Streetlight Creepers

The Trollmoors - Part II
Orcs, Mushrooms and Robots Oh My!

After a short rest the party follows the signs and smells deeper into the warrens of the Marrowmaw Orc tribe. They reach a large cavern cut through by a large swift-flowing river. Rough stone walls signify the presence of more members of the Marrowmaw Tribe. Sneaking into the entrance of the cave, the party begins their assault with a well-placed charge by Bikrash, sending an Orc grunt flying into one of the flaming cooking fires. A second charge by Cleric, Talik Mark results in far different results as she face plants into the same fire, pushing the flaming orc out the other side.

The battle erupts in full swing as Veeymer the Orc Chieftan enters the fray delivering swing after swing of his greataxe. Several well place attacks by the Psion, Halkad and a bash from Bikrash’ shield sends the chieftan into the river to be swept away. The party mopped up the remaining tribesmen and shaman before following a strange purple glow into the next area.

The purple glow was revealed by the Bard, Elledina, as belonging to a species of bio-luminescent mushrooms, and soon the party glances upon a grove of the fungus being tended by three hulking trolls. Choosing discretion over violence, the party retreated back to the entrance cavern to take the tunnel they had passed by earlier in their explorations.

Following the hallway the party enters an antechamber containing four floor-mounted arcane canons and a magical mouth made of steel. Working their arcane energies into the canons, Halkad and Warlock, Zachar, manage to disable two of the canons. Bikrash, choosing muscle over mind attempts to intimidate the mouth into letting them in. The mouth is far from swayed however and following failed attempts by Talik and Elledina, the party overloads the security system causing Elledina, Bikrash and Talik to be assaulted by the canons as they exploded, wracking their systems and leaving them drained.

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The Trollmoors - Part I
An old friend returns and the party enters the Trollmoors
The journey from Raven’s Roost to Norwood Cove is a blurry nightmare, dogged every step of the way by swirling storms and the distant howls of winter wolves and worse the party slowly makes their way south through the tundra. When a break in the weather warrants a break, the party gathers around their meager cook fires and discuss their next step after restocking in Norwood Cove. With one fortune stone in their possession and a good idea of what needs to be done the task falls on them to gather the remaining six stones to disable the shield surrounding Caer Andros. In the back of their minds remains the last image as Theloi was pulled into the collapsing portal, his body’s very essence torn apart by the energies being released.

Norwood Cove remains as it has, simple, busy and lively. The party’s first stop is to the dwarves of the House Kundarak bank. Depositing their wealth in the magical vaults of the Kundarak halls, the party then heads into town to restock their supplies and possibly pick up a new magical item from one of the crafter’s houses. Later that night at the Trailhorn Tavern, the party is seated around a large wooden table near the center of the room, whie the town’s merchant class files in after a long day’s work. Snippets of conversation can be heard over the general din of the bar. Something catches Klawra’s eye as three oddly dressed figures enter the bar.

The first is a warforged unlike anything she’d previously seen. Betraying the norm, this warforged is clothed, and not in simple robes or jerkin and breeches. He wears a fine silk doublet and pantaloons. A wide red sash encircles his waist and two thin rapier blades rest easy in its folds. Atop the warforged’s head rests a large brimmed hat with an enormous multicolored feather stuck in the band. His two companions are dressed in a similar manner. One is a tall dark-furred minotaur female with glittering brown eyes and a crack in her left horn. A broad axe is strapped to her back, within easy reach. The weapon seems well used and the blade has several nicks and notches. The third is a halfling, barely topping the four foot mark, she has curly blond hair and twin daggers are within her easy reach. Her eyes are alert and dart back and forth through the room. The first thing that crosses Klawra’s mind after viewing the trio is ‘Pirates.’

The warforged briggand calls out in a southern Khoivare accent, “Barman, three pints o’ ale fer me and me lasses. Cap’n Sparky finally set down in a burg with a decent pub.”

The taller female puts her finger to her lips and shushes the warforged saying, “Shhh, Jarvis. We only have three days shore leave and I’d like to keep my purse long enough to enjoy them.”

Jarvis replies, “Nonsense lass, none of these rubes would be foolish enough to take on three o’ the Maid’s best hands.” The trio takes seats near the party and continue to talk. Bits of their conversation can be overheard, most of it concerning daring raids on House Lyrandar barges and the plunder they’ve aquired. At some point later in the conversation, the warforged stands up and calls out in a loud voice for the entire tavern to hear, ‘To the Maiden’s Call! And to Cap’n Sparky! Next rounds on us lads and lasses!”

A great cheer resounds through the crowded room and the party joins the three pirates. Klawra, a burgeoning pirate herself, inquires about the ship and their business. The Warforged, now quite drunk, stares at her a second then at Bikrash Brown, the party’s fighter and tactical leader. His eyes focus on the face of the Dragonborn, then exclaims loudly, ‘YOU!’ Seeing the Tiefling cleric, Talik Mark behind the fighter he exclaims again, ‘You.’ Panning his gaze over the remaining member of the party he states, ‘Them!’

Startled the party inquires if the warforged knows them, to which he replies, ‘no, but I got someone you need to meet.’

Following the three pirates out of the bar and to the docks, they pass the traditional seafaring vessels to the end of the quay where, floating above the water is a long sky-schooner. A name is painted on the hull, but painted over it in scrawled common is the name ‘Maiden’s Call.’

Calling up to the ship, a ladder is dropped down to allow the group access to the decks. The schooner is outfitted for war, and shile it could easily serve a crew of 25, barely a dozen crewmates seem apparent. most of the ship’s area being used for storage of loot or weapons. Two balistae are found on the port and starboard sides of the stern, while on the maincastle is secured a larger model on a pivoting table. The warforged bangs on the door to the below decks and calls out, ‘Cap’n Sparky, we gots guests.’

A familiar sensation strikes the party members as their hair stands on end. Opening the door is a Stormsouled Genasi the party recognizes as Ki-Amar their comrade who was separated by his duties before the incident with the amulet. the party shares a rejoiceful reunion with the Swordmage, and he informs them of his journey to the town of Waterdeep and subsequent arrival in Sigil followed by an unfavorable bargain with several Neogi where a mark was placed on Ki-Amar, effectively removing him from any battle situations. He agrees to ferry his friends around the island until their task is completed however.

Three days later, the party boards the Maiden and heads into the mountains for the monastery of Ioun, to find someone who can tell them more about the Fortune Stones and where the others may be located. Arriving at the monastery they find the place destroyed, investigating reveals that a large war band of Trolls and Orcs struck the monastery and carried off several of their scholars, including the scholar who my have the answers the party needs. The party sets off into the Trollmoors, a vast swampland filled with caves and hovels in search of the stolen monks.

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The Stone of Shadows
Back in Time

The Ghostly figure of Denvas Rei greeted the party as they stumbled over the threshold of the ruined church. The howling winter winds began to pick up after sunset and cold and miserable the party sought shelter in the former cathedral. Not long after their arrival in the church however, the sounds of the legions of the dead could be heard outside. Scores of zombies, Geist, Ghouls, Spectral Horsemen and Vampires assaulted the party and through the strength of their muscles and power of their magics they managed to allow Denvas the time to re-consecrate the temple, stemming the flood of Undead. Denvas informed the party that the End of the War would be found at the beginning and sent their spirits back 316 years to occupy the bodies of the Pactmakers, a band of Tiefling nobles, Elven monks, Eladrin Royalty and fierce northern barbarian fighters. The party made their way via the graveyard at the church to the ruined catacombs, fighting hobgoblin mercenaries, undead and fanatical followers until they reached the site of a ritual that would allow one Dr. Theloi Kaius to reach Lichdom. The party faced the mortal Dr. valiantly, remembering encountering him at the remains of the Fortress of Alum Rei as an undead creature. In the end, the party slew the mortal form of Kaius, and as his body was pulled into a yawning portal to the Shadowfell, the catacombs themselves were absorbed, leaving behind a softly glowing gem of pure onyx. The Stone of Shadows. When the party returned to the present, they found the chapel deserted and one of the Seven Stones in their possession. Six more remain to be found.

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Welcome to your Adventure Log!
A blog for your campaign

Every campaign gets an Adventure Log, a blog for your adventures!

While the wiki is great for organizing your campaign world, it’s not the best way to chronicle your adventures. For that purpose, you need a blog!

The Adventure Log will allow you to chronologically order the happenings of your campaign. It serves as the record of what has passed. After each gaming session, come to the Adventure Log and write up what happened. In time, it will grow into a great story!

Best of all, each Adventure Log post is also a wiki page! You can link back and forth with your wiki, characters, and so forth as you wish.

One final tip: Before you jump in and try to write up the entire history for your campaign, take a deep breath. Rather than spending days writing and getting exhausted, I would suggest writing a quick “Story So Far” with only a summary. Then, get back to gaming! Grow your Adventure Log over time, rather than all at once.

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