The World of Arith

Odd Happenings in Hawkmoon

Having sent their mounts back to the stables, it takes two full days of marching before the party sees Hawkmoon in the distance. Circling the city proper, they eventually spy Coalstone’s Baubles and think of bed. Entering through the back door, they hear a ruckus in Sigrida’s office. Finding a Veiled Society goon guarding the door, the party kicks past the goon and interrupts a shakedown in progress. The leader of this gang is obviously the halfling wearing the veil standing on Sigrida’s desk.

The halfling takes one look at the party and says, “Oh Shit, Get ’em men!”, confirming the party’s suspicions that its none other than Content Not Found: 88428. While Skin may have been a tough fight on that first night of guard duty, the risks they have taken and the experiences they have endured have made the group much stronger. The Veiled Society didn’t stand a chance. This time Skin wouldn’t face a magistrate, nor would he return to bother them again.

The next morning, the party is woken by the sound of footsteps on their stairs, expecting an attack or some other they are surprised by Ondath, who apparently while looking for the missing runes to unlock Alaron’s Journal has also decide that he is their valet as well. He explains that the pantry has been stocked and he worked with Coalstone to update the furnishings in the apartment. He had narrowed the list from the Green Feather’s Auction House down considerably, but has a few places he is unwilling to investigate.

One of the items on the list was a painting entitled “The Seeker” by Maravono Erdenti, an legendary Arvanoran painter, but it was purchased by the eccentric and highly magical d’Amberville family. Another case of potion bottles were purchased by a mage named Sargona of the Arcanum. He had just located the third rug sold at the auction to Duald Carylon who pawned the rug at a shop down in Dockside called Souf’s Paraphernalia, and still had about half a dozen items to check.

Having some free time, Diego, Fix and Elias chose to head down to Souf’s to find the rug. Imagine their surprise when Souf turned out to be a lizardfolk dressed as a typical merchant. Unfortunately, Souf was being targeted by a group of swashbucklers looking for a fight. Unluckily the swashbucklers found a fight that was a bit beyond their ability to handle. The three party members ran off the leaders of the group and cowed the three deckhands into surrendering. Soon the watch gathered the three of them up and tried to find the others. The three deckhands told a story of being shanghaied in Tarnauld and forced to work on a pirate ship called the Bloody Hand. By the time the watch got to the docks with enough men, the Bloody Hand had set sail. Souf did have the carpet with the rune, and freely gave it to the three men who jumped to his defense.

Meanwhile Brost visited the Temple of the Gods, Eridok’s Expedition Provisions and Finn’s Smithy to resupply and provision. Speaking at length with Amatheon, the High Priest of the Temple of the Gods, Brost exchanged a hefty donation to the Temple for a chance to copy down a few rituals that Amatheon had amongst his scrolls. Not dealing well with the half-orc smith Grimbor, Brost still agreed to purchase his kopesh from the smithy, albeit somewhat reluctantly.

Torra found herself back at the druid’s grove in Nollingswood, here she finally met Duana, head shaman of the Circle. Wishing to transfer the enchantment from a magical totem she had found adventuring to the totem gifted to her by Dal’Anegra. To work the ritual, Duana asked that Torra purchase the ritual components, which ended up costing more gold than Torra possessed. Duana asked for a service to be performed later.

Diego made a point to find Sergeant Calbraith Morcom and invite him out for drinks at the Greenbriar Inn. The two spoke and drank, though Calbraith was due to go on duty and partook lightly. Diego asked the sergeant if he knew of the d’Ambervilles or could arrange an introduction. Calbraith said that it would be arranged in the morning.

The second day the entire party chose to approach the d’Amberville mansion, they were expected. After explaining to the butler that they sought to speak with Beylard d’Amberville (who had bought the painting at auction), they were ushered back to a stunning overlook. There, a wild-eyed man with long, unkempt hair sat on a set of benches overlooking a sand pit that seemed to mimic a small arena. When the party approached he began to scream "Dragon! Dragon!, as a large white dragon appeared behind the party and attacked.

While the party fought the dragon, they began to hear a woman’s voice in the background yelling for Beylard. As the dragon fell, a stern older woman with gray hair tied in a bun reached the arena and began to reprimand Beylard, who only looked down sheepishly and said, “Yes Mother” when he was told to “Go to your room”.

The Lady Vivienne was upset at her son’s actions, explaining that the gift of sorcery, in particular a type of sorcery she called “porte’” or portal magic ran strong in her family, but often resulted in bizarre behavior from the “younger generation, who are not as able to contain the power”.

She graciously showed the party the painting they sought and even poured them some fine Elteare wines to “sooth their nerves”, explaining all the time that the family would like to avoid any difficulties and that a group of adventurers who could be trusted to be discrete could find the d’Ambervilles a fairly generous and well connected sponsor and that the family sometimes needed such people for tasks unbecoming of a noble house.

Returning to their apartment, they realized that with the Runekey found at Ondath’s, they now had three of the five runes needed to unlock the diary.

It took much of the next day for Fix to arrange a sale of cheap horses that Torra could approve of. While not the best horses out there, Torra knew she could take these creatures and with care and nurturing they would be fine, and a good deal better off than they were now. With that the party set out again for Rivermeet.

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Wine and Wenches (according to Brost)

After a solid march back into Rivermeet from the now considerably cleaner crypts we head to the tavern for a much deserved rest. The wine is elven the wenches human and the revelry rewarding. The accomplishments of today will surely help us along the way. I fear though this may be our last rest for quite some time. We head back to Hawkmoon for a round of provisioning before following up on the leads the captured documents revealed to us. Vecna may yet have his secrets but in the grand scheme all will be revealed to the Great Concordance.

I have purchased a fine shield much lighter than the one Deigo was teaching me with. It is much more suitable to my style. I need to purchase a khopesh. Not that I dislike the mace but lately I find myself drawn more and more to the weapon most of my family uses. This trusty mace will serve until I can find a weapon more suited to this line of work. As Deigo suspected I will have to try the city, there are none to be had in Rivermeet.

Murphon has decided to depart our group, which Fix of all people has begun calling the Inglorious Bastards. This title is about as far from the truth for some of us. The things some of us must endure on this journey called life. Erathis has a strange way of bringing diverse peoples together. Regardless we must all unite to protect each community as our own. Daily I must remind myself of this. Perhaps daily is a bit of an understatement. This party has reassured me that at the least the people of Deigo’s home have a fondness for the fruits of civilization. May Erathis grace this village with her protection for many years to come.

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GOLD, GLORY, and oh yeah WENCHES!! by Diego part 2

Once we are rested we head straight back to the throne room holding the undead. I carefully adavnce into the room. The undead master, a spellcaster unleashed a blast of necrotic energy at me. Just as I hoped, the undead’s bodyguards and minnions swarm me. I am surrounded by the bulk of the undead forces. I stand my ground and cleave as many as I can. An evil wave of necrotic energy pulses every few seconds, re-animating the fallen undead and replensihing the standing ones. Mighty axe, stout shield, and heavy armour prevail as undead fall, rise, and fall again around me. Felix and Elias make a daring rush to the undead master on the throne, engaging him with blade and radiant magic. The leader’s top minnion, a evil wight, sneaks trough my guard and nearly gets to Tora and Brost and attempts to stop thier healing magicks. I smash trough the lesser minnions to stop it in its tracks and force it to engage me. Our band uses every bit of skill and magic we posses to carry the day. The threat to my childhood home is ended, for now. May my ancestors be proud.

We head back to our redoubt, gather the relics and freed townsfolk, and head back to Caer Rivermeet. Upon our arrival several of my band head straight to the inn and I head to the garrison to see Lord Sherrif Dougan Narros. I start to fill him in on the details and try to make plans for our next move; then in true old school Narros fashion Dougan tell me, "Son, business can wait for the morning, tonight is for celebration." We gather at the Green Tankard and are treated as heroes of the town. Lord Mayor Lady Moonstar herself treats us for the night. We are rewarded by her and Sherrf Narros with sacks of gold for the relics and citizens. The party lasts untill the wee hours of the night. The locals warm to both Brost and Torra and his firery breath and her spirit companion awe and delight the townsfolk in an amazing spectacle.  To no ones surprise, Fix gets quite cozy with Jaleesia, the rescued accolyte of Ioun. I'm sure that once they retired for the eveing she revealed more than just Iouns's knowledge. Elias still mystifies me. I introduced him to both of the more and less refined maidens of the town but none seemed to pique his intrest. Who knows, maby he has a secret love he is faithful too. I myself lost track of things after midnight, but awoke in Mable Cooper's bed next to her and Natlie Broder. Thank the gods, life is good. Eat drink and be merry for tomorrow we may die.
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Glory, Gold, and oh yeah WENCHES!!! by Diego part 1

The crypts gets eerily quiet after the defeat of the Red Hand leader. We search him and his room, finding several of the town’s lost relics most notably the Dragoncrest Helmet and the Red Hand Guantlets. Possibly adding to the town’s antiquity collection are the spike chain and plate armour of Cimruth, the leader of the smashed resurgence of the Red Hand. We find maps and letters on the warlord hinting to allainces with slavers and other dark forces to the east in the Iron hill, White Crown Mountains, and beyond. After a few moments of rest my companions and I adventure on.

We head past Cimruth’s lair and to our surprise encounter an abyssal creature bound within a warded area. Tora and Elias identify it as a crypt demon. Its rage stirs my rage and a small part of me desires to match its strenght against mine for great glory but it seems not to be meant as the ward is solid. Our band carefully advances trough the room until we are ambushed from behind by dark gnomes lurking in ambush. As we turn to face and engage this new menace, doors on the opposite side fly open and we are blasted by several arcane assaults from several gnome arcanists. They finish thier ambush by releasing the ward, freeing the demon, and closing the doors. Sneaky bastards. I turn to engage the demon, axe to fang and sheild to claw! I strike as if swinging Mjolnir itself. Cut off from thier aracne artillery, the gnome ambushers are distpatched by my companions. With the beast’s rage focused on me it barely notices Fix manuvering behind it for the slaying blow, Fix skewers it like a Calastani fighting bull. We waste no time charging after the gnome shadowcasters. We barge into a shrine to Vecna and find the rest of the dark gnomes. We spend the rest of our resources battling this band of quickblades and shadowcasters. They use thier small size, stealth, and blinding magic quite effectively with the pews and alters of this shrine to strike, hide, and strike again. The gnomes manage to surround Tora and Brost and nearly fell them. Luckily we break thier postion and move our healers to better ground. After a bloody battle we defeat all and capture one.

We take time to interrorgate Gartnible, the gnome quickblade. For freedom he sings like a bird. He revbeals his band is a mercenary unit brought in by the red hand to help out security in the lair. He revals the powerful undead rule the crypt, allowing the Red Hand to stay in some sort of alliance. I assume it must be some sort of anger at Rivermeet over the destruction of Brindal a generation ago that motivates them. None the less I have a new target for vengance. We glimmer all we can from the gnome then set him free, I have a bit of trouble doing this but my word is my word, I guess. We do find the missing relics and free the last captive Garwin, the dwarf merchant. My comapnions and I head back to our redoubt to await Harrowleaf and to rest and prepare for the assault on the undead.

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Rivenroar and Beyond (GM Account)

Having rested for the night, the adventurers made their way deep into the crypt. Sinruth was dead, the Red Hand would not be resurrected, and the final battle was ahead. For deep in the Rivenroar Crypt sat the true Lord of Rivenroar. From the evidence gathered so far, here was a follower of Vecna who had become undead through foul rituals. The crypt itself was a type of shrine to the Lord of Dark Lore.

Finding the grand throne room, the party entered. Immediately the eye sockets of the Lord glowed a chill blue as he shouted, “Arise my warriors!” Piles of bones around the room animated and pulled themselves upright while the two skeletons behind the twin thrones strode to attack. The skeleton on the other throne, which had shards of bone sticking out from its figure also grabbed the scimitar at its belt and charged.

The party felt confident as the skeletons that arose from the bone piles began falling rapidly, they the room pulsed black and those skeletons they had dropped arose again. Every few seconds the room pulsed black and as more skeletons arose, the bodyguards and the Lord’s “wife” were knitted back together by the pulse. Caught up in the battle, the party did not immediately try to analyze this magical effect. Only when they were hurt badly did Torra determine that the pulse fed off of the undead in the room, and that undead killed outside the room would not rise again, nor would they trigger the next pulse. With that knowledge, the party began to fell its undead foes and finally defeated the Lords of Rivenroar.

When the party finally makes it back to Rivermeet, they are greeted as heroes. A grand feast is thrown in the Green Tankard Inn that evening with Lady Moonfire raising her glass to the heroes. Almost as famous are the seven captives who tell harrowing tales of their imprisonment. Jalissa in particular seems very intent on showing her appreciation to Fix again. Even the normally taciturn Curuvar raises his glass once or twice to the adventurers, whom Fix keeps referring to as the “Inglorious Bastards”.

The next morning, bleary eyed and somewhat the worse for wear, the party is summoned to Sheriff Narros’s office. The sheriff is concerned about the details of the letter and would like the group to investigate. Since the meeting time for Sinruth and the Bloodreavers is almost a month away, the party decides to go home to the City of Hawkmoon for a quick breather before tackling the Bloodreavers.

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The Rivenroar Crypts IV (GM Account)

With Sinruth dead at the party’s feet, they find two of the stolen treasures from the Hall of Antiquities in his lair. From his cold body they pry the gauntlets worn by the leader of the real Red Hand all those years ago, and sitting atop the sarcophagus that nearly fills his lair is the Dragoncrest Helm worn by the general who died protecting Brindol during the attack. Among his belongings is a curious letter that speaks of a grander force behind the attack of Rivermeet.

Choosing to proceed further into the crypt, they pass the mosaic of the Black Sun and find a strangely empty room with four large pillars. A creature of hate and strife throws itself against some type of invisible barrier that exists between the pillars. Elias, Brost and Torra identify the creature as a type of tanar’ri, more commonly called demons. This particular one is known as an evistro or carnage demon. While studying the binding a voice calls out from the northern hall, “I release you, crypt guardian!”. The demon bounds at the party releasing possible decades of rage upon its foes. While part of the group fends off the demon’s attacks, Brost and Fix maneuver around to the northern corridor. As they make their way to the corridors, the wererats who unleashed the demon backstab them from hiding. The two gnomish wererat rogues and the evistro result in a two-way fight for the adventurers. When their advantage turned, the wererats attempted to flee back into the corridor.

Upon the defeat of the wererats and demon, the party made its way into the northern corridor to find another doorway, slightly ajar. Proceeding carefully they were nonetheless ambushed by a group of gnomes and their wererat kindred in a shrine dedicated to Vecna. The combination of illusion magic with roguish skill was no match for the party and the gnomes and wererats began falling one after another.

The last remaining gnome found a very secure hiding spot and bargained for its life. He told the party that the gnomes had been hired to help Sinruth and promised to leave the crypts altogether if freed. The gnome also provided one more insight, apparently the original builders of the tomb existed as undead masters of the crypt and had worked out an agreement with Sinruth for his occupation of their domain.

Not quite believing that the party would keep their end of the bargain, the gnome fled and disappeared completely after turning the corner.

A war banner from the original Battle of Brindol, a ceremonial sword and a few Red Hand shields were propped up on the altar of this room, securing the treasures from the Hall of Antiquities, the party set off to finally clear out the crypt.

Back in the entrway, they noticed that the eastern door was open. Descending a stairway beyond the door, they found themselves in a large room, the Von Jallach crypt, with large arcane runes scrawled about the floor. The crypt was defended by needlefang drakes, that immediately swarmed over the party. The swarms worked together to pull down larger prey and when puled down, enough drakes could bite through armor to make a devastating attack as a pack. With horrid wounds, the party defeated enough creatures to break up the swarms which then retreated in tiny holes throughout the crypt.

Past the crypt a smaller area existed which contained a well. Chained to the well was Garwan who told the party that his true jailers, a pair of gnomes had just fled the crypt with another gnome. While Garwan seemed proud of his ability to give very precise directions to get to Jelissa, and was somewhat let down that the party had already been there.

At this point the adventurers decided to retreat back to the campsite and gather their strength for an assault on the undead lords of Rivenroar.

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She's more of a homely wench then a comely wench, by Diego

Despite being severly delpleted in strength and fortitude, I hear the cries of my young cousin Thuron and I refuse to withdraw until we find him. As we descend further into the crypts Elias sends his magic lantern floating ahead of us and that light is enought to save us from a hidden assault. Reacting to the moving light, a pack of ghouls and zombie spawn reveal themselves. I form the sheild wall as they hurl themselves at us. We use every last bit of power we have to fight of the assault. Particually devastaing are the stunning bites the ghouls can deliver when one is immoblized by thier poison tipped claws. If not for the radiant blasts delivered by Elias and Brost I don’t know how we could have survived such a battle. After the menance was defeated we found and rescued Thuron. We also found a magical scrying pool. When the water is stirred, it shows random immages of the rooms here in the crypts. In a nearby room we also find a huge dark sun magically enscribed on the floor. Our religious scholars determine it to be a symbol of one aspect of Vecna, they are not shure what aspect it venerates. With no reserves of strengh or stamina left, we decide to fall back to our redout on the edges of the ruined town to rest and regroup. Along the way I prepare young Thuron for the shock of finding his father dead. I explain glorious death in battle is a high honor to Kord, especially trying to defend and free the weak captives. Those who do so will find themselves honnored in ValHalla, Kord’s great hall in the afterlife. Naturally being a young boy, upon seeing his dead father his heart is saddened but he puts on a good show of strenght, he does our ancestors proud.

In our redout we have counsil with Harrowleaf, Sherrif Narros’s arrogant son a bitch ranger. He agrees to watch the Red Hand crypt during the nite while we rest to see enemy movement and then he will return Jelieasa, Sartenian, Thuron, and my uncles corpse back to Caer Rivermeet when we wake and begin our next assault. To lull the goblinoids into false security we wait untill later on in the day to begin our assault. Now that I know my kin has been secured I vow to bring full the fury of Fenris the Great Dire Wolf on the remainder of the Red Hand. I care less about the last captives and lost relics. Vengence is my goal, and I will not be denied.

As we desend into the crypt, Felix uses his magic ring to gain the illusion of a hobgoblin and he scouts ahead. He spots an ambush for us. He takes up a postion behind the hobgoblin sniper and when I breach the corner he backstabs the archer befor he gets a shot off and knocks him right over the ledge into the pit below. I am quite happy at the courage our new compaion shows in the face of danger. He doesnt seem to be of Jendarri stock or a follower of Kord but he truly seeks glory on the battlefield and for that he has my trust and friendship. We have no time to savor the twarting of the ambush for we hear the rustle of armor and arms from ahead. I take a running start and clear the pit in the corridor, unfortuanlty not all of my companions are not so nimble and as noble Brost misses the legde and falls. Its hard not contain a smirk as a stream of curses in Arkosian reveal his pride is more harmed then his skin as he easily dispatches the archer in the hole and extricates himself. I howl as if the Great Wolf as I round the corner and charge into the fray. The hobgoblin warband had several archers, warriors, and its sargent had a trained talondrake. As I barreld trough the middle Felix used his diguise to get to the rear of the archers and then the slaughter began. Even with all the warriors attention on me they could not overcome the healing power of Tora and Brost combined, that gave Elias and Felix the cover they needed to kill our adverseries.

In the wake of battle we loot and search. We find several alters to Bane the Dark Warlord, not an uncommon veneration among some martially bent. Closer inspection reveals the hidden signs of Vecna cunningly interlaced, we are not sure what to make of it so we travel on. In nearby rooms we find Myrtua,the cook from the Green Tanard bound and guarded by dire rats. Arrogantly I stride forth to do battle with the beasts and suddenly I am stabbed from behind by another fell gnome!! What is with these gnomes! I thought gnomes to be a peacefull people, boy was I mistaken. After dispatching the rats and the gnomes we free the kitchen wench Myrtua. Delerious with fright, she requires a combination of itimidation and compassion to snap too.

We press on. We travel down the pits into the large room with giant mushrooms and other fungus. We are met by two huge rage drakes defending the fungus forrest. In a short but viscious battle we defeat the rage drakes and find another captive, Zerica the Crone. She is trapped in a magical warded circle. Between our arcanists attempting to drain the ward and Felix timing the fluctuations of the barrier, they are able to disable it and get Zerica out. With two civillians in tow we decide to fall back quickly to our redout and leave them in Murphon’s care. With haste we head back to the crypts housing the Red Hand and thier allies.

We quickly make haste to deep into the crypts belly and head into an area previously unexplored. We encounter several guards who sound the alarm. Moments after engaging them the Red Hand leader Cumeth emerges and enters battle. The hobgolins are cagey and are tough foes. They fight together coveringe each other flanks and attempt to break our ranks. With great diffuculty, we trap the leader between Feliz and I. Elias, Tora, and Brost bring down the remaing warriors from afar. Seperated from his allies we finish him off with brutal axe and deft dagger. A grim silence fills the crypts as the battle subsides.

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The Rivenroar Crypts III (GM Account)

After clearing out the hobgoblin barracks in the crypt, the party knew that they were close to Mirtala, the cook taken during the raids. Proceeding through a set of double doors they found the family altar, rededicated to Bane by the hobgoblins. There, chained to an altar and being bitten and swarmed over by dire and giant rats was Mirtala. As they entered the altar room, the gnomes hidden behind statues of displacer beasts attacked. The fight wasn’t even in question, the gnomes and rats were no match for the party. Mirtala however, had been so scarred by her torture that she was unwilling to speak or even to look at the party. After some delicate work reassuring and assisting her, she finally came to enough to tell the group that Garwan was being held downstairs in a crypt that began with a J, though she didn’t remember the name. While Fix, Diego and Elias attempted to bring Mirtala out of her stupor, Brost and Torra investigated the altars. There was evidence that the altars were once altars of Vecna before their rededication to Bane by the goblinoids.

While fighting the hobgoblins, Brost had fallen into the lower crypts trying to jump one of the pits. The party decided to lower themselves down and clear out that lower level before attacking the upper level again. Dropping down into the pits, they found themselves in a large chamber completely filled with mushrooms, fungi and mold. Two large drakes, easily the size of horses attacked them as they attempted to avoid the larger mushrooms spread around the room. Beyond this room they found a side chamber that held a magic circle binding Zerriksa inside it.

Fix was able to deactivate the binding briefly and Zerriska was freed. A door in the fungus room led upstairs to the middle door in the entryway. Bringing the newly freed captives back to the camp, the party rested again for the night.

In the morning, they once again set into the crypts. Proceeding directly up to the zombie room, where they had found a magic pool that showed images of rooms in the crypt in its ripples, they used its magic to determine their remaining opponents.

Finding the lair of Sinruth, the hobgoblin chieftain responsible for this supposed resurrection of the Red Hand, they defeated the chief and his bodyguards.

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The Rivenroar Crypts II (GM Account)

Despite the fact that the party was severely weakened by the monsters already fought, being so close to the rescue of his nephew Thurann el Smithson, Diego pressed the party to continue. North of the Von Adrez Kauthin crypt they found a series of interconnected rooms patrolled by zombies who were in turn being led by ghouls. Drawing forth the last of their reserves and strength, the party defeated the undead and found Thurann chained to a fountain. Although they found a large hallway lined with columns that led north into darkness, they made the decision to retreat and regroup before pressing on.

Before leaving they chose to investigate this area and found one room dominated by a mosaic of the sun. When they entered the room, the sun turned Black and they found it radiated necrotic energy. Elias remembered an ancient text that spoke of Vecna becoming all-powerful when the Black Sun rose into the sky, or it may have been Vecna himself who becomes the Black Sun. Needless to say, this proved that the Rivenroars and the other families were tied to the cult of Vecna, if not the leaders.

Another room patrolled by the ghouls held a pool that Torra determined radiated magic. When they made the water ripple, it showed different rooms of the crypt, many of which contained the dead hobgoblins they had left lying on the floors.

After a night to gather their strength (where Jalissa showed Fix her gratitude), the party again descended into the Rivenroar Crypts. The goblins did not reinforce the entryway, and with a little more time to look around, they realized that the three doors in the entryway were labeled. The western door, which they had taken yesterday chasing the fleeing goblin had the words “To Von Urstadt” engraved above it, the northern door, “To Rivenroar Family” and the Eastern Door read “To Von Jallach”.

Fix again used his ring of disguise to appear as a hobgoblin and quietly took the western path again. He was spotted by a hobgoblin obviously watching the way from a corridor they had bypassed earlier. Fix was able to get by the guard into the corridor before the rest of the party charged the room.

The corridor was broken by two large holes or pits where the floor had broken through to a lower area or cavern. Ropes above the pits and boards on the other side showed the means by which the goblins and hobgoblins crossed. Other hobgoblins were on watch each behind one of the pits. When the main force of the party attacked, Diego was able to force the first guard down the pit, before the other fled north. Fix chased the retreating hobgoblin and upon rounding the corner, saw another crypt surrounded by hobgoblins.

The rest of the party finally got over the pits and assaulted the hobgoblins. It was a bloody fight, but the end was never in question. The hobgoblins dead, the party found that they had stashed their loot in one of the sarcophagi in the crypt. They also found a spiral staircase heading down into another room filled with goblinoid bedding. That lower room had a hall that eventually led to the webbed room of the ettercaps.

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Home Sweet Home, by Diego

After clearing out the pawnshop and finalyzing plans with Coalstone for our residence above his shop my companions and I set out immeadiatly for Caer Rivermeet. Whatever happiness I have at seeing the Ironwerks’ smoke billowing at the horizon is muted by the knowlege of the grim work we have ahead. I lead my fellows to my family’s compound around the Ironwerks and do get some a few laughs seeing my little kin scatter at the sight of Brost and Torra. After a old fashioned dinner of sausage, fish chowder, and dark bread we head to the Green Tankard to celebrate the oncoming fray.

At the Green Tankard I see Lord Sherrif Narros and we catch up. He tells me of the lastest raid and who has been taken hostage and what relics have been stolen from the Halls Of Antiquity. He introduces us to Fix, an adventurer new to town skilled with the blade and fond of wine and wench. We revel for the night and make plans for the moring and then retire to rooms at my family’s compound. Befor I go to sleep I make head to the family shrine and pay homage to my ancestors and make vows to Moradin for vengence, pray to Kord for strenght, and make offerings to Avandra for her favorable blessing in the days to come.

Harrowleaf, Sherrif Narros’ chief woodsman, leads us to the old ruins of Brindle where the hobgoblins have set up camp in an old mausoleum. We desend into the depths and immeaditly run into resistance. We engage several units of gobliniods befor we have a chance to catch our breaths. Our new additon Fix is quite fearless and throws himself right into the fray, I respect his valor. In the interior of the mausoleum we found a crackling wall of fire and lighting that displayed an image of a swamp and a tower in the background. At first we belived it to be a illusion but a vile slime creature and a couple of spectral undead came through and assaulted us.

We proceeded on and encountered some dark gnomes (what is with these dark gnomes) guarding one of our town’s hostages, the Curator of our Hall of Antiquites. After freeing him we send him with Murphon to our redout a few miles form town and we press on. We battle some evil combination of goblin and spider called ettercaps only to find my uncle dead and cocconed. At least I can take him home for propper services. Shortly there after we find the Accolyte of Ioun in a torture room and release her. By this time our abilites are severly taxed and we must prepare to rest soon.

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