Crag Hill-name of the lonely mountain in the Shadowfell plains
Shadowfell - area that the plains are located in (named after the demi-plane that sometimes comes into contact with the prime plain)
Campaign Summary #1: Rolen and Cade had joined forces after Cade interceded on a chance encounter with some goblins on the road. After affirming their mutual goals they both decided to investigate the local keep in the Shadowfell area. Inside they found a warren of goblin and hobgoblin hosts. They proceeded to dispatch a vast majority of them. Along the way the met a young Halfling named Eliri and a boisterous dwarf named Tor that were battling a pair of translucent spiders. With success as their gauge they decided to combine their efforts and search the keep together to meet their individual goals. After a brief encounter with a troop of elite hobgoblins they encountered a strange, ornately robed Drow, her servant, and 2 lumbering creatures. The battle quickly took a turn for the worse. After Rolen and Cade were felled Tor made a last stand. When a devastating blow was at last struck to Tor, Eliri decided discretion was the better part of valor. She fled along with Rowana, Cade's newest companion. After many fever dreams and an unknown time unconcious you find yourselves awakened inside a cell in what you could only conclude is far below the earth in the underdark. Will Eliri be able to rescue her newest companions? Will you escape a life of eternal slavery? We shall see...
Campaign Summary #2: After waking up as prisoners of the drow Rolen and Cade find themselves surrounded by a plethora of strange creatures. A shield dwarf, a drow, a duergar, a strange creature claiming to be a polymorphed elven prince, a beaten and wounded, nearly naked drow, a small little curious mushroom that keeps insisting that someone help it get home, a pair of twin deep gnomes, a couple of kia toa, and lastly another deep gnome who seemed to be very obsessed with flipping a coin. Many days are spent under hard labor. Often tasks are menial and meant for nothing more than to tire the weary and underfed prisoners. Tor remains unconscious for 3 days before finally awakening to this personal hell. During an earlier encounter one of the drow named Jorlan offered to help assist the captives in their escape. What his motive was remained a mystery because thanks to the clever distraction by Eliri, who had been shadowing the city for some time, set fire to the quaggoth pen. Along the way she brushed by a guard and retrieved the keys to the prison cell. As the group made their escape to where Eliri had managed to sneak all the gear out of the outpost they got caught in a pursuit between several beings from a more sinister dimension. This also happened to provide excellent cover for them to escape as the drow were not expecting visitors and surely did not welcome these abominations into their presence. During the chaos the shield dwarf ally had become separated unbeknown to the group. All the prisoners scattered in different directions. The small fungus named Stool insisted his people could provide assistance and he would guide them there. The beaten drow followed close behind along with the quaggoth that claimed to be a prince. After a few days travel the party came upon a smoothed out section of the tunnel. During an odd seismic event there was a collapse of the tunnel ends and a new passage opened up into some strange flooding temple to an unknown entity. The party ventured forth into the collapsed tunnels and rooms fighting acidic slime on top of acidic puddings. Eventually the party met a curiously intelligent gelatinous cube. The creature seemed amendible to helping the trapped party escape this ancient temple. After collapsing a portion of a cracked wall and flooding the rest of the buried temple the group manged to swim out and continue their journey. The group then traveled further on fighting hunger with the aid of Rolen's magic magic. The group discovered a wide chasm separated by nothing by spider webbing. They also met two seemingly amused goblins who enjoyed "web surfing" around who offered to guide the heroes through the maze of webs and dangers. Luck however was not with the heroes as Rolen and Cade both stepped on a web that had decayed too much and fell and got trapped in some further webbing. This also alerted some spiders to the presence of a quick meal. After defeating the spiders they continued on with the aid of the goblins, however before fully traversing the cavern the party ran into a fearsome spector. An offshoot of a terrible beholder was enough to give the group a challenge almost too great for their skills. The party did come out victorious thanks to some teamwork also while managing to protect the unconscious Cade from the earlier spider encounter. After finishing the journey over the spider web the party decided to take a short break to catch their breath before the next leg of the journey. Who knows what other terrors await in the pitch of the underdark...
Campaign Summary #3:The group finally earn a long respite after earning their freedom just days earlier. The party set up camp in a cavern off the side of the main passage. During the morning routine of getting ready for the days journey Tor yelped as he felt something bite his neck. Once he turned it revealed a crossbow bolt sticking in his back. Soon Tor fell unconscious and the other members spotted some dark elf trackers that had located them. Apparently all the delays on their escape and the time lost with the cube had cost them desperately needed time. One of the trackers ran off to alert the main party of the location of the quarry they had chased for near to a week. The decision was made to retreat rather than stand and fight such formidable foes. Unfortunately one of the members, Eliri, was wounded and fell from her wounds. The party then rallied around their comrade and managed to revive her. While this battle raged the main party of drow caught up to the prey. Also, from behind a curious sight appears from a hidden alcove in the wall another dark elf. After a brief bit of antagonistic conversation Moxie convinced the party that she was there to help them rather than cause further harm. At the same time her companion Tinkertoc leader of A.S.P. showed up and provided much needed aid. During the skirmish two of the pursuing dark elves betrayed their comrades and proceeded to form a third faction of fighters. After a harrowing battle the desperate party managed to slay all foes save for the disfigured dark elf Jorlan. Some members of the party gave him reprieve to leave the area and never return, however Tinkertoc had a grudge that would only be settled by Jorlan's demise. After Jorlan made a tactical retreat Tink gave pursuit. Moxie quickly followed after a brief introduction. The party again wounded and desperate took a brief rest. The party then continued on towards Stools home. Before arriving they ran into one last hiccup. Arriving to a thick growth of mushrooms in a large cave. Passing through the party was ambushed by two large worm like creatures with maws full of several layers of teeth and paralyzing tentacles coming from their heads. The party managed to defeat the foes and continue onward towards the mushroom city. The party was welcomed with a warm reception and offered food. Soon they discovered that some evil was afoot. Perhaps not all was as quiet as it seemed. One of the elders asked the party to investigate. Who knows what trouble stirs in the midst of such a peaceful grove of myconids...
Campaign Summary #4:After a long unhealing rest inside the myconid colony, the party pulled themselves together after a fiercely vivid, haunting dream and a brief episode of insanity for a few of the members. During a hearty breakfast of...mushrooms! the party notices that a familiar presence approaches. Moxie the dark elf that had helped fight off the slavers alongside Tinkertoc the deep gnome. She greets the party warrily and asks them to proceed with all due haste to the city of Blingdenstone. Before leaving town the companions decided to venture out and aid the mushroom colony with an infestation of vile vermin. After a long brutal fight against a large deadly worm and a shambling mound of moss and earth the party were rewarded for their assistance. Waving goodbye to their new friends the party decided it would be best to head towards the city rather than linger here. During the journey the party made a wrong turn in the vast caverns of the underdark. After finding their way back towards a main path the group encountered a strange female voice pleading for help. The party being torn at what action to take decided to head towards the sound in hopes they could render aid...
Campaign Summary #5: After surviving an encounter with some wraiths the party discovers a sarcophagus that slides into the wall. It also opens up an alcove with some stairs leading down. Once descended into the sprawling burial site the party comes across a beautiful and elaborate room. In the middle of the room stands a statue in the shape of a large goliath in a combat pose. Moxie examines the statue and discovers that it is actually a petrified humanoid. She applies the last of her stone to flesh salve left to her by her old master and the party then meets its newest ally. At the same time as they begin introductions a vengeful wraith attacks the party for taking away its prize statue. The party manages to survive and discovers a large cache of gold, silver, jewels, and some magical items. Including a sentient longsword that called to them from the distance. The party then set out to finish the journey to town and arrived uneventfully. After a brief meeting with the guards of the gate the party is allowed access once the guards recognize Moxie is with the party. Before setting out to find Tinkertoc the party decides to do some well needed shopping since they have been surviving with subpar equipment up to this point...
Campaign Summary #6: The party finally heads to the main government building in the city. There they meet the gnome in charge as well as formally getting to meet Tinkertoc after fighting a desperate battle against their pursuers earlier in adventure. After some introductions and meeting a peculiar new member of the ragtag group, there was a commotion outside. The party investigates and discovers a crowd of civilians being threatened by some black puddings. The guards are barely managing to hold off the assault and the party engages for the common defense of the city. A familiar ally shows up during the fight to help distract the other piles of ooze. The party manages to stop the guards from harming it once the puddings are defeated. Most of the citizens are also saved. The party is given many tasks that need to be completed to prepare the city to function on its own. The group decides to hunt for the spell gems that were rumored to be in a deserted area. They head that way and find many different gnome statues placed outside a rough hewn part of the town. Once they enter they find out the reason. A medusa and her pet basilisk are hoarding the remaining spell stones. The party manages to defeat the duo losing two members to petrification. They are healed once they return the spellstones to the city. The group also finds a magical carpet capable of flying.
Campaign Summary #7: Today our capable party met with a bugbear named Hornby in the shop Sparkling Spectacular. The proprietor has multiple copies of himself that help tend to the shop and complete tasks. The party made some purchases to expand their ability to fight the denizens of the underdark. The party also decided to accept a contract from a priest in the area to cleanse an infected temple. There was some madness that was driving elementals insane near the area. The party receives a ruby spellgem that activates the local temple to the gnomish god. Once they place the gem inside of a statue carved from a stalactite at the entrance to the temple three earth elementals appear one at a time. The party manages to succeed in defeating the elementals and returning the guardians to their normal form just as the spellgem activates and sets the area as a sanctuary once more. After this success the party also agrees to set about trying to form some negotiations with the local infestation of wererats in town. After meeting with some unfortunate traps the halfling Eliri storms off to go celebrate in the inn and enjoy some rest. The rest of the party manages to work to a form of accords in agreement between the wererats and the gnomish inhabitants of the town...
Campaign Summary #8: Our dauntless party skulked around town for a bit before heading to the mines hearing rumors of missing miners in the local taproom The Foaming Mug. The party made it to the mines only to discover that the administrator of the mine was not present. The adventurers would have to head back to town. The group traveled back to town and finally was able to meet Senni Diggermattock, Dorbo's wife. The party accepted the contract to investigate the mines and discover what foul new menace was threatening the young settlement. On the way back to the entrance to the local mines the party stumbled into a swarm of insects fleeing something more sinister. After a brief struggle with the vile vermin the party cleaned the bug parts off their gear and once more set out towards the mine. Once they party arrived they met with the foreman who provided a map of the area the gnome was last seen in. The group quietly stalked the halls and eventually wound up near a small outpost where the mines could convalesce during their down time. Our group heard some arguing creatures that called themselves Vern and Brooba. Thane was sneaking away to stalk what the noise was when Rolen cast a spell of invisibility on Thane. Once they realized that there was no available light to see Rolen cast a spell of daylight to provide much needed light to a dark, damp situation. In the process the party Before the party stood two large, smelly, muscled trolls. The party caused some severe wounds to the monsters which seemed to mend themselves on their own. Thane had seen these vile abominations before from his youth. Often he would hear rumors of their ability to regrow limbs or even a severed head without the application of an acid or fire. Our heroes managed to defeat the fiends and summoned the guards to help dispose or imprison these two murdering abominations. Giving thanks and a promised spell the party took time to identify some of the other items they had discovered in the treasure horde of the trolls...
Campaign Summary #9: Our tireless band of adventurers was summoned to the main administration hall to discuss an urgent matter from Dorbo and Senni. As the party approached the raised daise with the desks the party noticed copious amounts of open books and tomes. The usual flurry of work was now a full ferver. The leaders spoke of a town guardian that was controlled from an outpost west of town some two days. The band of intrepid adventurers quickly agreed to scout out the area and activate this ancient guardian for the city. They were given provisions and set out on their charge.
After an uneventful days journey the party settled down in a nook off the main passage. During the night the group encountered some strange movements on the edge of the visible light. After some brash investigation on behalf of the dwarf and a brief struggle with some grell the party emerged victorious. They discovered a nest with some coin to spend and a shiny greatsword in the nest. After discovering its magical properties Jheryn discovered its fateful curse that would soon come into play in their next encounter. The party traveled west another day and literally stumbled upon a wonderful campsite hidden past some hanging moss and mushroom patches. Once inside the party decided to rest.
As fate would have it the party would also stumble into the entrance to the elemental barracks through the same manner in which they had discovered the nook. Our heroes plunged into the darkness but, decided that caution was best since they were unaware of the dangers here. The companions moved through an extremely long hallway past several defense mechanisms. After arriving at the main hall they discovered a large room that had a few offshoot rooms, 2 rugs, and 3 scary statues. Suspecting a defense mechanism, the party sent out an "expendable?" member to investigate. As "Rick the Skeleton" approached the circle of magic the trap sprung and the room itself attacked. During the frey Eliri became entangled by one of the magical red rugs which had previously infuriated Jheryn. The problem was that Jheryn was wielding a cursed greatsword that insisted he attack the creature that had dealt damage to him. The same piece of carpet that had Eliri snared. Indeed the same carpet that shared damage it received with the one unfortunate enough to be ensnared by it. After a harrowing yet heroic fight the party managed to overcome the attackers and activate the circle of defense. Once again the elemental of protection would come to the aid of the gnome nation. With their stout guardian, the party had an uneventful journey back to town to earn some rest and relaxation.
Side Quest note: While his comrades rested Thane investigated the rumors of that his order was in town. He managed to discover them as he was setting out on his mission. Grandmaster Blergin and acolyte Sorni Mountainchaser were the surprised to see another of their order here.. After a confused exchange the elder realized who Thane was and they found that they had much to rejoice about. Explaining where he had been for 200 years Thane provided a thrilling tale of his adventures through the underdark up until this point.
The master suggested that the two students sparr as equals. Thane accepted and Blergin was most happy to oblige in a contest of skill. Thane demonstrated some remarkable feats of monk prowess that he had taught himself. After providing his last ounce of will into the battle, Sorni was forced to submit. The interesting turn in this event was that near to 200 years ago Sorni's grandfather had cause the very scar upon Thane's face.
After it was all said and done Master Blergin invited Thane to return with them to the monastery to continue his training. Thane politely suggested he needed to finish his trial as his first one never truly was completed. Master Blergin agreed and performed one last ceremony before the monks departed. In a simple rite Master Blergin bestowed the tile of Master on Thane due to his resilience and mastery of untrained skills. Thane gratefully accepted this nomination. Now equals the three monks departed to the Foaming Mug for a drink. The monks traded knowledge of events in the world. Master Blergin spoke of the strange evils that had been bubbling to the surface worlds and further confided that it would be best to see Thane's duty complete down here for the better of all.
Still on a high cloud from the recent revelations, Thane decided to take a walk in the quiet part of town. He came to a ghost that seem to be listlessly wandering, stuck in some form of torturous loop. Thane's spirits were high so he was unaffected by the specters attempts to frighten him off. He followed as the entity fled to its former residence. When he entered he noticed the skeletal remains of a gnome that was reaching for something under the bed. After an intuitive investigation he felt the need to give the remains a proper rest. Thane also knew he was near the Barrows where the gnomes interred their dead. He gathered up a dusty journal and some other items and set about to give some peace to this war torn spirit. After entering the Barrows he came to another spirit that seemed to think it was still in life. After a few heart wrenching moments the ghost finally discovered it had passed away some 800 years prior. The two unlikely companions decided to interr the rest of the restless spirits and give them peace. They spent the next three days removing bodies from homes and rounding up ghosts. Once they were all done some 30 ghosts had refused to pass on. Mostly administrators and guards that still felt some desire to defend their city somehow. With an idea stirring in his mind, Thane suggested that the ghostly residents should meet Dorbo and Senni. The two new companions traveled to the town and introductions were made and a bargain was struck. Now was the time to assault the pudding king. Now was the time to take back the city.
During the planning session a joyful resolution was suggested and passed. Dorbo and Senni would be the new rightful King and Queen of Blingdenstone; to rule over a prosperous new city once the pudding king was vanquished...
Campaign Summary #10: The Battle for Blingdenstone has begun! After some brief preparations the party decided to go with the plan of using the sewers to infiltrate and strike against the Pudding King. The adventurers moved into the sewers and discovered a gelatinous cube near the exit. Unfortunately the cube could pass through the tiny spaces but the adventurers were not able to get through or break down the bars. During the scuffle with the cube the sounds of combat managed to awaken a Gibbering Mouther. Overall the party sustained injuries to their pride as they succumbed to the unworldly speech coming from the monstrosity. As the party pressed forward into the muck they spotted a couple Black Pudding. They dispatched the puddings with some minor damage from the acid splash and were able to progress to the exit to the sewers. The battles mid point the heroes took a short respite before the battle above the sewers would begin. What awaited them on the surface only the gods knew at this point...
Campaign Summary #11: As the party was ascending up out of the sewers Moxie let out a terrible shriek and collapsed at the base of the ladder. Our party made the snap descision to send her back with her pet and Jheryn as her protector. The party pressed onward but unfortunately the screams Moxie made alerted the Pudding King to trespassers in his midst. The true fight had begun. Shortly at the start the pudding king managed to enthrall our noble hero Thane and turn him against his allies. He also declared the slimes present to assault our party. Two he called by name. Prince Livid and Princess Ebonmire. A psychic grey ooze and black pudding respectively. They were decorated with worn trinkets of station in the strangest of sights. The pudding king fled while his minions and "children?" took on our intrepid party. The members had a hard fight almost succumbing to Thanes brutal onslaught. As luck would have it Thanes resolute will finally managed to shake off the effects of the spell and the battle turned in the hero's favor. During the battle more creatures joined the fray to attack our heros but the Slime Glabberdegloop showed up just in time to keep the attackers busy and allow the party to complete its mission, the destruction of the pudding king! The group made their way cautiously to the throne room. As they did they realized that 2 large gelatinous cubes and a dog shaped ocre pudding were in the way. During the struggle the pudding king mercilessly cast spell after spell against the party including a choking cloud that was almost their demise as the cubes melted their defenses. Thane managed to sneak around the side of the filthy cloud and interrupt the concentration of the mastermind just in time for the party to finish off the oozes. The battle with the pudding king would wind on as spells were heaved and Rolen turned to the defensive healing and protection of his team. With a gasp after a heavy blow from Thane the pudding king cried out for help from Juiblex. In an instant the pudding king transformed into a gelatinous cube before the party. The battle at this point was mostly of desperation on part of the pudding king. With an agile swing of her dagger and a flick of her wrist Eliri managed to end the reign of the pudding king as he transformed back into his human self he cried out for someone named Avaline as his head was severed from his foul neck. Oozes then pressed from all sides. The ghosts and some golems came to the parties aide but not before our adventurers discovered a journal and a strange lock box near the throne. As the party reached safety they decided to catch their breath and discover what secrets remained inside this strange box and what tales the slimy journal would tell them. Only the future would tell...
Campaign Summary 12: Our adventurers were relishing in their recent victory over the pudding king inside the inn in Blingdenstone. They managed to solve the puzzle box and find a tree twig and acorn inside this very ornate and velvet interior. Apon inspection the party discovered traces of ancient earthen magic residing within the two objects, however none were able to recall any knowledge about the two mysterious items. Soon after their discovery the saw another interesting site. A lone kobold entered the tavern and discreetly began to shadow the party. During a playful moment from Moxie she threw the acorn aiming it to Rolen but missed and hit the strange lizard creature in the back instead. The party apologized and quickly scooped up the acorn off the floor and returned it to its palace.
Soon after, the hero's went to meet with the king and queen Diggermattock. They exchanged pleasantries and were rewarded with money which was refused and in turn the groups wizard was provided with supplies to scribe the spells she had discovered into her book. They also found that the trade caravan had found a way through. Apparently the found a route that lead them through Grakulstaul and the Sarhaigan village across an enormous underground lake. It would be a longer journey to Gauntlgrym but it would now be possible to finally leave the dark and dismal underdark. Hope blossomed in a sun starved Eliri. That night before leaving the party again had another strange dream. It started with peace and tranquility but soon turned to darkness and despair. Moxie was able to steel herself against its influence but now Eliri was struck with some sort of wasting effects.
The champions decided to take up the front and rear of the caravan and after only a few hours met a strange drow blocking their path forward. He rather calmly asked for the partie's immediate surrender but was met with scorn. In response he snapped his fingers and two large fleshy golems appeared at the sides of the tunnel ahead. Battle ensued and the party was just getting a handle of the assassination attempt when a rumbling was heard. Suddenly a large bulette burst from the ground and snapped at anything that could prove a meal for it. This complicated the fray and many times the heroes were knocked unconscious. In the end the party managed to scrape by thanks to a last second fireball from the necklace that Moxie had chosen to wear. In the end the little kobold that the party knew nothing about saved over half the forward vanguard from meeting their demise.
What agenda did this little creature have? Could he be trusted? Only the future would tell and sadly none of our illustrious heros had a crystal ball to show their fate.
Campaign Summary #13: After the recent ambush the heroes searched the area for any further signs of danger. Moxie also discovered a peculiar dice set upon the drow's body. As she walked back across the bridge her keen senses noticed that the bridge over the deep chasm had been sabotaged and would be unsafe for travel. She let the gnomes know and a delay was set only a few hours out of town.
Meanwhile Cade came from the rearguard to check the status of his mates in the front. As he passed many carriages and wagons he casually noticed a family with many children. One mentioned a creature named an Oni. The others mocked her and said that such creatures do not exist. A passing dwarven merchant with a large glaive also heard this and gave the children a fright with a nursery rhyme.
Lock the door, blow out the light;
The hungry oni haunts the night.
Hide and tremble, little one;
The oni wants to have some fun.
Hear it scratching on the door;
See its shadow cross the floor.
The sun won’t rise for quite a while;
Till then, beware the oni’s smile.
Soon after the parents noticed that there was a stranger meddling with the kids and whisked them away inside the carriage as a babies cry rang out. Cade passed on amused as he saw the dwarf smile maliciously and disappear around the side of one of the wagons.
Cade soon met up with his companions and they set out to explore for dangers ahead. The party came to the area known as the "fingers of the lost" and discovered a gnoll hunting party that was pursuing a pair of hook horrors. The gnolls decided the adventurers would make a better snack and easier prey however, they soon found the party to be much more to handle and were routed completely. The party made their way back to the caravan to lick their wounds and to report to the caravan master Brunheim.
As they were very near to the caravan, Cade's mind wandered to the rhyme he had heard earlier. So familiar to children in this world that he could recite it by memory. He began the lines and finished with a finality that sent a chill down his spine. He was not alone in the recitation. Some other entity had stirred his memory and spurred his tongue on. As he came to this realization a horrible scream was heard in the distance. A mournful wail from a desperate mother...
Campaign Summary #14: After the battle against the gnolls the party decided to return to the caravan for some much needed rest. On the trip back Rolen received a message of urgent request from his trusty blade. He quickly gathered the acorn and twig and disappeared through a slashed he carved into the air with his blade vowing to catch up to the party. The hero's headed back towards the caravan and sure enough Rolen returned. He was changed however in some imperceptible way. He explained that the acorn was a treaty between the fae realms and that he was a servant of one called Titania. Also following close behind was another oddity. A half-elf stepped through before the portal fully closed. He introduced himself as a member of the fairy court. Rolen spoke for the stranger using his new position and knowledge to reassure his comrades. The group returned to the caravan and encountered a gruesome scene at the caravan and were ambushed by yet another creature that was selected to attack the party. The creature after sustaining some wounds and causing some trouble with the party fled as he could not sustain the assault against such a superior number of foes. The group then received a warning from the gnomish spy organizations too late. They were promised one of the two remaining maps and given instruction about general directions from the caravan master Brunt.
Letter:
Shortly after your return to the caravan a young gnome approaches you. Gasping to catch his breath he approaches you, "h-h-hi" he stammers. "I am Corvo, I bring a message from the Lord and Lady Diggermattock." He briefly bows and presents a fine looking parchment sealed with what you assume is the new leaders seal. You cautiously open the letter.
Our esteemed and brave champions,
I write this letter in haste in hopes that it reaches you before trouble comes. We have received information from a spy network we had placed inside of Menzoberranzan. It has come to us that you are all in the greatest danger that we could imagine. You have some enemies of the great houses. Also, it was mentioned that some "other" sources wanted your "distraction" removed from the underdark. We were not given specific information due to the passage of codes, ciphers, and agents. I wanted to warn you and give you instruction that it will most likely not be safe with the caravan. I know you have the best intentions in regard to our peoples safety so I will not instruct you on a course of action but I urge you to take these matters seriously. I have instructed my courrier to give the caravan master leave to give you one of the two maps that we have. It will outline a few different routes you can take depending on your choices.
I know the wrath and hatred that the City of Spiders can leverage and believe me Lolth's servants are not to be disregarded. Something foul stirs in our homeland. I pray for my people and the ones that choose to live at peace like the the myconids.
May the blessing of Callarduran be upon you. I wish you haste and safety in your journey although I fear your path is a dangerous one. Glabberdagloop warns of Juiblex's revenge. We have appointed Tinkertoc as our spymaster and advisor. He will have his scouts will continue to inform you of any news they hear. He also wished for us to send his love to Moxie and his wishes for prosperity and peace.
Campaign Summary #15: The party set forth soon after making their final decision. They approached the darklake without any further delay or encounters. After arriving near the lake the the group was met with a curious sarhagan demanding their price for passage. Before any negotiations could be completed yet another odd sarhagan appeared and made an offer of passage if the party would help them stop his daughter from corrupting the gods of their species. The party would be "tied" up as hostages to be sacrificed and when the time came they would stop the priestess in whatever means was required.
After the heroes agreed to the terms they set off on the large raft that the sarhagans produced from around a bend in the lake that was out of sight. The part boarded the raft and set off across the immense span of water. During the journey the raft was accosted by some ravenous dark lurkers and water weirds. One group hungry and the other a lost magical construct of water. The party defeated the enemies and continued the journey across the lake.
Campaign Summary #16: Tonight our heroes arrived at the Kuo-tua town and were able to infiltrate it as prisoners. After some quick scouting from Rolan the party discovered a few exits from the town. After waiting for a few hours the party was lead out to the ritual site before a grotesque shrine to some creature named Lemogorgooon of the deep. After a couple of the fish people sacrifices were pushed in and devoured by a hoard of small rays. The signal was given and the attack commenced. After a brief start to the battle the ceremony completed itself with the blood of the previous sacrifices. The water began to bubble and an inky substance began to mask the water as a large demon poured out of the water into the massive cavern and began to lay waste to the area and its inhabitants.
Our party decided to discretion was the better part of valor and followed the lead of escape from the head fish person. On the way out the party encountered some problems from the now discovered Demogorgen. Rolen barely survived and was momentarily stunned by this evil presence. Eliri stayed to try and help her friend escape its clutches. During this escape Eliri sacrificed her own life by stopping to help Rolen.
With a moment of bravery inspired by rigid monk training Thane was able to overcome his fear of this massive beast and step out to retrieve Eliri's broken body. The party traveled down the left most path as our kobold hero had already went down the main path. An earthquake struck from the rampaging, raging demon. Our party began to slide down the now collapsing tunnel they went down.
Our party now separated and one member mortally wounded what will become of our heroic party? Will Moxie have a new toy to play with? Time will tell...
Campaign Summary #17: Our bold adventuring party started out in quite a dire situation. The relentless attacks of the prince of demons had caused quakes and tremors for many miles. One of these tremors made the floor collapse under our fleeing parties' feet. Thane managed to wedge himself in the hallway as the floor gave out, Moxie managed to cling to Thane's torso and Lorath managed to hang on to Moxies legs. Together they managed to scramble safely to a series of small ledges. Meanwhile Rolen was falling uncontrollably. He did manage to dig out the carpet that he conveniently happened to have and catch his fall before he plummeted to his death in a lake of liquid lava. The party managed to scramble and fly to a safe passageway leading off from the hot and gaseous chamber. Even their small kobold friend managed to reconnect with his friends with his loud booming voice.
After the party made their way down the tunnel to get away from the noxious fumes and heat, they came across a temple face carved into the side of a large cavernous area. A flow of water had eroded much of the area and caused many parts of the temple to wash away. Slippery moss and fungus were abound around the temple. During the investigations the party stumbled upon two sleeping trolls. However, these trolls were not like their weeker cousins. There blood was a noxious spray that cause damage with each strike they took. During the first attack a particularly large glob hit the already weakened Rolen. Unfortunately due to his encounter with the demon this was enough to slay our fearless member of the party. The heroes managed to outwit the two trolls and slay them with magical fires.
Losing the second member in one day the party set about picking up the pieces and organizing themselves for the journey ahead. With even larger bonds of friendship they paid last respects to Rolen and set out on the next leg of their adventure. An old superstition was that trouble sired three children. After such a day there was still one child that remained unseen...
Campaign Summary #18 & #19: Last week the party came together again as a whole and overcame some minor encounters on their journey. This week our heroes descended farther into the madness and ruthlessness that is the underdark. The party was just setting up came after a rough adventuring day. During the first watch Eliri kept hearing and feeling a rumbling sound coming from further along the path they traveled. She quickly recognized the need to wake the party and our heroes soon found themselves staring down a two headed stone giant that appeared to be rambling mad ravings about many ancient demonic threats. Thane decided to use a curious item of Rolen's former possessions and summon an earth elemental to their aid. The elemental was able to soak some damage from the brutal blows dealt by the insane giant, however all was not well for long as Thane was struck with a mighty swing and was not able to hold his concentration on the elemental's magical bonds. Enraged, the elemental attacked the local party and now the party was facing danger on two fronts. The one saving grace was that the giant and elemental were in such a frenzy that they were not focusing their attacks one any specific members of the party which gave the heroes the edge they needed to persevere the terrifying encounter. Shortly after both creatures were felled another more calm stone giant approached and explained some of the situation to the wary travelers. The giant had lost his mind recently and perhaps in a more strange turn of events had grown an extra head and escaped captivity to rampage through the underdark. After thanking the party he offered them rest, reward, and directions on what dangers may lie ahead. After all was said and done the party chose to face minotaurs and potentially an unknown dragon rather than deal with the sometimes treacherous dwarves. The party set out on their journey with fresh provisions and renewed vigor.
Three days later the party came across a cave filled with a deadly yellow mold. Moxie used her wits and threw one of her beads of fireball and sanitized the room for safe passage to protect them as they passed. However, it appeared that there had also been ochre jellies hiding in the dark and now battle was upon them. The party used their expertise to dispatch the creatures with due haste and continued their descent into the dark and lonely madness. What will await our adventurers in the cold dark maze...
Campaign Summary #20 & #21: The party met up with a new addition in their quest for the surface. A prisoner was being tortured by some minotaurs. The party stumbled upon the scene when they were trying to navigate their way through the winding city. After defeating the minotaurs one was able to run and sound an alarm.
The party quickly fled the opposite direction of the sounds that were coming to surely harass them. The party them stumbled into another minotaur. This creature had much different motives however than his companions. He wanted to rid the maze of the vile undead copper dragon that had taken control over most of his clan. He offered to let the party go and pointed in a direction.
An hour after fleeing the party found a place to rest. A former slave quarters with two doors to barricade themselves in. The group began a long deserved rest. However as fate would have it some minions of the dragon Goronear wandered into the party's resting area and a battle ensued. With the aid of divine magic the party soundly defeated the minotaur skeletons and was able to complete their rest. A short time later near morning the minotaur that had allowed the party to escape appeared. He offered a story and hope past the last hurdle for the surface.
Campaign Summary #22: After an almost restful night under the watch of the recent minotaur ally. The group is lead to their fateful encounter with Goronear, the decaying former copper dragon, who has overtaken the minotaur nation into some sort of thrall. The body is near to indistinguishable from a corpse of a true dragon. The stench over powers the nostrils. The brave band of adventurers decide stealth and surprise is their best chance of attack. With the aid of sneaking spells and invisibility Eliri and Thane move within reach to strike a hearty blow against there soon to be foe. The rest of the party begins to set up the ambush as the young and whiley kobold uses the stone to summon an elemental and send it under the earth to ambush the dragon. This sound of burrowing disturbs the particularly alert dragon as he wastes the time he has by plotting his next moves against his foes. The battle starts off at a hopeless pace as over half the party succumbs to the beasts acidic breath. With some lucky blows and at devastating opening salvo the party manages to vanquish this minion of chaos. As the former glorious beast dies out it crys the name of Orcus, a prince among demons. Soon the party are surrounded by the now confused and dazed minotaurs. The shaman who requested help comes to the rescue of the adventurers and calls down his clan and provides a much needed respite from danger. Meanwhile, our little kobold friend manages to sneak over and grab "his" share of the dragons wealthy horde. Including an item of some magical value. Less than a month away from freedom from the cold and blackness that is the underdark our party is almost there...
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Welcome to Roenarch. A world that has many opportunities for adventure.
Notes:
Avadash-city on plains where campaign started
Roderick-village watch commander Veteran
Town Guards x6 three shifts Guard
Kelton-sheriff/mayor Noble
Crag Hill-name of the lonely mountain in the Shadowfell plains
Shadowfell - area that the plains are located in (named after the demi-plane that sometimes comes into contact with the prime plain)
Campaign Summary #1: Rolen and Cade had joined forces after Cade interceded on a chance encounter with some goblins on the road. After affirming their mutual goals they both decided to investigate the local keep in the Shadowfell area. Inside they found a warren of goblin and hobgoblin hosts. They proceeded to dispatch a vast majority of them. Along the way the met a young Halfling named Eliri and a boisterous dwarf named Tor that were battling a pair of translucent spiders. With success as their gauge they decided to combine their efforts and search the keep together to meet their individual goals. After a brief encounter with a troop of elite hobgoblins they encountered a strange, ornately robed Drow, her servant, and 2 lumbering creatures. The battle quickly took a turn for the worse. After Rolen and Cade were felled Tor made a last stand. When a devastating blow was at last struck to Tor, Eliri decided discretion was the better part of valor. She fled along with Rowana, Cade's newest companion. After many fever dreams and an unknown time unconcious you find yourselves awakened inside a cell in what you could only conclude is far below the earth in the underdark. Will Eliri be able to rescue her newest companions? Will you escape a life of eternal slavery? We shall see...
Campaign Summary #2: After waking up as prisoners of the drow Rolen and Cade find themselves surrounded by a plethora of strange creatures. A shield dwarf, a drow, a duergar, a strange creature claiming to be a polymorphed elven prince, a beaten and wounded, nearly naked drow, a small little curious mushroom that keeps insisting that someone help it get home, a pair of twin deep gnomes, a couple of kia toa, and lastly another deep gnome who seemed to be very obsessed with flipping a coin. Many days are spent under hard labor. Often tasks are menial and meant for nothing more than to tire the weary and underfed prisoners. Tor remains unconscious for 3 days before finally awakening to this personal hell. During an earlier encounter one of the drow named Jorlan offered to help assist the captives in their escape. What his motive was remained a mystery because thanks to the clever distraction by Eliri, who had been shadowing the city for some time, set fire to the quaggoth pen. Along the way she brushed by a guard and retrieved the keys to the prison cell. As the group made their escape to where Eliri had managed to sneak all the gear out of the outpost they got caught in a pursuit between several beings from a more sinister dimension. This also happened to provide excellent cover for them to escape as the drow were not expecting visitors and surely did not welcome these abominations into their presence. During the chaos the shield dwarf ally had become separated unbeknown to the group. All the prisoners scattered in different directions. The small fungus named Stool insisted his people could provide assistance and he would guide them there. The beaten drow followed close behind along with the quaggoth that claimed to be a prince. After a few days travel the party came upon a smoothed out section of the tunnel. During an odd seismic event there was a collapse of the tunnel ends and a new passage opened up into some strange flooding temple to an unknown entity. The party ventured forth into the collapsed tunnels and rooms fighting acidic slime on top of acidic puddings. Eventually the party met a curiously intelligent gelatinous cube. The creature seemed amendible to helping the trapped party escape this ancient temple. After collapsing a portion of a cracked wall and flooding the rest of the buried temple the group manged to swim out and continue their journey. The group then traveled further on fighting hunger with the aid of Rolen's magic magic. The group discovered a wide chasm separated by nothing by spider webbing. They also met two seemingly amused goblins who enjoyed "web surfing" around who offered to guide the heroes through the maze of webs and dangers. Luck however was not with the heroes as Rolen and Cade both stepped on a web that had decayed too much and fell and got trapped in some further webbing. This also alerted some spiders to the presence of a quick meal. After defeating the spiders they continued on with the aid of the goblins, however before fully traversing the cavern the party ran into a fearsome spector. An offshoot of a terrible beholder was enough to give the group a challenge almost too great for their skills. The party did come out victorious thanks to some teamwork also while managing to protect the unconscious Cade from the earlier spider encounter. After finishing the journey over the spider web the party decided to take a short break to catch their breath before the next leg of the journey. Who knows what other terrors await in the pitch of the underdark...
Campaign Summary #3: The group finally earn a long respite after earning their freedom just days earlier. The party set up camp in a cavern off the side of the main passage. During the morning routine of getting ready for the days journey Tor yelped as he felt something bite his neck. Once he turned it revealed a crossbow bolt sticking in his back. Soon Tor fell unconscious and the other members spotted some dark elf trackers that had located them. Apparently all the delays on their escape and the time lost with the cube had cost them desperately needed time. One of the trackers ran off to alert the main party of the location of the quarry they had chased for near to a week. The decision was made to retreat rather than stand and fight such formidable foes. Unfortunately one of the members, Eliri, was wounded and fell from her wounds. The party then rallied around their comrade and managed to revive her. While this battle raged the main party of drow caught up to the prey. Also, from behind a curious sight appears from a hidden alcove in the wall another dark elf. After a brief bit of antagonistic conversation Moxie convinced the party that she was there to help them rather than cause further harm. At the same time her companion Tinkertoc leader of A.S.P. showed up and provided much needed aid. During the skirmish two of the pursuing dark elves betrayed their comrades and proceeded to form a third faction of fighters. After a harrowing battle the desperate party managed to slay all foes save for the disfigured dark elf Jorlan. Some members of the party gave him reprieve to leave the area and never return, however Tinkertoc had a grudge that would only be settled by Jorlan's demise. After Jorlan made a tactical retreat Tink gave pursuit. Moxie quickly followed after a brief introduction. The party again wounded and desperate took a brief rest. The party then continued on towards Stools home. Before arriving they ran into one last hiccup. Arriving to a thick growth of mushrooms in a large cave. Passing through the party was ambushed by two large worm like creatures with maws full of several layers of teeth and paralyzing tentacles coming from their heads. The party managed to defeat the foes and continue onward towards the mushroom city. The party was welcomed with a warm reception and offered food. Soon they discovered that some evil was afoot. Perhaps not all was as quiet as it seemed. One of the elders asked the party to investigate. Who knows what trouble stirs in the midst of such a peaceful grove of myconids...
Campaign Summary #4: After a long unhealing rest inside the myconid colony, the party pulled themselves together after a fiercely vivid, haunting dream and a brief episode of insanity for a few of the members. During a hearty breakfast of...mushrooms! the party notices that a familiar presence approaches. Moxie the dark elf that had helped fight off the slavers alongside Tinkertoc the deep gnome. She greets the party warrily and asks them to proceed with all due haste to the city of Blingdenstone. Before leaving town the companions decided to venture out and aid the mushroom colony with an infestation of vile vermin. After a long brutal fight against a large deadly worm and a shambling mound of moss and earth the party were rewarded for their assistance. Waving goodbye to their new friends the party decided it would be best to head towards the city rather than linger here. During the journey the party made a wrong turn in the vast caverns of the underdark. After finding their way back towards a main path the group encountered a strange female voice pleading for help. The party being torn at what action to take decided to head towards the sound in hopes they could render aid...
Campaign Summary #5: After surviving an encounter with some wraiths the party discovers a sarcophagus that slides into the wall. It also opens up an alcove with some stairs leading down. Once descended into the sprawling burial site the party comes across a beautiful and elaborate room. In the middle of the room stands a statue in the shape of a large goliath in a combat pose. Moxie examines the statue and discovers that it is actually a petrified humanoid. She applies the last of her stone to flesh salve left to her by her old master and the party then meets its newest ally. At the same time as they begin introductions a vengeful wraith attacks the party for taking away its prize statue. The party manages to survive and discovers a large cache of gold, silver, jewels, and some magical items. Including a sentient longsword that called to them from the distance. The party then set out to finish the journey to town and arrived uneventfully. After a brief meeting with the guards of the gate the party is allowed access once the guards recognize Moxie is with the party. Before setting out to find Tinkertoc the party decides to do some well needed shopping since they have been surviving with subpar equipment up to this point...
Campaign Summary #6: The party finally heads to the main government building in the city. There they meet the gnome in charge as well as formally getting to meet Tinkertoc after fighting a desperate battle against their pursuers earlier in adventure. After some introductions and meeting a peculiar new member of the ragtag group, there was a commotion outside. The party investigates and discovers a crowd of civilians being threatened by some black puddings. The guards are barely managing to hold off the assault and the party engages for the common defense of the city. A familiar ally shows up during the fight to help distract the other piles of ooze. The party manages to stop the guards from harming it once the puddings are defeated. Most of the citizens are also saved. The party is given many tasks that need to be completed to prepare the city to function on its own. The group decides to hunt for the spell gems that were rumored to be in a deserted area. They head that way and find many different gnome statues placed outside a rough hewn part of the town. Once they enter they find out the reason. A medusa and her pet basilisk are hoarding the remaining spell stones. The party manages to defeat the duo losing two members to petrification. They are healed once they return the spellstones to the city. The group also finds a magical carpet capable of flying.
Campaign Summary #7: Today our capable party met with a bugbear named Hornby in the shop Sparkling Spectacular. The proprietor has multiple copies of himself that help tend to the shop and complete tasks. The party made some purchases to expand their ability to fight the denizens of the underdark. The party also decided to accept a contract from a priest in the area to cleanse an infected temple. There was some madness that was driving elementals insane near the area. The party receives a ruby spellgem that activates the local temple to the gnomish god. Once they place the gem inside of a statue carved from a stalactite at the entrance to the temple three earth elementals appear one at a time. The party manages to succeed in defeating the elementals and returning the guardians to their normal form just as the spellgem activates and sets the area as a sanctuary once more. After this success the party also agrees to set about trying to form some negotiations with the local infestation of wererats in town. After meeting with some unfortunate traps the halfling Eliri storms off to go celebrate in the inn and enjoy some rest. The rest of the party manages to work to a form of accords in agreement between the wererats and the gnomish inhabitants of the town...
Campaign Summary #8: Our dauntless party skulked around town for a bit before heading to the mines hearing rumors of missing miners in the local taproom The Foaming Mug. The party made it to the mines only to discover that the administrator of the mine was not present. The adventurers would have to head back to town. The group traveled back to town and finally was able to meet Senni Diggermattock, Dorbo's wife. The party accepted the contract to investigate the mines and discover what foul new menace was threatening the young settlement. On the way back to the entrance to the local mines the party stumbled into a swarm of insects fleeing something more sinister. After a brief struggle with the vile vermin the party cleaned the bug parts off their gear and once more set out towards the mine. Once they party arrived they met with the foreman who provided a map of the area the gnome was last seen in. The group quietly stalked the halls and eventually wound up near a small outpost where the mines could convalesce during their down time. Our group heard some arguing creatures that called themselves Vern and Brooba. Thane was sneaking away to stalk what the noise was when Rolen cast a spell of invisibility on Thane. Once they realized that there was no available light to see Rolen cast a spell of daylight to provide much needed light to a dark, damp situation. In the process the party Before the party stood two large, smelly, muscled trolls. The party caused some severe wounds to the monsters which seemed to mend themselves on their own. Thane had seen these vile abominations before from his youth. Often he would hear rumors of their ability to regrow limbs or even a severed head without the application of an acid or fire. Our heroes managed to defeat the fiends and summoned the guards to help dispose or imprison these two murdering abominations. Giving thanks and a promised spell the party took time to identify some of the other items they had discovered in the treasure horde of the trolls...
Campaign Summary #9: Our tireless band of adventurers was summoned to the main administration hall to discuss an urgent matter from Dorbo and Senni. As the party approached the raised daise with the desks the party noticed copious amounts of open books and tomes. The usual flurry of work was now a full ferver. The leaders spoke of a town guardian that was controlled from an outpost west of town some two days. The band of intrepid adventurers quickly agreed to scout out the area and activate this ancient guardian for the city. They were given provisions and set out on their charge.
After an uneventful days journey the party settled down in a nook off the main passage. During the night the group encountered some strange movements on the edge of the visible light. After some brash investigation on behalf of the dwarf and a brief struggle with some grell the party emerged victorious. They discovered a nest with some coin to spend and a shiny greatsword in the nest. After discovering its magical properties Jheryn discovered its fateful curse that would soon come into play in their next encounter. The party traveled west another day and literally stumbled upon a wonderful campsite hidden past some hanging moss and mushroom patches. Once inside the party decided to rest.
As fate would have it the party would also stumble into the entrance to the elemental barracks through the same manner in which they had discovered the nook. Our heroes plunged into the darkness but, decided that caution was best since they were unaware of the dangers here. The companions moved through an extremely long hallway past several defense mechanisms. After arriving at the main hall they discovered a large room that had a few offshoot rooms, 2 rugs, and 3 scary statues. Suspecting a defense mechanism, the party sent out an "expendable?" member to investigate. As "Rick the Skeleton" approached the circle of magic the trap sprung and the room itself attacked. During the frey Eliri became entangled by one of the magical red rugs which had previously infuriated Jheryn. The problem was that Jheryn was wielding a cursed greatsword that insisted he attack the creature that had dealt damage to him. The same piece of carpet that had Eliri snared. Indeed the same carpet that shared damage it received with the one unfortunate enough to be ensnared by it. After a harrowing yet heroic fight the party managed to overcome the attackers and activate the circle of defense. Once again the elemental of protection would come to the aid of the gnome nation. With their stout guardian, the party had an uneventful journey back to town to earn some rest and relaxation.
Side Quest note: While his comrades rested Thane investigated the rumors of that his order was in town. He managed to discover them as he was setting out on his mission. Grandmaster Blergin and acolyte Sorni Mountainchaser were the surprised to see another of their order here.. After a confused exchange the elder realized who Thane was and they found that they had much to rejoice about. Explaining where he had been for 200 years Thane provided a thrilling tale of his adventures through the underdark up until this point.
The master suggested that the two students sparr as equals. Thane accepted and Blergin was most happy to oblige in a contest of skill. Thane demonstrated some remarkable feats of monk prowess that he had taught himself. After providing his last ounce of will into the battle, Sorni was forced to submit. The interesting turn in this event was that near to 200 years ago Sorni's grandfather had cause the very scar upon Thane's face.
After it was all said and done Master Blergin invited Thane to return with them to the monastery to continue his training. Thane politely suggested he needed to finish his trial as his first one never truly was completed. Master Blergin agreed and performed one last ceremony before the monks departed. In a simple rite Master Blergin bestowed the tile of Master on Thane due to his resilience and mastery of untrained skills. Thane gratefully accepted this nomination. Now equals the three monks departed to the Foaming Mug for a drink. The monks traded knowledge of events in the world. Master Blergin spoke of the strange evils that had been bubbling to the surface worlds and further confided that it would be best to see Thane's duty complete down here for the better of all.
Still on a high cloud from the recent revelations, Thane decided to take a walk in the quiet part of town. He came to a ghost that seem to be listlessly wandering, stuck in some form of torturous loop. Thane's spirits were high so he was unaffected by the specters attempts to frighten him off. He followed as the entity fled to its former residence. When he entered he noticed the skeletal remains of a gnome that was reaching for something under the bed. After an intuitive investigation he felt the need to give the remains a proper rest. Thane also knew he was near the Barrows where the gnomes interred their dead. He gathered up a dusty journal and some other items and set about to give some peace to this war torn spirit. After entering the Barrows he came to another spirit that seemed to think it was still in life. After a few heart wrenching moments the ghost finally discovered it had passed away some 800 years prior. The two unlikely companions decided to interr the rest of the restless spirits and give them peace. They spent the next three days removing bodies from homes and rounding up ghosts. Once they were all done some 30 ghosts had refused to pass on. Mostly administrators and guards that still felt some desire to defend their city somehow. With an idea stirring in his mind, Thane suggested that the ghostly residents should meet Dorbo and Senni. The two new companions traveled to the town and introductions were made and a bargain was struck. Now was the time to assault the pudding king. Now was the time to take back the city.
During the planning session a joyful resolution was suggested and passed. Dorbo and Senni would be the new rightful King and Queen of Blingdenstone; to rule over a prosperous new city once the pudding king was vanquished...
Campaign Summary #10: The Battle for Blingdenstone has begun! After some brief preparations the party decided to go with the plan of using the sewers to infiltrate and strike against the Pudding King. The adventurers moved into the sewers and discovered a gelatinous cube near the exit. Unfortunately the cube could pass through the tiny spaces but the adventurers were not able to get through or break down the bars. During the scuffle with the cube the sounds of combat managed to awaken a Gibbering Mouther. Overall the party sustained injuries to their pride as they succumbed to the unworldly speech coming from the monstrosity. As the party pressed forward into the muck they spotted a couple Black Pudding. They dispatched the puddings with some minor damage from the acid splash and were able to progress to the exit to the sewers. The battles mid point the heroes took a short respite before the battle above the sewers would begin. What awaited them on the surface only the gods knew at this point...
Campaign Summary #11: As the party was ascending up out of the sewers Moxie let out a terrible shriek and collapsed at the base of the ladder. Our party made the snap descision to send her back with her pet and Jheryn as her protector. The party pressed onward but unfortunately the screams Moxie made alerted the Pudding King to trespassers in his midst. The true fight had begun. Shortly at the start the pudding king managed to enthrall our noble hero Thane and turn him against his allies. He also declared the slimes present to assault our party. Two he called by name. Prince Livid and Princess Ebonmire. A psychic grey ooze and black pudding respectively. They were decorated with worn trinkets of station in the strangest of sights. The pudding king fled while his minions and "children?" took on our intrepid party. The members had a hard fight almost succumbing to Thanes brutal onslaught. As luck would have it Thanes resolute will finally managed to shake off the effects of the spell and the battle turned in the hero's favor. During the battle more creatures joined the fray to attack our heros but the Slime Glabberdegloop showed up just in time to keep the attackers busy and allow the party to complete its mission, the destruction of the pudding king! The group made their way cautiously to the throne room. As they did they realized that 2 large gelatinous cubes and a dog shaped ocre pudding were in the way. During the struggle the pudding king mercilessly cast spell after spell against the party including a choking cloud that was almost their demise as the cubes melted their defenses. Thane managed to sneak around the side of the filthy cloud and interrupt the concentration of the mastermind just in time for the party to finish off the oozes. The battle with the pudding king would wind on as spells were heaved and Rolen turned to the defensive healing and protection of his team. With a gasp after a heavy blow from Thane the pudding king cried out for help from Juiblex. In an instant the pudding king transformed into a gelatinous cube before the party. The battle at this point was mostly of desperation on part of the pudding king. With an agile swing of her dagger and a flick of her wrist Eliri managed to end the reign of the pudding king as he transformed back into his human self he cried out for someone named Avaline as his head was severed from his foul neck. Oozes then pressed from all sides. The ghosts and some golems came to the parties aide but not before our adventurers discovered a journal and a strange lock box near the throne. As the party reached safety they decided to catch their breath and discover what secrets remained inside this strange box and what tales the slimy journal would tell them. Only the future would tell...
Campaign Summary 12: Our adventurers were relishing in their recent victory over the pudding king inside the inn in Blingdenstone. They managed to solve the puzzle box and find a tree twig and acorn inside this very ornate and velvet interior. Apon inspection the party discovered traces of ancient earthen magic residing within the two objects, however none were able to recall any knowledge about the two mysterious items. Soon after their discovery the saw another interesting site. A lone kobold entered the tavern and discreetly began to shadow the party. During a playful moment from Moxie she threw the acorn aiming it to Rolen but missed and hit the strange lizard creature in the back instead. The party apologized and quickly scooped up the acorn off the floor and returned it to its palace.
Soon after, the hero's went to meet with the king and queen Diggermattock. They exchanged pleasantries and were rewarded with money which was refused and in turn the groups wizard was provided with supplies to scribe the spells she had discovered into her book. They also found that the trade caravan had found a way through. Apparently the found a route that lead them through Grakulstaul and the Sarhaigan village across an enormous underground lake. It would be a longer journey to Gauntlgrym but it would now be possible to finally leave the dark and dismal underdark. Hope blossomed in a sun starved Eliri. That night before leaving the party again had another strange dream. It started with peace and tranquility but soon turned to darkness and despair. Moxie was able to steel herself against its influence but now Eliri was struck with some sort of wasting effects.
The champions decided to take up the front and rear of the caravan and after only a few hours met a strange drow blocking their path forward. He rather calmly asked for the partie's immediate surrender but was met with scorn. In response he snapped his fingers and two large fleshy golems appeared at the sides of the tunnel ahead. Battle ensued and the party was just getting a handle of the assassination attempt when a rumbling was heard. Suddenly a large bulette burst from the ground and snapped at anything that could prove a meal for it. This complicated the fray and many times the heroes were knocked unconscious. In the end the party managed to scrape by thanks to a last second fireball from the necklace that Moxie had chosen to wear. In the end the little kobold that the party knew nothing about saved over half the forward vanguard from meeting their demise.
What agenda did this little creature have? Could he be trusted? Only the future would tell and sadly none of our illustrious heros had a crystal ball to show their fate.
Letter from the journal found:
𝑀𝓎 𝒟𝑒𝒶𝓇𝑒𝓈𝓉 𝒜𝓋𝒶𝓁𝒾𝓃𝑒,
𝐼 𝑔𝒾𝓋𝑒 𝓎𝑜𝓊 𝒶 𝓅𝒶𝓈𝓈𝒶𝑔𝑒 𝐼 𝒸𝑜𝓂𝓅𝑜𝓈𝑒 𝑜𝓃 𝓉𝒽𝑒 𝑒𝓋𝑒 𝑜𝒻 𝒷𝒶𝓉𝓉𝓁𝑒. 𝐼 𝒽𝑜𝓅𝑒 𝓉𝑜 𝓇𝑒𝓉𝓊𝓇𝓃 𝓉𝑜 𝓎𝑜𝓊 𝓈𝑜𝓂𝑒𝒹𝒶𝓎 𝓈𝑜 𝓉𝒽𝒶𝓉 𝓌𝑒 𝓂𝒶𝓎 𝓈𝒽𝒶𝓇𝑒 𝓉𝒽𝒾𝓈 𝓁𝒶𝓃𝒹 𝒶𝓈 𝑒𝓆𝓊𝒶𝓁𝓈 𝒶𝓃𝒹 𝓇𝑒𝓉𝓊𝓇𝓃 𝑜𝓊𝓇 𝓁𝒶𝓃𝒹𝓈 𝓉𝑜 𝓅𝓇𝑜𝓈𝓅𝑒𝓇𝒾𝓉𝓎. 𝐼𝒻 𝓂𝓎 𝓁𝒾𝒻𝑒 𝓈𝒽𝑜𝓊𝓁𝒹 𝒷𝑒 𝒻𝑜𝓇𝒻𝑒𝒾𝓉, 𝐼 𝒷𝑒𝓁𝒾𝑒𝓋𝑒 𝓉𝒽𝒶𝓉 𝓉𝒽𝑒 𝒸𝒶𝓊𝓈𝑒 𝒾𝓈 𝓌𝒾𝓁𝓁𝒾𝓃𝑔 𝓉𝑜 𝓅𝓇𝑜𝑔𝓇𝑒𝓈𝓈 𝒿𝓊𝓈𝓉𝒾𝒸𝑒 𝒶𝓃𝒹 𝓅𝑒𝒶𝒸𝑒 𝒾𝓃 𝑜𝓊𝓇 𝓁𝒶𝓃𝒹𝓈.
𝒯𝒽𝑒 𝓉𝓌𝑜 𝓂𝑜𝑜𝓃𝓈 𝓈𝓅𝓁𝒶𝓈𝒽𝑒𝒹 𝓉𝒽𝑒𝒾𝓇 𝓇𝒶𝒹𝒾𝒶𝓃𝒸𝑒 𝒾𝓃𝓉𝑜 𝓉𝒽𝑒 𝓃𝑜𝒸𝓉𝓊𝓇𝓃𝒶𝓁 𝓈𝓀𝓎, 𝓉𝒽𝑒 𝒷𝓇𝑒𝑒𝓏𝑒 𝒻𝓁𝑜𝒶𝓉𝑒𝒹 𝒶 𝓁𝑒𝒶𝒻 𝒶𝓈 𝒾𝒻 𝒾𝓉 𝓌𝒶𝓈 𝒹𝑒𝓈𝓉𝒾𝓃𝑒𝒹 𝓉𝑜 𝒻𝓁𝓎. 𝒯𝒽𝑒 𝓈𝑜𝒻𝓉 𝑒𝒶𝓇𝓉𝒽, 𝒶 𝒷𝓁𝑒𝓈𝓈𝒾𝓃𝑔 𝓊𝓃𝒹𝑒𝓇 𝓉𝒽𝑒 𝓌𝒶𝓇𝓂𝒶𝓈𝓉𝑒𝓇'𝓈 𝓉𝓌𝑜 𝒻𝑒𝑒𝓉, 𝓉𝒽𝑒 𝒻𝒾𝓇𝑒 𝓇𝑜𝒶𝓇𝑒𝒹 𝓌𝒶𝓇𝓂 𝒶𝓈 𝒶 𝓈𝒾𝓃𝑔𝓊𝓁𝒶𝓇 𝓀𝒾𝓃𝒹 𝓉𝓇𝑒𝒶𝓉. 𝒯𝒽𝑒 𝓁𝑜𝓃𝑒, 𝓈𝓉𝑜𝒾𝒸 𝒻𝒾𝑔𝓊𝓇𝑒 𝓁𝑜𝑜𝓀𝑒𝒹 𝓊𝓅𝑜𝓃 𝓉𝒽𝑒 𝓅𝒶𝓁𝑒 𝓁𝒶𝓀𝑒 𝓌𝒶𝓉𝑒𝓇, 𝓂𝑜𝓇𝓃𝒾𝓃𝑔 𝓁𝒾𝑔𝒽𝓉 𝓌𝑜𝓊𝓁𝒹 𝒸𝑜𝓂𝑒 𝓈𝑜𝑜𝓃 𝓉𝑜 𝒷𝑒𝑔𝒾𝓃 𝓉𝒽𝑒 𝓈𝒾𝓃𝑔𝓊𝓁𝒶𝓇 𝓈𝓁𝒶𝓊𝑔𝒽𝓉𝑒𝓇. 𝐼𝒻 𝑜𝓃𝓁𝓎 𝓉𝒽𝑒 𝓉𝑒𝓇𝓇𝒾𝒷𝓁𝑒 𝑒𝓋𝑒𝓃𝓉𝓈 𝓉𝒽𝒶𝓉 𝓌𝑜𝓊𝓁𝒹 𝓈𝑜𝑜𝓃 𝓊𝓃𝒻𝑜𝓁𝒹, 𝒸𝑜𝓊𝓁𝒹 𝒷𝑒 𝓇𝑒𝓉𝓊𝓇𝓃𝑒𝒹 𝓉𝑜 𝓉𝒽𝑒 𝓈𝒾𝓂𝓅𝓁𝑒 𝒶𝓇𝑔𝓊𝓂𝑒𝓃𝓉, 𝒷𝑒𝓈𝓉 𝓁𝑒𝒻𝓉 𝓊𝓃𝓉𝑜𝓁𝒹.
𝐸𝓉𝑒𝓇𝓃𝒶𝓁𝓁𝓎,
𝒲𝒾𝓁𝒻𝓇𝑒𝒹
Campaign Summary #13: After the recent ambush the heroes searched the area for any further signs of danger. Moxie also discovered a peculiar dice set upon the drow's body. As she walked back across the bridge her keen senses noticed that the bridge over the deep chasm had been sabotaged and would be unsafe for travel. She let the gnomes know and a delay was set only a few hours out of town.
Meanwhile Cade came from the rearguard to check the status of his mates in the front. As he passed many carriages and wagons he casually noticed a family with many children. One mentioned a creature named an Oni. The others mocked her and said that such creatures do not exist. A passing dwarven merchant with a large glaive also heard this and gave the children a fright with a nursery rhyme.
Lock the door, blow out the light;
The hungry oni haunts the night.
Hide and tremble, little one;
The oni wants to have some fun.
Hear it scratching on the door;
See its shadow cross the floor.
The sun won’t rise for quite a while;
Till then, beware the oni’s smile.
Soon after the parents noticed that there was a stranger meddling with the kids and whisked them away inside the carriage as a babies cry rang out. Cade passed on amused as he saw the dwarf smile maliciously and disappear around the side of one of the wagons.
Cade soon met up with his companions and they set out to explore for dangers ahead. The party came to the area known as the "fingers of the lost" and discovered a gnoll hunting party that was pursuing a pair of hook horrors. The gnolls decided the adventurers would make a better snack and easier prey however, they soon found the party to be much more to handle and were routed completely. The party made their way back to the caravan to lick their wounds and to report to the caravan master Brunheim.
As they were very near to the caravan, Cade's mind wandered to the rhyme he had heard earlier. So familiar to children in this world that he could recite it by memory. He began the lines and finished with a finality that sent a chill down his spine. He was not alone in the recitation. Some other entity had stirred his memory and spurred his tongue on. As he came to this realization a horrible scream was heard in the distance. A mournful wail from a desperate mother...
Campaign Summary #14: After the battle against the gnolls the party decided to return to the caravan for some much needed rest. On the trip back Rolen received a message of urgent request from his trusty blade. He quickly gathered the acorn and twig and disappeared through a slashed he carved into the air with his blade vowing to catch up to the party. The hero's headed back towards the caravan and sure enough Rolen returned. He was changed however in some imperceptible way. He explained that the acorn was a treaty between the fae realms and that he was a servant of one called Titania. Also following close behind was another oddity. A half-elf stepped through before the portal fully closed. He introduced himself as a member of the fairy court. Rolen spoke for the stranger using his new position and knowledge to reassure his comrades. The group returned to the caravan and encountered a gruesome scene at the caravan and were ambushed by yet another creature that was selected to attack the party. The creature after sustaining some wounds and causing some trouble with the party fled as he could not sustain the assault against such a superior number of foes. The group then received a warning from the gnomish spy organizations too late. They were promised one of the two remaining maps and given instruction about general directions from the caravan master Brunt.
Letter:
Shortly after your return to the caravan a young gnome approaches you. Gasping to catch his breath he approaches you, "h-h-hi" he stammers. "I am Corvo, I bring a message from the Lord and Lady Diggermattock." He briefly bows and presents a fine looking parchment sealed with what you assume is the new leaders seal. You cautiously open the letter.
Our esteemed and brave champions,
I write this letter in haste in hopes that it reaches you before trouble comes. We have received information from a spy network we had placed inside of Menzoberranzan. It has come to us that you are all in the greatest danger that we could imagine. You have some enemies of the great houses. Also, it was mentioned that some "other" sources wanted your "distraction" removed from the underdark. We were not given specific information due to the passage of codes, ciphers, and agents. I wanted to warn you and give you instruction that it will most likely not be safe with the caravan. I know you have the best intentions in regard to our peoples safety so I will not instruct you on a course of action but I urge you to take these matters seriously. I have instructed my courrier to give the caravan master leave to give you one of the two maps that we have. It will outline a few different routes you can take depending on your choices.
I know the wrath and hatred that the City of Spiders can leverage and believe me Lolth's servants are not to be disregarded. Something foul stirs in our homeland. I pray for my people and the ones that choose to live at peace like the the myconids.
May the blessing of Callarduran be upon you. I wish you haste and safety in your journey although I fear your path is a dangerous one. Glabberdagloop warns of Juiblex's revenge. We have appointed Tinkertoc as our spymaster and advisor. He will have his scouts will continue to inform you of any news they hear. He also wished for us to send his love to Moxie and his wishes for prosperity and peace.
Your eternal servants,
Dorbo and Senni Diggermattock
Campaign Summary #15: The party set forth soon after making their final decision. They approached the darklake without any further delay or encounters. After arriving near the lake the the group was met with a curious sarhagan demanding their price for passage. Before any negotiations could be completed yet another odd sarhagan appeared and made an offer of passage if the party would help them stop his daughter from corrupting the gods of their species. The party would be "tied" up as hostages to be sacrificed and when the time came they would stop the priestess in whatever means was required.
After the heroes agreed to the terms they set off on the large raft that the sarhagans produced from around a bend in the lake that was out of sight. The part boarded the raft and set off across the immense span of water. During the journey the raft was accosted by some ravenous dark lurkers and water weirds. One group hungry and the other a lost magical construct of water. The party defeated the enemies and continued the journey across the lake.
Campaign Summary #16: Tonight our heroes arrived at the Kuo-tua town and were able to infiltrate it as prisoners. After some quick scouting from Rolan the party discovered a few exits from the town. After waiting for a few hours the party was lead out to the ritual site before a grotesque shrine to some creature named Lemogorgooon of the deep. After a couple of the fish people sacrifices were pushed in and devoured by a hoard of small rays. The signal was given and the attack commenced. After a brief start to the battle the ceremony completed itself with the blood of the previous sacrifices. The water began to bubble and an inky substance began to mask the water as a large demon poured out of the water into the massive cavern and began to lay waste to the area and its inhabitants.
Our party decided to discretion was the better part of valor and followed the lead of escape from the head fish person. On the way out the party encountered some problems from the now discovered Demogorgen. Rolen barely survived and was momentarily stunned by this evil presence. Eliri stayed to try and help her friend escape its clutches. During this escape Eliri sacrificed her own life by stopping to help Rolen.
With a moment of bravery inspired by rigid monk training Thane was able to overcome his fear of this massive beast and step out to retrieve Eliri's broken body. The party traveled down the left most path as our kobold hero had already went down the main path. An earthquake struck from the rampaging, raging demon. Our party began to slide down the now collapsing tunnel they went down.
Our party now separated and one member mortally wounded what will become of our heroic party? Will Moxie have a new toy to play with? Time will tell...
Campaign Summary #17: Our bold adventuring party started out in quite a dire situation. The relentless attacks of the prince of demons had caused quakes and tremors for many miles. One of these tremors made the floor collapse under our fleeing parties' feet. Thane managed to wedge himself in the hallway as the floor gave out, Moxie managed to cling to Thane's torso and Lorath managed to hang on to Moxies legs. Together they managed to scramble safely to a series of small ledges. Meanwhile Rolen was falling uncontrollably. He did manage to dig out the carpet that he conveniently happened to have and catch his fall before he plummeted to his death in a lake of liquid lava. The party managed to scramble and fly to a safe passageway leading off from the hot and gaseous chamber. Even their small kobold friend managed to reconnect with his friends with his loud booming voice.
After the party made their way down the tunnel to get away from the noxious fumes and heat, they came across a temple face carved into the side of a large cavernous area. A flow of water had eroded much of the area and caused many parts of the temple to wash away. Slippery moss and fungus were abound around the temple. During the investigations the party stumbled upon two sleeping trolls. However, these trolls were not like their weeker cousins. There blood was a noxious spray that cause damage with each strike they took. During the first attack a particularly large glob hit the already weakened Rolen. Unfortunately due to his encounter with the demon this was enough to slay our fearless member of the party. The heroes managed to outwit the two trolls and slay them with magical fires.
Losing the second member in one day the party set about picking up the pieces and organizing themselves for the journey ahead. With even larger bonds of friendship they paid last respects to Rolen and set out on the next leg of their adventure. An old superstition was that trouble sired three children. After such a day there was still one child that remained unseen...
Campaign Summary #18 & #19: Last week the party came together again as a whole and overcame some minor encounters on their journey. This week our heroes descended farther into the madness and ruthlessness that is the underdark. The party was just setting up came after a rough adventuring day. During the first watch Eliri kept hearing and feeling a rumbling sound coming from further along the path they traveled. She quickly recognized the need to wake the party and our heroes soon found themselves staring down a two headed stone giant that appeared to be rambling mad ravings about many ancient demonic threats. Thane decided to use a curious item of Rolen's former possessions and summon an earth elemental to their aid. The elemental was able to soak some damage from the brutal blows dealt by the insane giant, however all was not well for long as Thane was struck with a mighty swing and was not able to hold his concentration on the elemental's magical bonds. Enraged, the elemental attacked the local party and now the party was facing danger on two fronts. The one saving grace was that the giant and elemental were in such a frenzy that they were not focusing their attacks one any specific members of the party which gave the heroes the edge they needed to persevere the terrifying encounter. Shortly after both creatures were felled another more calm stone giant approached and explained some of the situation to the wary travelers. The giant had lost his mind recently and perhaps in a more strange turn of events had grown an extra head and escaped captivity to rampage through the underdark. After thanking the party he offered them rest, reward, and directions on what dangers may lie ahead. After all was said and done the party chose to face minotaurs and potentially an unknown dragon rather than deal with the sometimes treacherous dwarves. The party set out on their journey with fresh provisions and renewed vigor.
Three days later the party came across a cave filled with a deadly yellow mold. Moxie used her wits and threw one of her beads of fireball and sanitized the room for safe passage to protect them as they passed. However, it appeared that there had also been ochre jellies hiding in the dark and now battle was upon them. The party used their expertise to dispatch the creatures with due haste and continued their descent into the dark and lonely madness. What will await our adventurers in the cold dark maze...
Campaign Summary #20 & #21: The party met up with a new addition in their quest for the surface. A prisoner was being tortured by some minotaurs. The party stumbled upon the scene when they were trying to navigate their way through the winding city. After defeating the minotaurs one was able to run and sound an alarm.
The party quickly fled the opposite direction of the sounds that were coming to surely harass them. The party them stumbled into another minotaur. This creature had much different motives however than his companions. He wanted to rid the maze of the vile undead copper dragon that had taken control over most of his clan. He offered to let the party go and pointed in a direction.
An hour after fleeing the party found a place to rest. A former slave quarters with two doors to barricade themselves in. The group began a long deserved rest. However as fate would have it some minions of the dragon Goronear wandered into the party's resting area and a battle ensued. With the aid of divine magic the party soundly defeated the minotaur skeletons and was able to complete their rest. A short time later near morning the minotaur that had allowed the party to escape appeared. He offered a story and hope past the last hurdle for the surface.
Campaign Summary #22: After an almost restful night under the watch of the recent minotaur ally. The group is lead to their fateful encounter with Goronear, the decaying former copper dragon, who has overtaken the minotaur nation into some sort of thrall. The body is near to indistinguishable from a corpse of a true dragon. The stench over powers the nostrils. The brave band of adventurers decide stealth and surprise is their best chance of attack. With the aid of sneaking spells and invisibility Eliri and Thane move within reach to strike a hearty blow against there soon to be foe. The rest of the party begins to set up the ambush as the young and whiley kobold uses the stone to summon an elemental and send it under the earth to ambush the dragon. This sound of burrowing disturbs the particularly alert dragon as he wastes the time he has by plotting his next moves against his foes. The battle starts off at a hopeless pace as over half the party succumbs to the beasts acidic breath. With some lucky blows and at devastating opening salvo the party manages to vanquish this minion of chaos. As the former glorious beast dies out it crys the name of Orcus, a prince among demons. Soon the party are surrounded by the now confused and dazed minotaurs. The shaman who requested help comes to the rescue of the adventurers and calls down his clan and provides a much needed respite from danger. Meanwhile, our little kobold friend manages to sneak over and grab "his" share of the dragons wealthy horde. Including an item of some magical value. Less than a month away from freedom from the cold and blackness that is the underdark our party is almost there...