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: 6, Level 5
Session 6 Update:
As earthquakes, a blizzard, and encircling draugr plagued the city, the party took the he wider city for information on the possible threat facing the city. The party members went out and investigated different parts of the city. Some found secret tunnels underneath a well, another consulted the local guards and priests about watching over the rune sites, and one was even tipped off about a certain house during his quest for donations. The party decided that the house should be investigated, and by utilizing impersonation and stealth the party managed to get within the household. The house appeared to be fairly normal until vampire spawn were discovered in the basement. A fight broke out between the inhabitants of the house and the party soon after. Most of the inhabitants were killed, but one individual managed to escape the slaughter by jumping out the window. Upon some of the combatants' deaths they immediately reverted to their pale, base forms as changelings, the historic spawn and servants of Loki. By exploring the rest of the house the party found some coin and, more importantly, information. Several maps were found highlighting the surrounding runes. These papers revealed the location of the missing fire rune. The party decided it was best to burn the house down with the vampire spawn within it. After establishing a beacon-lighting system with the guards at the other rune sites the party discovered the fire rune was underneath some magically upheld ponds in a miniature hotspot beneath the ground. They now look after this magical rune and await the possible dangers from the draugr, changelings, vampires, and the other servants of Loki...
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: 6/7
Party Makeup:
Dalkin the Deep Gnome Hexblade Warlock/Whispers Bard/Fighter
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: 10, Level 6
Session 10 Update:
After failing to capture the target the party returned to the rebellion's eastern camp. Upon being pressed by Nuaxasol, their superior, they party explained how and why they failed. Some tension was brought to the surface surrounding the planning and execution of the mission, and it was eventually understood that with clearer communication, prioritization of the main objective, and more resources to counter specific threats the party will be able to complete missions more effectively in the future. As Nuaxasol gathered intelligence of their target's potential whereabouts as the party recovered and rested from their failed encountered. During their brief time off, the supposed druid that could potentially help Kiko Mahn rid himself of his parasitic creature contacted the party via a sparrow named Cooper. The party followed him to a portal underneath crossed oak trees, and they went through. On the other side of the portal, the party was faced with an otherworldy space. A massive tree's roots sheltered an aviary and storage space underneath it, and in its center was a tall, feather-cloaked, vibrant woman who was introduced as the Maternum. She offered to replace or extract the parasite, but with the explicit warning that a complete removal would probably be lethal, or at the very least debilitating. She offered to turn him into a lycanthrope, primordial, or fey, but he ultimately decided to turn her offer down due to her suspicious nature and risk turning into whatever aberration the parasite will turn him into. Upon returning to the camp, the party was informed they will be travelling to a city to kidnap their target. The party now sets out to apprehend the earth genasi mage as Kiko Mahn struggles against the parasite within his spine...
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 Rogue/Fighter/Divine Soul 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: 7, Level 6
Session 7 Update:
As the party continued to the facility receiving the branching light they encountered a one-eyed, yuan-ti, mage named Siwong Chaoxue running away from an invisible foe. The party killed the shadow-clung warriors and discovered that she was a former mage of the RDP who had run away due to what she discovered about the light. She informed the party of the terrible secret of Moorladen's immortality: by taking the life energy supposed to go to the creation of new souls they are able to extend the lives of those already born indefinitely. She also disclosed that there was a group that opposed this that could transport the party out of the Shadowfell. The party decided to journey with her to this group's location. Along the way, the party discussed the possible ramifications of taking down such a system. Siwong voiced her concerns about cutting of the life force of millions of individuals, and the rest of the party either had no opinion or determined that their lives should be cut for the sake of those new souls to be born. The party arrived at the groups location, signified by topaz dragonborn, shadar-kai, and drow revealing themselves among the hills and cave system. The party is now being escorted down into the caves as they contemplate the terrible secret they have learned...
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
Talia the Protector Aasimar Glory Paladin
Status: Ongoing, Session Count: 7, Level 5
Session 7 Update:
The party guarded the fire rune against a draugr attack, but on that same night all of the other intact runes were attacked. They dispatched their attackers, and they determined their best course of action was to retake the other runes themselves. While doing this, both Jaah and Maximo were killed in the fighting as the rest of the party retreated back to the city to recover from this loss. Jaah denied revitalization into a draugr, and Maximo chose to deny the divine forces that empowered him the ability to protect and revive him due to the expectation of a life debt. The draugr maintain control over two of the runes now. The party must decide what they are willing to do to help the town...
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 Rogue/Fighter/Divine Soul 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: 8, Level 6
Session 8 Update:
The party shared the information they learned with the group that took them into custody. The partied learned that a shadow dragon was working with the RDP to maintain the redistribution of energy, and the party informed them of the use of the energy. In exchange for helping the party go back to Moorladen they want the party to gather dragon-slaying weapons to kill the shadow dragon. With a wave of an ancient topaz dragon's hand they were sent back to the material with only a sending stone to contact the dragon and his allies if need be. Upon reentrance of the city the party discovered Ling's House of Recreational use empty and a world that had been spurned 12 days into the future. The only thing that remained was a note form Chen-Zhao, informing the party that she could be found in Haiyen Castle, a fort on the southern tip of Moorladen. Thanks to some bribes, the party was able to get there quite rapidly by taking advantage of Moorladen's fast transportation infrastructure. They rode in a needle-like ship to Haiyen Castle within mere hours. Upon their arrival the were able to find Chen-Zhao by giving some of their hair to a construct, and they informed her of what they have learned. After providing her with this information the party decided to set out and find draconinc-slaying items. Chen-Zhao provided the party with a lead on a nearby island, and the party is now about to delve into the ruins of a former storm giant palace...
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 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: 11, Level 6
Session 11 Update:
The party managed to escape the city and its turmoil with relative ease. They escaped to the desert, and they made a stop to make repairs. There they talked with V, an official who had joined the party on their way out of the city, along with each other. They all talked about their pasts and aspirations. What everyone was using their wish for was one of the things discussed. After making repairs, the party moved to go to the holy mountain over land. Along the way the party cam across a massive sinkhole with a voice asking for help. The party now delves into the sinkhole with caution to help this lost soul in the desert...
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 Gunslinger 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
Status: Ongoing, Session Count: 43, Level 11
Session 43 Update:
The party successfully killed the medusa and her minions. The battle concluded with the party slaying the creatures and slipping out alive with millions in gold pieces. The party has now elected to obtain the Cubic Gate in Solsail after acquiring the Bronze Shifting Armor from the medusa's lair. The party now approaches Solsail with new items and more riches, ready to face the challenges of fighting Cthulhu ahead...
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
Atlas Ward the Leonin Fathomless Warlock
Brin the Celestial Beastfolk Totem Barbarian/Fighter
Laric Stormlore the Air Genasi/Aasimar Gunwright Artificer/Ranger
Status: Ongoing, Session Count: 8, Level 6
Session 8 Update:
After going back to the ranger's lodge to recover from their battle, the party racked their brains over what to do next. Ilga informed the party she would put a word out for more talent. As the party rested, Laric consulted the Omen Orb about the future. It showed him many things he already knew, but one new thing he was shown was the gaunt shapeshifters battling with the draugr. During this time Atlas Ward woke up in the alley way next to the ranger's lodge with no clue as to how he arrived there. He went inside, and was met by a gray half-orc. After an exchange between the two, it was determined that Atlas would need to join the party due to his severe lack of funds and knowledge of the north. Ilga introduced herself to Atlas, and she introduced him to the party at dinner. As dinner drew to a close, a tall, pale, dark-cloaked figure named Noirhane requested a meeting with the party. He established the party had similar goals to his own, and that he could aid them in taking down the draugr. He told them he could take the earth rune back himself, and he would send the party to the water rune with help. The party agreed, and it was determined they would make their runs at the runes the next night. The following morning, the party went back to the house they burned down to see if they missed anything. With some detection magic, and the savvy eyes of Atlas, they discovered the northern wall of the cellar was illusory. Using Atlas' familiar they scouted the sewers below, and they saw it was infested with vampires. The party determined they were ill-prepared for such an encounter, and they informed the town guard so they could wall up this entrance to those infested sewers. That same night they were met by Assandra, an associate of Noirhane, to aid them in the attack on the rune. Together, they manage to successfully overtake the draugr there. Ilga aided with her bow, and Assandra's aracne bolts and ice elemental drew fire and killed draugr. Brin shredded through enemies as always, while Atlas used spellcraft to dispatch the undead. Laric dueled the draugr hunter to the death; a battle only ended by a lighting bolt cast by Atlas. Upon the conclusion of the battle, the blizzard dissapated, and the victorious party made their way back to the city. Upon their return, the party was greeted by an equally victorious Noirhane. They congratulated each other on their victories, and Noirhane asked if he could send an individual north to the city with the party. They agreed, and now the party rests as they prepare to leave the city with a new guest...
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 Gunslinger 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
Status: Ongoing, Session Count: 44, Level 12
Session 44 Update:
The party did some shopping, and they were updated by their contacts about the current happenings of the world. They learned that mind-flayers had attacked their favorite spot for magic items, a beholder had performed a plutocratic takeover, slaadi had infected froze swamps in the north, and Moorladen's population was racked with aberrant nightmares. The party also learned about the rise of Loki in Runetan, a dangerous sinkhole in Solsail, and some disruptions in Moorladen's state secrets. A stop was made at Rico's home on the way to the portal object, and the party discovered his life had been manipulated somehow. Forged pictures and empty rooms gave heightened suspicions from the party. Thea and K found a sending stone in the supposed junk room, and they used it to contact a warforged creature named Flint who claimed to be Rico's adopted grandson. Steve hired a wizard to help create a teleportation circle onboard the ship, and the party continued their journey for the gate artifact. They flew over the giant bramble wall that shields the east of Sosail from the rest of the contient, and they were soon met by a sphinx and ordered to land. They were escorted to a temple of Maown to determine if they would be worthy of using the gate...
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
Miyoto the Warforged Flashing Steel Monk
Warden the Envoy Warforged Armorer Artificer
Status: Ongoing, Session Count: 11, Level 6
Session 11 Update:
The party managed to successfully journey to the city and kidnap their target. By utilizing teleportation magic, and focusing on simply getting away, they managed to survive the initial contact of kidnapping their earth genasi mage. By limiting the air in the bag of holding the mage was put in they knocked him unconscious. By using an additional bag of holding as a ferry system they escaped the alerted city with their prisoner with relative ease. They now begin the multiple-day journey back to camp, wondering what value their new prisoner will bring to the resistance...
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
Miyoto the Warforged Flashing Steel Monk
Warden the Envoy Warforged Armorer Artificer
Status: Ongoing, Session Count: 12, Level 6
Session 12 Update:
On the way back to their central encampment the party ran into a spider's nest and barely made it out. Kiko Mahn embraced the parasite within himself, and he was able to kill the gargantuan spider with ease after almost being killed by it. Upon returning to camp, they turned their hostage in and awaited the results of his interrogation. The captive gave up the locations and design of the earth plane portals supplying the tyrant's mines and the earth elemental soldiers. The party moved on the first mine, a gem-filled, cavernous location guarded by creatures made of the very rocks being extracted. The party now strategizes on how they will dismantle these portals...
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 Rogue/Fighter/Divine Soul Sorcerer/Hexblade Warlock
Longwei Zhenren the Sapphire Dragonborn Astral Self Monk
Maize Korn the Tiefling Coast Druid
Tarin the Spearbreaker the Human Beast Barbarian
Torok the Half-Orc Battle Master Fighter
Status: Ongoing, Session Count: 9, Level 6
Session 9 Update:
The party booked a ship the the island of the storm giant palace. Before they left, a familiar face in Kalladan. He offered them protection from the RDP in exchange for some future services. Kalladan and the party exchanged hair and blood to seal their accord, and Kalladan disappeared into the wind. The party roughed it through a storm on the way to their next island, and in the town they stopped in before the palace they followed up on a rumor of a missing girl. The party talked to her parents and determined that she went missing near some sea caves to the south. The partied journeyed to the palace, and the braved both a storm and elemental wolves on their way to the center of the storm. It was there that a storm giant met them and sent them into the palace for the trials. The party now seeks a dragon-killing weapon within the halls of a storm giant's palace...
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
Dunstan Mornshield the Aasimar Vengeance Paladin
Flint Lockheart the Warforged Automechanic Artificer
Pen the Human Phantom Rogue
Tallulah the Water Genasi Coast Druid
Status: Ongoing, Session Count: 12, Level 7
Session 12 Update:
The party delved into the sinkhole to find an underground complex guarded by mazes, golems, and sigils. Most of the party has been promised things by the presence calling them in, but Dunstan has warned the party that his god has sent him to destroy the dangerous artifact. The party now braves the dangers of the dungeon...
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
Max Rose the Fairy Scribes Wizard
Miyoto the Warforged Flashing Steel Monk
Status: Ongoing, Session Count: 13, Level 6
Session 13 Update:
The party managed to successfully infiltrate the mine and shutdown the portal after fighting numerous guards and elementals, some even made of pure amethyst. The party was able to avoid the final confrontation of the battle due to Warden's sacrifice. He ruptured two bags of holding and this resulted in him being pulled to the astral plane with the portal and its guardian. The party now moves on to the next elemental portal...
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 Rogue/Fighter/Divine Soul Sorcerer/Hexblade Warlock
Longwei Zhenren the Sapphire Dragonborn Astral Self Monk
Maize Korn the Tiefling Coast Druid
Tarin the Spearbreaker the Human Beast Barbarian
Torok the Half-Orc Battle Master Fighter
Status: Ongoing, Session Count: 10, Level 7
Session 10 Update:
The party managed to overcome the various storm trials. The met a new face, a human monk that was also seeking the insight of giants. They slayed elementals, solved puzzles, and battled with a mighty behir to obtain their prize: an orb of dragonkind. The storm giant in charge of the trails identified that the party sought more dragon-slaying weapons, and he sent them to the far northern reaches of Runetan to obtain them...
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
Atlas Ward the Leonin Fathomless Warlock
Brin the Celestial Beastfolk Totem Barbarian/Fighter
Klein Colique the Human Hearts Bard
Laric Stormlore the Air Genasi/Aasimar Gunwright Artificer/Ranger
Status: Ongoing, Session Count: 9, Level 6
Session 9 Update:
The party finally left the city to make their way to End's Fort, the last stop before the enter the Frozen Reaches. Before they left the city, the party picked up a new party member in the bard Klein Colique along with a traveler backed by Noirhane and his organization. Along the way to End's Fort the party ran into multiple foes and challenges, but the most notable one was a raid by changelings disguised as agents of House Lazav. The party overcame these rangers, and they continue their journey to End's Fort.
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: 4/6
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
Miyoto the Warforged Flashing Steel Monk
Status: Ongoing, Session Count: 14, Level 6
Session 14 Update:
Warden managed to eliminate the portal and its guardian by ripping a hole to the astral sea by manipulating bags of holding. He got sucked through, but the rest of the party had a presence peer into their minds. This presence seems to have taken an interest in the party, and it appears it is content in simply watching them for now. The party headed back to camp where they reported back to Nuaxsol, mourned Warden, and rested in anticipation for their next mission: assaulting the next mine. After Nuaxsol warned the party or the paralysis-inducing rust elementals the party set out to the mine. Along the way, the party met a lycan, Striata that had been sent by the tyrant to capture them. Striata, impressed by the party's ability to cause problems for the tyrant, determined that as long as the party proves they can be successfult in overthrowing the tyrant he will leave them alone. The party made it to the mine, and managed to use a natural crack to get into one of the shield rooms. They dispatched the rust elementals there with ease. While attempting to disarm the trap on the illusory door it exploded, and this alerted the guards to the party's presence. The party now fights for their lives in the shield room...
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 Rogue/Fighter/Divine Soul Sorcerer/Hexblade Warlock
Longwei Zhenren the Sapphire Dragonborn Astral Self Monk
Maize Korn the Tiefling Coast Druid
Tarin the Spearbreaker the Human Beast Barbarian
Torok the Half-Orc Battle Master Fighter
Status: Ongoing, Session Count: 11, Level 7
Session 11 Update:
The party was immediately assaulted by two icy rime hulks upon their teleportation to the tundra. They managed to slay the monsters and survived their explosive death throes. As the parties gathered themselves a massive frost giant met the party. After asking where his icy pets were, he informed the party he was sent to get them by the priest Ikol. As this frost giant journeyed to the encampment while dragging the party on a sled, Torok determined that they were in the Frozen Reaches. They were in the tundra of northern Runetan. The party arrived in a camp full of changelings, giants of all types, goliath tribes, and other mercenaries. The white haired, blue-eyed, pale-skinned priest Ikol welcomed them in a medium humanoid form. He introduced himself as a priest of Mullerian, a Sylvan god. He informed the party that in exchange for killing some bandits harassing the giants and their allies he would provide them with the locations of dragon-slaying weaponry. Torok immediately identified that this priest worshipped a god of lies, and he informed the party of this. The party took the deal after some negotiation, namely being informed of the first location of an artifact. The party decided they would determined how threatening these bandits were sensing there was more to the story, especially due to the camp reminding some of the party of the Ragnarok prophecy. Longwei Zhenren opened a dialogue with one of the supposed bandit camps, and it was determined that these "bandits" were just adventurers like themselves. They were simply individuals sent to deal with what seemed like a giant threat. Further conversation revealed that Ikol may simply be Loki. This realization occurred in tandem with Maize scrying on Ikol, who waved at Maize as she did so. The party now makes their way back to the giant camp in the hopes Ikol will find their way of eliminating the bandits amusing; otherwise it could simply be their doom...
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
Atlas Ward the Leonin Fathomless Warlock
Brin the Celestial Beastfolk Totem Barbarian/Fighter
Klein Colique the Human Hearts Bard
Laric Stormlore the Air Genasi/Aasimar Gunwright Artificer/Ranger
Status: Ongoing, Session Count: 10, Level 6
Session 10 Update:
The party tracked and interrogated the enchanter that attacked them with the changeling rangers. She was avoidant with her answers, and the party determined she was a cultist of Loki that may have been sent by Noirhane, despite the tatical flaws associated with such a move. After the attack the party continued their journey north to End's Fort. Along the way the party managed to avoid some more giants, and the also met a crashed giff spelljammer. After some conversation, he informed the party he was on his way to Moorladen to drop off some goods, but he did sell Laric some fragmentation grenades. They waited with him until he got picked up by some other giff merchants. The party entered the the house city of End's Fort. They dropped off Noirhane's charge in the city and made their way to the Reach Ranger lodge. As Ilga went to be briefed by her superiors before pressing north, the rest of the party talked to the other parties there. One group had made their way through the Underdark to get to End's Fort, and had encountered fanatical stone giants along the way. The parties discussed the alarming instances of dangerous groups cropping up, and there was even mention of slaadi rising in the Daudvidur swamp. The party was soon briefed by Ilga about the dangers of the north, and they were also stocked with resources to make their way north. The party woke up the next day to scale the glacier and begin their journey north...
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Session 6 Update:
As earthquakes, a blizzard, and encircling draugr plagued the city, the party took the he wider city for information on the possible threat facing the city. The party members went out and investigated different parts of the city. Some found secret tunnels underneath a well, another consulted the local guards and priests about watching over the rune sites, and one was even tipped off about a certain house during his quest for donations. The party decided that the house should be investigated, and by utilizing impersonation and stealth the party managed to get within the household. The house appeared to be fairly normal until vampire spawn were discovered in the basement. A fight broke out between the inhabitants of the house and the party soon after. Most of the inhabitants were killed, but one individual managed to escape the slaughter by jumping out the window. Upon some of the combatants' deaths they immediately reverted to their pale, base forms as changelings, the historic spawn and servants of Loki. By exploring the rest of the house the party found some coin and, more importantly, information. Several maps were found highlighting the surrounding runes. These papers revealed the location of the missing fire rune. The party decided it was best to burn the house down with the vampire spawn within it. After establishing a beacon-lighting system with the guards at the other rune sites the party discovered the fire rune was underneath some magically upheld ponds in a miniature hotspot beneath the ground. They now look after this magical rune and await the possible dangers from the draugr, changelings, vampires, and the other servants of Loki...
Session 10 Update:
After failing to capture the target the party returned to the rebellion's eastern camp. Upon being pressed by Nuaxasol, their superior, they party explained how and why they failed. Some tension was brought to the surface surrounding the planning and execution of the mission, and it was eventually understood that with clearer communication, prioritization of the main objective, and more resources to counter specific threats the party will be able to complete missions more effectively in the future. As Nuaxasol gathered intelligence of their target's potential whereabouts as the party recovered and rested from their failed encountered. During their brief time off, the supposed druid that could potentially help Kiko Mahn rid himself of his parasitic creature contacted the party via a sparrow named Cooper. The party followed him to a portal underneath crossed oak trees, and they went through. On the other side of the portal, the party was faced with an otherworldy space. A massive tree's roots sheltered an aviary and storage space underneath it, and in its center was a tall, feather-cloaked, vibrant woman who was introduced as the Maternum. She offered to replace or extract the parasite, but with the explicit warning that a complete removal would probably be lethal, or at the very least debilitating. She offered to turn him into a lycanthrope, primordial, or fey, but he ultimately decided to turn her offer down due to her suspicious nature and risk turning into whatever aberration the parasite will turn him into. Upon returning to the camp, the party was informed they will be travelling to a city to kidnap their target. The party now sets out to apprehend the earth genasi mage as Kiko Mahn struggles against the parasite within his spine...
Session 7 Update:
As the party continued to the facility receiving the branching light they encountered a one-eyed, yuan-ti, mage named Siwong Chaoxue running away from an invisible foe. The party killed the shadow-clung warriors and discovered that she was a former mage of the RDP who had run away due to what she discovered about the light. She informed the party of the terrible secret of Moorladen's immortality: by taking the life energy supposed to go to the creation of new souls they are able to extend the lives of those already born indefinitely. She also disclosed that there was a group that opposed this that could transport the party out of the Shadowfell. The party decided to journey with her to this group's location. Along the way, the party discussed the possible ramifications of taking down such a system. Siwong voiced her concerns about cutting of the life force of millions of individuals, and the rest of the party either had no opinion or determined that their lives should be cut for the sake of those new souls to be born. The party arrived at the groups location, signified by topaz dragonborn, shadar-kai, and drow revealing themselves among the hills and cave system. The party is now being escorted down into the caves as they contemplate the terrible secret they have learned...
Session 7 Update:
The party guarded the fire rune against a draugr attack, but on that same night all of the other intact runes were attacked. They dispatched their attackers, and they determined their best course of action was to retake the other runes themselves. While doing this, both Jaah and Maximo were killed in the fighting as the rest of the party retreated back to the city to recover from this loss. Jaah denied revitalization into a draugr, and Maximo chose to deny the divine forces that empowered him the ability to protect and revive him due to the expectation of a life debt. The draugr maintain control over two of the runes now. The party must decide what they are willing to do to help the town...
Session 8 Update:
The party shared the information they learned with the group that took them into custody. The partied learned that a shadow dragon was working with the RDP to maintain the redistribution of energy, and the party informed them of the use of the energy. In exchange for helping the party go back to Moorladen they want the party to gather dragon-slaying weapons to kill the shadow dragon. With a wave of an ancient topaz dragon's hand they were sent back to the material with only a sending stone to contact the dragon and his allies if need be. Upon reentrance of the city the party discovered Ling's House of Recreational use empty and a world that had been spurned 12 days into the future. The only thing that remained was a note form Chen-Zhao, informing the party that she could be found in Haiyen Castle, a fort on the southern tip of Moorladen. Thanks to some bribes, the party was able to get there quite rapidly by taking advantage of Moorladen's fast transportation infrastructure. They rode in a needle-like ship to Haiyen Castle within mere hours. Upon their arrival the were able to find Chen-Zhao by giving some of their hair to a construct, and they informed her of what they have learned. After providing her with this information the party decided to set out and find draconinc-slaying items. Chen-Zhao provided the party with a lead on a nearby island, and the party is now about to delve into the ruins of a former storm giant palace...
Session 11 Update:
The party managed to escape the city and its turmoil with relative ease. They escaped to the desert, and they made a stop to make repairs. There they talked with V, an official who had joined the party on their way out of the city, along with each other. They all talked about their pasts and aspirations. What everyone was using their wish for was one of the things discussed. After making repairs, the party moved to go to the holy mountain over land. Along the way the party cam across a massive sinkhole with a voice asking for help. The party now delves into the sinkhole with caution to help this lost soul in the desert...
Session 43 Update:
The party successfully killed the medusa and her minions. The battle concluded with the party slaying the creatures and slipping out alive with millions in gold pieces. The party has now elected to obtain the Cubic Gate in Solsail after acquiring the Bronze Shifting Armor from the medusa's lair. The party now approaches Solsail with new items and more riches, ready to face the challenges of fighting Cthulhu ahead...
Session 8 Update:
After going back to the ranger's lodge to recover from their battle, the party racked their brains over what to do next. Ilga informed the party she would put a word out for more talent. As the party rested, Laric consulted the Omen Orb about the future. It showed him many things he already knew, but one new thing he was shown was the gaunt shapeshifters battling with the draugr. During this time Atlas Ward woke up in the alley way next to the ranger's lodge with no clue as to how he arrived there. He went inside, and was met by a gray half-orc. After an exchange between the two, it was determined that Atlas would need to join the party due to his severe lack of funds and knowledge of the north. Ilga introduced herself to Atlas, and she introduced him to the party at dinner. As dinner drew to a close, a tall, pale, dark-cloaked figure named Noirhane requested a meeting with the party. He established the party had similar goals to his own, and that he could aid them in taking down the draugr. He told them he could take the earth rune back himself, and he would send the party to the water rune with help. The party agreed, and it was determined they would make their runs at the runes the next night. The following morning, the party went back to the house they burned down to see if they missed anything. With some detection magic, and the savvy eyes of Atlas, they discovered the northern wall of the cellar was illusory. Using Atlas' familiar they scouted the sewers below, and they saw it was infested with vampires. The party determined they were ill-prepared for such an encounter, and they informed the town guard so they could wall up this entrance to those infested sewers. That same night they were met by Assandra, an associate of Noirhane, to aid them in the attack on the rune. Together, they manage to successfully overtake the draugr there. Ilga aided with her bow, and Assandra's aracne bolts and ice elemental drew fire and killed draugr. Brin shredded through enemies as always, while Atlas used spellcraft to dispatch the undead. Laric dueled the draugr hunter to the death; a battle only ended by a lighting bolt cast by Atlas. Upon the conclusion of the battle, the blizzard dissapated, and the victorious party made their way back to the city. Upon their return, the party was greeted by an equally victorious Noirhane. They congratulated each other on their victories, and Noirhane asked if he could send an individual north to the city with the party. They agreed, and now the party rests as they prepare to leave the city with a new guest...
Session 44 Update:
The party did some shopping, and they were updated by their contacts about the current happenings of the world. They learned that mind-flayers had attacked their favorite spot for magic items, a beholder had performed a plutocratic takeover, slaadi had infected froze swamps in the north, and Moorladen's population was racked with aberrant nightmares. The party also learned about the rise of Loki in Runetan, a dangerous sinkhole in Solsail, and some disruptions in Moorladen's state secrets. A stop was made at Rico's home on the way to the portal object, and the party discovered his life had been manipulated somehow. Forged pictures and empty rooms gave heightened suspicions from the party. Thea and K found a sending stone in the supposed junk room, and they used it to contact a warforged creature named Flint who claimed to be Rico's adopted grandson. Steve hired a wizard to help create a teleportation circle onboard the ship, and the party continued their journey for the gate artifact. They flew over the giant bramble wall that shields the east of Sosail from the rest of the contient, and they were soon met by a sphinx and ordered to land. They were escorted to a temple of Maown to determine if they would be worthy of using the gate...
Session 11 Update:
The party managed to successfully journey to the city and kidnap their target. By utilizing teleportation magic, and focusing on simply getting away, they managed to survive the initial contact of kidnapping their earth genasi mage. By limiting the air in the bag of holding the mage was put in they knocked him unconscious. By using an additional bag of holding as a ferry system they escaped the alerted city with their prisoner with relative ease. They now begin the multiple-day journey back to camp, wondering what value their new prisoner will bring to the resistance...
Session 12 Update:
On the way back to their central encampment the party ran into a spider's nest and barely made it out. Kiko Mahn embraced the parasite within himself, and he was able to kill the gargantuan spider with ease after almost being killed by it. Upon returning to camp, they turned their hostage in and awaited the results of his interrogation. The captive gave up the locations and design of the earth plane portals supplying the tyrant's mines and the earth elemental soldiers. The party moved on the first mine, a gem-filled, cavernous location guarded by creatures made of the very rocks being extracted. The party now strategizes on how they will dismantle these portals...
Session 9 Update:
The party booked a ship the the island of the storm giant palace. Before they left, a familiar face in Kalladan. He offered them protection from the RDP in exchange for some future services. Kalladan and the party exchanged hair and blood to seal their accord, and Kalladan disappeared into the wind. The party roughed it through a storm on the way to their next island, and in the town they stopped in before the palace they followed up on a rumor of a missing girl. The party talked to her parents and determined that she went missing near some sea caves to the south. The partied journeyed to the palace, and the braved both a storm and elemental wolves on their way to the center of the storm. It was there that a storm giant met them and sent them into the palace for the trials. The party now seeks a dragon-killing weapon within the halls of a storm giant's palace...
Session 12 Update:
The party delved into the sinkhole to find an underground complex guarded by mazes, golems, and sigils. Most of the party has been promised things by the presence calling them in, but Dunstan has warned the party that his god has sent him to destroy the dangerous artifact. The party now braves the dangers of the dungeon...
Session 13 Update:
The party managed to successfully infiltrate the mine and shutdown the portal after fighting numerous guards and elementals, some even made of pure amethyst. The party was able to avoid the final confrontation of the battle due to Warden's sacrifice. He ruptured two bags of holding and this resulted in him being pulled to the astral plane with the portal and its guardian. The party now moves on to the next elemental portal...
Session 10 Update:
The party managed to overcome the various storm trials. The met a new face, a human monk that was also seeking the insight of giants. They slayed elementals, solved puzzles, and battled with a mighty behir to obtain their prize: an orb of dragonkind. The storm giant in charge of the trails identified that the party sought more dragon-slaying weapons, and he sent them to the far northern reaches of Runetan to obtain them...
Session 9 Update:
The party finally left the city to make their way to End's Fort, the last stop before the enter the Frozen Reaches. Before they left the city, the party picked up a new party member in the bard Klein Colique along with a traveler backed by Noirhane and his organization. Along the way to End's Fort the party ran into multiple foes and challenges, but the most notable one was a raid by changelings disguised as agents of House Lazav. The party overcame these rangers, and they continue their journey to End's Fort.
Session 14 Update:
Warden managed to eliminate the portal and its guardian by ripping a hole to the astral sea by manipulating bags of holding. He got sucked through, but the rest of the party had a presence peer into their minds. This presence seems to have taken an interest in the party, and it appears it is content in simply watching them for now. The party headed back to camp where they reported back to Nuaxsol, mourned Warden, and rested in anticipation for their next mission: assaulting the next mine. After Nuaxsol warned the party or the paralysis-inducing rust elementals the party set out to the mine. Along the way, the party met a lycan, Striata that had been sent by the tyrant to capture them. Striata, impressed by the party's ability to cause problems for the tyrant, determined that as long as the party proves they can be successfult in overthrowing the tyrant he will leave them alone. The party made it to the mine, and managed to use a natural crack to get into one of the shield rooms. They dispatched the rust elementals there with ease. While attempting to disarm the trap on the illusory door it exploded, and this alerted the guards to the party's presence. The party now fights for their lives in the shield room...
Session 11 Update:
The party was immediately assaulted by two icy rime hulks upon their teleportation to the tundra. They managed to slay the monsters and survived their explosive death throes. As the parties gathered themselves a massive frost giant met the party. After asking where his icy pets were, he informed the party he was sent to get them by the priest Ikol. As this frost giant journeyed to the encampment while dragging the party on a sled, Torok determined that they were in the Frozen Reaches. They were in the tundra of northern Runetan. The party arrived in a camp full of changelings, giants of all types, goliath tribes, and other mercenaries. The white haired, blue-eyed, pale-skinned priest Ikol welcomed them in a medium humanoid form. He introduced himself as a priest of Mullerian, a Sylvan god. He informed the party that in exchange for killing some bandits harassing the giants and their allies he would provide them with the locations of dragon-slaying weaponry. Torok immediately identified that this priest worshipped a god of lies, and he informed the party of this. The party took the deal after some negotiation, namely being informed of the first location of an artifact. The party decided they would determined how threatening these bandits were sensing there was more to the story, especially due to the camp reminding some of the party of the Ragnarok prophecy. Longwei Zhenren opened a dialogue with one of the supposed bandit camps, and it was determined that these "bandits" were just adventurers like themselves. They were simply individuals sent to deal with what seemed like a giant threat. Further conversation revealed that Ikol may simply be Loki. This realization occurred in tandem with Maize scrying on Ikol, who waved at Maize as she did so. The party now makes their way back to the giant camp in the hopes Ikol will find their way of eliminating the bandits amusing; otherwise it could simply be their doom...
Session 10 Update:
The party tracked and interrogated the enchanter that attacked them with the changeling rangers. She was avoidant with her answers, and the party determined she was a cultist of Loki that may have been sent by Noirhane, despite the tatical flaws associated with such a move. After the attack the party continued their journey north to End's Fort. Along the way the party managed to avoid some more giants, and the also met a crashed giff spelljammer. After some conversation, he informed the party he was on his way to Moorladen to drop off some goods, but he did sell Laric some fragmentation grenades. They waited with him until he got picked up by some other giff merchants. The party entered the the house city of End's Fort. They dropped off Noirhane's charge in the city and made their way to the Reach Ranger lodge. As Ilga went to be briefed by her superiors before pressing north, the rest of the party talked to the other parties there. One group had made their way through the Underdark to get to End's Fort, and had encountered fanatical stone giants along the way. The parties discussed the alarming instances of dangerous groups cropping up, and there was even mention of slaadi rising in the Daudvidur swamp. The party was soon briefed by Ilga about the dangers of the north, and they were also stocked with resources to make their way north. The party woke up the next day to scale the glacier and begin their journey north...