Heroes of Ethova

Welcome to your Adventure Log!
A blog for your campaign

Every campaign gets an Adventure Log, a blog for your adventures!

While the wiki is great for organizing your campaign world, it’s not the best way to chronicle your adventures. For that purpose, you need a blog!

The Adventure Log will allow you to chronologically order the happenings of your campaign. It serves as the record of what has passed. After each gaming session, come to the Adventure Log and write up what happened. In time, it will grow into a great story!

Best of all, each Adventure Log post is also a wiki page! You can link back and forth with your wiki, characters, and so forth as you wish.

One final tip: Before you jump in and try to write up the entire history for your campaign, take a deep breath. Rather than spending days writing and getting exhausted, I would suggest writing a quick “Story So Far” with only a summary. Then, get back to gaming! Grow your Adventure Log over time, rather than all at once.

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Campaign Journal of Burned Seth.
This is the journal of Burned Seth, Wizard.

Session 1.
Entry 1.
I was called to the home of Keryn Allion. Upon arrival I found that I wasn’t the only one invited to attend. Also present were Sylvari: elven rogue, Dust (although he didn’t introduce himself at the time): dark elf ranger, Araniel: elven (warrior, ranger, paladin? (unsure of his true nature)), Gorm: insectoid barbarian, Dolgar: dwarven cleric. Keryn got right to the point. One of her 2 river boats, The Pale Maiden, was attacked and wrecked downriver. Only a Halfling named Dunty survived. According to the tale he told, the crew just started dropping, the boat ran aground and Dunty ran for Carnly. She requested that we investigate the wreck, recover her cargo and if possible discover who perpetrated the attack. Given the reward that she offered we of course accepted. We made preparations to leave at once, on our way out of town I want to stop and speak with Dunty.
Entry 2.
We made our way to the poorer section of the city, where Dunty had his home. He seemed on eggshells from the moment we knocked on his door, the fact that Grom picked him up and slammed him against the wall probably contributed to that. We didn’t learn anything new from him and probably scarred him for life. Hell of a 1st day on the job, and we haven’t even left the city yet.
Entry 3.
Our 1st day of travel went smoothly. Day 2 brought more excitement. As we were traveling we encountered to monks. Brother Robert and Wayne of the Briarwood monastery, an order devoted to Lynessa, were fleeing their monastery. Brother Wayne was wounded but not in danger. They told that one of their members Brother Martin had attacked them with a scythe, forcing them to flee. They asked us to make the detour to the monastery and try to handle the situation.
Entry 4.
It was only a 2 hour trip to the monastery. When we arrived we beheld a monk (Brother Martin I presume) in the process of slaughtering a herd of sheep. He’d already killed a couple dozen and was about to finish the last three. The remains of the dead sheep were covered in rats, busily feasting of the corpses. When we were noticed, both the remaining sheep and Brother Martin moved to attack us together. Curious?
Entry 5.
When they got into melee we weren’t quite sure what to make of things. I was able to put Brother Martin down with a color spray while the other quickly put down the sheep. Once they were all dead, the rats all ran into the monastery. We restrained Brother Martin and question him once he came to. He seemed sincere in has claims that he knew nothing of attacking anyone. We decided to leave him tied until we figured out what was going on.
Entry 6.
While we talked to Brother Martin, Sylvari and Grom went into the monastery while we were still questioning Brother Martin. We entered the monastery to find Sylvari and Grom standing amongst piles of rotting debris fighting each other. It seems that whatever afflicted Brother Martin is not confined to him alone. Luckily Sylvari shook off whatever it was before he could do much damage.
Entry 7.
Dolgar pushed forward and upon entering another room filled with broken barrels and spilled wine, he noticed something about the rats. He reported that some of them had what seemed to be brains pushing up out of the tops of their heads. I was fairly confident that I now knew what we were dealing with. Cranium rats!
Entry 8.
I began rattling off information about cranium rats while I tried to get a torch lit up. We needed to kill or scatter them to weaken the hive. Thank Moradin, Dolgar began to target the rats in between his healing bursts. The others however, seemed more interested in breaking into new rooms. I admit that I began to get rather irritable and urgent in my stressing that the rats needed to be dealt with. Fortunately after a couple more comrades were possessed and the rate responded to my torch by gathering into a horde, more direct action was taken.
Entry 9.
We tried, rather ineffectively, to disperse the rats. Despite my reservations, I dosed them with oil and was prepared to set the rats on fire when Dolgar was able to disperse them with a fear spell. About the same time, Araniel returned. He informed us that he’d found a cellar with more rats and the tunnels that they’d used when they burrowed into the monastery. He also let us know that he’d set a fire down there as well. Hearing this, I lit out for the door and moved to get to the cellar. Everyone else set about looting.
Entry 10.
I found the cellar and began trying to stamp out the flames. I realized the error in judgment when the fear wore of and the rats began to swarm back in. I at once got the hells out of there while tossing a can of oil over my shoulder. The fire seemed to slow the horde down enough for me to escape. I felt bad interrupting the rest of them at their looting, but my shouts attracted the attention of Gorm who came crashing through a window to engage the rats. He was able to do enough damage to finally disperse them.
Entry 11.
With the rats dealt with, most of us went to attend to Brother Martin, some of the others took the liberty of helping themselves to some of the monk’s treasury. Not that I have any issue with thievery, it’s none of my business how someone makes their living, but it seems to me that robbing the monks is counter productive. The goodwill and reputation that we earned by dealing with the cranium rat problem would be worth more than some silver. At any rate, Martin was conscious and seemed to be his mild mannered self again. He was shocked when we explained what had happened, but accepted our recounting of events. We released him and spent the remainder of the day assisting in the burial of the other 2 monks and disposing of the sheep carcasses. He invited us to spend the night, an invitation that we accepted, although none of us slept indoors.
Entry 12.
We resumed our travels the next day. After an uneventful journey, we reached the wreck of the Pale Maiden around sunset. Not wanting to wait, we moved to inspect the site. We discovered several dwarven sized boot prints around one of the breaches in the hull. Inspection of some of the crewmembers bodies revealed that they had died from being shot in the head with crossbow bolts of dwarven manufacture. This all struck me as being a little too obvious. Dolgar confirmed that things weren’t quite right. He explained how dwarves are taught to shoot center mass so as to minimize the chance of missing. No dwarf would take a shot like that.
Entry 13.
Our next move was to enter the hold. We found a lock of golden hair caught on a spar of wood at the breach, must be from one of the raiders. Upon entry we discover a pair of giant crabs had taken up residence, undoubtedly to scavenge. We were able to defeat them quickly and resume our investigations. According to the cargo manifest, 10 crates of cargo were missing. After a nights camp we will investigate further.
Entry 14.
We were awakened in the middle of the night by a goblin raiding party. They were helping themselves to the silver that was “acquired” from the monk’s. They were able to get away, and seeing how our presence in the area had been revealed, we decided to move and follow the tracks.
Entry 15.
We followed the tracks for some distance before finding an abandoned campsite and the cargo. Things seemed even more suspicious, it is highly unlikely that dwarves would just abandon their spoils. Expecting a trap, Sylvari began scouting the area. He found, not far away, a quartet of elves observing us. From their conversation, they were waiting to see if we bought their ruse and would blame dwarves for the attack.
Entry 16.
After Sylvari reported back to us, we decided to go ask the elves what they were up to. So I whipped up a distraction while the others advanced on their position. They decided no to wait and ran for it. Luckily, a volley of arrows brought down one of them. After a short talk, it became clear that the elves were part of an elven extremist group trying to ferment trouble between human and dwarven populations in the area. We bound him and brought him back to Carnley.
Entry 17.
We made it back to Carnley without incident. Keryn was delighted to get her cargo back and very interested to hear our report of the episode. She took possession of the prisoner and will arrange to have him interrogated, we requested to be kept informed of the results. Meanwhile, we collected our reward and I for one have some supplies to purchase. First however, I sought out the 2 monks we met on the road and informed them of the circumstances ant the monastery. I also made sure to play up our encounter with the goblins and the rats, hopefully one of the 2 will take the blame for any missing property. Hopefully.

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Campaign Journal of Burned Seth.
This is the journal of Burned Seth, Wizard.

Session 2.
Entry 1.
That evening while looking over my new spellbook, I discovered a note tucked into the front cover. It was written in some sort of code. After reading over it for some time I was able to decipher it’s meaning. It was a set of directions leading to someplace called “The Stinging Tomb.” The note claims that it is located in the “Valley of Uskor” along the “Road of Brass.” The letter went on to explain that the tomb was the hiding place of the “Libram of Nainarv” (a very powerful spellbook), which was left there by “Tenado the Old.” I related my findings to the others, unfortunately none of them were familiar with any of the locations mentioned. This will require more research.
Entry 2.
The next morning bought some surprises. The first was that Grom had departed during the night, it is of no matter though, as Aranmiel appeared with 2 acquaintances; Maximus and Azeroth. The other was that we were presented with a letter at the inn were we had taken lodging. It was addressed to “the mercenaries who recently assisted Keryn Allion. I think we’d better come up with a group name. The letter was an invitation from Jonah Skillar, the city official in charge of mining operations in Carnly, with the offer of a new job.
Entry 3.
We met with Jonah at his offices. His proposal was simple. He had been ordered to reopen the old “Heartfire Mine”, which was closed up over 8 years ago due to an outbreak of “Rot sores.” They had just reopened the entrance when they heard moans coming from the darkness. Believing it to be undead, they all ran for it, locking the doors behind them. When pressed for an explanation, he recounted the circumstances of the closure. According to the story that he told, during the final day of the mine some sickness spread through the miners. It quickly jumped from miner to miner and would have spread had not one of the mages within the mine fled, caving in the ceiling and sealing the mine. That resulted in 50 miners and one other mage being trapped in the depths. He offered us a reward to clear the mines, and to assist us, gave us use of a wooden golem with the caveat that should it be destroyed, we would be financially responsible for its replacement. Even though we were wary of the responsibility, we felt that its presence could mean the difference between success and failure.
Entry 4.
Dolgar went to secure the aid from some local priests while we began to clear the mine. The golem was highly effective in clearing the initial rush, using its wooden shard barrage. Its slam attacks made short work of most of the skeletons and zombies on the 1st level. It did us proud before it took too much damage and we sent it back out of the mine. Luckily, Dolgar returned moments later and his powers were able to make a serious dent in the undead ranks. We finished level 1 and after some repairs to the lift began to descend to the lower level.
Entry 5.
With our repairs to the lift, we estimate that it could safely hold around 400lbs. After some strategizing, we decided to send Dolgar and Aranmiel down first. Dust, Sylvari and myself went next, to be followed by Maximus, then Azeroth. That was the plan at any rate. We went with no light so as to try to get everyone down before engaging anything. The lower chamber was filled with undead and it took Maximus somewhat by surprise. I’m sure that he didn’t mean to scream out “Oh my god look at all the undead”, but he did. Therefore we were forced to engage them while Azeroth was descending in the lift. I guess if adventuring was easy everyone would be doing it.
Entry 6.
We began by trying to weaken the zombies with ranged attacks, with limited success. They soon closed to melee with the undead mage providing arcane support. I was able to damage her with some acid bolts, she on the other hand used fear and nectrotic attacks to great effect. Eventually we dealt with the first wave and moved on to the last group which had taken up station around a pit in the mine floor. These too fell before us.
Entry 7.
While I investigate the mages remains, some of the others investigated the pit. They found within a set of golden doors, slightly ajar. A black mist was slowly leaking out. Even standing at the rim was enough to scorch their lungs. Most were able to shake it off, but Aranmiel seemed affected, we decided to get him out of there quickly. Dust jumped down to close the doors first. Looks like we discovered the source of the rot sores.
Entry 8.
We delivered Aranmiel to the priests for treatment. They were able to save his life, according to them, his face and arms started to rot away during the night though. Jonah was highly grateful for our efforts and for not destroying his golem. He was very interested in our account of the golden doors and was gladdened to hear that we’d be willing to investigate further. The doors were reminiscent of tales of Karumel the Black, who legend says had his lab hidden below the city. No one had ever given much credence to those stories though. Looks like they may have had some truth to them.
Entry 9.
We now have 2 avenues to research; the Golden Doors and the Stinging Tomb. I’m reluctant to approach any local sages with any of this information so my options are limited. I know of the Lowport Library, but I do not relish a trip down river. I’ve also heard that the Waite family here in Carnly is said to maintain a respectable library. I have asked Jonah if he or his superior could provide me with a letter of introduction. Hopefully that along with our reputation and a kind word or 2 will get me access. If not, as a wise man once said, “You can get farther with a kind word and a charm person spell than with just a kind word.”

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Campaign Journal of Burned Seth.
This is the journal of Burned Seth, Wizard; Shattered Shield Company

Session 3.
Entry 1.
The next morning we paid another visit to the temple of Usamas. The priest we’d been dealing with, Harris Carter had news for us. The priests had developed a draught that would temporarily increase our resistance to the black mist. That and masks of some kind could keep us alive. After discussing the matter, we made the decision to try and find an alternate means of protection. It so happens that Priest Carter knew of such an item. He told us of an ancient church relic “The Chalice of Bok”, a holy goblet that can cure and prevent all diseases. He believed that its powers would protect us. Unfortunately there was a “but” to the story. It seems that the chalice was lost many years ago. That last record of it was when a young paladin named Thaddgarno had left on a quest to find the chalice. Before leaving, he sought information from a local sage, Shun Anfurus who supposedly knew of the chalice’s resting place. I’ll have to pay him a visit. We also made another decision, as we were beginning to be known about the city, we decided on a name for our group. We are now Shattered Shield Company.
Entry 2.
I went directly to the home of Shun Anfurus, an elf of middle years. He was quite interested to hear our tale and seemed more than happy to tell of the chalice. According to his story, the same that he told Thaddgarno, the chalice, after it had first disappeared, had surfaced again many years later in the hands of a group of pilgrims. These pilgrims were traveling to another temple when they were attacked by Kerra’syx, a blue dragon!, who stole the chalice. Shun had pinpointed her lair in the Banerock Mts. and scouted it out to some degree with some charmed wildlife. There will be no access without some difficult climbing or flying. That of course only leaves the small matter of a dragon to deal with. We could see about trying to make a deal, offer to trade. However, I’m more inclined to believe that we would end up as an appetizer and even on the small chance that we could deal, whatever Herra’syx might be willing to trade for the chalice would probably be a quest unto itself to obtain. This one will have to wait awhile, at any rate, I have research to do.
Entry 3.
I presented myself at the Waite estate with my letters of introduction and was escorted into the company of Nyute, the family’s overseer. After speaking with her, I was able to get access to the family library. After spending many hours amongst the books I learned some very interesting pieces of information. I was able to glean some details regarding the chalice and Herra’syx, I also found out that Carnley was originally a settlement that sprung up around Caramel the Black’s lab, apparently he had a hobby of shrinking and then stealing famous landmarks. Not exceptionally useful, but I did hit the big score, the location of the Valley of Uskor and details about the Stinging Tomb! It was the crypt of the Dwarven Runemaster, Aragul Trueforge. The tomb is said to be riddled with traps and it’s secrets so closely guarded that the 3 engineers who created the tomb were entombed within when it was sealed! Some deeper background revealed that Aragul was engaged in a somewhat legendary feud with another mage, Ailand, who it seems was responsible For Aragul’s death. Ailand’s story is rather interesting as well, he was universally despised as a thief of magic. He disappeared over 200 years ago after embarking on a quest for lichdom.
Entry 4.
After finishing my time in the Waite library I passed my thanks along to Nyute, along with some coin, and departed to share the fruits of my research with the others. Based on my findings, the others shared my reservations about pursuing the chalice or the tomb, therefore we decided to pay a visit to Keryn Allion and see if the elf had broken yet.
Entry 5.
We had to wait another couple of days before the elf’s interrogation to be completed. He revealed that he was part of a mercenary group that was contracted by the elven trading house, Nal’olg’inyon. The trading Co. is based out of Imyara and it seems that the purpose of this operation was to sow discord between the human and dwarven trading interests operating out of Carnley, thus allowing the elven traders of Imyara to take over the trade routes. He didn’t have much more to say, except that as a result of his capture, the main group would have moved their base camp to a new location. We felt that this issue would be worth pursuing further and decided to make our way to Garandor. I believe that if the goal of the elven mercs was to destabilize human/dwarven relations, that they would engage in similar activities against dwarven merchant interests. Perhaps we will find additional leads at Garandor. We leave tomorrow.
Entry 6.
The first few days of our journey proved uneventful. The 3rd night out we were attacked by 3 ogres as we camped. We killed 1 but the other 2 escaped. Everyone fought valiantly, but I must make a note of the superior training of Aranmiel’s horse, it did as much damage to the ogres as it’s rider.
Entry 7.
Two nights later during the night, our camp was scouted by a rider on a unicorn? He rode up, while still keeping some distance and gave everyone a look over. Seemingly satisfied, the unicorn gave a nod and they saunter off. Strange!
Entry 8.
We were 2 days out from Garandor and had entered dwarven territory when we were attacked by a pair of giant scorpions. They must have been hunting as the horses were their target. Sadly Aranmiel’s horse was killed and Dust’s was almost carried off before we were able to bring it down. Hopefully we can get Aranmiel a shiny new dwarven warhorse when we arrive the day after tomorrow.

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Campaign Journal of Burned Seth.
This is the journal of Burned Seth, Wizard; Shattered Shield Company

Session 4.
Entry 1.
We entered Garandor later the same day. The city itself was mostly built into the walls of a canyon, with the buildings and dwellings stretching high up along the rock face. The guards at the gate gave us quite the looking over, but despite my concerns, didn’t seem too interested in troubling us. I was able to get directions to the Swillheart and Ironfist compounds with no trouble and since the Swillheart’s were closer, we chose to visit them first.
Entry2.
The compound was not far and we arrived in short order. After requesting an audience we were quickly shown into the company of Lars, an aged dwarf of the clan. I explained the nature of our visit, and while Lars showed some interest, he didn’t seem overly concerned and claimed that there had been no trouble with raids against his clan. The only unusual happening of note that he mentioned was a strange object that had fallen from the sky a couple weeks back and landed to the west. There was some speculation that it could be one of the “tools” of the Dwarven Overgod. A party went to investigate and never returned. A second group was sent out to locate the first and also failed to come back. After this, an experienced party of scouts was dispatched. They followed the trail of the other 2 groups to a nearby lake, about a day away. There, they discovered that an area of shoreline glittered with silver and they observed something appearing to be remains hanging from some nearby trees. As this group’s mission was to simply track down the original scouting parties, not too investigate or engage any potential threat, they returned and reported their findings. I admit that my curiosity was piqued by this tale and as the chance for work was seldom passed up, we reached an agreement to travel to Lake Rascor and investigate/recover whatever the item was that had fallen. Before embarking though, we still had a visit to pay to the Ironfists.
Entry 3.
It didn’t take long to reach the Ironfist compound which was considerably larger and better guarded than the Swillheart’s. Some of the sentries were sporting more armor than an entire squad of soldiers. When we approached the gate and requested an audience, we were informed that only citizens could speak with Mezred. This left Dolgar to go in alone. His meeting didn’t last long, but the result was that Mezred had demanded that the elven prisoner be brought to him for further interrogation. While I’m not excited about another trip to Carnley and back, bringing the prisoner here could generate enough goodwill to get some of the damned tight lipped dwarves to begin speaking. But that is a problem for tomorrow, today we have a job.
Entry 4.
A day of travel took us to the shores of Lake Rascor. As we arrived at the marked area, we beheld the scene as it was described. There was a deep impact scar that stretched several hundred feet into the lake. Some trees nearby held the remains of several dwarves, apparently thrown up into the branches. All around the area, the ground sparkled with silver. Silver pieces to be exact. Several thousand of them had been scattered around the impact area, all of them dwarven mintage. The shoreline itself had no trace of magic, but in the depths of the lake, we saw something glow with a faint blue. As some of the others moved closer to the shore, we discovered the cause of the dwarven deaths. A 3 headed hydra emerged from the water, glowing a similar shade of blue as the sky object. As it slithered up onto the beach, the hydra grew many short legs and moved very quickly to engage. I admit that I’m no expert on the biology of hydras, but this strikes me as unusual.
Entry 5.
Things have gotten a bit more serious. We’ve discovered that any damage to these creatures results in them undergoing some form of mitosis, where it splits into 2 identical creatures? The process seems slightly damaging to the creature, requiring a little time to heal and regain its strength. We were all rather concerned when our first round of attacks resulted in now having 3 hydras to fight instead of 1. Due to the glow about them, it seems obvious that they have been somehow affected by the glowing object. I began to advise that we all pull back away from the lake; hopefully the creatures will follow and with distance, lose some of their strength. After observing the reaction to a weakened hydra after it attempted to divide, Dust suggested focusing our attacks to weaken them to a point where splitting would be fatal to the creatures.
Entry 6.
During the fight, Aranmiel snuck around to the side and made his way to the beach, hoping to go after the item. Meanwhile, we were taking some heavy hits. The bash brothers both suffered damage at the fangs of the hydras, and I must report with regret, Sylvari also fell in battle. To his credit, he fought well and with honor, however, his opponent was able to score a couple lucky (and devastating) attacks that were too much for our comrade. Fortunately, Dolgar was able to prevent any further casualties.
Entry 7.
I played a hunch that these hydras, even though twisted and changed, may still be vulnerable to acid and fire attacks. A few misses later, we observed that fire and acid did indeed damage them without provoking a division. Between the rest of our attacks, we were able to kill/prod the others into dividing to death.
Entry 8.
After the battle, Aranmiel took a swim and retrieved the item, which upon closer inspection appeared to be a meteor that reeked of transmutation magic. Even a brief exposure had subtly changed Aranmiel and he had not touched. I recommend that we keep as much distance as possible between us and that rock. It’s a pity. I would have truly loved to have been able to study it in greater detail. However, we have a deal with the Swillheart’s and I would rather not have their enmity. Also, I lack the resources and facilities to examine it safely, the last thing that I need is to wake up in the morning with flippers, good luck casting spells like that! The remainder of the day was spent gathering up Sylvari’s remains, (perhaps we can have him raised?) and collecting the silver pieces strewn about. We had amassed quite a nice hoard, far too much to carry. Therefore we decided to hide the rest and come back with transportation of sufficient capabilities to carry out loot.
Entry 9.
We returned to Lars and delivered the rock, with ample warning regarding its nature. Lars was sufficiently impressed and gratious, he paid us our reward with no trouble and, upon my request, even provided us with a letter of introduction at the Temple of Garandor, thus aiding in our attempt to raise good Sylvari. Our visit to the temple didn’t go as I’d hoped however. The letter got us an audience with 2 senior priests, Prim and Tibarum. Dolgar’s unorthodox beliefs soon drove Tibarum away, aghast at Dolgar’s comments. Prim, being not so conservative didn’t seem to take offense. He had some interesting things to say regarding the current political climate within the city. It seems that some merchant clans are contemplating the notion of banding together in a trade alliance. Could this be related to our mission? Is this alliance of strength not merely trade? Are the elven forces that we encountered pushing them to take this action? Very interesting. On the matter of Sylvari we were not so lucky. The temple would be willing to attempt a raising if we preformed some tasks for them. In addition to the fee, there would be some purification rites, and they want us to deliver a statue for the temple from the sculptor in Carnley! We decided to mull it over on our way back for the treasure.
Entry 10.
Dust had managed to acquire a reinforced cart that would hold all the coinage. During the trip we concluded that based on the requirements, along with the dwarves reluctance to perform the ritual, that it was unlikely that we would be able to successfully raise Sylvari, plus the elven afterlife didn’t sound too bad. Therefore we chose to inter him along the shore of the lake, each one of us tossing a handful of silver into his grave. Good journey My Friend.
Entry 11.
We returned to the city and made preparations to leave. First we had to convert our coinage to something more portable, the money changers were busy today. We also negotiated a fee for bringing the statue back, as we no longer needed their services. We left for Carnley the next day.
Entry 12.
On the road a few days later, we came across a battle in progress. Three humans were fighting an ogre. They all stood in the midst of the corpses of several other ogres and humans. Before we could intervene, another of the men fell, with our help the ogre soon perished as well. A squabble soon erupted over looting rights. All could’ve probably been worked out had Dolgar not made an ill timed joke about slaves not having the right to own possessions. Whether they simply took offense or were genuinely fearful that they were to be enslaved, the 2 survivors immediately turned on us. I attempted to calm the situation, to no avail. Soon both lay unconscious on the ground. I guess I should take solace that they weren’t killed.
Entry 13.
As leaving them in their current state would have most likely had them waking up as something’s bowel movement, we loaded them on the cart and took them with us after burying their companions. Dolgar tied their hands to prevent…further misunderstandings. After they awoke, my attempts to speak with them were frequently interrupted by trash talk from both sides with resulted in their being pummeled back into unconsciousness on more than 1 occasion. When I did finally have an uninterrupted conversation, we learned that they were attempting to locate the court of the Ogre King. He had abducted the daughter of a prominent merchant family, Sara VonBotten and a large reward was offered for her safe return. At their insistence, and despite the reservations of some of the others, we gave them their weapons back and allowed them to continue on their way.
Entry 14.
This bounty has really gotten some attention. We passed another group of adventurers on the road, also going after the Ogre King. Despite a warning from us, their leader felt that their wizard Ted the Magnificent would be more than enough to secure their victory. We wished them luck and went on our way.
Entry 15.
We returned to Carnley! The reason that the Temple didn’t come for the statue themselves is now apparent. The damn thing is 20ft. tall and weighs several tones! We have no way to transport it at this time! Luckily no deadline was set, so the temple will get it whenever we get around to figuring out a way of moving it. In the mean time, we must go see Keryn. Hopefully she can help secure the elf’s release from prison for transport to Garandor, along with assisting us in finding someone to replace Sylvari. As tempting as that bounty is, given how our last encounter with a group of ogres went, the group’s consensus is that we have a greater chance of meeting our doom at the ends of the ogre’s clubs rather than meeting the beautiful Sara. Best to get the elf and head for Garandor.

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Campaign Journal of Burned Seth.
This is the journal of Burned Seth, Wizard; Shattered Shield Company

Session 5.
Entry 1.
The city was abuzz with the news of Sara VonBotten’s kidnapping. Mercenary and adventuring groups had come great distances hoping for a chance at the bounty. Several locals were also trying to work up the courage and equipment to venture out and try their luck, they’ll need it. The first thing upon our return we went to see Keryn Allion. She pointed us in the direction of a rogue that she knew of who might be a good fit for our group. We made our way to the inn she mentioned and met Varel, he seems solid and I believe that he’ll work out well.
Entry 2.
After securing the talents of Varel, we were unexpectedly summoned to the offices of Jonah Skillen. When we arrived he was somewhat agitated. He had not yet begun mining in the Heartfire and demanded to know what the status of the cleanup was? Realizing we had neglected to completely explain the situation, I advised him that the 1st level was safe for mining to resume, however I recommended that level 2 remain off limits. I informed him of the nature of the mist behind the golden doors and recounted our efforts to located items that would afford us the necessary protections to do a proper sweep of the lab. Reluctantly I suggested that level 2 could possibly be reopened if the pit containing the doors was walled off and mining be undertaken in the opposite direction. Jonah felt it best to confine mining to level 1 for the time being, but urged us to expedite the completion of the job. We will do what we can, but for now this task remains beyond us. After our meeting, we returned to Keryn’s residence and made arrangements to take custody of the Elven prisoner. He was being held by “associates” of Keryn and she provided documentation that would grant us access. We will pick him up tomorrow and be off for Garandor, the rest of the evening was spent recounting our exploits to Varel and telling tales of the great thief Sylvari, who could hide in the shadows in the middle of a sunlit meadow in the middle of the day.
Entry 3.
The next morning, we gathered our gear and mounts then set forth for the district where our prisoner was located. We arrived to find that his prison seemed to be a converted dwelling. At first glance it seemed a standard house, but closer inspection revealed barred windows and a reinforced door, capable of being locked from the outside. The 2 guards out front gave us no trouble once they saw the orders from Keryn and we went inside to inspect the captive.
Entry 4.
The elf was under guard in a small back room. He was tied to a chair and had been worked over pretty well. We were just about to begin moving him when we heard a commotion from outside. Max and Aranmiel ran to the door and saw a group of 5 elves in front of the building, 2 of which had just knifed the guards out front. Dust must have seen them coming in time to get the cart out of the fight zone. We order the last guard to bar the door and not open it for anyone but us. How in the devil did they find out we were moving the prisoner today? May have to ask them after the battle.
Entry 5.
The melee types were about to move out to engage when the floor of the door area became extremely slippery. I was stunned, had this mage actually memmed Grease? If so he was the 1st that I’d seen to do so. Sure it’s a useful battlefield control spell, but I had never seen it used to such effectiveness, I may have to rethink some things.
Entry 6.
As getting outside was now more difficult, I summoned my eagle and was able to take down one of the mages. I then had to take him down again after an ill placed healing burst brought him back to consciousness. During that time he was able to get off an obscuring mist that blocked all visibility, except to those in melee. Aranmiel in the meantime had circled around the back of the building, possibly to gain a flanking advantage. I know this for I happened to get to a side window in time to see him take down the last mage. The mage must have done something to his bow, for Aranmiel seemed to be having trouble holding onto it, however, it did not stop him from launching a brutal attack at the mage, sending a shaft right through his head. The others were finishing with the remaining elves outside. We tried to help as best we could, firing into the mists as Dolgar called out positions, but our effectiveness was negligible. Eventually though we were triumphant.
Entry 7.
After the battle, we secured the 3 that were still alive and dispatched the last guard to inform Keryn and bring reinforcements. The bash brothers seemed to think that they should also bring a ballista to further secure the premises. I believe that they were joking, but sure enough back comes the original guard with 6 other men and a ballista. Needless to say that once I let the guards know that they need not listen to certain members of our group, communication got a little easier. We left 2 new prisoners with them for interrogation and gathered up the original captive and the surviving mage and set forth. This makes 3 elven mages killed or captured, I’m beginning to get quite a collection of elven spellbooks, hopefully it will last.
Entry 8.
The trip started out peacefully enough. We kept the elves bound and gagged at all times, except for a quick meal and pit stop once per day. On the 5th day, we encounter a bump in the road. 2 ogres had arranged around half a dozen heads on pikes in the middle of the trail. They claimed that the road was closed, but we corrected that notion. A cause fear spell by Dolgar sent one on his way, we finished the other. I do hope that we won’t have to make this trip much more often; it seems to be getting more hazardous with each crossing.
Entry 9.
Things have begun to get more serious. During the 5th night, the camp was attacked by a werewolf! Aramiel was on watch and was the first to be attacked. Luckily, Varel was able to kill it with the silver dagger that I’d taken from the undead mage in the depths of the Heartfire Mine. Unfortunately it had already been able to bite Aranmiel. By the Gods, I hope that he is not afflicted. The means to cure lycanthropy is currently beyond us. I know of no priests strong enough to heal him, and even if we should come across any belladonna, imbibing it would surely result in Aranmiel’s death by poison as we have no means of curing or slowing its effects. He claims to be fine and as we have no other recourse, we simply must hope for the best and keep a watchful eye.
Entry 10.
The 6th day was more or less uneventful. In the afternoon, we passed by a griffon, feasting upon the corpse of a horse a short ways off from the road. Aranmiel was able to creep up close and keep the beast calm as we passed by. I guess it was more interested in finishing the meal that it currently had, good thing too. Us parading a king’s feast in horses right by it, a hungrier creature may have tried something.
Entry 11.
Perhaps I spoke too soon? During the night, Varel spotted the griffon stalking up on the camp. Aranmiel attempted to calm it once more but earned a face full of claws for his efforts. We were able to wound it, then I thought to summon a pony nearby and send it running off in a direction away from the rest of us. It seems that the combination of wounds and the prospect of an easy meal were sufficient to drive the creature off. We patched up the wounded and decided to get an early start. The next day was uneventful, with the exception of Azeroth tumbling off his horse into a den of rattlesnakes, heh heh. Luckily he was too stubborn to be affected by their bites and we continued on our way.
Entry 12.
Events have taken an unfortunate turn. During the 9th night we were awaked by the screams of Aranmiel as the metamorphosis took him. The Bash Brothers attempted to restrain him while Varel used the silver dagger to wound him to the point of unconsciousness. We then bound him securely and awaited the dawn. When he resumed his true form and awoke, Aranmiel had no recollection of the transformation. This will be problematic. As the lunar cycle still had 2 more nights, we elected not to heal him as we may need to subdue him once more. We traveled on through the day, stopping to make camp early. We then bound Aranmiel, then for good measure, Dolgar laid the flat of his ax against the back of Aranmial’s skull. Thus when the change took him, he was unconscious and remained so throughout the night.
Entry 13.
At last, the gates of Garondor are in sight. We met a couple patrols that questioned us regarding our business, but Dolgar managed to dissuade any interest in us. First, we will drop of our prisoners with the Ironfist’s and hopefully get some more information regarding these attacks. Then we need to worry about getting Aranmiel through this last night without being discovered. We will then have some time to figure things out before the next full moon. In the meantime, I insisted that all members of the party equip themselves with a silver weapon. We also will need to seek out a craftsman who can manufacture for us a set of silver manacles and a silver face guard/muzzle, something to ensure that no one else gets attacked or bitten. Then we can work on a cure… unless there is some way that he can keep his faculties during the change, Aranmiel’s mind and battle experience along with the strength and regenerative capabilities of a werewolf. That could be useful.

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Campaign Journal of Burned Seth.
This is the journal of Burned Seth, Wizard; Shattered Shield Company

Session 6.
Entry 1.
We entered the gates of Garondor and proceeded directly to the Ironfist compound. Mezred was extremely excited to be presented with 2 prisoners rather than the 1 that was promised. He had them taken away for interrogation and advised us to return the next morning if we wished to learn what information they possessed. In the meantime Mezred directed us to a weaponsmith who could assist us in obtaining silvered implements.
Entry 2.
We left the Ironfist’s and paid a visit to the recommended craftsman who was able to provided us all with silver weapons and a set of masterwork silver manacles and shackles, hopefully this should provide us with an edge should any further werewolf problems arise. Claiming to be werewolf hunters proved to be effective in dispelling any suspicions regarding our need for silvered weapons. Now to find someplace to lay low.
Entry 3.
Not wanting to risk discovery by a Garondor patrol out in the wild, we made our way to the seedier district in Garandor and found an inn, the sort that is run by individuals who don’t ask questions. We paid the innkeep sufficient coin to clear the common room and as the sun set, Dolgar kindly cracked Aranmiel over the head once more, rendering him unconscious. We then shackled him and tossed a blanket over him, the innkeeper looking on with very little interest. How I like a business that can be discreet.
Entry 4.
The next morning we returned to the Ironfist Clanhold. It seems that the questioning of the elves bore fruit. The new captive revealed that there were 2 mercenary camps in the region, one in proximity to Garandor, the other near Carnly, of which we got the exact locations. With this information in hand, we agreed to work with Clan Ironfist in staging a coordinated attack on the camp. After a stop for supplies we all set forth.
Entry 5.
The camp lay less than a day away and we arrived shortly after dusk. The dwarves broke off and took up position on the other side of the camp. We attack just before dawn.
Entry 6.
Prior to the attack, Varel and Dust snuck up to the palisade to do some reconnisance. From their observations they reported that the camp was deserted? This was unexpected! Obviously there was some sort of trap in play, as such we felt it best to hang back a distance and let the dwarves spring the trap.
Entry 7.
The dwarves marched into the camp in standard battle formation. As they crossed the camp perimeter, a hidden circle of runes lit up. A moment later everything went white as a huge explosion lit up the sky. After the spots cleared we discovered that all that was left of the camp (and the dwarves) was a smoking crater. We spent a couple hours searching the area for anything we could salvage and for any clues as to the mercs whereabouts, but after finding nothing we returned to Garondor.
Entry 8.
Upon our return to Garondor we were quite surprised to find the city in the midst of a major slave uprising. We debated just walking away and letting the situation resolve itself, until we observed some groups of rioting slaves attempting to fire houses in which dwarven non-combatants were sheltering. Most of the group then decided to get involved. I attempted to distract some of them while the others used varying degrees of force to try and put the insurrection down. We quickly became targets, but were able to neutralize the fighting in our area with no slave casualties. We ordered all survivors (dwarf and human) to flee the city at once.
Entry 9.
During the fighting, the city began to shake with progressively stronger and stronger earthquakes. Aranmiel learned from one of the slaves that this revolt had been long planned. The slaves were to await a pillar of fire as the signal and the distraction that they provided would give the elven task force and their leader, Lasong, and elven priest, time to bring the city down. So this whole thing was part of a larger master plan. I wonder just how far back it all has gone? Was our initial capture of the original elf orchestrated? Has everything that we’ve done been part of some plan? I’d like to think that our efforts were hindering the mercs and their operations and this most recent setup was a way of trying to kill 2 birds with one stone. Deep down though, I fear that we have been manipulated from the beginning.
Entry 10.
We determined that Lasong would have to orchestrate the ritual from the lowest point in the city. Thus, we ventured to the floor of the canyon that the city was carved into. At the bottom we encounter several elven warriors, supported by combat mages. We attempted to intervene and stop the ritual but went into the fight crippled. My spells had been mostly depleted, Maximus went to engage another group alone, forcing Dust to go and support him, and Aranmiel held back, bound by some code not to harm elves that had not tried to harm him first. We were outnumbered and the tide of the fight turned against us. Dust disappeared and despite Dolgar’s efforts, Maximus fell in battle and was slain by one of the elves. The rest of us had no choice but to retreat. Dolgar was unwilling to abandon his home city, despite its hard feelings towards him. He continued onward.
Entry 11.
Aranmiel, Varel, Azeroth, and myself made it out of the canyon mouth just before Lasong’s ritual was completed and the canyon collapsed in on itself, burying Garandor under tons of rock along with our comrades. Farewell Maximus, and to Dust and Dolgar, good journey my friends, you will be missed.
Entry 12.
Having lost 3 comrades, our mounts, and anything not on our persons, all we can do is return to Carnly and lick our wounds. Perhaps there are some supplies to be salvaged from the ruins, and hopefully Aranmiel can round up some horses that may have escaped the city’s fall. I need to re-evaluate… everything. So much to think about, and do. I need more scrolls. I need to develop a new strategy. We need to start being smarter about how we approach situations. These lessons we must keep in mind on our return journey. I hope that Keryn will be willing to point us in the direction of new manpower. I fear though, that given our track record, we may have a difficult time finding new recruits if we keep chewing through them at this rate.

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Campaign Journal of Burned Seth.
This is the journal of Burned Seth, Wizard; Shattered Shield Company

Session 7.
Entry 1. – Outside the Ruins of Garandor
We gathered a short distance away from what remain of Garandor’s gates. As the rubble settled, other small groups also began to congregate in the area. Luckily, we had most of our gear on our person, and being well equipped, fell in with a couple other travelers who were also able to escape the city’s fall in a similar state. Sheangas the cleric and a paladin named Callard asked if they could journey with us. Seeing as how the countryside would soon be filled with bands of dwarven survivors, stragglers and freed slaves most of whom I assume will be desperate for supplies, the more swords at our side, the better.
Entry 2.
After an hour, Aranmiel returned with some horses that escaped the collapse. He’d managed to calm and wrangle enough of them to provide some transport back to Carnly. I recommended that we depart at once. Though I salivate at the thought of the riches and magics’ that now lie buried under the stones of Garandor, the risks of staying are just too great at this time.
Entry 3.
We had been on the road home for just a short time when we saw a pack of wild dogs off the road side. They had cornered a small group of slaves against an embankment and were seconds away from making them a meal. Their first in awhile judging from the dog’s ribs. We were able to make quick work of them, not before a couple men fell to their claws though. After the fight, Sheangas tended their wounds and we struck their chains. They asked the way to the closest town, that being Carnly, we pointed the way, advised them to stay to the road, and resumed our journey.
Entry 4.
A few days travel later, were attacked during the night by swarm of giant mosquito’s. Their attacks hit some of us rather hard, draining our vitality along with our blood. Fortunately, they were weak and we were able to dispatch them quickly. After a day or 2 of rest we will be ourselves again, hopefully we will get that rest.
Entry 5.
The next night, our sleep was interrupted when 2 swarms of beetles descended upon our camp. These were somewhat tougher, but between a web and my elementals I was able to keep one of the swarms penned down while the rest of the group dealt with the others. The remaining beetle didn’t last long after that.
Entry 6.
The rest of our journey would have been uneventful had it not been for the unwanted attention of an ogre beetle. It first attacked us during the day as we traveled, it was a slow beast, however, and we were able to quickly outpace it. Not being one to give up so easily, we were awakened at night by the sounds of it clomping down the road towards us. We quickly broke camp and got to the horses as fast as possible. Sheangas and I were a little slower than the beetle though. It killed Sheangas’s horse with a bite and turned towards him. I attempted to slow it down with the use of a grease casting but was unsuccessful. Sheangas was fleet of foot enough to outpace it and so made his escape. While being upset at the loss of his equipment, at least he escaped with his life, and I’m sure that we can loan him enough to get back on his feet.
Entry 7.
We arrived back in Carnly and found ourselves in the midst of a celebration. It seems that during our absence, the Shining Swords had completed the rescue of Sara VonBotten! According the stories, they were able to sneak in to the ogre’s lair and slip out with her, undetected. Good for them! It does seem a bit too easy though. Some of us still harbor suspicions, while others have set off to attempt to share in their good fortune. I meanwhile have business.
Entry 8.
First, I went straight away to Keryn Allion to report the events at Garnador. She was understandably shocked and saddened by the events, probably due to her loss of a major trading partner. She asked me to keep the news quiet until she could inform some of the other noble houses and formulate a plan. She was interested in hearing of another possible camp nearby and indicated that she’d appreciate us looking into it, however, with the likelihood of it also being a trap, she didn’t want us to march to our doom, therefore it was left up to us. Next, I stopped at the Waite estate, and after the usual donative to the family coffers, attempted to discover any more information relevant to Aranmiel’s … affliction. Without much success I’m afraid.
Entry 9.
The next day I set myself busy to the scribing of scrolls. I spent the entire day shut in my room, with the intention of staying put until I had a suitable arsenal. It seems that I wasn’t the only one who had a full day. Azeroth and Sheangas having been locked up for fighting in public and Callard and Varel discovering some new happenings in town. There was talk of a new thief, “The Rose”, so named for the roses left at the crime scene, plaguing the city. On another note, a merchant was also trying to round up caravan guards with the intention of reopening the trade route to Batton. Both interesting notions. We decided to first check out the other elven merc camp before choosing any further jobs.
Entry 10.
The camp wasn’t difficult to locate. It was little more than a hunting lodge set on a small hill. Aranmial scouted it out and found no wards or traps. After determining that it was most likely unoccupied, He and most of the party went in. The cabin had been unused for several days and seemed harmless, until Callard went to search the back room. He opened the door and in so doing broke the binding circle set within. This released the large earth elemental that had been contained inside.
Entry 11.
I became alerted to this when several of my companions came bolting out of the lodge, followed closely by an elemental that tore most of the wall away in its pursuit. Judging from the wounds I observed, it packed quite a punch. Being just one creature though we were able to surround it and with some grease to hinder it movements and a couple smaller earth elementals to take a few blows, we triumphed!
Entry 12.
After taking some time to do a thorough search of the cabins remains and finding nothing, save a few weapons, we set out to return to Carnly and make our report. I must confess to being disheartened. Garandor lost, our leads dried up, and very little to show for our efforts. Perhaps the other prisoners have new information, or with more blades, this caravan to the North may be promising. Though we won our battles, the future is more cloudy and confusing than ever. It’s days such as this that make me wonder if I should have just been a court magician?

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Campaign Journal of Burned Seth.
This is the journal of Burned Seth, Wizard; Shattered Shield Company

Session 8.
Entry 1.
We returned to Carnley and made a report to Keryn. After receiving a modest reward, we discussed the elven mercs and the caravan to the North. The elves had not delivered any relevant information and her interrogators were unwilling to go any further, we may need to find a new avenue on that front.
Entry 2.
I returned to the group and after some discussion we decided that tracking down the Rose didn’t hold much profit and that our best bet would be to join the caravan. Knowing that it would be a hazardous journey, Callard and I went to see if We could enlist the Shining Swords as some extra muscle.
Entry 3.
Our attempt to rally the Shining Swords didn’t go as I’d hoped. They hinted that they had other things to do, probably too busy drinking and whoring. In all fairness I can’t say that I blame them, they just pulled in a nice payday and why not hang out and enjoy it for some time.
Entry 4.
I returned to Keryn’s estate to seek her advice. She was supportive of our idea to join the caravan; she even offered to write a letter of recommendation. Nice of her to make the offer. As I was unable to get any more help, I asked if she had any leads on some new recruits. She directed us to a Halfling Bard, Wilhelm. He seemed amiable enough. We all then presented ourselves to the merchant, a dwarf called Doath Zannah; he hired us at once and announced that we depart the next day.
Entry 5.
We left at dawn. Along with us were 3 other guards; Drem, a human who used to be a town guard and 2 goblin mercs; Spaz & Slosh. We traveled without incident for 2 days, reaching the foothills of the Banerock Mts. when we encountered a hive of very large bees. We tried to slip by but unfortunately some of the bees took offense to our presence and attacked. We were able to fight them off with little trouble though and continued onward.
Entry 6.
The next day we’d entered the mountains proper and were traveling along the path which was sandwiched between the river and a sheer rock wall. During the afternoon 2 giant scorpions ambushed us. Drem took a couple nasty stings and Callard reacted badly to the scorpion venom as well, I was able to web one of them into place and beat it down with an elemental while everyone else took out the other on. It finally managed to escape but Varel killed it before it got too far. Sheangus patched Drem up so we could continue.
Entry 7.
The next night as we were about to camp a shadow passed over head. Against the light of the moon we observed the silhouette of a dragon! Undoubtedly Kerra’Syx out hunting. As quickly as we could, everyone pressed themselves against the rock face and made like a stone. After a few minutes she moved on, cold camp tonight my friends. I’ll risk no fires.
Entry 8.
Our luck just couldn’t hold. The next day we sighted the dragon again. Once again we hid and hoped to pass beneath her notice. As a precaution, we sent Aranmiel up ahead to scout the path. A ways up the road he found our path blocked by a fresh rockslide. As we drew closer we saw that it several of the rocks had huge claw marks on them. By the Gods. At that moment she came. Kerra’Syx dropped down between us and Aranmiel. Her presence immediately caused everyone but Doath, Callard and myself to run in terror. Most of them went into the river.
Entry 9.
This is not good! I immediately began trying to talk Kerra’Syx into sparing our lives. Not an easy task when here first words were “Oh good, fresh meat.” I attempted a combination of groveling, flattery and self depreciation hoping that I could convince her to see our value in ways other than food. After a few minutes she seemed to agree and ordered us to unload all the trade goods as a tithe to her. Doath grumbled fiercely about this but luckily he held his tongue. Aranmiel unfortunately didn’t. After an ill considered comment about Kerra’Syx being pathetic for accepting such miserable tribute, she responded by eating him. The 3 of us were then ordered to begin carrying the goods to her lair while she ate our horses. Sigh, we aren’t having much luck keeping mounts alive these days.
Entry 10.
We were force marched northward, off the road, past the rockslide, up into the mountains. We marched for hours until we finally reached a hole in the ground. This must be the lair of Kerra’Syx, it resembles the description as recounted to me by the sage Shum. She lowered us and the good most of the way down, then spent some time having us move it from here to there until she was satisfied. Then she decided that she wanted to see a play! We put our heads together and came up with a comedy routine. We made right fools of ourselves which seemed to amuse her and after the 6th performance we were ordered to begin counting coins while she settled down for some sleep.
Entry 11.
While we counted, Callard did some inventorying. Amongst the coins we found a hammer inscribed with lightning bolts (a thundering hammer perhaps), The scabbard of Arbold Forez (a hero of his church), the Bowl of Malik Ro (a holy relic of some other faith), the Chalice of Bok (Success… hopefully), a black wand set with a diamond (wand of dispel magic), and an engraved sealed scroll case. Quite a hoard Kerra’Syx has here.
Entry 12.
The next morning Kerra’Syx awoke and I thought to try a new plan. I approached here and humbled myself, asking if I could trade information for our lives and freedom. She said no deals but if I withhold anything I would end up as her breakfast. I then recounted to her the fall of Garandor, making particular emphasis on the fact that few escaped and no one had anytime to remove anything from the city. Therefore, all the riches and magics of Garandor were just lying there, buried in the ruins, waiting to be claimed. She seemed highly interested in this, and after a moments thought, flew up out of the lair. For a moment we had hope, then she moved a huge boulder over the entrance and took flight to the south.
Entry 13.
Finally! Given the distance between here and Garandor’s ruins, I figured that it would be 5 days flight there and 5 days back. Just to be safe/paranoid, lets assume that she stops and examines the ruins for no more than a handful of minute before returning and may be a faster flier than I estimate, that taken into account I give us 9 days to be well away from the mountains. I set everyone to work searching for an exit.
Entry 14.
Callard noticed that there was a gap between the boulder and cave edge. We sent Doath up with the hammer and a rope, the idea being to wedge the hammer into the opening and attach the rope so that we could climb up and hopefully squeeze thru. Instead he climbed up and struck the boulder with the hammer? The resulting concussive blast broke away a piece of the boulder and sent Doath crashing to the ground. We now have an easy way out.
Entry 15.
I firstly tried to send Kackle up with a rope attached to my staff, hoping to catch it on something. That didn’t work and eventually after a few attempts, Doath made it up with a rope and tied it off. He requested that we bring the hammer, we did so, Callard also grabbed the scabbard and the chalice while I got the wand and the sealed scroll case. I then took 5 minutes to gather up all the jewels that I could get and then we left.
Entry 16.
I wanted to head back to Carnley, but that would mean that the dragon and ourselves would eventually be moving towards each other, I think it would be best that we continue on to Botten. We set out as quickly as we could, we will walk through the night and only stop to rest when we drop from exhaustion.
Entry 17.
Meanwhile, the others who had jumped into the river were being washed downstream. Once Azeroth regained his senses, he noticed the others in the river and went in with them. They then proceeded to get swept down a waterfall into an underground cavern.
Most got knocked unconscious but the few who weren’t were able to save the rest. There was one casualty, it seems that Slosh killed Spaz while trying to save him.
Entry 18.
Spaz was sent out to scout the area. He quickly returned to report that lizardmen were advancing on their location. Wilhelm spoke with them and was able to convince them that they were friends of Kerra’Syx, whom the lizardmen seemed to worship. After a short conversation they agreed to show everyone the way to the surface.
Entry 19.
After a short trek, they reached the entrance to the surface which was only accessible via a steep climb. To prevent any …misunderstandings, the barbarian had been bound and gagged, but making the climb up necessitated his release. With a little effort, everyone was able to get out. Finding themselves on the eastern shore of the river, they began to head North.
Entry 20.
They preceded northward, progress slowed by having to go cross county. Eventually, due to our rapid pace and reluctance to stop, we caught up with them. Using the message spell and Kackle as a courier, we advised them of our escape from Kerra’Syx and the need to get out of the mountains as quickly as possible.
Entry 21.
Both groups then matched pace towards Botten, looking for a safe place for the others to ford the river and come back to the road. Not finding one nearby we eventually had to camp. The 2nd group was attacked during the night by 3 giant ants but they were able to kill them all before we could intervene.
Entry 22.
The rest of the journey was uneventful. We found a shallow point in the river just as we left the mountains. From that point it was a short ways before we sighted the walls of Botten! Thank the Gods! Now this has been an adventure! To have survived an encounter with Kerra’Syx the scourge of the Banerock Mts. is no small feat. I can hardly wait to examine the contents of the scroll case I took, and hopefully the gems that I grabbed will fetch a good price too. Then we need to see about getting back to Carnley, which could be difficult seeing how we can not venture into the Banerock’s again until we are ready to kill Kerra’Syx.

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Campaign Journal of Burned Seth.
This is the journal of Burned Seth, Wizard; Shattered Shield Company

Session 9.
Entry 1.
We approached the walls of Botten, finally, this trip was at an end! As we got closer though it seems that our relief may be premature. The city was in a terrible state! There were holes in the walls and no guards manned the gates. As we entered the city, we saw signs of terrible destruction and neglect. Many of the buildings were boarded up and abandoned, others showed signs of having been burned. The people were ragged and disheveled, indeed, they appeared more as refugees than citizens. What is cause of this?
Entry 2.
As we stood, taking in the sights, we were approached by Robert Silverheart, capt. of the town guards. He informed us that the state of the city was due to the “light of judgment”, a beam of light that strikes down from the heavens and smites evil doers. Its source was a temple of Zakharis somewhere to the north. It seems that this light isn’t too discriminating in its targeting and that collateral damage is a frequent effect, both in terms of people and property. So who decides what is evil? At any rate, Capt. Silverheart was able to direct us to a decent inn so we could rest. He also offered us his services as a source of information about the city itself. We thanked him and went on our way. I need to take some time to examine our takings from the dragon hoard, plus some proper rest would be welcome.
Entry 3.
After some rest I got to work. Not a bad haul altogether, the wand of dispel magic, 3 potions of cure moderate wounds, the chalice of Bok, bowl of Malik-Ro, and about 22,000gp in gems. I doubt that we’ll be able to sell them until we get back to Carnley, which is our next problem. As there is no way in hells that I will risk the passage back south through the mountains, we need to find another route. We also need supplies, so it’s back to Capt. Silverheart, hopefully he has some advice.
Entry 4.
We found Capt. Silverheart at the guard’s barracks, He pointed us in the direction of a merchant that should meet our needs. As for an alternate path south, he didn’t know of one, but suggested that the priests of the temple should posses that knowledge. He offered to guide us there himself. As there seems to be no crime in this city, I imagine that he might be looking for any chance at a little excitement, we accepted his offer. After a quick stop to purchase some horses and a wagon, we set forth.
Entry 5.
There was no road, so the trip was mostly overland. We encountered no other travelers and only met with minor resistance in the form of a group of giant ants. We manage to dispatch them with a small amount of effort and only a few injuries. In the end, sword and spell was more than their match. We made haste from the area before any more came along.
Entry 6.
We arrived at the temple after 3 days of travel. It was a massive 15 story tower with a small shanty town built around the base. There were about 2 dozen armed guards mulling about, none of whom looked friendly. Indeed, the addition of a handful of elves and dwarves hung up on gibbets also didn’t lend faith that visitors were welcome here. The guards were mostly human with a half-elf or 2 in their ranks and given their hostility to Wilhelm when he tried to speak to them, I’d wager that this is a hard land to be a demi-human within.
Entry 7.
I approached and spoke to a woman who seemed to be in command on the tower doors. Upon advising her that we sought alternate passage through the mountains due to the dragon, she calmly advised us that in a few years when the tower was taller that the problem would be handled. With the matter-of-fact tone that she used one would have thought that she had just asked us to wait a few minutes for a loaf of bread. I politely asked if there was any other option available as we didn’t have a few years to wait. She suggested that someone by the name of Saul could help us, but he was busy now. She claimed she would pass along our request for an audience and he would possibly see us when he had time. So we made camp a ways off and decided to wait a bit.
Entry 8.
Saul came out of the tower around sunset to speak with us. Everyone got a bad feeling off of him. He was pleasant enough, but his words had a malevolence beneath them. It seems that their light of truth has a range of 4-5 days travel around the tower, though they are working to increase it, they seem to want to cover the entire country. They also have used it to wipe out the elven populations in the area, although he phrased it more gently than that. He recommended that as the mountains were impassible, that we try an Elfgate located in a destroyed elven village to the north. This seems like our only option. While the rest of us retired to discuss matters, Shengas asked for and was given a tour of the tower, being of the same faith. He described a large glowing crystal the size of a man on the tower’s top floor, undoubtedly the source of the light. I wish I could have examined it. At any rate, though we agreed that this tower and sect was well on its way to becoming a threat, we didn’t feel that we were strong enough to intervene right now. Also, we have some time on our side. The tower can wait. For now we need to return home.
Entry 9.
We kept moving north and after 2 days arrived at the town of Lakeview. That place was even more of a nowhere than Botten. We stayed only long enough to rest and resupply before moving on. We had gotten most of the way to the village when we were ambushed by a harpy! Her song influenced some of the group and drew them to her, luckily our bard was able to counter her song with one of his own. Between the others and my elementals, we were able to defeat her without taking too much damage.
Entry 10.
After 1 more day of travel we arrived at the ruins of the elven village. Every structure had been torched and stood in the center of a blast radius, the “light of judgment” again. We saw the charred bodies of elves all around us, and in the village center, The Elfgate. Before we could take any further actions, however, we were distracted by the remains of the villagers staggering to their feet. After a death as horrible as this, it is no surprise that these poor wretches linger on as some form of undead. Callard wishes to end their torment, I want to clear the way to the gate. Let us begin.
Entry 11.
As the zombies advanced, I attempted to slow some of them with a web. It worked for a few moments while the others continued their advance. Not long after, the fight was joined by a pair of shadows that emerged from the ash surrounding the Elfgate. This could be bad. The rest of the party was dealing effectively with the zombies and I had summoned a pair of fire elementals to try and handle the shadows. Unfortunately that plan didn’t work out like I’d hoped. Despite doing some damage to the shadows, the zombies quickly brought them down. Callard and Azeroth were hit by their strength draining attacks, indeed, Callard was nearly destroyed. Azeroth was reduced to dragging him away from one particular shadow that seemed fixated upon him. In the end, between my magic and Shengas’s healing bursts, we were just able to kill both shadows before we lost Callard. The sigh of relief as the last one fell was palpable.
Entry 12.
The rest of us gathered and burned all the remains that we could find, then I took a look at the gate. It is a magnificent creation. A 20 foot tall arch covered in runes with a mist filled gateway. So the gate was still active, I wish that I had some means to scry the destination. Among the runes was the word “Salae”. From my readings, I remembered that it was the name of an elven town on the coast a few days east of Imyara. That puts us on the right side of the mountains at least. Though I’m nervous about traveling through elvish lands, this is our only option.
Entry 13.
We elected to camp and rest for a few days so as to return Callard and Azeroth to a better state before our departure. I made sure to remind all those involved to keep a tight lip regarding any encounters that we have had with any elves. That being said, we packed up camp, and made our way into the gate to (I hope) Salae.

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