Session 10 Epilogue
Mushroom Party

The group enters the great mushroom forest, a massive cavern housing gargantuan mushrooms, densely packed like an above ground arboreal forest.

Night 1 in the forest: The party hears a savage roar followed by a shrill humanoid screech, then silence. Investigating they find a toppled mushroom, the crown of which is hollowed out and was being used as a camp. They find the traces of a purple worm attack, and the belongings that appear to be from a Drow who appeared to have slipped while taking a leak off the edge of the mushroom, thudding to the ground and alerting the purple worm. Among the equipment they find a parchment with the description of the party and their roles.

Night 2 in the forest: The party is ambushed by Drow led by a Drider and watched over by a familiar Drow on his giant spider mount. The battle that raged with the Drow caught the attention of a gargantuan purple worm which attacked the players and remaining drow. After winning the fight the party learned that a human mercenary boldly entered the Drow city and offered a great reward for the party never leaving the Darklands, the description matched that of the human mercenary the party has encountered previously with the Elven grenades. The party find a few captives, Svirfneblin that had helped the group in the past, minus two members that perished when being captured by the drow. There names are Belwar (M), Kronthud (M), and Thulmarra (F). They agree to travel with the party.

Last sessions loot, I put an asterix next to things that I think were claimed by characters.

+1 Mithril Longsword
Mithril Chain Shirt

Fungal Forest:
Tunnel Worm:
89pp, 804gp, 64sp, 180cp
23gp in gems
Mwk Composite Longbow (+2 Str)
Mwk Dagger
Mwk Morningstar
Flail Snails
31pp, 486gp, 1205sp, 7040cp
994gp in gems
Mwk Buckler
Mwk Heavy Mace
Mwk Light Hammer
Mwk Sai
Oil of Magic Stone
Potion of Protection from Chaos
Scroll of Charm Animal
Scroll of Scorching Ray
Wand of Create Water (24 charges)
1,500gp in shell fragments
25pp, 250gp, 100sp, 500cp
450gp in gems
Mwk Spear
2x Potions of Cure Moderate Wounds

Drow Ambush
1,000pp, 600gp
6x Rapiers
7x Hand Crossbows
100 Hand Crossbow Bolts
6x Leather Armour
6x Bucklers
Mwk Rapier
Mwk Breastplate
1 Buckler
Mek Heavy Mace
Mwk Composite Longbow (
2 Str)
20 Arrows
7 doses Drow Poison
1x Potion of Invisibility
1x Scroll of Dispel Magic
1x Wand of Cure Light Wounds (10 charges)

Session 10 Prologue

The party returned the stone of Quelos’nira to the city, and the people once again settled into a more lawful and orderly demeanor… but the force field was still slowly collapsing. Wanting the last memory of the city to be one of peace, the mayor gave the party directions to head deeper into the Darklands… and once they were clear he crushed the stone, causing the rapid destruction of the city and all within it.

Session 9 Epilogue
Romancing the Stone

Agreeing to find the stone, the party sets off into the Darklands, battling spiders and trolls. They eventually find themselves in the den of a band of Arach’s examining a strange stone. After a great battle, the party retrieves the sacred stone.

Coins 20 pp, 415 gp, 70 sp, 1000 cp

Citrine (35 gp)
Green Spinel (50 gp)
Jade (120 gp)
Topaz (600 gp)
Zircon (50 gp)
Total value = 855 gp

Art Objects
2 x Carved stone idol (30 gp)
Decorated electrum plate (110 gp)
Ivory drinking horn with copper ends (60 gp)
Ivory drinking horn with silver ends (110 gp)
Platinum holy symbol (500 gp)
Total value = 840 gp

Masterwork Items
Masterwork Heavy Steel Shield (170 gp)
Masterwork Trident (315 gp)
Total value = 485 gp

Magic Items
Breastplate (+1 armor, Mirrored) (4350 gp)
Chime of Opening (3000 gp)
Mistmail (2250 gp)

Session 9 prologue
Party town

The party comes across an ancient city inhabited by an elder race, the city is slowly being crushed by a shrinking force field due to their artifact stone being stolen. The inhabitants have devolved into lawlessness and spend every waking hour partying.

Session 8 Epilogue
We've been workin' on the railroad...

The pirate cove has an entrance into the Darklands, courtesy of an early attack by lizard men and Derro. They collapsed the cave entrance but there is still a way to squeeze through.

The party wanders a bit and ends up near a massive Dwarven city, except it’s now inhabited by Derro. They find a massive two-headed troll working a huge drill, trying to break an entrance back into the pirate cove. The party kills the troll, disables the drill, and manages to escape the area by careening on a minecart through the city. On the way out they see a Drow and a massive spider lurking in the shadows of an alley, watching the party with interest.

Past the city, the group finds themselves in trouble when the cart tracks end in a deep ravine filled with undead oozes. They are saved by a band of Svirfneblin, who trade with the party briefly and then go their own way, continuing their patrol.

Coins 4 pp, 149 gp, 240 sp

Garnet (80 gp)
Jasper (60 gp)
Opal (650 gp)
Rose Quartz (50 gp)
Total value = 840 gp

Art Objects
Ivory bowl with animal carvings (40 gp)
Total value = 40 gp

Magic Items
Full Plate (1 armor) (2650 gp)
Light Crossbow (
1 weapon) (sheds light) (2335 gp)
Potion of Blur (cr, 300 gp)
Potion of Sanctuary (cr, 50 gp)
Scroll of Protection from Good (cr, 25 gp)
Scroll of Summon Monster I (cr, 25 gp)
Scroll of Sun Metal (uc, 25 gp)
Total value = 5410 gp

Total value 6503 gp

Session 8 Prologue
Fantasy Island

After sorting out the horde uprising by forming a treaty with the barbarians, the king is less than pleased. He does not trust the barbarians but what’s done is done.

He gifts the party the volcanic jungle island of Tortage, and bids them to clear it so the royal engineers can begin designing and building a military settlement there, as a first responder to any future barbarian attack.

Arriving at the island, the party talks to their new(ish) friend, Captain Honest Jack the Liar, who tells them that nobody has ever been able to settle the island because it’s protected by an old god that is rumored to be entombed somewhere deep below in the Darklands. They agree that Captain Jack can be the harbor master for the new settlement if he assists the party by clearing the jungle of pygmies, while the party goes below.

Session 7 Epilogue
Barbarians at the gate

I’ll fill the details here later, but exp and loot is below:

Experience: 20,000 total (4,000 each), also +1 mythic level


Fate’s Shears
All-seeing Armor
Ring of Protection +1

2x +1 Greatswords
Lucky Drunk’s Mail
Hero’s Release Pendant

Wyvern Attack:
1675 gold
Masterwork quarterstaff
Oil of magic weapon
Scroll of Charm Animal

Ogre Ambush:
5x potions of Cure Light Wounds
potion of Cure Moderate Wounds
potion of Invisibility
Scroll of Cure Moderate Wounds
2x Alchemists Fire
Amulet of Natural Armor +1
Cloak of Resistance +1
Ring of Protection +1
18 Javelins (large)
+1 Greataxe (large)
Chain shirt (large)
Masterwork breastplate (large)
Masterwork Greatsword (large)
Unholy symbol
3x hide armor
3x greatclubs

3,299 gold
470gp gems and jewelry
960gp in artwork
Masterwork Mandolin
Engineer’s Work Gloves
Horn of Fog
Wand of Reduce Person
Potion of Hide from Undead
Potion of Spider Climb

Session 7 Prologue
Any Port in a Storm

Not much for the prologue, Honest Captain Jack the Liar is dropping the party off on the coast south of the Gorgorond port of Sthenos, it’ll be a short hike to the port where they can supply up and prepare for the berserker lands.

Session 6 Epilogue
A Pirate's Life For Me

I’m going to shorten these up with just the essentials, since they take WAY too long to hammer out a play by play.

The party boards the ship and heads out, it’s quite a long trip and everything seems to be going well until Noc gets a whiff of something burning. He traces the smoke to the hold, which is barred by powerful magic, but the smoke is definitely coming from within. As he heads up to the deck to look for another way in, he signals to Elror (who has also realized something is amiss) to wake the rest of the party.

Elror wakes Gaheris and Sherman, as well as Llewellyn Dragonstaff and Alicia Thistledown. Everyone starts grabbing what they can in case they need to abandon ship.

Elror and Noc arrive topside and realize there is no crew, Elror deploys a swan boat while Noc scales down the side of the ship to a port window to the hold. Sherman arrives on scene and heads up the crow’s nest to see what he can see, spotting the crew rowing away silently some distance off.

Noc discovers many barrels of explosive powder in the hold, all with fuses lit. The port window is too small to enter, and he raises the alarm, there are only seconds left before the ship blows.

With no time to spare, the party makes it into the swan boat as the Sea Lance is ripped apart. After recovering from the explosion, they realize only Llewellyn Dragonstaff made it off the ship, Alicia Thistledown is lost. They give Dragonstaff two swan ships to get back to land, and spend a few hours diving for supplies and building a raft to tow behind the swan boat in case they are at see for a length of time. They discover that the ship had recently been renamed, it’s original name of The Wave Breaker was painted over with The Sea Lance.

When prepared, they head in the direction of the crew, reasoning that they were probably headed to land or a ship. It turns out to be land, the Isle of Tortage.

About Tortage:
Tortage is a volcanic island approximately 100 miles long and 50 miles wide. The northern side of the island is dominated by a moderately sized volcano that is not entirely stable. The danger of eruption is low since the pressure is being constantly relieved through several vents, which results in a near constant trickle of lava from the volcano down to the sea. The increase in heat from the volcano has created a tropical jungle like environment, completely unlike the climates of the neighboring islands. With the danger from the volcano being low, and the climate being warm and humid, one would think the island would have been claimed by the empire centuries ago.

Tortage is a hot, humid, muggy jungle in every way. The heat from the island itself meets the colder air in the atmosphere and creates a climate of daily rainfall, with the highest rain accumulation in the colder typical months and the lowest in the warmest. It being summer, rainfall is @ 0.5 inches per day, but the condensation on the plants and trees give the impression of a near constant drizzle. This time of year it typically rains 26 days of the month.

Another side effect of the warmer air is the cloud of mist that hangs low over the island, obscuring anything past the shore with the exception of the faintly glowing volcano that juts up above the mist line.

Daytime temperatures can reach 94 degrees this time of year, dropping to 74 degrees at night.

Dangers of Tortage
The natives of Tortage are a tribe of cannibalistic pygmy’s. They live in rustic settlements and speak a language wholly different from anything spoken anywhere else, punctuated with grunts, clicks, and occasional screams. They are exceedingly stealthy, preferring to attack from ambush with poisoned darts and spears. They eat vegetation and fruit, but prefer meat when they can get it.

Animal life on Tortage is also unlike any other neighboring island, with large lizards and powerful feline predators. There are also non-dangerous animals such as monkeys and colorful parrots.

Many of the plants in Tortage are poisonous when eaten, it’s not recommended that anything be eaten unless you are familiar with the flora.

The party finds the crew bound on the shore and being accosted by Honest Jack the Liar. They gain Jacks trust and learn that Jack used to be called just “Honest Jack,” but while captured by a notable captain in the Royal Navy, it was discovered that he was breaking out of his cell in the brig every night and laying with the Captain’s betrothed. When interrogated about it he refused to speak, deciding instead to preserve the lady’s modesty. The Captain added the moniker of ‘the liar’ and since it sounded amusing it stuck.

Honest Jack the Liar is actually an honest man, from what you’ve heard his word is his bond. He also despise those that don’t keep their word and many a royal ship has been plundered just due to the reputation of the captain’s.

Figuring that the crew was coming here for pickup, and determining that they were under some sort of enhanced geas, the party and Jack set a trap for the rescue crew. The PC’s would dress as the last survivors of the crew and board the rescue ship, giving time for Noc to scuttle it and the pirate’s to take it over.

While Noc was scuttling the ship however, the rest of the party realized that the rescue ship wasn’t affiliated with the crew that blew up the Sea Lance/Wave Breaker. In fact, they had been pointed in this direction via an anonymous tip from a passing sail boat. This complicated matters when the pirates came around the island and proceeded with their takeover.

The party was ushered below deck when the fighting began, and it became quickly apparent that the mythically powered Captain Jack was able to command his crew in a way that made them a devastatingly cohesive unit, and the royal navy was no match.

In an attempt to stop all out warfare, Noc launched a surprise attack on the royal captain, bloodying him but not incapacitating him before leaping over the side of the ship and disappearing into the water. The rest of the party came up and through diplomacy and bit of Sherman’s bardic magic, talked the royal captain into surrendering.

As they were putting the crew of the rescue ship ashore, they realized there were blood curdling screams coming from the other crew that was tied up just within the jungle. Running in they found several of the prisoners being dragged into the dense foliage by pygmy cannibals. Dispatching the pygmy’s was easier said than done, while not tough they employed potent poisons.

When all was taken care of, Honest Captain Jack agreed to drop the party off a little down the coast from the Gorgorond port of Sthenos.

EXP Gained: 2800

Reputation Gained:
Increase with Honest Captain Jack the Liar for keeping your word
Increase with Captain Lang Helton of the Royal Navy for not letting on that you were working with Captain Jack and talking sense into him before his crew was completely slaughtered.

Session 6 Prologue
I'm On A Boat!

The king is slowly getting better, still unconscious for most of the time he does occasionally become lucent and has short duration conversations with the Magi Council who are ruling in his stead. Infighting between the mages of council has gotten noticeably worse, with the party’s possession of the shard being a major topic of discussion, particularly with Sir Gaheris’s status as an apprentice of Magnus Filgray. The Night of Wild Magic is not to be investigated, by order of the Manticore king, if Magnus is running an investigation then it’s going to be a big issue. Any resolution to the issue is postponed however, as the party is summoned by Corwin Strome and it is announced that the king has a mission for the group. A brief look of confusion flashes across the face of Magnus and it seems as if he didn’t know of this development, confusion is replaced by anger, but he stays silent.

Word has arrived that the barbarian hordes on Iyarlaan have begun to get restless and have been skirmishing with the hippogryph riders that protect the duchy of Gorgonhold. It hasn’t been all out war but royal tacticians feel that the barbarians are feeling out defenses and in some cases have brazenly pushed into command structures and stolen any documents they could get their hands on. It’s likely a new warlord is leading the tribes and they may be preparing a push to take the island back. The barbarians are an easily handled threat as long as they remain fractured and crippled with fighting between the clans, but unified they are a credible threat to the rich lands and vacations homes in Westreach.

The hippogryph riders aren’t equipped to fight a major offensive and their numbers are few. What ground forces that exist in Gorgonhold are scattered in outposts along the border to the barbarian lands and are more to delay any ground offensive to allow the settlers in Westreach to flee to sea.

The party’s mission is to travel into the barbarian lands and do recon, try to figure out how much of a threat this is. If the barbarians manage to take Westreach, it’s not likely that Valoreign will be able to retake it. There is no expectation for the party to calm the horde, it would be best they didn’t enter into any political agreements on behalf of the kingdom since they don’t have the authority.

You will leave immediately, I’ve had a ship prepared, the Sea Lance.

The group is dismissed and heads out to pack but is stopped by Magnus just outside the keep walls. "I don’t know what’s going on, but the barbarians aren’t ones to sit down to tea and crumpets, and without the full backing of the throne this is a suicide mission designed to quietly get rid of you. You will need to go, and I trust you will do your best, but be careful. The elves in the Shadowcrowns may be able to offer some assistance, and I’ve talked to Alicia Thistledown and Llewellyn Dragonstaff, the council members for Westreach and Gorgonhold respectively, and they may be able to offer some help. They will both be traveling with you since it appears the “king” has decided they are of better use sitting in their towers away from the political arena here. They aren’t going to let you take the shard, but trust me that I already have a contingency plan in place, I’ll have the shard for you when you get back to the mainland though I imagine Corwin won’t be too happy.


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