Valley of The Tombs

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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INVASION
Juli 22nd 1213i

Juli 22nd 1213i

Polin, Vanir, and Darvin make plans to meet up in Timberwalk on the 20th. From there they head out to the mines to check on their investment.

When they arrive the Rock Brothers management mention that they have a problem with one of the mineshafts they are looking to open up, but that Nakan (the old white wizard) wants to speak to them first.

Nakan mentions they material they found the barbed devil digging up appears to extend or increase the power of conjuration spells. He hypothesis that since no one saw the devil come in or out of the mines they may have used it as a way to extend teleportation.

The words have barely left his mouth when a flash and a crack of sound indicate that the new magic circle situated behind the brazier (which has been blocked off so that people don’t accidently walk into it) announces the incoming teleportation of two white robed wizards.

Master Colm announces to the crowd that Tolbrook is being invaded by Barbed and Bone Devils. He is here to create 100’s of magical weapons (swords, hammers, spears, arrows) using the blue flame so that the town guard and white shields can stand a better chance against the invading monsters.

The group helps with the process and Colm shares the details he knows about the invasion and asks if the group would like to go back with him to fight!

After discussing it, the group decides to try and find the source of the invading armor by travelling to the shadow realm.

They create some blueflame weapons and armor (and extend it with the new material that was found) then head out to travel the dark road.

When they get to the otherside, they fight an undead standing bull skeleton. After a few hours of travel, they get to the otherside’s version of the mines the group finds it is very familiar. They get to the area that holds a brazier, they find the dryder that escaped long ago. The battle goes well for the party they kill the dryders companions along with the dryder. At the last moment Vanir heals the dryder to 1hp and Darvin grapples it to try to prevent it from casting…

Approx 6 hours have passed since lighting up their weapons with the blue flame.

It is the 22nd day of Juli, in the 1213th year of the Reborn Empire

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Exploring the Borderlands
Juli 24th 410no

Juli 24th 410no

Exploring the Borderlands

A merchant train heads out of Greenfork to the uncivilized Borderlands…

A young nobleman from the southern kingdoms going by the initials L.O. joins the caravan seeking adventure. A ranger named Ayuthria signs on as a guard to the merchant train (recommended to the merchant by her old boss Frederick the head of the town guard). Ryllae the druid joins the merchant train for protection through the badlands to find some rare ingredients for her old mentor Podge.

Along the road the merchant train runs into a messenger from One Tree Tower warning them that kobold war parties appear to be active in the area. When they finally reach One Tree Tower, Ryllae finds out that the commander is interested in information in why the kobolds are on the move.

The merchant train continues on towards the keep on the borderlands, Reaper’s Keep. Ryllae’s keen eyes notice a bush moving when there is no wind and slings a rock that way after warning the others in the group.

Rye casts an entangle spell after the kobolds swarm from the bush! The young nobleman rushes up to engage the first set of kobolds and shouts out that there are more behind the bush.

A prisoner of the kobolds wakes up and realizes this is his chance to escape. He bursts through the bushes with his manacled hands held high shouting in an unknown language… and to his shock is promptly gets hit by Rye’s thorn whip and dragged towards her.

Ayuthria gets the first kill for the group with her longbow, and the noble continues to engage face to face with the kobolds and scores some blows that eventually kill off a couple of the scavengers.

Some of the other kobolds circle around the bush away from the noble and attack their escaped prisoner! The new guy goes down in agony. Rye rushes up to heal him and the group circles in to kill more kobolds.

Finally they are down to two kobolds, one surrenders after being surrounded by the group and the second still is entangled in Rye’s spell.

The group finds out the new guy’s name is Darsynius who said he was captured by the kobolds in a nearby cavern. He appears to be a spellcaster from a strange place due to his clothes and speech. The language difficulty makes it hard for the group to discern where he is from exactly, but they offer to help get him back to the caves he was captured in to see if there are any clues there. Darsynius appears to be interested in getting back to caves, but is also interested in figuring out whats going on in this new world.

The group interrogates one of the kobolds and eventually gets a map that shows a way to the cave and they let the kobold go. They group back up with the merchant train and take one of the kobolds to Reaper’s Keep for questioning/reward with the idea that they would come back to the trail to the caves after the ranger has marked it so they could find it easily again.

The group arrives at the keep to find an execution taking place. This appears to be a tough location with tough people. They do some business, collect a reward and decide to do some training to get better at their individual crafts.

Ten to fourteen days later, the wounds that Dar took in battle should be recovered and everyone should be done with their training.

It is now the 24th of Juli in the 410th year of the New Order Kingdoms.

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The Landshark's End and the road to Thunderhills
Juli 10th 1213i

Juli 10th 1213i

After the last adventure in the mines, the group heads back to town. Rumblebelly disappears into the crowds of Timberwalk not to be seen again for awhile. Polin and Galen meetup with Darvin to make plans to investigate the Thunderhills and circle back to the mines.

Instead of taking the direct route to the Thunderhills ruins, the group decided to pass through Scapper so that Polin could store some of his belongings at his tower. The easier road was also intended to give Galen some time to recover from his grievous wounds that he received at the battle in the mines.

The landshark attacks the party on the road to Scapper. The beast has been terrifying the road between Timberwalk and Scapper for years. This is the second or third time some members of the party have fought this devastating monster and this is the time they finally defeat it.

After taking care of business in Scapper (and introducing the group to Lord Scape), the party heads north to the fishing village that is nearest to Thunderhills Pass. The village was welcoming. The folk are hard working fishermen who mention that they are proud members that answer the call when the Scapper town levy is deployed.

The next morning the party heads up to the hills. As they got closer to the ruins, the party saw signs of activity in the town and they focused on trying to approach the town quietly. The western part of the ruins seemed abandoned for the most part, some zombies, skeletons, and plant creatures were avoided.

As they approached the middle of town, the overgrown bushes and trees made movement difficult. The party avoided the main streets and tried to keep out of sight of the tower on the hill in case there were lookouts.

There was much more activity on the east side of the ruined town. Humans, goblins, and kobolds were scurrying up and down the street. The party works out a plan to draw the bad guys into a trap (being concerned that they have still not found the old druid named Reed that is known to be in these parts). It turns out the humans cloaked in blue are the same people that stayed at Darvin’s Inn at Timberwalk a ways back.

The plan works and the battle begins and ends fairly quickly. As the silence spell is ended, the party looks up to see a blue dragon perched on the ruins of the tower on the hill. They race through the brush to the main building on the east side of town the party found the druid chained to the wall. The party fights some more dragon cult members. The do a quick search of the building, the party picks up some loot and head back outside with the druid in tow.

After the final battle, the group sees the dragon feasting on the dead. The group cancels the original plans to head through the deerwood to the mines and instead circle back through the hills back to the main road to the fishing village then back to Scapper.

During the travel back, Dravin recalls that there were a least 8 members of the blue dragon cult group that visited the inn, and you only fought and dispatched 7 blue cloaks…

note: the date listed in all the entries is the date at the end of the adventure

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A lost child and an abandoned mine shaft
Juni 23rd 1213i

Juni 23rd 1213i

The Heroes of the Battle of Deerwood arrived in town with reports of victory and several prisoners including the warlord Karth and some of his captains and troops. Polin, Darvin, and Vanir hand them over to the Imperial Commander split the loot and go their separate ways for now. The rural folk are looking forward to a reduction in the constant hobgoblin raids of the past year since the battle.

Of note, there were significant numbers of goblins that escaped the Battle of Deerwood. There have been no reports of goblin raids. Their whereabouts remains a mystery.

Rumblebelly came back to town and was almost immediately beseeched upon to help find a missing halfling farm child named Harry. He meets up with Polin and a new adventurer in town named Galen at the inn and recruits them to help find the boy.

After a successful investigation, they narrowed down the search area to the Timberwood southeast of the old mansion (which reportedly has some sort of magic aura in the crevasse that has been sealed off by the people building the new temple). In a quick battle, the heroes rescue the child and dispatch the Nothic (a failed/devolved mage). Among the treasure was a short sword with blue flame. The pommel head of the sword has the head of a Deer (with a small rack to make the sword manageable). The Deer was the symbol of the noble family that formerly possessed the old mansion on the hill.

The next day Polin picks up his shield man and heads to the mines with Rumblebelly and Galen. Upon arrival they meet with the Rock brothers and Nakan. The Rock brothers have reported that they have been turning a decent profit for the first year of operation and that they are ready to expand operations to some of the deeper shafts.

Nakan advises the group that there are materials to be on the lookout for during their explorations. Glowing blue plant material and glowing blue metals or unusual material.

During the exploration they stumbled into poisonous plants and then into a family of Gricks. A fireball took care of most of them. An alpha grick appeared to get away, but there was some amazing treasure for the party to share.

When the heroes came to the end of the shaft, they found the alpha grick and a barbed devil. After splitting attacks for half a minute (in which the barbed devil appeared to take no damage), the party concentrated on the alpha grick when the barbed devil appeared to use telepathy to tell them “Humans get out of my way”

There were a few hits that connected with the barbed devil, but the party got out of his(?) way and let him walk out.

After he left, the party tried to gather material using magic and magic weapons. They succeeded and went back to the top levels of the mine without running across the devil and upon talking with miners, discovered that no one else has seen the devil. They take the material gathered to Nakan and he appears puzzled and will take some time to investigate it.

Does the enemy have another access point to the mines or are they so powerful as to walk past the defenses that have been set up?

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A Banshee's Wish and a Warlords Fall
Juni 9th 1213i

A Banshee’s Wish and a Warlords Fall
Juni 9th, 1213i

The Summer Festival arrives in Timberwalk and so do the adventurers (Vanir, Polin, Darvin). While strolling the festival markets Polin recognizes and meets the White Wizard Nakan and his entourage.

The group offers to escort the white wizard to the mines after the festival is over. During their travels many tidbits of history regarding the mines, the shadow path, and the azure brazier are shared.

After arriving back from their escort mission Vanir convinces the rest of the group to go on the banshees quest that he was given by sister gabrielle.

Due to the tremendous politeness and smooth talking from all members of the party she grants 1 question to each member that she answered and then the promise of the comb (currently with wyn?) seems to drive her mad…

The group tracks up the coast to investigate hobgoblin raiding problem’s and meets the elders of the village of Trouthead Bay. Further up the coast they find a ruined village and hobgoblin guard post.

After dispatching the guard troops, the group heads to the lighthouse at the north east corner of the disputed lands. It is there that the final showdown with Warlord Karth and his minions takes place.

The group takes a number of prisoners and have a few options before heading back home:
1) Immediately start back on foot with the prisoners and treasure. Along the way make some arrangements with the council elders at Trouthead to have them man the lighthouse. 5 days travel

2) Recover and reconnoiter the area. Refurbish the lighthouse while waiting for a ship that would be sent for via Polins messenger wand. Take prisoners and treasure back to one of 4 cities: Blue Cove, Orton, Tollbrook, or Scapper. 5 days of waiting; 1 day of travel to Blue Cove or 4 days of travel to the other three cities.

3) Recover and reconnoiter the area. Refurbish the lighthouse while waiting for a troops from the white marbal mansion that would be sent for via Polins messenger wand. These troops would help to escort them back to one of the southern cities Blue Cove, Timberwalk, or Scapper. 5 days of waiting 5 days of travel.

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A reprieve, an ascension, and a crop failure
Maior 28th 1213i

Maior 28th 1213i

Polin recovers from his brush with pirates and goes to Orton to pickup his possessions that were in storage with the Cragg family. While there he meets up with Vanir and they run into Karrick in the local bar. Karrick relays the story that he has been training up spear company of soldiers.

While taking his troops on patrol in hopes of getting the blooded on local bandits before taking them to the war in the south, Karrick was able to get a perfect spear shot on the bandit leader. The spear that he used for the throw was the one picked up in the first tomb that was raided by the group. Just as the spear entered between the eyes of the bandit leader there was a flash and in a second or two, the spear disappeared.

A couple of days later right before Polin and Vanir leave town, there was a report that the local temple had a visitor in the night. It is reported that the visitor was a monsterous draconic humanoid that broke through the wall and ransacked the sleeping quarters and then left. After all of the excitement had ended (there were no serious injuries), the only thing missing was the shield that was picked up along with the spear from that long ago tomb raid.

On the way back to Scapper, Polin and Vanir stop by Tolbrook and witness another imperial teleportation. Polin notes that it is interesting that the platform is the highest point in the city. Since no other buildings look onto the teleport platform, the special markings can’t be copied by others.

Back in Scapper, Polin and Vanir arrive to find Lord Scape worried about the recent crop failures. He asks the pair to investigate and report to him the results. After about a week of investigation, Polin and Vanir report that the local ground water has likely been poluted by the area water source (the marsh and river). It appears to be just enough to NOT harm humanoids or livestock, but enough to alter any fertalizer procduced. Polin suggests that historically, it is known that a dragons lair can polute water in this matter and Vanir points out that there is another water source nearby that could possibly be re-directed. During the investigation, Vanir was also able to protect one crop from failing by casting protection from poison on the field.

The next adventure will take place right at the beginning of the summer festival

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Storm of Pirates at Blue Cove
Maior 5th, 1213i

Maior 5th, 1213i

Darvin and Polin meetup up in Timberwalk. A big storm hits the region damaging buildings, roads, and crops. Reports come in that their are small bands of pirates harassing the nearby coastal port village of Blue Cove. There are also reports of hobgoblin warriors raiding up and down the coast north of the port.

Commander Brian asks Darvin and Polin to take two squads of imperial troops from the garrison to lend Blue Cove assistance. The port is not used often since trade on the Great Harbor is considered safer than the ocean, but they do provide a fair amount of seafood for Timberwalk.

The team arrives in town and gets the lay of the land, meeting a couple of locals and the mayor. They hear that the pirate attacks have been in small groups and normally they are much larger groups. The damage from the storm is much worse in the village and the bigger ships in the docks are out of commision.

The villagers gather around a couple of dead bodies that turn out to be Jagger Eye, the most dreaded pirate on the east coast.

Darvin, Polin and their personal assistants leave the imperial troops behind to help guard the town. They head out in a skiff across the cove, and encounter some pirates that end up capturing them. The pirates steal all the stuff they are carrying and tie up the wizard and recruit the melee types. Darvin and the melee types play along with the pirates and investigate the lighthouse. Once the pirates find a map showing that their ship has been sunk to the deepest part of the cove, they decide to headsouth by land to raid other fishing ports until they can find a bigger ship to take over.

They abandon the wizard tied up in a cave and the pirates head south. On the first nights watch, darvin and the melee types volunteer for night watch and make thier escape back to Polin.

The imperials stay behind in Blue Cove, while Darvin and Polin head back to Timberwalk in defeat.

There are only a couple of weeks left until the Summer Festival.

https://valleyofthetombs.obsidianportal.com/wikis/calendar-and-time

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Rock Brothers Mine (part 2)
Agrari 4, 1213i - the azure flame, the black monolith, and a path to nowhere

Agrari 4, 1213i

Darvin, Polin and Vanir spent the night in the mine crew quarters after the battle with the black slimes.

In the morning, the mine manager requests that the party investigate the tunnel that they blocked off with an intricate door system. This was the tunnel that the dryder ran down when escaping the party.

First the party spent some time investigating the azure flame brazier and adding its magic to their weapons and armor. Past the blocked off entrance to the tunnel they planned to investigate, the party also spent some time studying the black monolith. The monolith appeared to be deep black rock in a spherical room and it repelled any item with azure flame.

The party traveled down the dryder tunnel for a couple of hours and arrived at a room with three doorways and the far wall covered by a floor to ceiling mural depicting humanoids reaching to the sky on the right hand side and cowering in fear from the left hand side. The doorway to the right appeared to have a collapsed tunnel beyond it.

The party used the doorway to the left and traveled for a couple of hours and arrived at a small room with two statues and another opening straight ahead. The party figured out the azure flame items appeared to allow them to go through the openings.

As they travelled further for a couple hours to another statue room this portion of the tunnel opened up to what appeared to be an extremely large open space. The path the party followed appeared to be a narrow floor with no walls and no ceiling. Upon arriving at the next statue room the narrow path with walls and ceiling.

The party arrives at “another” mural room and have an encounter with a barbed devil with a black staff and some sort of shadow hound. Upon defeating the devil, the party heard a great commotion further down the hall and took off when they say a number of barbed devils coming toward them.

The party ran back the way they came and were able to out run their pursuers.


FLASH BACK a couple of weeks --

Polin and Vanir where in the town of Scapper, where Polin is settling in to an old tower that is being renovated for his use. While there, Lord Scape asked Polin and Vanir to investigate to see who was causing trouble amongst the new nobles (mostly imperials) that have been moving into his court.

Polin and Vanir were not successful in their investigation (1 success and 3 failures), but were able to provide a couple of names to the lord for further investigation (Chuda and Falan both of which are imperial noble names).

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The party meets up and helps the Rock Brothers Mine (part 1)
Agrari 3, 1213i

After returning from their encounter with the dragon in the Valley of Tombs (March 6th), the party agrees to meet up in Timberwalk at the beginning of next month.

Darvin goes to Timberwalk to finish working on the old inn and to do some training in his fighting skills. While there he networks with the imperial commander (Darius) and sister gabrielle of the shrine of luck, gathering new info regarding Timberwalk.

Polin spends time at The White Tower to do some research and hire a new shieldman. He stops in Tolbrook for additional research and maintaining his contacts at the university. While there he sees an imperial shipment arrive on the teleport platform (a high tower that can not be viewed directly from any point from within the city). Polin also stops at Scapper and confirms with Lord Scape that he will take up residence in his town (and starts the process of selecting and outfitting a residence). He arrives in Timberwalk in time to see Commander Darius off to the front.

Vanir arrives in town and gets acquainted with sister gabrielle and learns that druids are more welcome here than in the rest of the New Order Kingdoms.

Zebest appears to be running late due to his touring schedule. Wyn has not been seen since the Winterbreak and Rumblebelly arrives in town to little fanfare due to testing out a new disguise.

Imperial Commander Darius introduces the party to the new garrison commander Brian Denity. A very small force will stay behind to provide defense for the newly walled city and the new commander will ensure the new town council elections go smoothly and are completed by the end of the summer festival.

Commander Darius also informs the party that unless Wyn returns with Havok as a prisoner (dead or alive) by the winter festival, his 1% share of the mine ownership/profits will be used as a reward for his capture. He asks Rumblebelly to accompany him for part of his travels back to the front.

Garth Rock makes contact with the party and asks for their assistance in resolving a black slime problem that has remained in the mine. He lets the party know that they can get any reasonable amount of supplies they need at the Rock Brothers Mining Supply store in town.

Darvin, Polin (and his shieldman), and Vanir go to the mines to help the miners. During their travels the party meets Rothgar at the white marble manor and finds out more information regarding the hobgoblin raids of the fishing villages along the coast.

The party arrives in the mines and battles the black pudding like slimes. They are able to kill a number of them along with discovering the likely escape route for the rest of the slimes that they expected to be there. Upon discovering the hole that lead straight down, the party can expect to see more slimes in the lower levels of the mine should they decide to continue adventuring here.

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