In the Shadow of the Gods

Adventure Summary - 02-28-15
"Downton Abbey...kinda"

Our intrepid group of adventurers sought to further investigate the stronghold they seek to take barony over once the mystery is solved and the place cleared of it’s problems.

The Courtyard lay before the crew as they investigated a head upon a pike some 25 yards in from the gatehouse.


There was a message, written blood upon the parchment attached to the forehead of the head. It said “Guilty” with the initials of T.S.

The group investigated the rest of the courtyard. Damakos noticed a glint in the cistern and went to investigate only to be snatched up by a pair of water weirds.


His adventuring companions saved the rogue and recovered a magic chess piece, a knight made of glass that Briony deduced was enchanted with some type of conjuration magic.

They investigated the garrison next which held an otherworldly aberration the group got the surprise on and killed handily.

The stables were in good order, but when they checked the storehouse, they discovered something awry in the loft that when entered deposited them into strange realms. Their first foray brought them to the Underdark, where they over heard a conversation in the Drow tongue:

udos ph’morfelith progress wun shinduago tresk’ri che’el d’waterdeep, udos z’klaen tlu oliste, l’Sengeren ph’doerain suspicious, Nind ph’yibin lu’waele, udos orn inbal l’warmachine p’los nind ph’avarik.

The next brought Amariel and Damakos into an ancient forest barely concealing a corruption that infested the land. They were detected by several lycanthrope’s that appeared to be on patrol, and they sensed a vileness that appeared to be of some unnatural experimentation. They then escaped.

The left the storehouse and entered the main door into the lower level hall of the two storey main hall of the stronghold. The encountered a series of 4 statues of goddesses with goblets. Close inspection reveals that each goblet bears an inscription in Draconic and contains a small amount of an alchemical material. The first reads “The First Spirit” and contains a silver liquid (quicksilver). The second reads “The Second Spirit” and contains traces of a red powder (orpiment). The third reads “The Third Spirit” and contains flecks of white crystals (sal ammoniac). The fourth reads “The Fourth Spirit” and contains remnants of a yellow mineral (sulfur).

After heading down the entry hall, they come into an entrance chamber with an adjoining dining hall, kitchen, and common room.

As Cedrick moved forward to investigate the bloodly writings in the dinging room (words like “revenge” and “burn” written in now dried blood) and Damakos went to investigate the kitchen, the whole group saw a ghostly procession occur of former staff working at cooking, making place-settings, and arranging invisible food and drink. Damakos then noticed the cooking hearth in the kitchen become unnaturally hot and spewed forth 5 infernal hounds.


Damakos, briony, and Anton attacked with healing help from Varis as they faced the fire of the hounds. After a heated battle, the hounds were dispatched, their corpses falling to ash. After clearing the area, they proceeded to the common room, they see a stairwell heading to the upper level, presumably to the sleeping quarters and perhaps a study. There also a stairwell heading down to the undercoft of the stronghold where presumably the armory and dungeons lie.

The vote stands on which way to go. To be continued!

Adventure Summary - 02/07/15
"I have a job for you..."

You met with Aralen and learned of some intriguing news regarding a previous company of heroes questing to resolve a world-threatening event.

Armed with this information, you chose to take advantage of a local adventurers board posting, granting land and title to those brave enough to investigate the locale and clear it of its infestation.

Thinking it would be a good place to base your operations from, you readily accepted the posting and met with the Lady Ardessa of House Cardanion’s advisor, Arondel Cardanion.


Arondel informed you of these details regarding the posting:

  • The property in question is Cragmaw Fortress, on the outermost edge of Cardanion lands in the Treilta Hills. The fortress has been minimally staffed and has fallen into some disrepair, but before House Cardanion could address the issue they lost contact with the staff and soldiers garrisoned there.
  • Party’s have been sent out, and have attempted to make contact with the fortress’s residents. However, they have been driven off by ferocious sounds, odd shapes, and an unnatural fog that has settled upon the structure obscuring view for nearly 50 yards surrounding the stronghold.
  • If the party investigates the stronghold, discovers what happened to the staff and soldiers, and clears out whatever dark force has taken hold, they will be granted the Fortress and 200 acres surrounding the structure. Land tax, of 1200 gp annually, must be paid to House Cardanion. However, the tax may be waived if the group agrees, per contract, to offer their services in the defense of House Cardanion’s land, and interests, whenever they may be called upon to do so.
  • Members of the party shall be granted Barony of the stronghold.
  • All other upkeep must be maintained by the group.

Having agreed to pay the tax should they be successful in ousting whatever ails the stronghold, the party recoups in Elturel and sets out early next morning to snow covered trees and flurries.


Following the trails into the Treilta Hills after a half days journey they find themselves at Cragmaw Castle.


As they approach the stronghold, Varis uses his wind fan in an attempt to part the unnatural fog surrounding the structure, but fails to do so until a seemingly magical barrier is crossed and then the fog is parted from within. A frozen over moat guards the stronghold, Cedric teleports himself to the opposing bank and assists the Rogue, Damakos, in opening one of the gatehouse entrances. After tripping a crossbow trap in the bottom level of the gatehouse, Damakos manipulates the gatehouse levers and drops the drawbridge for the rest of the party.

They make their way into the snowy courtyard.

Adventure Summary - 01/24/2015
"Quit playing games with my heart..."

The party made their seemingly desperate bid for recapturing Chroma’s heart. The battle commenced with the majority of the group fighting several undead ooze’s that sprung up from the dragon bone infested dirt at the bottom of the well.

An Undead Ooze:

Unrask went invisible and Chroma dashed for her heart that lie within the gigantic rib cage of Vellath. Pella, Tim, and Alex fought the ooze’s with Alex successfully turning the undead ooze’s away, and Tim throwing down some valuable arcane firepower as Pella hacked away with her sword.

The Hand:

As the last ooze bubbled and dissipated, and the severed hand crumpled up like spider burnt in flame, Unrask rescued Corinthia and Chroma gathered up her heart just in time for all to escape a quickly approaching horde of cultist and an upset IceClaws.

The party made their way out from the bottom of the well to the surface popping up next to the citadel. They tensely waited for their airship ride, and after several moments it finally came into view.

Unfortunately, there was no platform, or otherwise suitable landing spot, so Aralen deployed the rope ladder down the side of the ship.

Flood, Tim, Alex and Chroma easily made their way up, but Pella and Unrask carrying Corinthia, had major difficulties scaling the rope ladder. Flood heroically lassoed Unrask and Corinne, hauling them up the side of the ship and Chroma lent her pole in attempt to help Pella regain her precarious footing on the rope ladder. The airship took off with Pella dangling upon the side as Unrask and Corrine were hauled over onto the deck.

Faced with icy rain, and buffeting winds as the airship careened through the sky, Pella lost her hold and began to plummet as Chroma hit her with a feather fall spell. Thanks to her slowed descent Stenson was able to maneuver the airship to conduct a mid-air rescue scooping up the Paladin and slamming her across the deck and into the cabin, sustaining thankfully minor injuries and damaged armor.

The party flew back to Aralen’s home where they rested and recouped from their flying adventure. When she was ready, Chroma submitted herself to the ritual to restore her heart, conducted by Tang-Ki.

Tang-Ki The Shaman:

Finishing his ritual, Chroma was relived to have her heart restored. As the party rested and awaited further news, Alex had a disturbing interaction with his carved monkey toy.

“As time passes, you begin to grow uneasy as if you are being watched but cannot fathom from where, or how. Eventually you come to recognize the source of your unease. The carved monkey, which had spoke to you on the icy mountains of the Spine, appears to have changed. Small, minor changes at first. The monkey takes on a more weathered appearance, the wood splits and cracks at various locations and the eyes, once painted bright and cheery have dulled and faded to almost nothing.

One night, as you take your slumber, something in the back of your mind causes you great discomfort. You sit up, stark awake looking about. The monkey, that had been in your pack upon heading off to sleep, now sits precariously on top of your equipment. It’s eyes no longer dull and colorless, but black as pitch.

Instantly, within your head, overwhelming your senses and causing you to hunch over in pain is a gravelly rasping voice. As if the gritting and moaning of a thousand undead were suddenly piped into your ears. It speaks thus: ’The flame of your life, however bright, will inevitably and inexorably diminish and disappear. If you so think yourself, or your companions, as one who may prevent my return you dwell in foolishness and delusion.

My reach is stronger than perceived, my influence gaining. Even now, events hurl themselves towards eventual return. Even if you hold fast to your supposed righteous path, it will result in the death of an honorable soul. It is unavoidable….’ and the sound of laughter, if it could be called as such, echoes within your brain and then falls to silence.

The monkey, eyes still black as night, stare vacantly and not moves an inch."

The next morning Alex informed the rest of the group over breakfast as Edvar visited to update the group on their objectives.

Chroma made an attempt to burn the monkey, but fire did not even warm it. They will see what they can do about it.

Edvar informs them that he has heard within his network of information gatherers that there is some rumors of suspicious activity emanating from an abandoned structure known as the Cliffwatch Inn. The Inn was fenced off and citizens barred entrance since the residence was nearly destroyed by a series of magical explosions almost a decade back. The activity has the locals spooked and the Lords concerned.

Edvar suggests based on the clues provided, that one of the main church’s dedicated to Helm lies in the Temple district of Baldur’s Gate. He suggests coordinating with his church for additional information.

Edvar also discovered that the Bhaalspawn who is possession of a mask fragment, named Perric, has retreated for some unknown reason, into the Shadowfell.

The party takes in all the information, and plans their next move.

Adventure Summary - 01/17/2015

After defeating the Netherlord and gaining the ability to leave the pocket dimension you were trapped in, Chroma requests for the group to be transported to where she can reclaim her stolen heart.

The Forest Cabin of Aralen The Hunter:

Deposited in a snowy forested glen, they encounter Aralen, friend to Baragon the Wizard (whom you met at the Spine of World), and Arafel the Ranger (whom you met outside Longsaddle).

Aralen, female Half-Elf Ranger:

Accompanying the ranger are two Harpers, a female Elf named Asterianna, and a male Human named Treyvor. Also living with the ranger is her best friend and compatriot of many adventures, a male Dwarf named Stenson.

Stenson the dwarf:

Asterianna and Treyvor learned through Arafel (also a harper) that he had heard rumors of your band dealing with the portal to the Frozen Wastes up in Icewind Dale, and went to speak with Baragon. Upon learning of his death they spoke with the folk of Hundelstone and heard of your exploits.

They then put out feelers for information and learned that Aralen would be a potential point of contact.

Aralen and her friends are able to inform the party that at the bottom of the well of dragons are the remains of a powerful ancient Red known as Vellath. This Red was a marauder up and down the Sword Coast for centuries before finally being killed and deposited into the well by a group of Dragon Slayers known as the The Red Hoods.

Before her death, Vellath grew to such ancient power, she was revered as a lesser deity among evil dragon’s. Not willing to suffer a potential rival, Tiamat orchestrated her death. You learned that IceClaws and other dragons have conspired to go about resurrecting their fallen icon. In the process, they (the dragons) learned of Mrykul’s attempted resurrection and made a pact with the False Ones to unleash Vellath as a dracolich, inspiring fear to channel into the Crown of Horns thus hastening the resurrection process.

It was also then discovered that there was an attack at the Library of Candlekeep to apparently provide a distraction as Corinthia was stolen away by False Ones.

Arafel also informs Chroma that if they are able to retrieve her heart, she knows a Shaman that dwells within the locale, and would he be able to restore it to her. He is known as Tang-Ki, a wandering shaman from the eastern empires.

To assist with their endeavor, Aralen and Stenson reveal to the party they have a working airship of Gnomish/Dwarvish collaboration many centuries old.

The Airship:

After a comical test flight the party “got to it” and flew to the Well of Dragons, which is now, due to some strange occurrence several months back, a floating citadel several miles up:

The Floating Well of Dragons:

Battling horrific weather and gargoyle sentries, the group were dropped onto a unused platform with a special magic stone that would work as a beacon. Aralen and Stenson promised to stay as long as the weather and enemies allowed, and from there the party moved forward.

To their luck, they found a secret entrance to the well, an entrance requiring an offering of spirit. Alex sacrificed some of his divine energy to gain entrance and the party navigated the treacherous tunnels, avoiding a patrolling basilisk.

Early on, they heard a sobbing, and eventually they discover the well where Vellath’s bones lie:

Chroma can sense the presence of her heart somewhere in this pit. However, to their surprise, Corinthia is discovered to be the source of the sobs and cries. She sees the adventurers and begs the party to help, but before they are able to lend aid, she screams, and is lifted several feet off the ground where she squirms in mid-air before her eyes become black pools. When this happens, she becomes completely still. All the group notices that a severed and partially decomposed hand is clamped around her neck

A quick jolt and the black ooze that fills Corinthia’s eyes enters the hand. Within seconds she is again back to being a scared little girl. She cries for help but then is flung about 25 yards onto the rocks, and she goes limp. The hand stays in the air, floating, the black ooze swirling about its palm and fingers. It ignores the presence of the party, and makes for the area where Chroma can sense her heart resides…

To be continued!

Adventure Summary - 12/13/14
"Out of the frying pan..."

When we last left our intrepid group of adventurers, they had finished speaking with the Betrayers, and faced the skull gate leading out to a bubble dimension around the City of Judgement. They had to move through to be able to leave.

The SkullGate

The party stepped through (including Edvar), and found themselves in a unique dimension, hot, and arid with light everywhere but no sun.

The Desert of The Real

Within this pocket dimension they were to face the nether-lord and his minions. Upon seeing a standard placed into the ground upon a battlefield of dried blood, part of the group moved forward and investigated the area while others held back.

The lord and his minions then manifested themselves and challenged the party.

The Netherlord and his Minions

The group faced a terrific fight, Chroma Carrington knocked to near death in the first round, but eventually the heroes wore down their opponent and ultimately defeated the creature.

Upon the success, the took the standard, discovered a ring in the sand, and requested to be transported to the “Well of Dragons”.

They were zipped through the onyx eye of the lord to their desired destination and deposited in a field, wet with snow and a chill wind. They were left near the house of their contact Aralen, and were introduced to two other Harpers who intend to help Chroma recover her heart and prevent the ritual being planned.


Adventure Summary - 11/22/14
"At The Mountains of Madness..."

The group began their trek into the formally hidden enclave of Mrykul worshipers, who had long since deserted the mountain hall.

Arriving at the entrance Edvar, and what was left of the other adventuring group, surged forth to unravel the mystery.

The Underground Tunnels

Their first challenge was to overcome a chasm that had split almost 50 ft wide. The only way across, were pillars placed anywhere from 10-15’ apart. Edvar’s notes pointed to a clue “follow in the footsteps of death”.

Tholan Foehammer jumped bravely onto the pillars but slipped and caught himself as the pillar lurched sideways threatening to dump him off. Using quick thinking he steadied himself and encouraged Chroma Carrington to jump on the latter portion of the pillar seeking to catapult her to the next safe landing spot, and it worked!

Once across the chasm Chroma Carrington found the mechanism by which the pillars would convert to a solid, but still treacherous bridge, and enabled the rest to come across relatively safe. Except for Brak, who unfortunately fell to his death.

A short hallway presented itself and Chroma Carrington made it just so far as to catch a pressure plate and trigger a rolling stone trap. Using the delay as the thick stone disks rolled back and forth, Tholan Foehammer then used his grappling hook to pry the plate up and lock the disks in place preventing them from crushing anyone.

It’s A Trap!

The next challenge presented itself as a puzzle of paintings and the ethereal form of a Bone Golem. They figured out the puzzle in short order, allowing passage into the main ritual chamber.

Within the hall, a large skull, seemingly carved from solid rock, approximately 10’ in height and 10’ in width dominates the north end of the ritual hall. The skull was damaged as bits of rock that have fallen from the roof of the cavern had plunged downward cracking it and breaking small bits off. As for the rest of the chamber, various carvings and broken statues litter about. On the ground, facing the large skull, the remains of sewn prayer mats dot the floor in a half-moon shape and faced the huge skull.

Behind it, a tattered tapestry showed the large skull in the room with three smaller skulls looking at it. Stitched into the tapestry below Edvar was able to decipher the phrase ‘As you are born, as you live, and as you pass, you always face death.’

The players found the following statues in the hall:
* A newborn child, hands outstretched in front as if reaching for his mother
* A grown man, one hand upon a walking stick, the other pointing off to some unknown horizon
* A old weathered man, leaning heavily upon a staff, his weary glance staring blankly forward

After adjusting the statues, the giant skull slid into the stone wall revealing a wide descending stairway, dark and cold.

Upon arrival at the bottom the group faced an archway filled with what at first seemed like glass, but upon closer inspection was filled with ice which moved like water allowing them passage to the other side provided they could cross the 15’ of ice before sinking.

The Ice Gate:

Once passing through, the ice gate sealed behind them. At the end of the hall,the skull of some unknown giant stared at them. Lined along side the hallway, 3 per side, were skeletons. Dressed in rotting tattered remnants of their robes, the bones were splayed against the walls and held in place with crisscrossed metal bands embedded in the stone. Every few inches a spike was riveted in, pressing inward against them.

The skeletons spoke, and identified themselves as former high priests of Mrykul turned against him, now known as The Betrayers. The Betrayed are sentenced to an eternity of watching this Skull Gate, a portal that the high priests of Mrykul once used to move about the realms and also the City of Judgment.

The skeletons spoke of 7 of them, and one that is imprisoned elsewhere, his name being Akachi. Before capture, he created a magic item known as the Mask of The Betrayer. The Mask has the ability to unlock the secret by which the Crown of Horns (where Mrykul’s life force is currently charged/stored) is to be destroyed. Akachi is being held in Fury’s Heart, an abyssal plane.

As mentioned earlier, the Crown is fed by fear. One part of rising that fear is being enacted by Iceclaws. Chroma’s heart was taken to provide the pivotal component to a untested ritual that would potentially raise an ancient draconic power without the need of a wizard or sorcerer.

The skeletons also offered clues as to where the 3 mask fragments could be found:

* One piece lies with a powerful ancient evil beneath the City of Splendors (Waterdeep)
* Another lies with the Lord of Death’s cohort in theft (Bhaal), with his foul progeny
* "The last lies among the treasures of The Watcher

After acquiring the above information, Flood asked how they may be able to leave. The skeletons responded:

“You may go where you wish, should the netherlord be defeated. The netherlord is a servant of Mrykul, a powerful guardian of the pocket dimensions that bubble about the City of Judgment. Quell the netherlord and his minions, you will be given pardon to leave to where-ever your plans desire. A word of caution, the netherlord is a formidable guardian, powered by the necrotic energy of the dimension it inhabits.”

To be continued!

Adventure Summary - 10/4/14
"The counter-stroke..."

The group began their battle with Iceclaws engaging the young male white dragon with as much ferocity and bravery they could muster.

Iceclaws attacks!

During the battle, Annel was killed facing down the beast, much to the despair of her comrades. The fight ensued terrifically until with a mighty blow from Tholan Foehammer the scroll was knocked loose from its scale. Enraged, Iceclaws fixed an icy stare at Chroma Carrington and suspending her body in air briefly tore her armor asunder and extracted her still beating heart, preserved in magic, into his maw.

Pushing up from the cavern floor, with a valiant attempt by Tholan to ensnare the monster failed, Iceclaws broke through the icy mantle above his den, flying off.

Chroma recovered, waking up from her ordeal emitting a cold damaging aura, eyes stark white, and facing a consistent battle to submit to Iceclaws will.

Recovering the scroll they journeyed back to Baragon who brought the group to the Stones of Angoroth and worked on attempting to seal the portal.

While there, Alex activated a wooden carved toy monkey retrieved from the dragon horde, which interacted with Chroma’s marionette collection in spectacular manner, further thickening the plot surrounding the situation with the twisted toys.

Defeating the ice wastes denizens, Baragon finished the scroll and the portal shattered, but killed him in the process. The adventurers took him back to Hundlestone for burial.

Finally making their way into The Ten Towns Confederation, the group arrived at Easthaven.

Easthaven docks on the shore of Lac Dinneshere:

Getting situated with The Inn of The Boyer and Wolf, they were free to explore and shop. Tholan and Flood resolved an issue with a wayward child of his, named Veela, taking her to the halls of Clan Battlehammer and imploring her to be raised as a warrior.

Alex found a method by which the damaging cold aura of Chroma could be suppressed until they are able to address the issue down south via a contact provided by Baragon, a dragon expert known as Aralen.

Taking off the next morning, they made their way into the rugged and windswept dale until Edvar and his company reached their objective high in the Crystal Tirith mountain range, the foreboding entrance to a tomb flanked by weathered carved statues bearing the symbol of Myrkul.


The delve begins.

Adventure Summary - 09/27/14

The group awoke from the previous nights foray into the tower refreshed and ready to resume the trek upon the Northern Means trail.

Pressing north they encounter bitter cold and stark conditions that test the limits of their gear. Their journey is momentarily interrupted by a bandit ambush put down relatively quickly. Unrask Steelbeard collected the eyes of one of their attackers who was able to emit a blast of icy cold in a chilling attack.

After removing the obstacle in the road, they pushed on and made Hundlestone by nightfall.


Hundlestone, a hamlet which sits upon the fork between The Ten Trail (to the Ten Towns) and The Iron Trail (to the dwarf enclave of Ironmaster on the coast) is a sleepy village populated with fishers, trappers, and other assorted woodsman.

The Green Candle Inn, the only one available, welcomed them in and afforded them a brief respite from the frigid cold, albeit the roaring hearth did little to abate the unnatural iciness that permeated the area. The weather was the topic of the village, and the adventurers overheard a local trapper, Wryce, speak of a hermit that warned the town the issue lie with the ancient Stones of Angoroth. Rumored among the locals to be the worship place of a dead druid grove.

The Green Candle Inn

Flood spoke with Wryce and discovered that the hermit, Baragon or “Old Barry” as he was known, lived just a mile outside of town.

In the morning the group set off to meet with Baragon. After arriving at his humble abode they discovered that there was more then meets the eye with the old hermit.

His story unfolded as such. Baragon was once a well traveled wizard, in the service of kings for his quick wit and mastery of the Art. However, a once friend turned bitter rival, Pallando, was jealous of his skill and favor.

Pallando grew to such heights of envy and jealousy that he sought to unseat Baragon in a devious manner. Baragon later learned that Pallando made a pact with denizens of the plane of Pandemonium, and crafted a Circlet of Chaos, imbued with the energies of the plane and gifted the circlet to Baragon.

Unknowing, Baragon accepted the gift, which slowly drove him out of his mind. The circlet became bound to him, embedded within his skull. It caused his Art to go awry and be unreliable.

Upon discovery, Baragon immediately sought a path of revenge, and in taking his revenge upon Pallando, he believed himself free of the cursed circlet of Pallando’s design. Alas, Pallando, with his dying breath revealed the secret to Baragon that his circlet was not of his design, but in the control of an agent of Pandemonium and would be bound to him until death unless Baragon dispatched the agent.

Baragon intended to travel to Pandemonium and seek out and neutralize the agent of chaos that had cursed him. Baragon uncovered a portal within the Spine, the Stones of Angoroth, that once was a teleportation gate to the feywild, however he sought to alter the nature of the portal to deliver him to Pandemonium.

His plans went astray as his wild and unpredictable magic failed him, and changed the portal to bridge to a plane of supernatural cold known as the Ice Wastes of the Abyss . Lacking the Art to seal it the cold of the Ice Wastes pours out in a bitter endless rampage of snow and frigid wild winds out upon the Realms.

Baragon knows of a way the portal can be sealed, and the answer lies with Ixcantilus, sired by Arveiaturace, know as “The White Wyrm” or more commonly, “Iceclaws”. Iceclaws ravages the coast from Auckney to Ironmaster. Iceclaws holds among his treasure a scroll of seal portal which can be used to destroy and seal the gate. Iceclaws is the shunned offspring of two whites who have long since deserted the region. He makes his home in the sharp spires of the Spine.

The Home of Iceclaws

Renting the service of sled dogs and guides, and acquiring some unique fireworks that spew heat and flame, the heroes set off raid the den of Iceclaws.

On their way they have a frightening encounter with a band of Frost Giants making their way through the mountains, but are able to successfully hide in the snow and trees and let them pass.


Eventually they reach the mountain of the reputed den of Iceclaws and make their up the mountainside using climbing gear found in Hundlestone.

After scaling the 150ft, they discover the den entrance and after slowly moving several hundred yards in they find the main den room. The cavern ceiling pushes high, a frozen mantle permeating the roof allowing a dim gloom of light from what would normally be open to the sky between the spires of rock. Encased solid in several feet of ice, in what would have been a large pool of water upon the cavern floor, is a hoard of treasure. As the party takes this all in, they hear a distinct deep snort from the blue darkness followed by rumbling draconic speech.

it ends shortly, and then in grumbling common Iceclaws addresses the adventurers. “I will now speak in your pathetic drivel of common-speech.” He spits out. “So, I see the spineless Baragon has sent yet another pack of meaty mortals stumbling into my lair in search of my riches, but mostly importantly this.”

Iceclaws flexes his scales, and upon his chest the scales rise several inches and the group catches sight of a rolled parchment under one of them nestled safely within.

“Ah yes (he chortles) a mighty scroll, it’s author long to dust upon this realm. The power awaiting to be unleashed is very enthralling. I know Baragon seeks to destroy the Stones of Angoroth. However, seeing as the Ice Wastes suits a creature as myself, I have no intention of seeing the stones obliterated, and I’m so happy he has sent another band of companions to provide my supper.”


To be continued

Adventure Summary - 09/06/2014
The Two Towers....sort of...

Our intrepid group resumed their investigative trek through the abandoned tower. After throwing the large crows some food they distracted the birds who grabbed the rations and made off through a piece of rubble.

On this level they found two bedrooms, and one contained the mummified corpse of a woman impaled with a rusted long sword. Pella and Flood maneuvered in closer to observe the ancient murder scene when a spectral woman appeared behind Pella.

The ghostly apparition of Lady Camden:

The murdered woman led the party to a dresser in which contained a demonic book describing how to inter-breed and flesh-craft demons with other races of the realms. This book was found by her husband who became seduced by the power of crafting demons and mortals into twisted creations. She was his first experiment as was his child. The party was implored to avenge her and her son’s death.

Pella stabbed the book with a blessed dagger, but it shot heat through the blade and warped it badly. Alex KilGoure attempted to consecrate the book but it at first resisted and shot back a wave of negative energy that hurt Alex. he re-doubled his efforts and the book shook with energy but then the dresser shattered into splinters as a huge clawed hand reached through and pulled the book back into the abyss.

The book:

While this occurred in the bedroom, Flood kept watch in the hallway and was disturbed to watch as the partially eaten and dismembered female elf wizard was hauled off by a terrifying part-human, part spider demon aberration and its twisted offspring.

Spider Demon Aberration:

At the top of the tower they confronted the aberration, who had a twisted demonic portal that acted as cauldron to flesh-craft the creatures.

The party fought hard and took down the demon tipping it into his own portal and reuniting the spirit of Lady Camden’s child with her mother.

After recovering some treasure, the party made their way back to the caravan camp and updated the others, and then continued on their trek northward to Hundelstone.

Adventure Summary - 08/09/14
"Look! Tracks!"

As the party settled in to the caravan camp, they talked among themselves and decided to investigate the abandoned keep that lay some ways away from the camp.

A shadowy keep:

As the sun sank below the horizon the group made their way up a ancient and shadowy path where Tholan Foehammer attempted to play a little trick upon the company and scare them, except Unrask Steelbeard got the drop on him instead. :)

Flood watched the scene unfold and inadvertently tripped over a leg buried in the snow. They discovered the corpses of Orcs dead some days, along with a burial mound off the path marked with a holy symbol of St Cuthbert.

The party surmised that the previous company was ambushed on the way to the keep and lost their cleric.

Continuing on, they eventually reached the entrance of the keep and made their way through the double door entrance. Flood and Pella killed rats in the storerooms while Chroma Carrington, Alex KilGoure, and Tholan Foehammer bashed and rebuked some ghouls attracted by the noise from the upper levels.

overcoming some traps, searching rooms, and proceeding upwards, Chroma Carrington encountered a dead and burned dwarf lying on the steps of the spiral stairs that ascended the keep. Flood moved past Chroma to investigate the locked and closed door of the 3rd level only to discover it occupied by some very angry birds

Not happy:

The players contemplated how to remove the birds as we ended for the evening. :)

To be continued.


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