Capacity: 6/6
Grinning Jack the Shadar-kai Bard/Sorcerer/Hexblade Warlock
Maize Korn the Tiefling Coast Druid
Spectrum the Changeling Assassin Rogue
Tarin the Spearbreaker the Human Beast Barbarian
Torok the Half-Orc Battle Master Fighter
Zurik the Half-Orc Forge Cleric
Status: Ongoing, Session Count: 6, Level 6
Session 6 Update:
The party has entered the Shadowfell. The portal they used to get here disappeared as soon as the party went through, and the party now finds themselves trapped in the land of wastes and despair. As soon as they entered the whole party notices an anomaly within the sky: an enormous flowing river of white light going across the sky flowing from the north to the south. The party decided to follow this light because they concluded it must lead to some sort of settlement at the end of it. Along the way they met Spectrum, another investigator that was sent by Chen-Zhao to determine the source of Moorladen's immortality. The party went on to brave the dangers of the Shadowfell. From fighting bodaks to dodging balls of undead limbs the party survived in the Shadowfell. Eventually they encountered a mage of the RDP on his way to the destination of the light. They witnessed him portal into the Shadowfell in a similar manner to themselves. In a brief exchange the party learned the light was leading to a facility of some sort. After an exchange of veiled threats the party engaged him and his construct guards in combat. The party managed to kill him and his constructs insuring that no warning would be able to reach their destination...
Tyrant of the Lost Falls - Mondays 7:00 pm - 11:00 pm.
The ruler of these lands uses the might of nature to maintain their power. Creatures of the jungle guard the lair of the druid-king, and it is said that even the trees themselves act as spies against insurgency. Despite this, there is a resistance brewing. It is said that these revolutionaries have obtained help from a seemingly impossible place: the outside world. It was formerly assumed that existence outside of the Lost Falls was nonexistent. The jungle is simply too harsh. You must join the revolutionaries to find the truth.
Current Capacity: 5/7
Party Makeup:
Emil Kongulo the Lightfoot Halfling Soulknife Rogue
Essene Ir'Xayrandar the Astral Elf Stars Druid/Twilight Cleric/Chronurgy Wizard
Kiko Mahn the Half-Orc Drakewarden Ranger
Max Rose the Fairy Scribes Wizard
Warden the Envoy Warforged Armorer Artificer
Status: Ongoing, Session Count: 9, Level 6
Session 9 Update:
The party was intercepted by the convoy's vanguard of scouts; luckily the party was able to kill all of them. This left no chance for the convoy to be actively warned. Emil did scout ahead as the rest of the party set up the ambush. The party decided they were going to collapse the bridge, and put their target in a hole the party had dug via teleportation magic. This hole would be covered by a trunk of a tree the party would knock down, and this should prevent any means of quick escape. Emil attempted to manipulate the leader of the convoy by using his psychic communication to supposedly warn him of incoming danger behind him. After much deliberation between this leader and the party's target, the convoy seemingly continued along the road after stopping for a bit. Once the convoy reached the bridge it was revealed that the party's target had devised an ambush of his own due to the warning signs they had received. Several combatants took advantage of the river to hid themselves, and a battle soon erupted. Emil managed to isolate a water elemental by setting fire to the forest while the rest of the party fought the convoy guards and their target. After constant battle back and forth the party managed to dispatch most of the guards, but both their target and the convoy leader managed to get away. The party must now deal with the ramifications of their failure, and they await orders for their next mission for the cause...
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Session 3 Update:
The party met with the Yokitsense because the party determined that the assassin after Chen-Zhao was bearing their mark. After a contentious exchange at the gate of the meeting place the party was allowed with their weapons in hand, but with guards at their back. The spokesperson for the Yokitsense told the party that they had no part in the assassination due to the paper bearing the mark being a forgery. An insightful Zurik determined this to be true, and the party moved on from this clue. The next day, Zurik was able to talk to the dead assassin using some necromantic magics, and, with the help of Jack's disguising magic, found out that this assassin had a supposed safehouse in a nearby square. The assassin also claimed that she was empowered by the Shade, an energy that comes from the Shadowfell and the Negative Energy Plane. The party journeyed to the square with the safehouse, and followed the assassin's instructions to get into a chamber underneath the central fountain of the square. Here, Zurik identified that there were a series of ritualistic sites within the cylindrical chamber. Jack placed his sword on one of the sites, and it was able to open a passageway to the safehouse. On the way to the safehouse Jack was questioned by the rest of the party as to how he performed this feat, and it came out that it was some kind of magic from the sword he had stolen. Upon reaching the safehouse they immediately met a man coming out of it. Kalladan, as he is called, reacted rather unexpectedly to seeing individuals within the safehouse that were not supposed to be there. A conversation was started between him and the party, and both Jack, with a bane spell, and Maize, with a misty step, attempted to instigate a combat. Kalladan calmly deescalated the the situation with a subtly cast counterspell. As the conversation continued Kalladan revealed that the safehouse was decommissioned, and that he had sent the assassin after Chen-Zhao. When pressed on why, he responded that she was investigating something dangerous, and that it would be better if people did not know that their immortality was coming from an unclean source. He followed up with an offer: kill Chen-Zhao in exchange for information and the truth about immortality in Moorladen. The party decided to leave, and Kalladan disclosed that he'd be waiting in the safehouse, and if evidence of Chen-Zhao's death was brought to him, he would take it as an acceptance of his offer. Upon leaving the safehouse the party was attacked by another assassin. Maize was knocked unconscious immediately, but the party incapacitated the assassin handily. After interrogating her the party came up with a plan to meet her contact, and hopefully determine who was so determined to assassinate them and Chen-Zhao...
Session 5 Update:
The party was able to overcome the assassin's ambush within the forest with the arrival of a new ally, Essene. He blasted them with starlight as Lavendetta and Kiko Mahn slashed and burned the attackers to pieces. The party introduced themselves to each other, and Julius, their guide, informed them that they had been ordered to intercept a prisoner convoy on the way to the eastern camp. By employing both a snare and stealth they successfully ambushed and destroyed the pair of earth elemental and the bulette transporting the lizardfolk miner. After freeing him the lizardfolk named Gringis informed the party that he was the head of Modros Mine, and something terrible had killed his miners and driven the one survivor insane. He explained that the one clue he had was a rumor of a whistler within the mines. Gringis provided the party with a map, and the party determined they could take advantage of a mineshaft to get in. They made it to the eastern camp where they were debriefed by Nuaxsol, the lieutenant of the east, and they collected their requisitions before they set out. They made it to the mineshaft with ease thanks to Gringis, and they entered the mines. The immediately did battle with bulettes, elementals, umber hulks, and xorns who where all guarding the mines for the tyrant. They have a short break before they need to explore the rest of the mines, and they have yet to hear the mysterious whistling that has already driven one man mad...
Session 2 Update:
The party travelled to Grimuhlid, an outpost on the way to End's Fort. Here they restocked supplies and at a hot meal. They also met Vahlen, an Eladrin hunter who joined the party on the journey north. On the way to their next stop, the outpost Grimuhvild, the partied encountered a group of yetis which they promptly dispatched. Howls of Winter Wolves emanated throughout the area, and the the party managed to avoid the pack of vicious beasts. That same night, the party also hid from a group of giants going to the north. Around three dozen giants were marching north. Armored hill giants marched along young remorhazes. A fire giant lead them with a tree-sized torch. Scared of the potential ramifications of such a force, the party began to rapidly move towards Grimhvild while still managing to maintain their hidden movement. Along the way, they encountered a group of friendly werebears and informed them of the threat. After discussing the issues of prophecy and the north with Laric, the group's leader, Korvack, decided to take the group to the elders of his tribe. The party now runs with the bears to decide what to do about the coming storm...
Session 41 Update:
The part managed to defeat the cosmic horror Lorpnoth, but not before Wheel was able to make a get away with one of its arms. This was done, assumedly, to reassemble the very Arm of the Betrayer the party had just destroyed. The party regrouped, with their new party member Thea who had been sent by the Eared One, and struck out to prepare for their upcoming and inevitable confrontation by gathering powerful artifacts to empower themselves. By putting their fortune acquired from Hannath's lair to use they have prepared themselves to dive into the sea to collecting Bronze Shifting Armor, a set of armor meant to protect the wearer backed with the power of a bronze greatwyrm.
Session 4 Update:
The party intercepted their potential assassin's contact by manipulating their means of communication. They ambushed the half-orc mage Yazarin Zissis at the Puppeteer Tavern. She attempted to escape the party with the aid of her two bodyguards, but the party managed to kill them and subdue her in a afternoon brawl. With a casting of pass without trace, the party managed to escape scrutiny from the law enforcement and witnesses of their crime. With the aid of magic they managed to extract the fact that Yazarin worked for the Room of Domesticated Peace. The party learned that both Jong and Chen-Zhao were terrified of this government organization backed by divine order of the emperor. Chen-Zhao determined that the only way to prevent a lifetime of running from endless assassins was to learn the very thing she was trying to research. The Room of Domesticated Peace must know what it is, and if the party could get its hands on it they would have leverage against this organization. Chen-Zhao used experimental and invasive cerebral magics to extract the location of the Room of Domesticated Peace within Xingxing Palace at the cost of Yazarin's life. The party now determines how they will gain entry to such a well protected place...
Session 6 Update:
The party continued their investigation into the mines, and they found a lab full of aberrations behind a false wall. After defeating all of the monsters within the party went through the documents and rooms of the facility. While doing this, some members of the party were temporarily driven mad by the whistling of an unknown creature. Each of the rooms offered hints to what this facility was, there were vats of acid, a room full tables, knives, and saws, a freezing room full of organic samples from aberrations, and a containment room full off magic circles and magical barriers. Eventually, the party determined that the facility's purpose was to research and weaponize aberrations against the tyrant. With this they sent a familiar into the last room where the whistling was coming from. In a slightly deteriorated, massive, magical, self-sustaining containment cage there was a tall, gaunt, and pale being that seemed to leave traces of itself of where it was and where it was going to be. The party determined it would be best to simply leave it alone within its prison, and they proceeded to remove the guards from the entrance of the prison to obtain some buried treasure at the entrance. The party now digs up the stash of money and journeys back to camp to be debriefed and obtain their next assignment...
Session 9 Update:
The party managed to deescalate a contentious situation involving Astrid, Pen, and a woman providing them information. She informed Astrid that her mother may have taken the surname Hadi and was now a prominent merchant within the city. Once they returned from this altercation the party discussed the next steps beyond this city and dropping off their charges. Rexlet came by and gave their money for transporting him and his refugees across the desert, and the party concluded they would travel with Flint's vehicle across the desert to the holy mountain Aleiasifa. Pen also revealed to the party he was 0, a changeling bioengineered weapon made by the Order of the Weapon. He had escaped from his captivity after being an assassin for years, and had since rejected the Order of the Weapon and what it stands for. During this revelation, a young hobgoblin boy gave Astrid a message and he only after Khou'Zhol caught him spying upon the party. A governments official named V also informed Flint he needed to move his vehicle from the middle of the square, and she even expressed interest in joining the party on their journey. Astrid acted on the note, informing her that someone known as the Taiallah wanted to meet him on the southern beach of the city. She went along with Tallulah and Pen, and it is there she met her sister again. Alice, backed by her own party of people, did not embrace Alice. She expressed both her hatred of the society she was raised in and the resentment she still had against Astrid. She blamed Astrid for allowing her to grow up alone with their mother, and set the expectation of the two not seeing each other again. After making sure Astrid would have no qualms about the expiration of their mother she flew off with her compatriots. Astrid returned to the caravan distraught after hearing her sister's grievances and found little solace from the party. The next morning she was taken to the Guard Post as a suspect in the altercation that had happened the day before, and the rest of the part went shopping. Flint awakened a herbal bush and discovered Apples buys apples to make his apple-based products. With Alice sitting in jail the rest of the party waits for her return and the storm that her blood is brewing...
Session 3 Update:
The party met with the elder of the werebear tribe a she-werebear named Timnora. She explained to the party that werebears recognized Loki as a shapeshifting god, and that there was a possibility that his new world would bring about a better world for some individuals. She also informed the party of a group known as the Dissenters. They were a group of storm giants that opposed Loki and wrote down his plans in the prophecy halls in Portnunstad. The object to unlock these halls were nearby, within the Crystal Tree Hill. Laric determined that he had been shown this hill by the norns, servants of Hjalm and decided to go there. The only thing that stood in the party's way was a hag that made ice elementals called the Ice Weaver. She had dominion over the hill, and she used ice elementals to protect it. Jaah voiced concern over taking the werebear's word on the threat of the hill's protectors. The party set out following Korvack, a werebear guide, and they did battle with flying ice elementals. After stopping at a camp for some rest and protection from the rain they scouted out the hill. The party managed to sneak to the entrance beneath the hill, but they are now surrounded by ice elementals at the top of the hill and still need to face the Ice Weaver and her pet within the hill...
Session 7 Update:
The party successfully recovered the treasure buried in front of the mine after defeating the remaining guards, and they successfully made it back to the camp. They reported their findings to Nuaxsol who expressed the area will be investigated my some of the rebellion's scientists. Kiko Mahn went to the apothecary to have the creature within him removed, but it was determined that the physicians of the camp were not capable of removing the alien parasite that had adhered itself to Kiko Mahn. Essene studied the sample the party took out of the frozen room, and discovered it was capable of transforming living matter and animating it. In order to learn more about this transformative creature the party went back to the lab within the mines and conversed with the creature trapped within the large magical prison. The pale, gaunt, slender, blurred creature agreed to build some trust with the party when given better odds of being freed. It communicated to the party that it had been summoned and trapped here but a group of researchers, and that the whistling driving people mad was how his species cried for help among the howling purple canyons of its home plane. It also explained that the parasite within Kiko Mahn was meant to transform humanoids into creatures like itself, and that removing it would require stronger and stronger cleansing magic as time went on. One of the researchers informed the party that a "tree-lady" may be able to help them and gave them directions for communicating with her. After starting this process the party started their next mission: raiding the convoys of the tyrant that Gringis had informed them of. The party was given three convoys to raid over the week, and after some planning and battle have successfully taken one convoy's resources. The party now plans to raid the remaining convoys while they await communications from this mysterious "tree-lady"...
Session 4 Update:
The party successfully dispatched Rompta's ice elementals and slayed her ice salamander with some difficulty. The party was also aided by the arrival of Talia, an aasimar paladin. The party rested within the hag's hovel, and Surrak discovered that he was not getting paid for the expedition. The rest of the party reasoned that Runetanic people heeded the call simply for the possible glory, and the threat to the wider continent of course. Along the way to Gimuhvild, the next outpost, they met a mysterious grey-cloaked, eye-patched man. He gave the party a chromatic eye, an object that reveals auras around sentient creatures. The party continues their journey north...
Session 42 Update:
The party went after the Bronze Shifting Armor underneath the waves. They prepared by purchasing plenty of potions, and they added a new gunslinger addition to the party, an old bronze dragonborn named Rico Lockheart. By using a combination of a cube of force and major illusions the party managed to navigate the dungeon with little incident. Rooms were looted, and a prisoner was freed, and they made it to the end of the dungeon with relative ease. There they met a medusa backed by a corrupted shark and living statues. Lockheart instigated a violent and insulting confrontation with the medusa, and the party engaged in combat for the Bronze Shifting Armor. The battle continues...
Session 5 Update:
The party successfully managed to infiltrate the Room of Domesticated Peace. They were escorted to an interrogation cell after using the guise of Yazarin, the half-orc agent they had killed and extracted their information from. They managed to break out of the room, and were met with fierce resistance from the security constructs. After dispatching these creatures the building was alerted to their presence, and the party exited to the floor below to find any information on what the Room was hiding. Within this lower level the party faced down undead creatures. The party overcame these individuals too, and, with some trouble, managed to open the northern vault doors. Behind these doors they found a portal to a desperate palace: the Shadowfell. The party determined that the answers they sought must lie through this portal, and have gone through. The party now must brave a plane of degeneration and hopelessness to uncover the conspiracy that spans their continent
Session 7 Update:
The party managed to successfully raid another convoy of the tyrant, and this one contained raw materials for potions and magical items. Essene and Warden managed to craft these into useful items. The party still waits for a response from the wood witch they made contact with, and they are currently planning on attacking the last convoy. This convoy is transporting one of the tyrant's officials, and the party plans on drawing information from him to help the rebellion in the area...
Session 10 Update:
On the way to releasing Astrid from jail the party met Azra, an antlered Harengon. Azra identified that he was looking for Flint because a being named Demo told him to. He sought to journey to the mountain to obtain a wish, just like the rest of the party. The paid Astrid's 1,000 gp bail and moved to leave the city immediately, but when they exited the building they were soon confronted with an attack on the city. A group called the Alahmqua, a group that persecuted both the wealthy and the zealous. The party split with Flint and Astrid running towards the caravan and the rest of them peeling away to investigate the violence that was happening. Both groups were confronted, and Tallulah and Pen managed to talk their way out of a confrontation. Astrid and Flint, however, were not so lucky. The fought the goblinoids mounted upon the liondrakes and managed to dispatch them, but not before they could call for help. The party boarded their vehicle, and a high-speed battle insured between the party on their vehicle and goblinoids upon liondrakes. They managed to fend off their attackers, but they still need to make their way out of the besieged city...
Session 5 Update:
The party continued their journey north. Along the way to their next stop of Grimuhvlid Laric shared his visions surrounding their next stop. He saw a massive blizzard envelop the area around the city as undead draugr surrounded the city. Within the city itself Laric saw gaunt humanoid shapeshifters attempting to free some sort of ancient being. As the party journeyed on they encountered an old female winter eladrin who was monitoring them for fun. She wasn't hostile and informed the party that other groups had been killed on their journey. After this incident, they were ambushed by two young remorhazes a couple days later. Once the party reached the outskirts of Grimuhvlid they confronted draugr and dispatched them handily. The remaining road to the city was littered with incapacitated draugr, and the party was let in as a massive blizzard blanketed over the city and the surrounding area. Within the city the party settled in. They played cards at a local tavern, the Snowy Dove, and learned a couple of things about the city. People have been going missing over the last few weeks, and ancient runestones around the city had been defaced. The party now determines if they should act in the face of these disturbances as a draugr-filled blizzard howls outside the city gates...
Session 6 Update:
The party has entered the Shadowfell. The portal they used to get here disappeared as soon as the party went through, and the party now finds themselves trapped in the land of wastes and despair. As soon as they entered the whole party notices an anomaly within the sky: an enormous flowing river of white light going across the sky flowing from the north to the south. The party decided to follow this light because they concluded it must lead to some sort of settlement at the end of it. Along the way they met Spectrum, another investigator that was sent by Chen-Zhao to determine the source of Moorladen's immortality. The party went on to brave the dangers of the Shadowfell. From fighting bodaks to dodging balls of undead limbs the party survived in the Shadowfell. Eventually they encountered a mage of the RDP on his way to the destination of the light. They witnessed him portal into the Shadowfell in a similar manner to themselves. In a brief exchange the party learned the light was leading to a facility of some sort. After an exchange of veiled threats the party engaged him and his construct guards in combat. The party managed to kill him and his constructs insuring that no warning would be able to reach their destination...
Session 9 Update:
The party was intercepted by the convoy's vanguard of scouts; luckily the party was able to kill all of them. This left no chance for the convoy to be actively warned. Emil did scout ahead as the rest of the party set up the ambush. The party decided they were going to collapse the bridge, and put their target in a hole the party had dug via teleportation magic. This hole would be covered by a trunk of a tree the party would knock down, and this should prevent any means of quick escape. Emil attempted to manipulate the leader of the convoy by using his psychic communication to supposedly warn him of incoming danger behind him. After much deliberation between this leader and the party's target, the convoy seemingly continued along the road after stopping for a bit. Once the convoy reached the bridge it was revealed that the party's target had devised an ambush of his own due to the warning signs they had received. Several combatants took advantage of the river to hid themselves, and a battle soon erupted. Emil managed to isolate a water elemental by setting fire to the forest while the rest of the party fought the convoy guards and their target. After constant battle back and forth the party managed to dispatch most of the guards, but both their target and the convoy leader managed to get away. The party must now deal with the ramifications of their failure, and they await orders for their next mission for the cause...
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