Tuesday, October 1, 2013

The kidnapping and the new ship

After heading south back towards the free city. the group drops by the dear friend Mike's house. they try to convince him to come along and journey with them. he refuses. The group gets him rip roaring drunk and "kidnaps" him in the middle of the night. By the time he wakes up the group is almost to the city.
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Once in the cityu Mike reveals that he has spent an enoumous amount of money on ship for the group. the ship is designed to allow the groups special carts easy access on and off the boat from a dock. as well as provide a floating bar and stage where up to 4 large vessels can moor up to it in the middle of the ocean for a drink and a show. <br>
The group has some items commissioned, gets a bunch of supplies. They also hire a captain and a bunch of whores for their new vessel. the new ship is called the Bloated Mermaid.

Wednesday, September 4, 2013

The undead armies muster

The group heads back into the ruins of Garkon. They find some woodland creatures known as Woodlings. Beldor befriends one and makes it his companion. After talking with him he finds out that some dwarves nearby are digging at an archaeological site. The dwarves prove to be unfriendly and the group attacks. afterwards, they find a staff which Melvin finds to be quite comical as it seems to produce random sweats such as chocolate and cotton candy. They head further around the ruins and find a swarm of zombies walking in the streets. they get back on their caravan (its invisible to undead, "thank you Mike"!)to avoid them. It turns out the lich is somehow summoning them all. All of the Dracolich's the group accidentally unleashed start swarming in, as well as undead from all direction. Beldor also learns the horrifying fact that his dragon friend and his army of Wyvren have also turned into undead and are heading towards the same place. The adventurers decide to leave this place and head back south where they all met so long ago.

Tuesday, September 3, 2013

heading out on the trail

The group gets their newly completed carriages. The decide to head north to investigate the ruins further. On the way they stop at the couple of towns and villages they stopped at on their first adventure. Mike tells them that he done traveling with them and wishes to stay back at his hometown where they originally met him. The group also has its first taste of performing on the road as well as its spoils!

Wednesday, August 21, 2013

Run Awayyyyyyyyy!

The group realizes they are out numbered and flee the scene. Throughout their withdrawal they notice many opportunities to enter the mountain. eventually they head in. they find thier way down into the mountains and to a city of dark dwarves. Roscoe obtains a construct. They head back to the free city of Nester and pick up their carriages. Mike admits to spending a small fortune adding some spells into the mix.

Thursday, August 15, 2013

North to the Mountains!

The custom caravan is still weeks away from completion. The group decides to take the Wyvrens north to the mountains to find the secret to unlock the next part of the dwarves shared weapons. When the Wyvrens arrive they see they are accompanied by the dragon himself. He tells the druid that him and his Wyvrens are heading to war and won't be available after this last journey for awhile. They deliver the group to the base of the Mountains.<br>
The group manages up the steep mountains quite well with the help of great mountaineering and spell work. They find and entrance into the mountain. The come to find that the ancient brother and sister that once wielded these weapons had stayed here long ago. They find a stone symbol that means protection. They wind up shattering it and a slew of Dracolitchs pours out and flies away. <br>
The group eventually finds what they came for. They have no real way back down except the quick jumping kind. The group puts their faith in Mike and he uses some spells to get the group down to safety. Once at the bottom, they find themselves in a very narrow valley with looming mountains on either side. Before they know it, an army of ragged wild dwarves emerge with weapons drawn. Melvin tries to play a song. A crossbow bolt shatters the strings. let the fight begin!

the Lich, the book, & the dagger

The book is too difficult for Beldor to read. He finds that the book cannot leave this grove with out the proper spell "know the path" which he doesn't know how to cast yet. They agree to leave the grove and come back when they are ready.<br>
They come face to face with an apparition of the lich Ellious. He tells Melvin that he would like for him to kill him with a particular dagger when the time is right. Ellious gives him the blade. The group uses the summoned Wyvrens to get go to the city of Nester.<br>
An email from Jon reads
Basically:
Sal, John, and I worked out our bad patch (we be friends).

The dagger is gaesed upon me until Lich is dead.  Even John consulted his high cleric for a remedy.  But, I can tuck it away and not obsess about it.

I got mugged, alone, and walked away with their haul. Haha.  So, we made some phat lootz.  Plus we sold up our booty.  From that, I learned the cursed dagger absorbs life and gives it to me when I kill with it.  Didn't particularly like that, but that's how we learn.

Sal won a keep or small castle.  But I threw a housewarming party and it got trashed by peasants!

We bought 2 custom made caravans.  They will be done in 6 weeks (I think 6 weeks).  So we gonna stay in this city for a bit and do local adventuring.

We donated to John's church to learn about our legacy items.  I had to kill 2 ettercaps with John for our weapons.  Next we gotta go to a mountain peak for both dwarfs...which is where we left off.  After that, we help Sal for his dagger.

Jimi, u had time to extract ettercap poison if you wanted too.

Anything else?

Wednesday, July 24, 2013

The chain Devil & the Mummy's

Roscoe starts to follow the bloody footprints. He searches for traps but doesn't find one. Before he knows it, he is almost falling down into a pit trap. Luckily he catches himself before the fall. But just then, he is hit with a small ray of light originating from down the hall. The light steals away all of his strength and he collapses. The rest of the group gets in front of him and they see the hill giant/ Lich "Ellious" at the end of the hall. He casts some sort of stunning spell and escapes around the corner. As the group goes to follow they are met by a summoned Chain devil. The battle is a fierce one, but they kill this vile demon.<br>
After some more searching and lock picking on Roscoes part, he gets through into the Hallway that Ellious headed down. He comes face to face with a Mummy and runs. The rest of the group heads in and winds up killing two of them.<br>
Roscoe opens up a door and they find a portal. The portal again appears to only be activated by a blood sacrifice and a magical item. As they are contemplating what to do, Mike is kidnapped by Ethereal hands and pulled into the wall. The group musters up some items and goes through the portal. They find themselves in the Ethereal plan. They think about Mike and find him tied up by strange worm like tongues. They concentrate on him and poof, they are back in the material plane and in the chamber where he is being held captive. They free him only to find that Ellious has taken his spell book.<br>
They use an Earth elemental to tunnel up through the ceiling. They are now able to at least get back to the Mummy hallway where they last were. They then start searching the doors that are scattered around the chamber that Mike was being held in. One door reveals another portal, one door, some chests, another door reveals an active portal that appears to lead into a forest. <br>
Beldor Dunklebock walks through into the forest for he feels the Dark Omnibus lies beyond in the woods. The rest of the group follows. they quickly see that Beldor already has a large book in his hand and is beginning to read from it.....

Wednesday, July 10, 2013

The ghost, the portal

Through some ingenious brainstorming, Beldor Dunklebock uses some of his druid spells on his cousin Gungorth Dunklebock to get him down the watery shaft safely. After about an hour of waiting, the water drains out of the shaft. The group then uses their climbing skills to scale down the pit to the bottom.<br>
When they arrive at the bottom they find piles and piles of bones. After searching around the group eventually climbs over the bones and finds 3 decaying bodies in the corner. They then are met face to face with a ghost. The battle rages for a few rounds, but then Brother Zariff uses speak with dead and they begin to parlay. The eventually find out that the ghost is one of the bodies they found. They hear the ghosts tale about how he was with his adventuring party when over a short period of time, the mage that traveled with them started finding different magical items that started to change him. This mage started drastically changing. After the last item he found he wasn't even human anymore, but that of some crazed giant. He slayed three of the adventurers and strong armed the rest of his group further into the dungeon in search of some orb. It turns out through multiple questioning with the ghost that the mage is in fact Mike griffons brother Ellious. Back from the dead somehow and badder than ever.<br>
Roscoe Underbumblebrew finds a chest with a helm inside which contains symbols of water on it. A helm of water breathing perhaps?

They leave this chamber after finding a portal. the portal leads to some demi plane where they find some more bodies, these much fresher. The portal to get ou of this next chamber proves to be quite costly. A pint of blood and a magical item must be sacrificed to get through. Roscoe Underbumblebrew decides to back track through the portal to see what happens. when he arrives back to the group he is a year older. The chamber beyond reveals a long hallway with large bloody footprints that are still wet.

The missing body and the giant wasps

Roscoe Underbumblebrew finds that the lid to the sarcophagus has been tampered with and it appears there are coins lodged underneath the lid to help it easily be moved open. Inside the the sarcophagus reveals nothing.
No body, no nothing! They then find a secret passage which reveals behind it a shriveled looted corpse. The looters must have emptied the crypt inside this secret hall, taken what they needed and left.<br>
The hallway reveal more giant wasps. The group prevails, and as they make their way to the end of the corridor they find a pool of water which appears very deep. They can't go back the way they came due to more animated suits of armor, so they sit and camp and try to devise a way to get through this very deep shaft of water. 

The bloody mess

The group makes their way down to a chamber containing 2 huge hill giant stone statues appearing to guard a door. As they examine the statues, they appear to be very lifelike. the group thinks that may have once been alive. Melvin the Anarchist summons his mount and pulls down the statues and they shatter as they hit the floor. Then Roscoe Underbumblebrew heads through the door. At that point the statues turns to flesh. But since they are in pieces, the room just fill with blood and entrails.<br>
The group make their way through another hallway of suits of armor. Roscoe Underbumblebrew then finds a sacophugus in a small chamber at the end of the hall.

Sunday, June 30, 2013

The dinner and the Dungeon

Lord Teagle wines and dines them. The group is aware of some ancient ruins that lie beneath the keep. They question him about them. He tells them that every so often adventurers come to his keep inquiring. He always provides them with dinner and then he never sees them again after they enter the dungeon. So he asks that the group pay him for his hospitality and also that he return if they do indeed survive.<br>
They head down to the dungeons and encounter a huge hallway filled with suits of armor. at the end of it lies a chest. When Roscoe Underbumblebrew opens the chest, all of the suits become animated and attack. Roscoe sees a set of steps inside the chest and quickly tells the group to make a run for it. They barely make it down the stairs in time.

The Cheetah's of the plains

As they make their way over the land, it is not long before they are attacked. The group is met by a fierce pack of Cheetah's. The combat is long, but the adventurers succeed. They make it through  the rest of their Journey to the next Town unharmed.<br>
The party arrives at the Town known as Shargardon. They meet Sturm Teagle, the lord of Shargardon, an Orc Elite who is quite friendly and helpful. He invites them back to his keep as his honorable guests.

The Journey back

The group heads back to the free city. They meet a young knight and his squires who are on holiday from Furnoth. His name is Sir Tyree Ragno. He wishes to adventure with the group until he finishes his vacation. The group agrees.<br>
The following morning they notice that Mike G. is missing. All of his stuff is there but he is nowhere to be found. They find out he has been taken prisoner by Lord Cammeara. The group devises a plan to sneak him out using invisibility spells. They succeed and make quick haste to leave the city. The group decides to head south along the coast.<br>
They make a quick stop at a small town called Hill's Share, attend a gambling hall, and are quickly back on the road.

Thursday, May 30, 2013

The Scorched Knight

The group finds that the man whom they thought was dead, Lord Cammeara is indeed alive. Roscoe "acquires"a crystal ball so Mike can scry on him. They learn that the Knight who recently won the tournament is speaking with him in his private chambers. The words "slave mage" were used as well as for him to ride to the north east with some operation data.<br>
The group gears up to intercept them and stop the message. They use a combination of gorilla warfare tactics and some fire and fly spells and eventually take out him and his entourage.

Tuesday, May 28, 2013

The Free city of Gardon

The group makes their through the Ettercap forest. They encounter a bear feasting on some dead travellers and their cart. They kill it. Roscoe finds barrels of beeswax, and the keys to a place called "Wax Unlimited". They are able to salvage a cart though. The group arrives in the free city of Gardon. They check out their new hideout. Wax Unlimited.

Tuesday, May 21, 2013

"Don't Open. Dead inside"

The group rests,  the find that Beldor Dunklebockis is not dead. He tells them upon awakening that the forest itself must have spared him and that he will need to visit the local druids to find out some more info. <br>
The group finds a trap door leading downward that appears to be locked from the inside. A heat and cool metal spell is used to gain access. They find scores of dead bodies (skeletons) throughout the stairwell. they all appear to have killed themselves with daggers to the head or eyes.<br>
Down below, they find more of the same. The skeletons are of orc, bug bear, ogre, and dwarf. They find certain doors blocked off with signs in dwarven reading "don't open, dead inside". <br>
They also find that some writing the wall states that "the dragon" is down this hall. So naturally, they head down that path fearless. They open it up to find a large dragon surrounded by stone Wyvren statues. The dragon awakes as they enter. He tells Beldor Dunklebock that he is here to serve him and gives him a magical bracelet so he may call upon him and his Wyvrens.<br>
The group heads to the druids. Beldor finds that he needs to be more proficient in his arts before heading to the Omnibus. The group decides to head towards their original goal to the west....The Free City Of Gardon

Monday, May 20, 2013

The scout tower of the Dark Omnibus

The group comes to a split in the road. One direction takes them directly west and the other heads south west by something known as the cave of the dark Omnibus. They decide to take the dark route. <br>
Before long, they find an ancient guard tower. The search around it and find it infested with giant wasps.  They head in and a fierce battle ensues. Beldor Dunklebockappears to have perished in this great battle.

Tuesday, April 30, 2013

The Ettercap cave and beyond

The group makes their way into the cave and fights and kills the rest of the Ettercaps. They come upon a small town Governed by a Satyr. It doesn't take long for the group to realize they don't like this guy. They start to devise a plan to get this guy overthrown but think better of it and leave. Deeper into the forest they encounter some giant centipedes...

Friday, April 12, 2013

The journey west

Roscoe catches up to the mage and convinces him to join the party. He tells the group of a way under the river through a tunnel he took years ago. They find it infested with shocker lizards. They squash all of these beasties and make their way through.
The group decides to take a southerly approach through the Ettercap forest. The witness a herd of Bison in the plains and manage to kill one. They spend a few days preparing all of the food for their Journey. They enter the forest. They are met by an Ettercap. The fight a fierce battle but slay the beast. They follow the trail back to its lair and prepare to snuff out the rest of its family.....

Tuesday, April 9, 2013

The Mage and the window

The group heads back towards the town in hopes to catch the mage visiting his brother for his birthday. At the pub they come across a very drunk Mike who says that his brother (the mage) came back and they argued and then he passed out drunk at the bar. The dwarves head into Mike's house and find the mage there drunk as well. he is blasting spells all around the place. they manage to get him tied up and throw him through a 2nd story window. unfortunately he falls straight on his head and dies.
Later on Brother Zariff uses speak with dead to talk to the dead mage. He is able to learn that the mage just worked for someone else. They find out where to find him though, the free city to the west. They also learn that Mike is in danger. He tells Brother Zariff to tell his brother to run.
It is tough at first but when Mike awakes from his drunken sleep, they explain what happened and what the Mage said. Mike starts to run far away from the group. Roscoe follows him.

Wednesday, April 3, 2013

The pit and the archery contest

The party heads towards their next clue. they split up and eventually find a pit. It takes a bit to get down there but they eventually find Roscoe's Dagger of returning. They locate where Melvin's bow is but experience a great resistance. they have to fight their way through countless skeletons while Melvin competes in a shooting contest. The battle is long and arduous but they prevail. They then head to the merchant ward and find the Bloodline war axes for Gungorth & Beldor. They fight some ghouls and a ghast getting there.

The Cleric is born

The group arrives at the ruined city. They search for the Flail of the mighty. Brother Zariff feels the presence of a mummy close by. they have a greuling battle and defeat it. Zariff finds his legacy weapon and takes on the cloth. They rest and head out to search for the other legacy weapons

Tuesday, March 19, 2013

Ship's Landing Under Seige

The group heads to the town of North River. They encounter a band of Orcs & Hobgoblins and a wolf. They decide to parlay. The wolf changes into a naked human and greets the group. She says they are just passing through. No combat this time folks!
They get to North river and find a local sage living here. He turns out to be the brother of the wizard and the goblyns the group dealt with a few days ago. His name is Mikal Griffin, he tells them his brothers name is Ellieous. He also said that Elieous would be coming to visit next month for his birthday. The group takes note of that and will make their journey back here to greet him. They do some shopping and stay at the Wicked Cricket Inn. The group stays in town for a bit. Gungorth Dunklebock tries his fate at a local eating contest.
They keave after a few days and North to a Town known as Ship's Landing. When they arrive they find that it is completely under seige. The river has large ships right up at the docks and humans are killing everyone here and setting the place on fire. The city looks to be inhabited by Orc Elite, orc, dwarf, & gnomes.

Thursday, March 7, 2013

The Goblin camp

The group surveys the camp from a distance. They notice a cave that they seem to be using. There are over 20-30 outside that they can see. Roscoe Underbumblebrew & Melvin the Anarchist sneak up into the camp and up into the trees. Gungorth Dunklebock & Brother Zariff charge into the center of them. The battle is on!
The group vanquishes them only to be hit by magic missiles from the trees. They retreat. They head back as fast as they can towards town, 2 days ride away.
They resupply, heal up, and head back to the cave.
They kill whats left of the mighty goblin horde and find the wizards portal inside. They interrogate one survivor and let him go. They dismantle the portal and rest.

Saturday, February 23, 2013

The Governor is dead!

The group vanquishes the goblins. They take all of the heads and bring them back to the town. When they go to present them to the Governor, they find him a minute too late of being assassinated. The group kills the goblin assassins. They then gear up and head out in search of the the goblin base camp.

Thursday, February 14, 2013

THE CENTIPEDES AND THE GOBLINS

The group rests up. They then set out to find their mules after they all ran off during the zombie combat. they get a little lost and turned around, but eventually find their way back on the trail. They come upon a few overturned carts and some horse bones. They are able to salvage one of the wagons. The are then attacked by giant Centipedes! they are no match for the adventurers though. Soon after the combat the group is dining on centipede legs which they all find quite delicious.
They come to a small village called Miretown and resupply.
Back on the adventure trail, they are ambushed by 20 goblins. the battle rages on.

Wednesday, February 6, 2013

Stick & Move!

The companions make their way North. They enjoy an uneventful first day of travel and a good nights rest under the stars. The following day they spot from a distance a bunch of kobold zombies seemingly guarding a small out cropping of stones. Beldor,Roscoe, & Melvin decide to charge in on their ponies and attack. But the ponies flail and run off before ever making their way into battle. The heroes are thrown from their backs and forced to fight these creatures hand to hand. An elaborate series of attacking and moving proves to be their best solution. After an extremely long and grueling battle, they manage to vanquish the last of the zombies. The group finds 3 chests that the zombies were guarding. 2 contained some potions while the last one contained a pair of elven boots.

Thursday, January 31, 2013

Into the Sewers

The novice adventurers head into the sewers beneath the city of Gardonia. They quickly are met by a pack of giant rats! They manage to slay them all. During the combat they witness a really big rat change shap into that of a humanoid and flee. The heros get their first glipse of a wererat!
They return to the "Never Dine in" with the rat carcasses. Ettinthru gives them 100 gold per piece! far more than the group anticipated. They are then confronted by this wererat they aw in the sewers. After some equipment purchases the group decides to head out of town to adventure. They obtain a treasure map and head North towards the ruins of Garkon.

Wednesday, January 23, 2013

The New Campaign!

Jimi B. - Beldor Dunklebock - dwarf druid
Jim T. - Gungorth Dunklebock - dwarf fighter (Beldor's cousin)
Sal D. - Roscoe Underbumblebrew - halfling thief
John C. - Brother Zariff - Human/ part orc, soon to be cleric of Loth-Orlien
Jon J. - Melvin the Anarchist - Elf, Bard

Continent of Gardon
Kingdom of Gardonia

Sailors Ward:
"Never Dine Inn" - Barkeep = Ettinthru
Quest #1 - Head into the sewers and retrieve as many rat carcasses for Ettinthru's stew!

No one knows.....

The group finds their way down into the ancient city of Utupa-sikanthas. they are greeted by a powerful band of armed and armored undead. the battle is long and fierce, but the group prevails. They rest up at ground level before entering the under city.
When they finally reach the streets of the underworld city, they can tell that it is completely overrun with zombies. they fight their way through the first wave of zombies. they then find an abandoned building which they bar themselves into to allow the injured to heal and rest.
And here lies the end of this campaign. No one knows what became of these ragtag adventurers....