Session 13 Epilogue
Backstabbery is afoot!

The player’s arrive in Nirvan to massive riots and protests, the people shouting that the party should be tried and executed for crimes against the state. Loaded into a carriage escorted by armed guards, they set off towards the castle.

The path along the roads is slow going, with the crowds reluctant to part for the wagon, and the guards reluctant to injure any civilians, especially with women and children in the crowd. While passing a side street, the carriage is ambushed by trained grapplers, musketeer’s on the rooftops, and two flying mages. After a difficult fight (for the bad guys), the party manages to wake the guards and hustle to the castle.

Once inside they are met by the King and Queen. They are surprised to see Lady Llewellyn there as well, one of the Valrostand Council of Magi that is assisting the players with the investigation of the night of wild magic. The king insists on a feast before business and the players are given a place to sleep.

The next night the feast is in full swing, and while Sherman wows the crowd with tales of the parties prowess, an invisible assassin executes Lady Llewellyn, right at the banquet table. The noble start to protest the player’s, believing them to be involved, but Sherman manages to calm them. Meanwhile, a servant is roughly shoved aside by something invisible at the back of the room, and the party gives chase.

Tracking the assassin through the dark city streets, they come upon a hideout and proceed to lay waste to all within.

Session 13 Prologue
Come as you are -Nirvan

After saving Captain Jack and killing the pygmy king and the great ape the pygmies worshipped, the journey back across the island is relatively uneventful. As the king hit the ground in pieces, a flurry of drums started up in the nearby jungle, quickly rippling through the thick vegetation as other drums picked up the message. Walking back through the jungle, the party doesn’t encounter a single pygmy. Through the trees they see many rough canoes taking to the seas, fleeing the island in all directions.

You found another shard, a much larger piece, about the size of a man’s forearm.

Arriving back at the tower, the map has changed. The Nirvan war ship has come closer to the southern beach and it looks to be holding steady. The Griffin riders are frozen in place but appear to be flying towards the tower, coming from the direction of the war ship.

The crew of the Valoreign ship has indeed pulled the national flag down and are now flying under the Ravenstorm banner. They are coming around the island and will likely make visual with the warship shortly (in the next hour or so).

Anyone that comes close to the table, feels comfortable like they might possibly be able to manipulate the pieces. Aside from the party, the ships, and the griffin riders, there are lots of injured pirates on the map.

While you are pondering the map, you hear a commotion outside. Stepping out to see what’s going on, you see a Griffin rider spear sticking into the earth just outside the tower door. The Salthaven folk have dropped back into defensive positions, but the riders have already veered off in the direction of Nirvan (East). You see a message tied to the spear.

You have been invited to the Capital city of Nirvan to speak with the king about the Night of Wild Magic. The war ship awaits to take you there if you decide to accept.

Session 12 Epilogue
Dankey Kang

The party struggled through the jungle to reach the Volcano, fighting disease and pygmies along the way. At the volcano they find the pygmy king, Kang, and his band of wereboars preparing to sacrifice Captain Jack.

Noc used his stealth skills to cut Jack free as the party engaged the pygmies, making short work of them. As Kang’s body hit the ground, drums started beating throughout the jungle, followed shortly by a crashing sound coming from deep within.

In a short time, the jungle erupted in swarms of monkeys, all fleeing in fear. What followed was Kong, lord of the jungle. A Gargantuan Ape, Kong ripped into the party, but was eventually put to rest.

Session 12 Prologue
Elves and trees? go figure

With a tower full of Saltharbor townsfolk, the party huddles in the darkness as the structure twist up through the earth, finally coming to rest on the surface of the island about an hour from the beach according to the map.

Shortly after leaving the tower, there is a burst of magic and several elves, armed and prepared for battle, appear around the group. They have bowstrings pulled back, swords drawn, and mages are ready to cast. The obvious leader, an elvish noble in ornate plate points at the player with the cane. “It’s TRUE! The great tree is returned! Hand over that cutting!” Elror hands over the sapling and in return is given command of squad of new Elven Barbarians.

The party disperses their resources to save the pirates and warn the cove, and they set off to save Captain Jack.

Session 11 Epilogue
To kill a god

The party takes the ferry to Saltharbor, a small town nestled on an island in the middle of an interdimensional space created to imprison the mad god Zentharion.

The people of Saltharbor are inviting though a thousand years out of touch with surface life. The guards of Saltharbor are another matter, suspicious and distrusting of the NPC’s. Saltharbor Guard is a noble profession and the guards act much like nobles on the surface, uppity and pompous.

The party learns a little of Saltharbor, but nothing of the tower which is strictly off limits. They do find the story of Zentharion’s bid for power and subsequent fall from grace in the town library. Notable to the Elf is the fact that Zentharion had destroyed the elvish Great Tree before his banishment, putting two and two together, he realizes the great tree depicted across the tower doors is the Great Tree. There is also a passage about an emergency escape system to be used if something were to happen to the mad god.

They meet the town elder, a disheveled old woman with a cane. She immediately takes a disliking to the party, in particularly the elvish barbarian.

As the party stays in Saltharbor, they realize that some form of powerful sleeping magic overcomes the town each night at 10pm. Through various means, the party stays awake and uses the nights for intel gathering.

As the days wear on, it becomes evident that someone is painting the party as cursed, spreading rumors, and possibly even controlling townsfolk to incite violence. Quickly catching on, the group manages to resolve the encounters without violence.

The party eventually discovers that the village elder is the mad god. Noc follows her one night and watches as she touches her cane to the doors of the tower, and the relief of the great tree briefly becomes something more as the cane seems to melt into it, allowing her entrance. The color drains from the doors and the cane pops back out as she passes.

Combat commences with Zentharion, victory belongs to the party and as the god lays dying the interdimensional space begins to collapse. The edges of this reality start to crumble, and the townspeople rush for the tower. While everyone is packing into the tower, the party discovers an intricately carved relief of the surface of the island of Tortage.

The map and its pieces are carved to a level of detail that looks almost impossible, like a living relief. They notice the following:

  • Honest Captain Jack the Liar appears to be getting dragged up the volcano by a brutish pygmy, both figurines are immaculately detailed. There appear to be lesser pygmies cheering on the action.
  • There is a green glow coming from within the volcano, but whatever it is, it’s too small to be seen on the map.
  • there are smaller representations of pygmies and pirates around the jungle, not as detailed as the captain and the pygmy.
  • There is a Nirvan warship just coming into the hazy edge of the maps waters, it appears to be heading in the general direction of the pirate’s cove, where the parties lackeys are hanging out with the less combat-capable pirates.
  • There is a flight of Griffon riders in the skies above the island, Griffon riders are Nirvan’s elite aerial units and similar to Valoreign’s Hippogriff riders.

As the last of the townsfolk seek safety in the tower (with the exception of Father Bryon because, and I quote, “fuck that guy”), the tower seals shut and as the world collapses around it, it drives up into the earth. The interior is dark and the noise is deafening but after several minutes it comes to a grinding halt and light slowly pierces the inside through the windows.

Total Session EXP: 5,400

Notable followers gained
Fritz’s hairy ball
Nelly, proprietor of the Salt Lick
Grunkle, blacksmith
Mister Jerl, librarian
~100 assorted villagers (farmers, cooks, clothiers, etc)

Session 11 Prologue
Farewell to a dear friend, but the journey must continue

The party makes camp one last time in the mushroom forest, the night begins uneventfully until Sherman and Noc are startled into a state of high alert due to a sudden and overpowering feeling of something changed in the air – a feeling of something watching the party, a slight tingle, maybe some kind of magic? The moment passes and nothing comes of it, they carry on with their watch but nothing else happens and the event is quickly forgotten. The next morning as the party stirs and begins packing their belongings to continue the journey, they realize that Sir Gaheris is no longer with them. His pack of belongings and his bedroll are still there and nothing appears to be out of place, though the bedroll is damp and deep in the folds it’s cold to the touch, almost frosty. A quick inspection finds a hastily written note:

Dear friends,

I awoke last night to a vision of my mentor, Magnus Filgray, in dire need of help. I don’t know the nature of his predicament nor where he is in the world, but my dream seemed to indicate that he had been betrayed and is fighting for his life against some opposing power. I will reach out to him now in the hopes that he has enough strength left to open a portal for me to join him. I have no doubts that we will meet again, best of luck on your journey. Please send my retainers back to Rondel to resume residence in the Black Worg Tower, bid them to wait no more than one year for my return or contact, after which they are free to leave as they wish.
Sir Gaheris

The remaining members shoulder their packs and continue through the mushroom forest.

You don’t travel far before finding a tunnel exiting on the far side of the massive cavern and leave the mushroom forest behind you. Not long into the tunnel, you start to smell a hint of salt in the air. As you continue, the smell gets stronger, almost briny. You see a light ahead in the distance, a small pinprick of bright light in an otherwise dark corridor. As you travel on, the light gets brighter and you are certain you are traveling towards what appears to be sunlight! The salty scent of the air continues to get stronger. You hear an occasional moan from up ahead.
As you get closer to the light, squinting as your eyes try to adjust to being in the dark for so long, you start to hear a slow lazy lapping of water against stone. You finally reach the end of the tunnel and find yourself looking out over a huge body of water. The tunnel just ends, a door-like hole in a massive sheer cliff face, there is a small drop of about a foot to the water, the edge of which is lined in a thick deposit of salt. The water itself is somewhat clear down about 5-6 feet before turning murky white in suspended clouds of salt, softly undulating in the gentle current. In the distance, you see a lonely island, too far away to make out any details. The cliff wall is smooth and appears to travel indefinitely to the left, right, and up, disappearing from your vision. There is a gentle breeze sweeping past the tunnel exit, causing an echoing moan from the tunnel entrance.
Just short of the end of the tunnel a pulley apparatus has been installed. A loop of cable wraps around the device and the ends shoot out across the lake towards the island. There is a looping chain hanging down from the pulleys.

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.


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