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Book #01

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Book One, Prelude
Empty Mansion

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Our story starts with Zero Uhlit, a portly rogue, poking his nose where it shouldn't be in a dilapidated mansion on the outskirts of Deepingwald on The Islands. Thinking the mansion is empty and wondering what treasures it might hold he spied a couple of ruffians up to no good. They unleash a vicious guard dog and Zero has to fight for his life. As the fight starts, Tradden Aversward, a lean youthful fighter, charged with tracking some unsavoury types on behalf of the Deepingwald Guard comes across the mansion and joins the fray. The fight is swift but not without cost, as Tradden takes a blow that nearly fells him, Zero only prevents the pair of them being bitten to death by confusion the hound and bolting it out of the house.

Taking refuge in the mansion to bandage Tradden the pair discover a trapdoor underneath a rug guarded by an lightning trap. Heading down into darkness they find a maze of tunnels and behind a door they stumble upon the incarcerated Khalin Grundokri, a dwarven warlord, bound and gagged, his last memory being of going to sleep in his own bed at the barracks of the Border March.

Heading further into the tunnels the trio are accosted by a swarm of bats, scratching and biting as they screech past, and eventually come to a large chamber with a pit. There they are attacked by rats and manage to swat and beat them away. At the bottom of the pit, wrapped in iron chains laid a robed man, Kireth Majere, a half-elven wizard who Zero frees from his bonds. Continuing through the tunnels, with barely a word of thanks from Kireth, they wind through stalagmites and undulations until the tunnels open up into a much larger cavern, about a hundred feet across, with a small, vacant camp.

A quick check of the campsite revealed nothing of major interest with the exception of a desk whose drawers appeared to be locked with magics. The group took the option to break the drawer open with the use of Khalin's hammer. As the desk shattered to pieces an alarm rang out over the cavern, magicked in the air with a ghastly illusionary mouth shouting "Intruders! Intruders!". Despite the noise the group remained and searched the contents of the drawer that had been spilled on the ground - blank sheets of parchment, many ink stained as a bottle of ink had been smashed by Khalin's strike. One of the papers had some writing on, possibly some form of Elvish, with talk of ‘new recruits’ and ‘mind-washing’. The bottom of the sheet had a single piece of text that was not obscured though - ‘Light must be snuffed, perfection decayed, order dissolved, and minds fragmented.’ Zero had shuddered when he read it. Another item that had spilled from the drawer was a small amulet - a cheap wooden affair on a leather strap. It was plain, wooden, very well used judging by the smooth rounded edges, and practically worthless. Its only distinguishing feature was a small swirl decorated into one side of the wood, filled in with some dark dye. Kireth had pocketed it for later study.

With the alarm halting its screeching the group had moved across the chamber to find some further rooms, shored up with beams and lined with cart tracks as though a mine was once here. In storerooms Tradden found what he could only describe as a makeshift cell, manacles lining the walls and scrawled on the stone wall, perhaps with a mixture of fingernails and blood a single word - ‘lowfield’. Another cell nearby held the bound form of Celestia Gaia, a female elf with golden hair, unconscious and much the worse for wear.

Moving further on, now desperate to get back to light and fresh air, the group found a mine shaft with pulleys and gears and a platform some hundred feet above. Lowering the platform, they all got on and started the slow manual effort of winching themselves to the top. Catastrophe nearly struck when the ropes got stuck, but acrobatics from Tradden managed to ensure that everyone stayed in one piece on the platform and they steadily rose to the top of the shaft, breaking out into the light, and finding themselves in a small hut, with a large open door streaming in sunlight. By the look of the hill and the woods beyond they realised the passageways and caverns had led them a little further than they had thought, and they were at the other side of the peaks surrounding Deepingwald, a brace of leagues from the city.

Starting the march back the group encounters a clearing, with a group of men, huddled around a campfire. A few commoners by the look of it, but on closer inspection they appeared to be a couple of armoured individuals and a man wearing a cloak carrying a gnarled staff. The group were spotted and the group took up arms; the man with the gnarled staff staring at Kireth and shouting, "You will be dissolved. You will decay, be snuffed, fragment!" The group turned the battle well with the aid of Kireth's Flaming Sphere and eventually had floored all but one man who they wanted to take captive. However, rather than be taken prisoner the man ran straight for the flaming sphere and jumped directly into the heart of it. All that remained were cinders.

The group wearily trudged back to the city, heading to the Captain of the Watch to report what they had found. Despite Tradden's best attempts to ingratiate himself with the Watch Captain riches were not bestowed on the group. However, the Captain did offer the group a reward should they take up a mission on the dangerous voyage to the east to the Old Continent. Arranging board and passage on The Guiding Fire for the group and a contact named Kassar the Captain alluded to the mission being to follow and track an individual heading to the Old Continent and the new founded town of Blackengorge, giving Tradden a sealed parchment with more information and swearing Tradden not to open it until they reached the mainland.

With the thrill of adventure and the unknown in all of them the group set sail on The Guiding Fire heading east and to Blackengorge. The journey is not smooth, however, as a storm brews some days out to sea and Celestia spies Kassar signalling across the waves with a lanthorn. As a vast bolt of lightning crashes over the sky, Celestia sees a single striped sail against the bleak horizon, moving straight towards them. The crew had talked about the striped and black sails near the main continent, and The Guiding Fire’s first battle and the loss of The Epideixis.

The striped sail pulled alongside and hordes of hobgoblins, orcs and goblins boarded, taking on the crew of The Guiding Fire and the group in a pitched battle. As the striped sail pulled away a little, a bolt as long as a spear caught Abrahams, the Captain of the ship in the midriff and pinned him to the main mast. Despite the Captain's mortal injuries he still helped direct the crew to beat away the boarders, but the striped ship remained not far away, the beating of their spears and clashing of their shields like a chant on board their ship. Zero could spy the outline of the horde’s ship through the inky blackness, slowly moving away from The Guiding Fire. Shadowy figures danced about on the deck, but most prominent were three horned figures, taller and broader than a man stood on the quarterdeck, with axes held aloft, aimed at the foredeck. He also saw another shadow, small and spindly crawling up to the top of the fo’c’s’le, towards the figurehead at the prow of the ship.

As the shadow arrived at the prow the chanting and spear-beating ceased as one. An eerie keening could be heard emanating from the enemy ship. The water began to boil, great pockets of it exploding over the side and sending spray across the deck of the ship. The group looked around trying to understand what was causing the water to churn so, and then one of the sailors shouted, "A monster, a sea monster, we must flee!" Then with eldritch slowness black tentacles, many feet long, began to squirm and wriggle onto the deck from over the side of the ship and seek out their targets. A guttural cheer came from the other ship, all of the group could see the ship now as they were being carried into the air by the tentacles. On the quarterdeck of the enemy ship stood three huge horned figures, half-man, half-bull with bronzed armour and their axes gleaming. Slowly shifting down from the prow of the foredeck was the spindly figure — returning to where ever it came from, its role completed. Orders could be heard being barked from the largest of the three horned figures, and the ship started to turn about and head to the north.

Further splinters could be heard from The Guiding Fire below and then the sea took her — rushing in and consuming the sleek vessel. As she sank below the boiling waves the last the party saw of her was the shattered mast and Captain Abrahams still pinned, going down with his ship.

All of this seemed to happen is slow motion for Celestia, her eyes transfixed on the beast trying to stem her fear and agony. As the beast started to sink into the now calming waters to consume its prey her chest began to burn, she lost her breath, and a light sprang from the amulet around her neck. Bright it was, and seemed to mirror the starkness of the stormy clouds and the chaos of the rolling sea with grey and blue and green rays streaming out of it and over the beast’s black tentacles. Suddenly the beast gave a roar, and whipped its tentacle around, releasing and flinging the hapless adventurers and the lifeless bodies of the sailors across the surface of the water, where they skipped across and eventually plunged into the icy blackness. Almost at the same instant the ship’s only lifeboat, bobbed to them across the surface of the water. Khalin managed to drag people out of the water and get them into the boat with his unearthly dwarven endurance. The light from Celestia’s amulet dimmed slightly, leaving the party in a soft glow, out on the open ocean — now calm. Drifting, ever so slowly drifting, the group finally succumbed to fatigue, and blackness filled them all.

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Book One, Chapter One
Into the Shadowhaunt

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The first chapter sees our intrepid heroes act on behalf of the Blackengorge Town Council, searching for and finding two lost sons of the town in a nearby mausoleum. This mausoleum, and the secret chambers beneath, have been populated by a mad half-elf, called Helvec, who seeks to sacrifice the two boys for his own nefarious ends.

Through strength, wits, and magic the group stop the villain's plans and return as heroes to the small town, the boys safely rescued. Some lore of the world they now live in is found, but further mysteries deepen.
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Book One, Chapter Two
An Odd Couple

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Chapter Two description...
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Book One, Chapter Three
The Doors Beyond

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Chapter Three description...
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Book One, Chapter Four
The Goblin's Lair

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Chapter Four description...
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Book One, Chapter Five
The Road Eastwards

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Chapter Five description...
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Book One, Chapter Six
The Forest Ruins, Part I

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Chapter Six description...
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Book One, Chapter Seven
The Forest Ruins, Part II

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Chapter Seven description...
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Book One, Chapter Eight
The Forest Ruins, Part III

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Chapter Eight description...
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Book One, Chapter Nine
The Annals of Pelor

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Scene #01, The Light of Pelor

The 22nd to 24th Day of Ches in the Year of the Sudden Journey

Awakening from a restful sleep after their tiring journey to the ruined keep, and with no sign of the now missing Rindall, the heroes take time to search for answers closer to home by carrying out investigations in and around Blackengorge with varying results.

Tradden and Zero break into the Lowfield house on a hunch, but come away with nothing except some sharp new clothes for Zero, whose exertions see him take a nap in a patch of snowdrops. The rogue would later help Caldring within the earth-fire forge to spring open the devices to make protective stones for the town. Tradden carries on to Caldring’s to talk armour and sweet nothings, but arrives late back to the Council meeting having had a bunch of Pheasant’s Eye Daffodils and poetry thrust at him. Already depressed by foliage attack and unresponsive elf smiths, Tradden’s day gets worse as although Altair’s Talon Aukan can identify the eagle totem Zero has been carrying, a prick on his finger from a nasty vine at the stone circle causes hallucinations, unconsciousness and nearly death for the fighter.

The newly invigorated Khalin gets the lay of the land, learns of tieflings, dragonborn, and goliaths. Checking on the recently rescued wanderers, a delirious Gilmorril rambles about horns, and the tale of Lee-da-Gaar and the Bloodreavers is told by the monk himself, who also goes on to astound Khalin by describing the ancient Battle of The Gorge Wall where King Elidyr fought his doomed last stand against the ‘Ruler of Ruin’ who crushed the ‘Flame Imperishable’ once the ‘Last Legion’ had fled, with the tantalising prospect of further records still intact at the monk’s dragon-overrun temple. The warlord finds a new dwarven friend in the old, tattooed dwarf, Borik.

Kireth gets up to whatever secretive things Kireth does, including persuading the reticent scribe Beltak to join them on their likely forthcoming trip. Even the mage is mystified when he awakes to find a single hyacinth on his pillow.

Scene #02, Wagons Roll! and Scene #03, The Pineforest Ruin

The 25th to 26th Day of Ches in the Year of the Sudden Journey

With an optimistic set of tasks from the Blackengorge Town Council, the heroes set forth east, bound for the Nentir Vale. Now travelling in a convoy comprising of the heroes, Altair’s Talons, and a wagon named Amud Rur (‘Rolling Thunder’) pulled by two oxen, their progress over the still mostly intact cobbles of the Old Road is swift. Kireth maintains a stiff upper lip when, two dozen leagues from the western edge of the Vale, by the Gorge Wall Gate, he spots a great shadow, blotting out the night stars as it moves south with apparent purpose.

Progress remains steady and the convoy starts to discover remnants of yesteryear. Firstly a long-destroyed building, perhaps an inn, reveals an oddly intact standing stone within which a magical drawer yields a few coins, some delicately carved stones and oddest of all a snowdrop that desiccates at even Zero’s feather touch. Next, Tradden and Zero scout an intact building which shows signs of a recent fight. As Kireth, Khalin and the scribe Beltak join the two humans the building is once again beset with combatants as the bodies of dead humans and gnolls rise up against the heroes, triggered by the effects of a strange, ornate orb keyed to a mysterious undead being of great power that almost overcomes the group, only beaten back after a mighty struggle.

Scene #04, The Great Planes

The 26th to 28th Day of Ches in the Year of the Sudden Journey

The bruised and battered heroes nearly make it three battles in one day after stumbling back to camp only to find the Talons nearly mistaking them for an enemy force. The tiefling Sorrow sings the ensemble almost to sleep before the morning brings a new problem, a deadfall tree in the middle of the road which suggests a deliberate felling. Kireth’s magics make short work of it (literally) and the group start to investigate a leather strap found entangled in the roots before being hurried on their way by the howl of wolves!

Another ruin provides shelter for the night and a significant wolf attack is held at bay by Kireth’s growing magical defences until mysterious horns in the distance seem to cause the wolves to break off and scurry to the north.

In the morning the path continues to wind east but the convoy finds the way blocked again, this time by giant spiders webs. Tradden and Rangrim scout and find out the truth — no spider did this. Orcs — it’s a trap!

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Book One, Chapter Ten
The Mouth of the Sleeper

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Scene #01, March of Stone

The 30th Day of Ches in the Year of the Sudden Journey