Valley of The Tombs

Mage on the Run
Ari 15th 1212i

Ari 15th 1212i

The heroes return to Fort Shark with their prisoner Nic the Blue Dragon Cultist. They were not able to get much information out of him, but they hand him over to the Wizard’s Tower.

Shank and Tightrope are there to greet/interrogate the group in regards to their last interactions with Havok (who has gone missing). Convinced the group is not part of any plot or that they have no information about the disappearance they are freed to go on with their training.

Some time later, the group is kicking around camp when the meet up with a new bard friend. After seeing that they get along and that the guy has some skills, they invite him along on the next mission.

The next mission comes soon enough when Tightrope calls them in and states that they are going to chase down a lead in Havok’s disappearance and head out to the east coast town near the front lines – Port Helen (sometimes called Port Hell).

During the five days of rough riding, the group encounters a Landshark that they are able to fight off (after it had killed one of the henchmen).

At The Point, a village the group stops along the way to see if they can find any trace of Havok, the stop in the Blue Hen. The group makes a new friend of the proprietor Jack. After chatting a bit over breakfast, the group takes note of the blacksmith and the quiet little village and decides to move on.

They camp about 9 miles outside of Port Helen and Tightrope directs they guys to scout out the town and report back. As they approach the west side of town, they notice that is some fighting going on.

Rufus tries to sneak around the outer buildings to get a better look, but he gets caught flatfooted by some thugs. It looks like some sort of pirate bandit group. The rest of the party engages and manages to fight off half the troops raiding this part of the town.

Picking through the bodies they find the sign of the Jagger Eye, the most famous pirate on the east coast!

The Lawful, The Neutral, and The Ugly
Juli 28th 1212i

Juli 28th 1212i

Rufus, Ill, and Rein find a safe place to store their cart in the badlands. In the morning – leaving some guards behind, the group sneaks through the mountains to get a good look at the proceedings.

Rufus gets a good look at the camp and can see goblins, kobolds and humans in blue cloaks. After a few hours observation, the group makes a plan to infiltrate the camp and gather information.

Rufus and Ill head into the enemy camp (and Rein along with the troops hang back in reserve), bluffing their way past the kobold guards at the outer perimeter and stepping up to the campfire to chat with the Bluecloaks.

After milking information from Nic the Bluecloak for awhile, they make their way into the kobold cavern but get turned away by 2 of the beefier kobold guards. Not long after, they convince Nic to help them start a fight with the goblins!

After a crazy three way battle (Rein and the support troops come in and help lay waste to the goblin troops), the kobolds and what is left of the Bluecloaked humans pull back to the kobold lair. The goblin leader runs away – cursing all the humans.

Thinking that they have accomplished the core mission (disrupt the meeting), the group takes Nic prisoner and let the other humans go. Travel back to Fort Shark takes 6 days, with Nic complaining all the way…

Journey to the Badlands
Juli 21st 1212i

Juli 21st 1212i

Rufus and Ill meetup with Rienhardt at Fort Shark. They report their findings to Havok at the Wizards Tower. Havok seemed pleased (and unaffected by) the wand that was brought back from the cavern temple south of the ruined city.

The team takes the reward given for the wand and do some shopping. After training is completed, they get new orders to investigate the map location that was labeled, “Make contact!”

A few days travel into the badlands after passing through Thistlewood, the group encounters a couple of monsters that appeared to be plants of some sort. After defeating them, they go on to be attacked by winged kobolds.

The group has been traveling along the edge of the worst of the badlands. After encountering the winged kobolds the group heads south into the rocky hills. After searching for another day, they were able to find “the meeting place”…

Hunt for the Whatchamacallit!
Juli 4th, 1212i

Juli 4th, 1212i

After training, ranger Rufus spends some time searching for a buyer for the masterwork scimitar that was acquired during their last mission. While out and about, he hears the cries of, “Wizard walking! Watch out there is a Wizard walking!”. Followed by the beatings of people too slow to get out of the way of the Praenecdivinos (wizard guards). As he dives out of the way to avoid the clubs, he runs into a camp tent occupied by a True Cleric of the Loner!

Illiadon the Cleric has been helping the wounded in the camps surrounding Fort Shark. Rufus takes him to Lieutenant Bearchan and Ill quickly agrees to join the Mixed Forces Unit. After a few days, they are invited to Imperial War Wizard’s Tower inside the fort walls.

Three of the wizards from one of the covens that are supporting the troops on the front lines are at the tower. Shank, the leader, explains that Rufus and Ian are there to establish familiarity with the wizards so that they can be used to relay orders via magic communication spells. Rufus rubs some of them the wrong way, Havok in particular. Ill, on the other hand was impressive, making great conversation with all three of the wizards (in particular – Tightrope).

The next day, Bearchan orders Rufus and Ill to investigate one of the targets on the map found during the last adventure. The enemy map had two targets with some goblin notes:
1- Make contact!
2- Search for the whatchamacallit

Now the map doesn’t actually say whatchamacalick, that particular word was some sort of amalgam of goblin and elvish language (like a goblin was trying to translate elvish and screwed it up).

They are given a squad of troops to assist them on their mission and along the way the make another supply delivery to Thistlewood. The delivery goes fine and after discussing local conditions in Thistlewood with Davik (the local commander), the team trade in the cart for a mule and start their search down the road into the dead woods near the ancient city ruins.

After a few days of tracking and searching, they find a cave that was dug into a hill in the marsh. The adventurers sneak into the cave and promptly set off a trap! Luckily no damage was done. Searching further into the cave, the ranger sees animal tracks head into a narrow offshoot of the tunnel.

Continuing down the main rocky corridor in the corner of a curve a statue of The Stag (an elvish version of one of the gods of the pantheon – a great deer – the name written in old elvish), at the next corner they see a statue of The Tide (a statue of a dolphin with some weird features). When they turn the next corner there is no statue, but the corridor turns again to lead to a room filled with skeletons… and a big statue in the elvish styling of The High King.

After a touch and go battle (with several team members being knocked down several times), the adventurers were victorious and drag their loot back to Thistlewood and eventually back to Fort Shark.

Raid on Thistlewood
Juni 10th 1212i

Fort Shark:

The Summer Festival is wrapping up when Old Harry the Heir, Commander of New Order Forces, picks out two up and comers during review. Both halflings, Rufus the Ranger and Tomas the Paladin, have out shined their comrades. At the same time, Commander Darius picks out Reinhardt the Paladin from the 1132nd Legion.

The soldiers spend the night on the town at the Summer Festival, carousing the night away and getting to know each other. The guys also take the opportunity to pick up some supplies, during the low prices that come with the festival. That night Rufus had a successful gambling, while Reinhardt found some way of insulting Duke Scapes’ son, Harold the Heir.

The next morning they meet with Lieutenant Bearchan, leader of the mixed forces unit. He explains that you are being teamed up as show of unity against our common enemy – The Dominion. He describes the mission, “There have been raids by enemy forces on our supply station in Thistlewood. You will take a delivery of supplies to the village and along the way investigate any issues. On arrival, continue investigating the area for the source of the raids.”

The party travels down the main road to Thistlewood and arrives after overcoming a broken cart wheel while traveling through some of the brush country.

The party meets with Lieutenant Dravik at the local inn. Dravik gave details about the village patrols and intel on the local raids. The party spends the night and starts their search the next morning.

After a couple of days of searching, the team finds the base of operations of the raiders and wiped them out without much trouble at all. After the battle, the group picks up everything they can with the cart and take it back to town.

Place holder - Fall Festival wrap up

saving this place to wrap up some lose ends for the jax group

The Ruined Tower of the Owl
Ari 28th 1213i

The party arrives in Scapebridge and split up to do their training and make plans to meet in Timberwalk later in the month.

When they arrive in Timberwalk, the see that the imperial auxiliaries are preparing to leave. The captain pulls aside Polin and Darvin to let them know that Imperial forces are pulling back to the area north of Tolbrook. Due to the approach of Fall, the dominions forces did not make it to conquer the north, but was able to take over Fort Shark to the south near Fishton.

With the political situation changing in the disputed lands, the party decides to investigate ruined tower between Scapebridge and Timberwalk. Before the party leaves town, the newly reformed town council tries to recruit Darvin as the leader of the town militia.

Polin, Keith, Darvin and Carver (darvin’s assistant) head to the Tower of the Owl. On arrival, they discover that while the tower’s upper floors are destroyed, the lower levels appear to be in good shape and the door is locked. Carver had trouble with the lock, so Darvin used his hammer to bash the door down. While knocking down the door, owlbears charged the group and were eventually dispatched.

The party explored the tower and found a extensive underground complex. While searching through the complex they found two huge guardian skeletons guarding a beautiful bejeweled woman that appears to be immobile. After successfully exploring the ruins, the party head back to Timberwalk with their loot. They also lock the lower levels and ground floor door with the idea of coming back

The Fall Festival starts tomorrow…

The Caves of Chaos
Ari 10th 410no

The new adventure party finishes their training in the Reaper’s Keep.

During their training the ranger scouts the trail back to the caves through the dead forest where the wizard was taken captive. The druid explored the region around the keep and gathered more of the healing herb for her old mentor. The paladin spent time in the keep’s temple and made a contact with one of the lower clerics named George. The wizard recovered from traumatic wounds.

With training complete and wounds recovered, the group made its way through the dead forest to the caves. On the way, a patrol of kobolds interrupt the party’s path.

The party handles the patrol easily, and make their way to the caves. The caves opening had several dead kobolds. The party investigated and entered the caves. While searching the caves the party found a treasure chest that turned out to be a mimic.

After the battle with the mimic, the party continued to search the caves and had very little luck finding clues to the wizards origin. They did however find a secret entrance in the cave to a tomb dedicated to a warrior that fought creatures from the shadow realm. Solving puzzles and avoiding traps, the members of the party each get an amazing magic item.

The party heads back to Greenfork…

The Tale of Two Towers
Juli 26th 1213i

Stepping through the portal from the tower in the city of Midnight and onto the tower in the city of Tolbrook, the adventurers feel their heads spin for a moment. As they recover, they see the monsters gathering and starting to flow through the portal.

Fighting several groups of monsters as they flow through the portal, the party is also able to damage two of the three entities holding the portal open.

When Vanir jumps back through the portal to try and convince his brother Wyn to come back to the real world, Wyn betrays the blessed of the dark one and helps cause the collapse of the portal. Havok is defeated and Gabrielle steps off the tower after seeing the battle go against her. The brothers are trapped on the other side when the portal collapses and have to travel back through the path in the mountains.

Not long after the portal collapses with Polin and Darvin in Tolbrook, an imperial legion teleports onto the platform. Together they fight their way down into the city, the imperial legion goes off to fight in the noble quarter, and the party fights its way into the university quarter.

There are several days of battle in the streets, Vanir and Wyn eventually (seems like it took longer than it should have) meet up with the party in Tolbrook to fight and they manage to take down a powerful drow wizard along with its compatriots.

The noble quarter has fallen to ruins with some of the soldiers of the darkside taking up residence. There is a calm after the storm. The Walled City of Wonder has become The Walled City of Chaos.

Extremely powerful entities are in control of the city and large parts of the population have fled or fortified their homes. Feeling lucky to take down a drow patrol, the party goes back to Timberwalk to resolve issues with the imperials regarding the rogue imperial mage Havok.

Journey through the Darklands
235th Day of the Dark Lady

In the Caves of Shadow Polin, Vanir, Darvin, and companions question the guardian of the caves. During the questioning they are attached by a group of giant spiders lead by a phase spider. After vanquishing their foes the group finish their questioning and continues on cautiously moving toward the front of the mine.

When they arrive at the front of the cave complex, they are shocked to see humans, goblins, and other humanoids being held as slaves by dark dwarf-like people. After liberating the slaves, one steps forward and identifies himself as a young noble named Trey who hails from Timberwalk.

The adventurers gather information from the slaves and then some of the companions guide the slaves back through the portal to the other side.

The group leave the caves and they take a long rest at the Black Marble Mansion (white marble in thier world). After recovering they travel past the ruins of Timberwalk and make their way to creekside where there is a small guardpost on the dirt road.

After paying their way past the guards they arrive safely in Snakebridge Port. Filled with people of many humanoid cultures, there are several magic shops along with temples dedicated to he dark ones.

The party books package to the City of Midnight, and the party are able to pick some information about their destination.

After arriving at the City of Midnight, the party makes their way to the Isle of Stars where there is a tower that is VERY similar to the tower in Tolbrook. There are scattered troops in the area and they befriend Tariff the Tiefling and he gives them the lowdown, “The portal opens at the top of the tower every day and then the crowd rushes to the top of the tower fighting amongst themselves”

The party agrees that it would be best to be early, so they head up the tower and find 3 black robed figures preparing the portal. They recognize Gabrielle and Wyn. After some discussion they step through the new portal back to the other side…


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