Rivers Run Red
From the journal of Dindenion, Master Magician
For 3 months we build up our kingdom. During that time several
events trouble our kingdom including a food shortage and unrest
caused by rumour spreading. Some new rewards are also posted.
Svetlana’s clan have camped out on the road between Oleg’s and
Deepwater, and are spreading rumours about Svetlana and Oleg to
all who pass through. They are summoned by royal decree to stand
before the council. After much argument it transpires that they
are mostly sore about not getting a dowry from Oleg. So to avoid
the negative unrest their presence brings we pay them off with
an agreement that they will maintain good relations with our
After 3 months we are going stir crazy and set off into the
wilderness to clear the hexes around Deepwater. We head east
During the night I am woken by a wolf tearing at my skin.
That’s unpleasant. Five wolves are upon us and no alarm has been
raised. There will be words. People are falling over all over
the place but the fight is soon over. We discuss the
possibilities of obtaining magical alarms for future use. The
Warg is skinned (badly) for return to the city.
Exploring south we come to a large river we cannot cross and a
Lake Deepwater. Instead we continue East to try and find a fordable point on the river.
Having done so we head back west and continue around the bottom
of Lake Deepwater to the south.
We come across a boggy stretch with towering fungus. A
Tendriculous attacks Tristan (hmm, bite causes paralysis,
swallow whole, and hard to kill, but at least slow). However
Tristan is down and dying almost instantly as we back off and
attack from range. Denion moves in to levitate Tristan out of
the way and gets grabbed by a tentacle. Raenari moves in and
severs it – go Raenari. He pays the price as he is bitten,
paralysed and in its mouth in one and swallowed almost
immediately. With that the creature moves off. We head back to
From the journal of Dindenion, Master Magician
Reports of shepherds and animals being ripped apart begin to
filter back to us. Investigating, it transpires that they were
attacked by a man size creature, possibly a wolf or worg. Further
exploration reveals tracks of a very large wolf which we follow
into a copse. Human tracks lead out and back to a local village. A
Inquiries are made about recent arrivals and they are invited
back to the fort for an audience with the Baron. A merchant and
his entourage accept as does a female bard. Two hunters who were
also new decline the invitation though they are possibly out
hunting. The town crier is dispatched to ask for anyone with
silver weapons to come to the castle where they will be
handsomely rewarded. This yields 2 silver daggers.
Sir Tristan decides that the bard, Lici, is trustworthy because
she is pretty! Though he says she can prove her worth by acting
as bait for the werewolf. Later she stands out in a clearing by
a fire, waiting, while we hide in a nearby copse.
Izzy’s darkvision let’s us down and without warning a wolf is
upon Lici. The fight is on. Lici rolls away but still takes a
bite and then vanishes. So the wolf charges Sir Tristan’s horse
and is soon dead. The dead body transforms into a naked muscular
man. He is taken back to the village to prove he is dead.
Inquiries reveal he was a lone hunter so hopefully it was an
isolated incident. His room has a magical great axe and a potion
of remove fear.
Next month we head west into the forest, known locally as the
gnarl marches. Screams echo out from the swollen river. A wagon
with two gnomes is in difficulty trying to cross the river and it
looks like it is about to be swept away.
Ropes are quickly thrown and tied to horses. Then the mages
both cast pit spells to temporarily drop the water level and the
wagon is dragged only a little. This is repeated again to little
effect. After another feeble pull the wagon is swept away. The
horses are pulled under. Lici transforms into a Boggard and
dives in to help them. Baldwin
also dives in.
After the gnomes are pulled out we offer them hospitality and
dry them out. They explain they are searching for a ruined
dwarven fortress. They had some old maps but they were on the
wagon and have been swept away.
Sir Tristan has a Wood problem
We come to a glade with a pool and an oak tree. A woman kneels
crying by the tree. A Dryad! Sir Tristan leaps down and talks to
her. She says there is a scythe tree nearby – an evil tree that
likes to eat the flesh of Dryads. It lives to the south-east. We
offer to help and ask to spend the night here. Sir Tristan of
course tries his luck with the Dryad.
Next day we head south-east into woodland. We are looking for a
tree in a forest! Sir Tristan finds it when a branch smacks him.
He charges and gets hit twice again. Go tree! Fire spells fly
out and it is down in a couple of rounds.
Cutting off a small leafy branch of the scythe tree as proof we
head back to the Dryad’s glade. She rewards us with some magic
items: a potion, a scroll, a wand of cure light wounds, and 6
feather tokens. She also offers to keep an eye on the Gnarl
marches and inform us of threats. An ally.
Fey Elven ruins
Heading further west is more forest and then we head south to
find the source of another river. A ruined keep sprouts out
between trees surrounded by vine covered towers. An overgrown
walkway leads to a ruined gateway. Is that architecture Elven?
Tristan and Baldwin head through the gateway into the
courtyard. Baldwin cries out
“watch your step” as Tristan steps on a pressure plate. A
portcullis slams down on Tristan and pins him to the floor. A
pit spell gives us room to crawl under and frees Tristan.
As Tristan crawls out a Quickling stabs Tristan and runs away.
Then he does it again. We try to nail him with spells but he
evades them all and disappears into another tower. We pursue,
buffing as we go. After a few rounds working through our own
difficult terrain Tristan enters the tower and gets hit hard for
his trouble by something undead looking. Denion moves into range
and drops him into a pit. It is a Darkstalker evil Fey. However
he climbs out immediately but a color spray and a scorching
A chest is smashed open to reveal many riches, quickly grabbed
and backpacked. Heading quickly upwards
Baldwin comes to a room with an open skylight. A swaying elf like creature
attempts to entrance Baldwin.
From the journal of Baldwin
At the top of the tower there are nature motifs. There is an
alluring elven woman in a flowing white gown. Her seductive
dancing fails to entrance Baldwin.
Ser Tristan stands in a daze while watching the lady. The uncouth
monk attacks the lovely elf. The evil Izzy joins in. The elven
lady embraces Tristan. There is a plot to kill Baron Tristan. Izzy
and Denion attack the woman and Tristan. The flaming sphere Izzy
cast sat on Baron Tristan kills him. Baldwin
kills Izzy. Baldwin
finally realises the woman is evil when she attacks him.
slays the Baobhan Sith and she curses him in return and prophesises
that the kingdom won’t survive a year. Her mistress will avenge
We find a statue of an elven woman, a masterwork harp, a
waterclock, a small wooden coffer, a gem studied tiara and an
elixir and some money. We take the bodies of Ser Tristan and
Izzy back to the Kingdom.
As we turn up a bard called Grigory is fostering unrest. He is
accusing us of starting the werewolf problem. He also complains
that we have been off gallivanting while the kingdom goes to
pot. He complains of the womanising that Baron Tristan. We throw
him in jail. We notice he had a magical rapier and a magical
chain shirt. Denion decides to kill off Grigory. Rumours abound
and unrest increases in the city.
We appoint a Halfling Sorcerer Kaleb as councillor. There is
new Royal Headsman appointed. We ask around to see if anyone is
interested in Elven art goods. Nobody seems interested.
We get bored and decide to go off exploring. We cross the ford
and hear the sound of singing. It’s a man sat on a powerful cat.
He calls himself Bob. He is singing bawdy songs. During the
night Denion sees Bob poised over Baldwin
about to stab him. Denion opens a pit underneath them. A fight
ensues. Bob is giggling. Kaleb casts sleep and
Baldwin falls asleep but Bob is unaffected. The
others jump down into the pit.
In the last two months there have been a series of deaths and
it looks like we still have a werewolf problem.
We come across a dilapidated hut to the west of the lake. We
ring the bell. We chat to them but they don’t seem friendly.
Kaleb tries to smooth talk her but fails. We head south. The
lake continues. A man in a rowing boat is crying out for help.
He looks wounded. He has just one boat. Oriel and Gil swim out
and help him to safety. “Something has upset Deepwater.
Creatures have been coming out of the lake and taking people.
Blackcove is a small fishing village. His wife has been taken.
We make our way to Blackcove. Hidden by overhanging cliffs the
ramshackle village clings tightly to the ground.
From the journal of Gilgamon The Whirlwind
We follow the villager back to the village, entering one of the
hovels we find nothing but a shrine to two sea gods. Obviously
just to appease the local gods. Gil “enters” an apothecary and
we find a half formed homunculus part fish man and a couple of
scrolls for the wizard. When we get to the shoreline we see a
few boats out on the lake we think are fishing. Gervus the local
innkeeper introduces his self and luckily (yay) he has room at
his inn serving fish. There is a town meeting in the inn and the
remaining residents of the village are congregated in it. We are
fed fish, fish and more fish.
Eventually the boats come in and the local fishermen enter the
inn. A more sorry lot we have never seen. They all seem ill and
demoralised. Our Queen Lici tries to assist the stuttering
innkeeper in his story of woe. This place is a stinking
hovel btw and I truly hate it}. A villager called Gurlak (the
apothecary) trespassed on the island and visited it regularly. He
disappeared when the attacks started. He blamed the wedding rock
for the ills that befell the people of the village. The wedding
rock is touched by newly married couples. We request that the
villagers take us to the island in the morning so we can
investigate and a fisherman volunteers to take us.
The island appears out of the mist ahead of us, there are
several floating towers surrounding it! There is a large swathe
of jellyfish surrounding the island, he sings out a shanty and
grins. He then transforms into lizard/fish thingy and attacks
the first boat. Luckily I am not on it so I settle down to watch
the impending disaster. A few people fall into the water but the
jellyfish don’t seem to have too much effect and eventually the
fish creature jumps into the water and flees. We manage to get
everyone back into the boats and carry on our way.
We finally get to the beach and a large rock covered in
graffiti lies in the middle of it. We see the floating towers
high above. There is a faint humming coming from the newly named
Bed Rock. Gil throws a rock at it, Lici casts detect magic and
the Gregory casts detect evil. It is definitely magical but not
evil. The rock did nothing. We see a faint white path which
leads up the cliff face. The path is decrepit and dangerous, we
will have to climb. Everyone makes it up safely, except the
dwarf who even with help falls several times before the paladin
finally just drags him up.
Weird magical stuff seems to be
around an old magical fortress. There are several cliffs leading
up and what appears to be damaged towers on the cliffs. Probably
they used to be connected to the floating tower tops. We
approach one of the damaged structures. There is nothing of
interest when we get to the tower it is choked with vines.
My skin becomes clammy and oily
with sweat. Baldwin and Oriel
starts bleeding black blood from his eyes. Thorgrim’s eyes bulge.
Gregory’s gets webbed fingers and feet and his joints start to
ache. Lici starts to develop a nasty hacking cough. The island
must be affecting us in some way. Might have something to do with
the magical aura of transformation. Again we climb up a cliff face
a couple of people fall but we all finally make it to the top.
On the next level there are
several larger structures. We approach one of the structures; a
glass dome above it has fallen down around the structure. It
looks like the structure is an old archive. Thin copper plates
float in the air creating books. As we enter looking around we realise why so many of the
copper plates are missing, Rust Monsters!!! Gil flees as does
Baldwin and Lici shooting ranged weapons. The dwarf, paladin and
monk move to engage, fools. Rather amusingly the foolish dwarves
breastplate starts to fall apart. More amusingly Ser Gregory’s
magical full plate falls to the floor as a pile of rust, he is
not a happy bunny. The battle is going well; the bard summons an
illusionary wall which people are struggling to disbelieve
however it does seem to be holding the rust monsters up as well.
Ser Gregor kills one and Lici finishes off the final one.
So we have a cleric and paladin both without armour, at least they still have there shields, but
it doesn’t look good. We find 3 scrolls which still have writing
on them, luckily the scrolls of comprehend languages we found
earlier might help to decipher them.
Idionestra’s Histories – early
chronicles of Narkashel (this island) which was an isolated
observatory of the old Azlantl empire.
The Seventh Column – a secret
society who were executed by drowning after an unsuccessful
Sigil And Glyph – which
discusses the creation of half men/fish creatures under the
control of the Unwelcome Guest.
We also find a magical crown and Lici the fool put it onto her head… not the best idea maybe… but
nothing happens so I suppose we will see.
eyes turn black along with the bleeding… he gains darkvision 10’.
Thorgrimm’s hair falls out and his eyes subtly move towards the
side of his head he gains +2 Perception. Oriel is fine. Gil’s
skin develops a slimy mucus giving him greater ability to escape
from grapples and bonds. Ser Gregor’s limbs elongate giving him
extra natural armour.
The tower is shedding white
shale everywhere which looks dangerous to get through. We all
run through only the dwarf gets hit (what a surprise), inside a
large lizard resides! We kill it relatively easily. And discover
an amulet and horn. The amulet is some kind of divination thingy
and the horn makes fog, Gil does a happy dance over the amazing
magical items found.
We decide to proceed upwards
before we all turn into fish people and this time we all make it
up in one go. We make a bee line for the centre which appears to
be some for of inverted pyramid into the ground. Tall walls
surround the structure, large lenses lie above it and aqueducts
go into the square. There are 2 bathing pools with stagnant
water in them. There is a giant well with a spiralling descent
downward. We make it to the bottom and find nothing… always
worrying, we leave…
A cracked crystalline dome and
lots of astrological stuff lies inside. The monk gets hit by a
beam of light from one of the circling globes. We are attacked
by 2 fey spiders which are phasing in and out. They are a pain
in the arse and extremely difficult to hit, we are having to
ready actions to hit them. Eventually we do take them out. Lici
is heavily injured and appears to be under the effects of some
form of spider poison. Eventually the poison wears off but she
is looking very weak.
Gil’s skin must now be kept wet
otherwise it cracks painfully otherwise -2 Cha (in water once
per day). Thorgrimm’s mouth widens and tongue lengthens -2 Cha
and 15% spell failure… Lici gains a painful cough but can hold
her breath for a long time.
From the journal of Baldwin
Dandelion appears. He has a
hacking cough. There is a message saying we should wear the
amulets while in this building. We only have the one. He is left
to suss stuff out. The building seems to be a device for
prophecy. There is a strong aura of transmutation on the island.
Dandelion finds there is a glyph of enchantment/compulsion. In
another tower there are seven pools of magical (divination)
liquid. We see twenty corpses of villages. They are serenely
laid out. The monk sees silvery liquid on them. They have all
been bludgeoned to death. There are inscriptions with proper
names of important people. They are dull lectures – yawn. There
are signs of recent activity. We suspect the villages have been
sacrificed to gain knowledge. Dandelion listens to a lecture. We
learn that there are spare lenses in the floating towers.
Dandelion is surprised to be attacked by a creature from the
pool. At last some excitement. The ooze swallows
Baldwin but he escapes. Gil retreats and starts to carve up a body to use
as a blunt weapon. Dandelion burns it to death. We turn around
to see Gil chopping away at the body. We suspect that the power
of the liquid has been used up.
We find a dead Skum in another
building. He has a magical cloak and scrolls. It’s a cloak of the
manta ray. The scrolls are of freedom. We see a steep staircase
heading down. We also see a load of people combing the beach. The
villagers ignore us. We head into the cave. There are two
will-o-wisps. Ser Gregory shouts out evil and smites them.
Dandelion shoots magic missiles at them. They disappear. Dandelion
shouts out that they haven’t moved. Gil and Baldwin finish them
off. The canal extends the length of the cave. We hear sounds of
scraping from the other side of a coral wall. We fail to smash
through the wall.
Oriel eyes turn a shiny black
colour. We head into a tower to rest and get attacked by magic.
The monk is ready to jump up for the tower. He does so
impressively. He searches the tower. A number of lenses are in
the top of the tower. Three lenses remain intact. When he
touches one a magical trap is set off. An arc of electricity
hits him. He stumbles around and drops a lens which smashes. Gil
jumps up. Gil isn’t told about the traps and is hurt by one.
Oriel takes some damage and stumbles. Another lens is smashed.
As we head around the island we
hear the sound of a woman screaming. She is pursued by what look
like flying manta rays. She has the taint. Dandelion casts
stinking cloud on them. Some magic missiles follow. A cloaker
engulfs Ser Gregory. Baldwin
hacks at the other cloaker which falls to the ground. The other
cloakers fly off. Sarah is the wife of the fisherman we
originally met. The Skum impregnate human women in the marriage
ceremony on the rock. The villagers tried to fight back but were
dominated. The Alchemist was trying to stop the effect but is
now more fish than man.
We find some villages that have
died from exhaustion. We take them to use so we can learn more
about the observatory. At the end of the two lectures a
simulacrum attacks. We run away. The next day we realise that a
lens needs replacing. We replace it. We shut down the glyph. We
check on the villages. The Skum are trying to get the villages
to work on. Baldwin’s ideas
and Ser Gregory’s smooth talking sways the villagers. Seeing the
way things are going the Skum attack. First blood goes to
Baldwin. Ser Gregory casts Holy Light. A stinking
cloud engulfs some Skum. Dandelion charges in with his magical
long-sword and finishes one off. We make quick work of them. The
villagers reveal that Gerlac leads the Skum. The sorcerer found
the husk of an old god. Some recollect that they were lead down
the inverted pyramid.
From the journal of Denion the Dark
The decision is made to find a
way down the inverted pyramid so the stagnant pools nearby are
investigated. Gregory dons the cloak of the manta ray and dives
in to each of the pools in turn. He returns reporting nothing
found. Oriel, who currently has darkvision for the fish taint,
takes a turn with the cloak and finds a small casket at the
bottom. The casket radiates a weak magical aura. Opening it
there are three potions of cure moderate wounds, which are
dished out to the three fighters. Investigating the first pool
again Oriel finds a suit of banded armor in the likeness of a
fish, and a lever which he pulls to no obvious effect.
We make our way down the steps
of the pyramid, Baldwin knocks
on the floor and Gil jumps on it. The floor is however
illusionary and Gil flails desperately and clings on to the edge
of a 90ft drop by his fingertips! We lower Gregory down on three
tied together ropes into a large spherical chamber in chest deep
water. There are three tubular passages leading off, two of
which are collapsed. He calls back up for everyone else to come
down and sends his backpack up.
Gregory starts thrashing around
with his sword seemingly fighting the water. He shouts that
there are electric eels in the water. Oriel heads down the rope
as fast as he can as Gregory disappears under water.
jumps off the top as Denion feather falls him. They look like they
are having fun splashing about in the water. Once the backpack
is pulled up and the grappling hook held attached Gil heads
slowly down the rope and joins the fight. Now everyone is
splashing about, it looks great fun, shame I can’t join in.
The fight takes ages with
several party members going down. Afterwards dozens of cure
light wounds charges are burnt. Denion is lowered down and we
proceed up the only clear passage into dry land.Against better judgement we take a right turn and find a
room full of seriously ill and wailing villagers. Oriel and
Gregory move to help and it turns out to be a programmed
Further on another side room is
half filled with water. Gill grabs the manta ray cloak and
prepares to jump in. Just in time he spots a cloaker which lets
out a low moan. Gil and Denion fall prone retching. Multiple
images of the cloaker appear – some sort of supernatural effect
– but it is still quickly killed. A calcified skeleton holding
an encrusted spear is found – which turns out to be a magical
Down the corridor a chittering
is heard - a crab like large creature is coming our way. The
fighters rush forward and take massive damage!Gregory is paralysed before the creature goes down, but
just then another creature comes out of the side passage and it
is looking bad. The combat lasts so long that spell effects run
out. After a minute or so, finally we emerge victorious but we
are badly damaged and depleted on resources. We retreat and
A fire elemental gem is found in
the pool where the crab creature came from. Further on, a large
rubble filled chamber is searched. A salve of slipperiness with
four doses is found. It is immediately applied to the four
fighters. The corridor continues and proceeds into a waist deep
water filled section. A will-o-the-wisp illuminates the chamber,
5 skum are using mining tools on the walls. The wall is healing
itself so they are making slow progress.
From the journal of Gregory the Light
1.We are about to get in a fight. Check back later for the results….
2.Lots of Scum digging. Willow the wisp as well. Evil… Get it!!!
3.I hit 2 with cleave.
5.They are falling quickly. This is easy. Too easy.
6.Nasty scum sorcerer casts Evards tentacle.
7.Baldwin and Gregory move forward to attack
8.Monk boy and gill are still held by the spell. Now they are free.
9.Something bad is happening round the corner. Gill is under attack by something.
10.I am nearly dead. Again!!
11.Ok so maybe this isn’t as easy as I first thought. Gurgle Gurgle.
12.I am back up. For now.
13.Gill has done something. He let the creature escape, whilst we were distracted by the Skum sorcerer.
14.All the baddies escape. We suck.
15.Monk finds Potions, Headband alluring charisma, and Cloak of Resistance +1.
16.We drink the potion and are all returned to normal.
17.We head to the mainland happy in the knowledge that justice and good has triumphed once again. Though
we all feel the sense of foreboding as we gaze out over the troubled waters. Somewhere out in the depths a menace lurks,
waiting, watching and drawing its plans against us.
18.Approached by Loy Resbin – we help him to establish a town by giving him a build point.
19.Lici is cured of Lycanthropy
20.Carnival appears in town (winter festival). The peasants love it.
21.Carnival is probably more than it seems. I detect evil a lot.
22.Bad stuff is happening but I am keeping out of it unless I detect evil.
23.Carny had - +2 Chainmail, Amulet of Natural Armour +1. Dagger +1, 3 vials of poison.
24.I walk across hot coals using the power of my faith to resist the pain and prove to the peasants the
power of my deity.
25.This place is full of freaks.
26.A fox leads the monk out of the carnival to a Satyr by the river. Felchois. He was sent by the Dryad,
apparently we have crossed a powerful Fey at some point, the Dark Fey are seeking revenge. They have come to the carnival to
kill everyone. Someone can save us but they are bound by bonds of love. He gives us some potions to drink which will protect us
from the Dark Rider and his eye of rapture. We need to break the eye of rapture to free people from the spell.
27.We all drink the potions.
28.We need the mage and the Bard.
29.Globes of light rise up from the festival.
30.People are gathered to watch fireworks.
31.Gong sounds and rockets explode into multicoloured sparks.
32.Band plays a haunting melody.
33.Rain of leeches drops from the sky onto the crowd.
34.Ticket booths are decorated with flayed faces.
35.Major sick stuff happening
36.We need to get past the Brownies and rescue the towns folk.
From the journal of Denion the Dark
Approaching the fair entrance, where six evil fey stand, Gregory draws
his sword. Immediately confusion reigns and we set about each
other. Gregory lays into me so I drop a flaming sphere on him,
put him in a pit and finish him off with a crossbow. Finally I
realise what I am doing and cast protection from evil on myself.
Fortunately the others have finished off the fey. We heal, buff
and head off quickly to thwart the dark rider.
We pass a tent where citizens are tucking into offal pies in a pie
eating competition. Gregory takes offence and drops the evil chef.
Moving on there is an ice carving competition on the frozen lake. There
are live citizens suspended inside the ice being carved. Several
small evil frost chiselers are supervising the competition.
Gregory and Oriel slip-slide onto the ice as
Baldwin provides ranged support and Denion provides
a summoned demon and a pit spell to help. Gregory is not happy
about the demon. The slippery combat continues for some time
with Gregory slaying the demon.
Next is the ice maze – where we keep to the left. At one point there is
a hazy passage with ice chrysanthemums which detect as some sort
of protection spell. Gregory walks past and ‘bang’. Oops, must
have been a glyph.
Baldwin guides us to the
centre of the maze where there is a pile of dead villagers. A
minotaur with a bloody axe stands ready. He drops his greased
axe and is soon dead.
Making our way to the modern wonders tent we see a skeletal figure
plucking citizens at random and shoving them under the folds of
the tent followed by screaming and mechanical noises. A brownie
sweeps up bones and strips of flesh as they exit the tent.
At the beer tent a pixie is spiking drinks. The imbibers are turning
into trees. Oriel wanders up to the pixie, orders a drink, and
casually kills the pixie with one swat.
The titan’s wheel rotates with people hanging by their intestines from
the wheel. Brownies throw passers by into the wheel. A stinking
cloud disables the brownies and a couple are soon dropped while
the others run away.
A dark rider enters the fare and bellows a challenge to the heroes who
would dare oppose the power of ice.
From the journal of Thorgrimm
Note to self: forgot quill
Throrgrimm’s Old Scroll and Nib
I awaken and have been blessed again. My God favours me.
I must talk to my companions and impress
upon them the error of their ways.
My companions barter amongst themselves. A suit of chainmail finds itself in my hands, I
gratefully accept it.
We subtly observe our objective. A Carnival of Hell. Evening has arrived and the encampment is busy with
A large humanoid form wrapped in mist and
sporting antlers, bearing a glaive strides out from the forest,
mounted on a stag. He looks like an unbeliever.
I act whilst my companions stand frozen
with fear. But our enemy acts first with unnatural
speed casting an Ice Storm at us. The freezing snow and rain hampers our movement and we
are injured by frost.
I heal my companions move forward and then
Denion our Mage casts Haste.
Our Rogue disappears into the
shadows….flanking he says….
I’m blinded .There is much noise and I flail curse my ill fortune.
Again I attempt to Heal my companions,
though I cannot see them.
More noise around me. My blindness is a
I hear the clash of weapons, my companions
fight our evil opponent and I am powerless to assist. Curses!
I hear cries of agony as my friends are
wounded by this accursed beast!
At last my eyes can see, just in time to
witness Ser Gregory smite our opponent with a colossal blow.
Out of the shadows sneaks our rogue with an
underhand sword thrust that nicks our vile opponent, like a
nasty paper cut.
The stamina of this monster! Again he
strikes at Ser Gregory wounding him sorely and hitting
with an evil thrust of his glaive. A sneaky strike by the
Quickling fells poor Baldwin.
Ser Gregory cuts and thrusts with all of
his might, striking the vicious monster with blows that would
stagger a giant and kills it. The stag disintegrates
We seize the gem from the corpse.
We shepherd the villagers away from the
hideous sights to protect their souls and burn down the circus
tents and their unholy contents.
A ring wrapped with green hair is found on
this monster’s finger. We now have three in our possession. What they do we cannot tell.
We retire for winter and try to maintain
the kingdom. Unrest
is rife and the stability of the kingdom is threatened. The fortress continues to be constructed.
The kingdom’s officials decide on onerous
taxation levels on the poor peasants and many leave our beloved
land. But we need
money. And they must
pay. The loyalty of our people is suspect. The castle is built over the winter, justifying the harsh
taxation and rule that were necessary.
The campaign season begins in spring. We go and explore the lands surrounding our kingdom and
discover a barrow mound.
We enter the chambers and discover a bat
infested room, the floor covered in insect crawling guano.
My companions debate on how to deal with
bats. They want to Fireball them.
We wait until dusk and the bats leave the
chamber and we enter.
A further circular chamber is beyond with
four grotesque statues representing the four winds but horribly
corrupted decorating it. A body lies on the floor and an aura of necromantic magic
Ser Gregory bravely discovers a trap. Wind
blows out of the statues, sapping his strength. But his great stamina shakes off the effects.
A ring of sustenance is found on the body
and it is passed to Denion.
To the left is a corridor leading to a
chamber decorated with skeletal warriors. I and Ser Gregory
destroy them with our Holy Words!!
We explore further and discover a similar chamber opposite. With evil undead skeletons therein too! I challenge them and three are turned to dust. Three remain.
I am unafraid. They
attack and I defend myself vigorously, whilst my companions
skeletons are summarily destroyed.
We move into another chamber, inhabited by
a Wight!!! The Wight
surges forward and attacks Baldwin.
He is hit and suffers a level drain.
The fight continues but the Wight, unable
to strike home again is defeated.
The Wight has a +2 Fey Bane bastard sword,
which after much grovelling, sobbing and begging is given to Gil
There is nothing else of interest here.
We head southwest, further exploring the
lands around. There
are hills around us.
The party decide to take on the Huge
Malignant Tree Monster and journey to its lair.
It cooperates by being there.
Battle is engaged.
We begin by shooting arrows at it. I
prepare our gallant party members with spells to enhance their
The HMTM advances quickly.
The battle goes badly, Ser Gregory is
grappled and swallowed.
Gil is trapped by a tentacle.
My spells have no effect.
Denion successfully sets fire to the HMTM.
In desperation, the rogue struggles are
Eventually, the HMTM succumbs to the fire
elemental that Denion has summoned.
Ser Gregory is cut out of the monsters
The beast has no treasure.
We continue exploring despondently to the
We encounter an island in the river,
surrounded by a palisade.
From the journal of Denion the Dark
Man sized lizard like creatures can
occasionally be seen entering the palisade from the water.
From the shore we shout out in Draconic and
common that we wish to parlay. A head pops up from the palisade
and asks us what we want. After a few minutes the gate opens and
a group of six lizard men emerge from the gate into the water
and onto the shore a short distance away. We try to parlay for
information but they aren’t interested in my eloquent request.
They claim all the lands around here. Deciding we aren’t in a
position to argue we move off peacefully.
After a few days exploration we come across
a massive pile of dead wood and bushes. Baldwin notices tunnels
and a larger chamber within the pile. Gregory casts a light
spell and Denion tosses a lit pebble into the chamber revealing
a lizard like magical creature. Gregory charges in and the beast
sets about him with tooth, claw and tail. The others charge in
and are soon hasted. However Baldwin makes short work of it. We
have a dead rare magical beast – a shame we don’t know what it
After some investigation I realise it is a
Hodag – there are unpleasant folk tales about them.
A couple of days later we are ambushed by a
bush! It grabs Gregory and Gil and starts to squeeze. A flaming
sphere doesn’t seem to hurt it, though Gregory is hacking wildly
and sap is flying everywhere. Gil also flails wildly and
amazingly kills it. Its sap is drained into a wineskin.
A couple of days later as we are walking
though a forested area, a dragon flies overhead. Gregory
immediately shouts out a challenge and the dragon roars and
lands. Hasted, Gregory charges towards it and the others follow.
I have a bad feeling about this. Gregory cries out as the dragon
breathes acid on him. However the haste does it work and the
grunts soon finish it off. Examining the creature it is a forest
drake, which I point out to Gregory who is claiming “Dragon
slayer” bragging rights – though he isn’t listening.
Returning to the city there is a message
from the sword lords – they are concerned about Trolls in the
area. However the kingdom requires our leadership and we spend a
few months building up our city before we set out troll hunting.
Several days pass and Baldwin
spots Troll tracks and the chase is on. The tracks lead to a
narrow cliff side path. Following them up it comes to some doors
that are ajar in a cliff face. This looks dwarven build. Gregory
peers in and cries out. Trolls are upon him. The carnage begins.
It takes a while, but the result never looks in doubt.
Exploring we find their lookout
post, and up another stairway the bloody remains of a Halfling
on a table. Off to one side there is a room with three troll
hounds chained to the wall. Two break free from their chains and
charge. Both go down as another charges in and it soon follows.
They start to regenerate so they are burnt to finish them off.
Further down a side corridor a single two headed troll is found,
with a blood circle on the floor – a shaman perhaps? He soon
dies. He has phat loot.
From the journal of
Denion the Dark
After searching the room we head to the
other fork. We can hear gutteral voices ahead. Pausing
momentarily to cast spells we head on into a chamber of 6
trolls. Opening with a stinking cloud that fills half the room -
coughing and choking is heard though 4 trolls emerge from
the cloud. One is dazed and one is pitted and it never looks too
bad and we soon down them all and they are torched.
Down the corridor we scout a horrid room of animal carcasses
and headless humanoids.
Onwards to a huge room with
several trolls, including a huge troll sat on a crude wooden
throne. Baldwin charges in just before the door is blocked by a
troll. He is on his own! We all wail on the troll in the
door and he goes down quickly. We are in. Just in time to see
We redouble our efforts to avenge
Baldwin and make short work of them. Plundering the caverns
takes but a short while. We plan to raise Baldwin, and make a
bee line back to Deepwater before his body rots.
arrival there is damage to the city. It has been attacked! Tales
of an armoured huge creature part owl and part bear attacked and
ruined our library.
A few days later Baldwin is raised
and shortly thereafter we set out after the owlbear. After many
days the tracks lead to a large cave and Gregori leads the way.
The owlbear is home and seems a little disoriented. We kill it
without much effort.
Another cave contains a dead
owlbear and a dead barbarian type. The barbarian has many items
including a cursed ring of animal friendship/hostility.
From the journal of Gil
Lici while absent decides to abdicate to take
up a role as grand diplomat to explore the world some more, her free spirit
just couldnt be quenched... and Ser Gregory takes over. Long live Ser
The city is growing well as we repair the library, and build
a new barracks to try and bolster the defences or our fledgling kingdom.
A fire rages through our city, but due to the gallantry of our
loyal citizens the fire doesnt spread far and we lose no buildings.
We finish exploring the southern edge of our kingdom.