Heroes of Yelden

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.

Session 1 - November 17th, 2012
Our story begins

Session 1 – November 17th, 2012
Our adventure opens with a guy on a horse. Brendol Didymus. His horse is muscular and white. The man is wearing scale mail. Longish dirty-blond hair. He has dazzling blue eyes, a chiseled jawline, and scruffily unshaved. He has a cape with a diamond checker pattern of blue and white. In the middle is a large eye.
As he travels through the countryside the plains give way to small farms, the road widens and a village comes into view. The impressive walls of a castle on a hill appears. It is the village of Yelden.
There is a mob in the town, shouting and laughing. They are concentrated on a stage in front of a sturdy stone building. Folks are throwing vegetables at a man in stocks. A cart is selling rotten vegetables to throw. The guy in the stocks is named Melv, he’s a thief. Someone tells Didymus to avoid the docks, or else he’ll be pressed (and given an earring).
He decides to stay in this town a few days, so he heads to the Drunken Dwarf. There are groups in there drinking. In one corner is a solitary big greenish guy with a longbow and a backpack. He has long black hair and he’s wearing leather armor. His hat is on the table. He seems to be watching what’s going on around him. As Didymus secures a room and stabling, a half-elf woman comes in. She is graceful, with wavy dark hair, purple eyes and pointy ears. Her garments are nicely embroidered. She has a lyre and she seems approachable and friendly. She looks kind of sad as she approaches the bar.
A halfling comes out to take care of Didymus’ horse. She is ordinary looking and shabbily dressed. Didymus gets some stew and follows to the stables.
Didymus finishes his lunch and goes riding around the town some more. He asks around for rumors and stuff. He meets Brinn Dunbril, who is upset about his uncle being murdered. Brinn is short, with brown hair and brown eyes. He rides a brown horse, wears hide armor, and carries a lance and shield.
Meanwhile, at the stocks, somebody got hit with a vegetable and the whole crowd got thrown in jail.
Cora heads towards the castle. As she’s getting there she sees Brinn on his horse, talking with a guy on a white horse. They try to talk their way into the castle. Cora joins them. The captain of the guard tells us how we can help. Cora’s brother is the primary suspect. The duchess doesn’t want us in the castle because we are suspected as well. If we can find the brother we could clear his name, find the new duke, etc. The brother is Mordeln.
The three of us head to a nearby tavern, The Crossed Polearms. It is clean, somewhat crowded. We have dinner and discuss the family issues. Then we head to the Drunken Dwarf to find a wilderness guide.
On the way we see big fireworks going off to many cheers. We meet Sparkboom, a gnome. A constable asks Sparkboom to pick up a dwarf from the prison tomorrow. We ask the halfling woman, Sejeelah, about where that half-orc hunter went. He’s outside of town, celebrating Festival with halflings. We go out there to find him. He was at a house party, but he comes out to talk with us. Trosk is not pretty. He has short tusks. But he’s not terribly frightening, despite being quite tall. Brinn convinces him to help us for 4g per week. We agree to meet the next morning to depart.
As we are walking out of town, there is a crowd of visitors coming from the direction of the prison. A cloaked man in the crowd is asking after his friend. Cora recognizes the voice. She sees Sparkboom and a dwarf talking to the cloaked figure. He is asking after Brand, who was badly beaten. Cora thinks it might be her father. She says hi to Sparkboom. The cloaked guy sees Cora and signals her to be quiet. It’s her brother! He needs adventurers. He wants us to meet at 6 to hear his tale. The dwarf had spoken to Brand in prison. He was doing OK. We meet Mordeln at the House of Solace, a church focused on peace. Inside are lots of cushions and we take our shoes off. Brand was arrested for being a citizen of Eldoor. He thinks Brand will be executed soon. He is an innocent political prisoner. We declare Mordeln to be under arrest and he will stay here in the church.
We go to the prison. Outside is a small boy picking through the rotten vegetables. Brinn gives him cheese, and he tells us that Clemp is the prison cook. The boy sometimes steals food from the prison kitchen. We ask to speak to the lieutenant, then sit in the waiting area. We are taken to Lt. Vand, who lets us speak to Brand. Brand tells his tale of woe, how he was a Pel Brolenon soldier who deserted, then arrested, then arrested by Mendarn in a raid. Brinn convinces the Lt. to transfer the prisoner to him. Before we leave, Didymus tells the Lt. about the loose boards where the boy was sneaking in to steal food, and suggested that the boy be hired to help around the prison. We go to the church, where Mordeln gives us 100gp. He wants to get out of town. He has a rowboat, we go to a little island. He thinks we need a map from his father’s chambers so we can find him. He knows about a secret entrance to the castle.

Into Castle Brodeln
Session #2

The remainder of the night was spent in the company of Mordeln, Brand and the unnamed Dwarf (still recovering from his prison ordeal) on Mordeln’s island in the bay. At noontime the following day, Brinn, accompanied by Didymus and Cora, waited for the arrival of Faust on the road from Dayolen. Faust, an elf of arcane ways known by Brinn and residing in Castle Brodeln, was returning to the castle after seeking out some spell components outside town. Brinn knew that Faust was unaware of the issues in the Castle and would likely be turned away at the gate like he was. Additionally, Faust’s knowledge of arcane powers could prove useful in their mission.

At the ninth evening bell, the party led by Mordeln headed for the secret entrance to the castle. The unnamed dwarf was left on the island to guard Brand. The air was misty and the ground damp as it had rained heavily in the afternoon, but the temperature was comfortable. The walk to the castle was uneventful.

The secret entrance proved to be a metal grate in the castle wall and leading under the castle. The first step was to cross the moat: 15 feet of standing, putrid-smelling water. Upon crossing, Trosk swiftly removed the grate and the party entered the tunnel. The tunnel was man-made, but dark with natural caverns branching off to both sides. Roughly two feet of water had to be waded through. The main passage was blocked 30 feet in by a collapse.

The party decided to try the left natural cavern to see if it connected to the main tunnel at some point further down. Upon exiting the water, Brinn and Didymus discovered they had unknowingly fallen victim to a pair of monstrous leeches the size of small baby. While the lightheaded victims and a couple of helpers attempted to slay the filthy beasts, other members of the party explored the natural tunnel on the right side…for the tunnels were narrow and did not provide enough room for them to assist with the leeches. This led to the discovery of a nest of rats. Fortunately, the rats proved no match for Trosk’s great sword (assisted by Sparkboom’s bombs, Lahlah’s sling, and Cora’s music). While the rats were being dispatched, the leeches were slain. Didymus continued further down the original tunnel a bit, while Brinn when to aid in the rat battle. Didymus stopped when he heard fl uttering in a nearby cave and then was attached by a stalactite (later identified by Faust as a creature known as a “piercer”).

After the rats were dispatched, a search of their nest revealed a backpack with some useful supplies, as well as a natural tunnel connecting to one of the man=made tunnels. The new tunnel was not exactly the one they were looking for, but Mordeln thought they were connected. The investigation on the other side (Sir Didymus and the piercers) was halted, and the party regrouped at the new tunnel.

The new hall ran away from the castle in one direction- likely towards the Remote Prison. The other direction ran about 25 feet before ending in a door. Trosk and Luhluh investigated the door and perceived something living on the other side. Mordeln concluded that it was likely a stationed guard.

Cora approached the door and sang a magical lullaby designed to make the guard drowsy and less alert. When Trosk opened the door he was face-to-face with a guard who was clearly alert to the intruders previously, but was now quite drowsy. Unexpectedly, the guard also had a guard dog with him. Acting quickly, Trosk used the flat side of his sword to knock the guard over the head, knocking him out (but not killing him). Trosk used his way with animals (and a sizable hunk of meat) to distract the dog. The guard was tied up and placed in relative safety.

The party now stood in the Castle’s prison. Mordeln stated they had two options: 1) past the prison cells and up the normal staircase and straight into a room with a handful of guards; or 2) through boarded up passage that was said to be “haunted” and up a secret passage into the basement hallway near the stairs to the main floor. The party decided to go with the secret passage.

A crowbar that was found in the rat’s nest was used to pry the entrance open. A variety of shrieks, wails and mutterings were being emitted from behind the wall. Behind the door was a short hallway with 3 cells to the right-hand side. Brinn led the way, but didn’t make it very far. Items…shoes, rat carcasses with bashed in heads, rocks, and piles of mold and slime were being forcefully tossed out of the cell and crashing into the opposite wall. Brinn addressed the invisible entity and demanded it reveal itself. The site it revealed was so gruesome and horrific that Brinn ran out of the hall, past his comrades where he was tackled by the bard.

Further investigation revealed that the crying and muttering portion of the sounds heard in the hallway were coming from another entity- a prisoner locked in the third cell. The prisoner had survived by eating rat carcasses and collecting drinking water from a drip in the ceiling. Whether from an infection caused by the poor living conditions or the mental strain of being locked up with a poltergeist, the prisoner had been driven mad. Some of the party attempted to console the mad prisoner, while other members worked on locating and opening the hidden door, and Sir Didymus attempted to smite the poltergeist.

While fighting an invisible creature was difficult, Sir Didymus had struck true a few times thanks to the divine powers above, and felt the presence of the creature growing weaker. Unfortunately, the battle came to an abrupt end when the broken tooth of rat pierced the jugular of Sir Didymus. He was assisted out of the cell by his comrades. After the bleeding was staunched, the party left Sir Didymus with the guard…for he was too weak to continue.

The hidden door was opened and the party went upstairs to the castle basement. Down the hall was a room full of guards…playing cards and drinking. The party attempted to sneak across the hall to the next staircase. While a few members were successful, not all of them were. A guard came out to investigate the noise. With some clever diplomacy and a financial contribution to the guard’s card game, the party talked themselves out of trouble.They continued on up the stairs to the court yard.

Session 3
Finding the Map and Setting Off on our Journey

Session 3 – 12/8/12

24th Mustering (after midnight):

We snuck across the courtyard with some heroic sneaking. Both Brinn and Sparkboom did make noise, but Faust was ready to cover them with magical horse-noises from the direction of the stables (when prompted by Sejeelah). We slipped through the (empty) kitchen and up the servant’s stairs. Luhluh kept us quiet enough that we didn’t attract any more attention. On the 4th floor, we entered a doorless hallway, but both Mordeln and Cora know the secret door to enter Cardor’s rooms.

In Cardor’s main room, Sparkboom searched the desk. He found:

  • many love letters
  • notes on forest nymphs
  • notes on lycanthropy, including cures
  • notes on dragons and psuedodragons
  • a book about the history of the Brodeln family, with a recent family tree
  • a map of Narond woods
  • a book titled “Rare Plants” written in low elvish by someone named Daftor, describing plants of southern Mendarn
  • A letter from someone named Sarathan. It began “My old friend”, and discussed having not seen Cardor for years. It seems to be from an old adventuring buddy. He expressed interest in rebuilding their friendship. An old companion named Rydel apparently has a map to a treasure in Eldrose, near a place where years ago they did something related to a hydra cult. Sarathan was planning to join a group on this mission midyear, and invited Cardor to join him, or at least come visit before Sarathan set out. He also asked if Cardor had heard from someone named Erendoly.

Luhluh searched the rug, and found nothing. Brinn looked at the chest, and saw a warning saying “danger, do not open”, which he heeded. Cora looked in the wardrobe and saw nothing of note. Sparkboom checked the chair for loose change. Luhluh checked out a tub. Brinn noted that the bed has not been made, which Cora thinks is odd – Cardor doesn’t let the servants in his room, but he does usually make his own bed. Cora looked in the dresser, nothing but clothes. Luhluh tries to check the chest for traps and disarm them, but only succeeded in setting off a small fire trap. Cora talked her out of trying again. Mordeln took a large sack from the closet, including grabbing two potions of Cure Light Wounds. Then Mordeln opened the door to the lab.

Sparkboom grabbed some potion recipes from the cabinet. Cora questioned him about it, and decided it was fine for him to borrow and copy them. Faust looked through Cardor’s spell components, many of which were running low. Then Cora noticed that they hadn’t seen Cardor’s cat yet. She’s usually in here, he doesn’t take her on journeys. We looked in the library and found the cat there.

On the way back down the stairs, we spotted a guard emptying the privy. Realizing he would pass through the room where the guard we rendered unconscious should be, we hurried to beat him there. We brought the prisoner who had been locked in with the poltergeist with us. We gave Sir Didymus one of the healing potions so that he could walk out under his own power. On the way through town, we dropped the prisoner off at the House of Solace with the priest we met earlier. Brinn made a donation as well.

Back on the island, we regrouped with Cyrel. We debated the contents of the map and letter. Mordeln gave the group 250 gp for our assistance. We agreed that 100gp of the group’s take would be used by Sparkboom to make four healing potions. We agreed to rest, heal, and then leave in search of Cardor on the morning of the 25th. Brinn spent the day obtaining provisions for the journey. Cora attempted to research the places and notes on the map. She didn’t learn anything useful about Sarathan, but did hear a rumor of weird insectoid beasts in the woods, and was reminded that goblin and orc slavers are a hazard in the wild. She found no particular rumors about lycanthropes, but did pick up some useful facts about them.

We planned to travel to the point on Cardor’s map he had marked “Go this way”.

25th Mustering:

In the morning, Sparkboom and Trosk fell ill. Sir Didymus recognized the symptoms as a common ailment caused by unsanitary conditions. They probably picked it up in the moat, and it was likely to last a few days. Sir Didymus felt he could help with their care, and Sparkboom decided that if he rode in his cart, we could depart as planned.

The day was spent in travel on the road through farmland. We found some tasty berries. Cyrel survivaled-up four servings of food, and Cora told us interesting trivia about the berries. Around the campfire that evening, Brinn and Didymus shared tales and discussed tactics. Cora asked the non-humans to teach her songs from their own cultures. The night passed uneventfully.

26th Mustering:

In the morning, Sparkboom felt worse. Cyrel did some more successful hunting, with some assistance from other party members.

We heard a buzzing up ahead. Cora thinks it is the giant mosquito things she heard rumor of in Yelden. They grapple and suck the life from people, and also carry disease. There were three of them. Didymus turned one into a bloody mess with a single overhand chop of his sword. Faust blasted one with a little frost. One grappled Brinn, and the other Didymus. But Luhluh hit one with her sling, killing it. Cyrel took out the other with his greatsword.

We made it to the spot on the map labeled “Go This Way” at the end of the day’s journey, and set up camp. Then Brinn started talking to a voice only he could here. Shortly, the source of the voice appeared – a pseudodragon named Xan. He told us he knows where “the one you seek” was going, and will direct us if we help him get rid of some goblins who are polluting his fishing stream. We agree, much of the group enthusiastically, but a few more reluctantly. Another uneventful night passed.

27th Mustering:

Sparkboom feels better.
On the way to the mine where the goblins are set up, all we saw was a flock of geese. We did hunt a few of those. We arrived outside the cave.

End of Session 3

Amusing out-of-character quotes from the session:
“Millions of leeches, leeches for me.” -Kara
“Tommy has died of dysentery”
“I got you a couple of good squirrels, and all you want to eat are the nuts.”
“They’re called Corn Dodgers, but we’ve always called them Whore Titties where I’m from.”

Session 4
January 5th, 2013

27th Mustering (Science Day Eve)
Scene: outside of a mine filled with goblins
The cave mouth is small, about 5ft high and 4ft wide. Sir Didymus and Brinn leave their horses to guard Faust and Trosk, who aren’t feeling well. The rest of us head into the cave. Suddenly, a bear! The bear is asleep atop a humanoid leg. Cyrel tries to sneak up on it to kill it. He smells a strong odor of decay. It turns out the bear is actually dead. The leg was from a goblin. Cyrel stabs the bear anyway. “You now have a bear on a stick.” Luhluh notices that the bear has many lacerations, and the goblin leg has been cleanly severed; there are no other goblin bits. We move along.
The cave opens up and there are five goblins. Four of them take up a defensive stance while the fifth takes off running down the cave. We jump into battle with the goblins and tear them apart. Sparkboom heads after the runner. Down the hall there are more goblins, along with some kind of dogs and a hobgoblin. Sparkboom throws a bomb at the runner and blows him up, also injuring the hobgoblin and dog. We hear some barking. “It has a hungry look in its dark brown eyes.” Didymus killed the dog. Sparkboom kills two more with a bomb. Didymus kills the other dog, and continues to block the passage. Sparkboom became tiny and ran under the gobbos’ legs. He sees more gobbos putting on armor down a hallway in a big room, more than a dozen of them.
We rush into the room in order to catch the goblins off-guard, while they’re still donning armor. Brinn rushed in with a flourish and totally failed to stab the goblin in front of him. Cyrel followed behind and pushed the goblin back into a table. “My name is Abacus Codpiece.” “Three misses against the rabid chihuahua” We all squeeze into the room and start killing goblins. Luhluh killed one with sneak attack! Cyrel killed most of them. We look down the nearby halls and not seeing any threats we did some searching. We found some money and stuff.

Session 5
January 19th, 2013

Mustering the 27th, continued

Our team of heroes continued clearing out the abandoned dwarven copper mine of the unwanted goblin population in an effort to appease the pseudo-dragon, Xan, and obtain information related to their quest.

After the last battle in the guard bunk room, the team regrouped to assess their injuries. Sir Didymus began to see something out of the corner of his eye: a faint, fuzzy object hovering 3 inches above the floor and near the wall. He could not see the object when attempting to look at it directly. He explained this phenomena to Brinn, who attempted to find the object himself but could not see it. After witnessing this, Cyrel became convinced they were experiencing the “cave terrors” and proceeded to run down the hallway yelling as much.

Cyrel stumbled upon a group of formerly seated goblins who were arguing among themselves. One goblin lunged across the table at another goblin, grabbed him by the neck, and began punching him. A third goblin was attempting to pull the other two apart when Cyrel decided to jump in and join the brawl by punching the third goblin in the face. Chaos ensued. The remainder of the party appeared and a full-fledged battle begun with the goblins ending their own argument now that an enemy was present. A fourth goblin appeared from the shadows. Halfway through the battle, Brinn was injured pretty bad and bleeding profusely, but a table was blocking Sir Didymus from being able to assist his comrade effectively. Fortunately, dwarves are used fighting in taverns and know how to deal with in-the-way furniture. Cyrel smashed the weak wooden table with his giant great sword clearing a path.

Tired and injured, the party decided to regroup outside the cave after the battle was won. Before they left, the mysterious hovering object was once again spotted, this time by Cora, and once again Cyrel ran off yelling something about the cave terrors. Fortunately, this time he ran towards the exit.Outside the mine, the party regrouped with Trosk and Faust. It was decided that Luhluh and Sparkboom should take a turn watching the parties gear and horses, so that Trosk (who was feeling a tad bit better) and Faust could provide their assistance, and so that the former two could recover.

The party headed back to the area with the smashed table. A room with a locked and barred door was connected to the room. A key recovered from a goblin corpse was used to unlock the door. The small chamber appeared to be a prison cell. Excrement was discovered in the corner, Trosk identified it as human feces only a few days old.

Continuing there journey down the corridor led to a great hall filled with combat-readied goblins. Several tables and a variety of debris were stacked to one side providing a wall and elevation for a team of archers. It appeared as though the goblins were making a stand. An epic battle ensued. The beginning part of the battle concluded with a chase scene with a handful of surviving goblins running down a tunnel behind the “wall” of debris and furniture.

The surviving goblins ran through an area that had stable supplies, and a couple more goblins, and into a compact, well-made hallway that ended in a door. The goblins could be heard banging the door. The door was answered by a couple of stronger, more elite goblins. A small battle ensued in this new region.

Additional goblins could be heard approaching from another hallway. While waiting for them to open the door, some of the party examined the mysterious floating object which had reappeared- slightly more substantially than the previous versions. A small battle broke out when the door was opened. The injured and less combative members of the party continued to investigate the object, which now had distinguishable sections of different colors, while the remaining members of the party captured the chief of the goblin colony.

The chief surrendered on behalf of his people. Asked for his people, supplies and ponies and promised to abandoned the area and return to their former home.

When we left off, Trosk, Sir Didymus and Cyrel were escorting the chief out of the cave, while Brinn, Cora and Faust continued searching the mine’s interior.

Next up: Lots of looting and information gathering in the mine, a meeting with a druid, a meeting with a pseudo-dragon, and the continuation of the quest.
Status: The party is not rested or healed.
Out-of-Character Quotes: “I love jerking off undead.”
Memorable Moments: Melk blowing out his google hangout cake while wearing a monopoly man mustache; Jimmy and Mike having an excellent debate in character, Carl’s “cave terrors”, and everyone independently guessing what the mysterious object is.

Session 6
February 2nd, 2013

27 Mustering, continued
Trosk, Cyrel, and Didymus escorted the surviving goblins from the mine. Sir Didymus allowed the goblins to take their mules, ponies, and supplies. The nine remaining goblins could not take all the animals, so three mules passed into our possession. Didymus also gave them a little gold for their journey (which Cyrel though an absurd move). Meanwhile, Brinn, Cora, and Faust searched the remaining rooms, starting with the ones nearest where the battle ended. One room contained correspondence with the goblins’ original homes in the Yan Elanon Mountains. Another contained a locked chest and some traveling gear, including a pretty bag containing magic items. Yet another held a conference table and plans on the wall for work in the mines. There was also a room for the mules, and an armory. It was in the armory that Trosk, Cyrel, and Sparkboom rejoined the searchers, finding Brinn loading up a wheelbarrow with useful items (including the large locked chest). Cyrel had the various keys we had collected in the mine, one of which fit the lock on the chest, which contained a significant amount of coins and a potion which Sparkboom identified as Cure Light Wounds (it was pale blue and smelled minty). Cyrel, Trosk, and Faust searched the Great Hall (finding mostly burnt rat stew), while Brinn, Cora, and Sparkboom searched a room holding little more than tattered goblin clothes. Regrouping, we found the larder (unsavory goblin foodstuffs, and some fresh venison), a cavern with an unstable roof, and finally a room holding disgusting trash (which we quickly moved on from, ugh!).

We finished searching the mine by mid-afternoon, and returned to the exit. There, those who had not yet left the caves met Aslynn, a druid whose concerns about the goblins in the caves mirrored Xan’s. She was an acquaintance of Trosk and Luhluh, and accompanied by a badger. It was drizzling, with the look of worse rain on the way, and several of the party were injured from the long fight, so Brinn proposed we return to the first chamber of the cave and rest for the night. Glad that we had dealt with the goblins, Aslynn offered to give us a hand. Cora led the way back to the stable cave so Aslynn could recommend what foodstuffs we should collect for the animals, and along the way explained our mission. We healed each other as best we could, and claimed what armor and weapons we had found which we might use. The night passed quietly.

28 Mustering
In the morning, Faust identified some of the magic items we had found. A bracelet found in the pretty bag proved enchanted with Tongues. Cora put it on and attempted to read several pieces of parchment from the same bag, but it was no help. This confirmed that they were scrolls of spells, requiring Read Magic to decipher. Faust determined that one of them was a high-level divine spell. Meanwhile, Brinn had organized the large number of coins upon the three new mules. When all was ready, we headed back out toward the place where we had spoken to Xan.

It was Faust’s 111th birthday. Cora sang the elven birthday song in celebration, but was interrupted when something bit her. Trosk spotted a snake slithering away, and assured her that if its venom had not immediately taken effect, she would experience no further harm.

A short while later, Sparkboom, Trosk, and Luhluh began to hear a chittering noise. Looking for the source, Sir Didymus spotted glowing things beneath the trees up ahead. We walked closer until we could see the that the lights were about six inches from the ground and moving in pairs. Trosk identified the source as cat-sized fire beetles. With some thought and a little reluctance, Brinn and Didymus decided that we should go around (considering our still-injured states and the urgency of our mission).

The rain began to pick up. Avoiding the beetles brought our path somewhat closer to the lake. In the distance, Luhluh and Sparkboom spotted a white fox staring intently at us. Suddenly, ahead of us appeared a slender, dark-haired woman, facing away from us. Cora called hello and she answered, welcoming us if peaceful, but warning us to leave if not. Realizing the situation, Trosk asked if we may look upon her, and she said yes and turned around. She was a nymph named Thelia. Cora reported our intentions as peaceful. Thelia offered to heal our injuries, and healed Brinn and Trosk. Cora explained that we seek her father, and described him. Thelia may have seen Cardor wandering in the woods about five days before. He was headed vaguely toward the plains, but seemed unlikely to keep going in a single direction. Brinn asked generally about the area. She warned us of dangerous insects and parties of slavers, and said “don’t eat the orange berries.” It turns out the fancy bag is hers, so we returned it with all but the coins (Brinn had sorted all the coins from various sources together onto the mules, and Thelia was not particularly concerned about it). She was very grateful to have the sentimental items inside returned! So much so, that she offered us a boon: she will act as a muse for Cora, inspiring her bardic performance.

Soon, Xan appeared again (he claimed he had been there all along, and enjoys walking). We asked him about the white fox. Xan says he has seen white foxes around recently, they don’t belong here. He says they are silly; a white fox will likely be eaten right away (possibly by him)! As promised, he tells us about Cardor: he saw a party of goblins taking him away from the direction of the mine a few days ago. He will show us the path they took.

Suddenly, a menacing sound approached! An ogre lumbered toward us, with beady eyes devoid of wit or kindness. He held a club aloft, and gestured with his other hand as if desiring something from us. He did not respond to Cora’s hail in several languages, so we prepared for battle. After Trosk, Brinn, and Didymus charged the ogre, he tried to run away. But Didymus disemboweled it with an evil-smiting blow as it turned, killing it. It was carrying nothing of value; there was a metal spoon rolled up into a ball which Cora found hilarious, and some dried dung which Trosk identified as coming from a deer.

Shortly after, there was a clap of thunder and with it appeared a fey. Xan reacted with “Oh, here we go” (said telepathically, of course). The fey invited us inside his home for a drink; Xan let us know that there was nothing to fear from the offer but over-long conversation. We were lead to a well-hidden door and into a cozy underground home. The fey introduced himself as Voldor, and his wife is Lema. Lema offered us stew. Cora identified the two as Brownies. They offer to let us stay the night, and promise to accompany us in the morning (which will speed our travel). We agree, and join in food and conversation for the rest of the day. The two brownies complain a lot about their great nephew (by marriage, they are careful to point out), he seems to have joined some sort of gang. They’re glad that we took out the goblins. Lema teases Xan about his weight. They also know Thelia, and tell us some stories about her. Trosk asks them about the white foxes. Voldor has seen them (just a little), he finds them suspicious. He also tells us his theory that a werewolf has moved into the area; he’s seen some large bucks which were mauled. He says that if we find “the poor bastard”, we should take him to Thelia. When Lema hears that it is Faust’s birthday, she gives him three goodberries as a birthday gift.

Miscellaneous quotes:
“I feel like I’m larping now.” -Jimmy, muttering

“We are the church of the cleared mind” (which means that we kill 2/3rds of you, and give the survivors money.)

“If something was horrible, the Heroes of Yelden are there.” -Mike

“Leave it to the ranger to think about excrement.” -Mike

“Goblins don’t have the best penmanship.” -Kara

“Think of all the wishes we can make in fountains!” -Meghan, upon finding a chest full of copper pieces

“Why are you bandaging my anus?” -Cyrel, when Brinn fails a heal check badly

“Wait, are we rolling initiative?” -Melk

“It’s an ogre! It’s a horrible, horrible thing.” -Brad
“It’s got layers!” -Meghan
“And I’m going to peel them all from his body.” -Brad

“You wouldn’t poison a guy on his birthday, would you?” -Faust

Rules note: while sleeping at Voldor & Lema’s house, we will regain 4hp rather than 2hp; players may have already recorded this.

Session 7
February 23, 2013

28th of Mustering 1044 YK (evening)

We left off at the home of Voldor and Lema, Narond Woods, Mendarn. Cora tried to grab the floating rod with mage hand – it sparked and flashed, but didn’t work.
The next morning we discussed how Brinn will be covering everyone’s living expenses out of the joint loot piles. The mules look much happier now that they are carrying 900 fewer copper pieces and 520 fewer silver. It was a grey and cloudy day. Lema gave us food for today and tomorrow. With Voldor as a guide we moved really quickly through the forest. He hummed and sang for much of the trip. Xan stopped at a grove of delicious apples. We saw many deer (which don’t run when they see us) and other forest creatures. At one point Voldor paused and looked concerned. There was a white fox in the distance looking at us, but it ran off when it saw us noticing it. Voldor took us to the road (where we were before entering the forest) and it took hardly any time to get there. We were in a rocky, hilly region. This was the road Xan told us the goblins and Cardoor were going along, towards the hills. Trosk found no tracks to follow, but the road was clearly well-travelled by many creatures. We headed down the road, marching two-by-two.

Trosk and Didymus saw something up ahead. It was an abandoned campsite. Trosk moved ahead to check it out. The fire site was cold. Trosk thought it was about two days old, there were five humanoids, possibly human or demi-human. He also smelled soap. Cora found an old pouch and a torn waterskin. There were three potions in the pouch. Sparkboom found two bloody arrows, 2sp, 5cp.

We continued walking for thirty minutes when we heard a bubbling brook. It was a small, clear stream. We filled our skins and watered our animals.
We walked another 14 minutes then heard a clacking noise. With absolutely no justification for their presence, we saw three ants the size of average humans. They looked aggressive. Trosk said they harvest things that walk on the road. He also goes on and on about how they’re hard to trip. Sir Didymus rushed in and one of the ants bit Ambroshius. Trosk charged one and dealt a mighty blow. Faust finished that one off with a magic missile. Didymus had his horse back away while he stayed to fight. Trosk killed another, then Brinn charged the remaining ant with his lance, hurting it a bit. Sparkboom tried to finish it off with a bomb (Didymus dodged the shrapnel). Didymus finished it off.
After the battle we noticed the rod floating again. We can touch it, but that’s about it. It has various colors, some shinier than others. Faust detected that the red section is a bundle of magical auras, very chaotic. On the green side he detected a big transmutation aura. Again, we saw a white fox.
We heard noises like baa’s. There’s a herd of goats. Trosk butchered some of them.
We heard voices. They sounded like orcish.
There was an orc camp, with eight orcs. We had the high ground. The orcs were talking, sometimes mentioning the “others”. Cora detected magic stuff in one of the tents. We prepared our attack: Didymus, Trosk, and Faust moved to another hill so that we could flank the camp. Trosk signalled the attack by firing an arrow. He hit a guard in the stomach. After that we began our attack. The battle was hard and fast, with lots of damage on both sides. Sir Didymus and Brinn each got hit very hard. Four orcs were killed, the others fled. Trosk killed two that ran by him. Luhluh shot another as it ran away. Brinn caught up to the last one shouting “wilt thou yield?” then struck him with the flat of his blade, knocking him out. Trosk stabilized the orc.
We searched the area, finding oil, rope, three potions. Luhluh picked up the rod! She figured out that turning the colored sections of the rod determined which spell came out. Trosk found that the dead bodies in the camp were of goblins. Trosk set the tents on fire as we left the camp.
We moved a ways along to set up our camp. Trosk interrogated the prisoner. About a month ago they sold two human males and a few days ago a group left to make a deal with the slavers regarding a human male.

Quotable Notes
“Bioaccumulation of alchemist’s fire” Melk
“Bad comedy damages my weapon” Kara
“That doesn’t mean there isn’t dilute goblin shit in it ” referring to the clear stream – Kara

Session 8
March 9th, 2013

2nd Declarations

The party continued their journey along the mountain road in the direction indicated by the now-deceased-previously-captured Orc, which happened to be the direction they were heading anyway.

Luhluh used her innate halfling talents of stealth to scout for the party. The first creature she encountered was a chubby black bear resting on the bank of a small creek gorging itself on the clearly abundant fish population. The young cub ignored the party distracted by his good fortune.

Not too long after, Luhluh heard voices coming from over a nearby rise. She reported this to the party. Trosk identified a good hiding place to view the valley, and him and Luhluh investigated. Eventually, the entire party joined them in their rocky, yet spacious, balcony seating.

The conversation taking place in the valley clearly was that of the slaving parties in question. On one side, a small army of orcs (a dozen or so) from the tribe of the Severed Leg accompanied by an fearsome Ogre. On the other side, a band of humans, many wearing the uniform of mercenary soldiers, led by three robed figures and a well-dressed man. The humans possessed a covered wagon and several horses.

Negotiations seemed to be failing and an argument broke out. The party briefly considered attacking immediately, but decided to let the situation unfold itself- perhaps allowing the parties to separate providing them with two smaller, more-manageable battles. Their strategic patience proved effective when the orcs and humans engaged in battle. The party entered the fray after the humans had won, scaring most of the orc tribe away. Not only was the enemy half the size it was briefly…the surviving were injured and the casters (whom the party was able to identify from afar) were fairly spent.

The battle was challenging, but not deadly as it might have been.

End of Session: No healing has been done; a human was saved for interrogation; no actions have been taken…you’ll all be standing on the battlefield where you were at the start of the RP thread except Trosk who healed a human for interrogation purposes.

Session 9
The Aftermath of the Battle

2 Declarations (4/13/2013)
In the aftermath of the battle versus the slavers.

Cora tries to heal Cardor magically. He looks a bit better (various cuts and bruises healed), but is still ill and unresponsive. Sparkboom determined that Cardor had eaten some of an herb found in his pocket, which was identified as Belladonna. We realized that his illness is belladonna poisoning, the effects of which vary from person to person. There is no cure, he just needs to ride it out; it last one to five days.

Meanwhile, Sajeelah was speaking to the other prisoners. The men introduced themselves as Sibro, a hay merchant from Yelden who had been captive for 2.5 weeks, and Eldane, a soldier from Dayolen who was captured patrolling the border about a week ago. Faust determined that the woman is speaking in a Svimhozian language, but none of us know the dialect.

Brinn and Trosk spent this time looting corpses, finding a little cash and weapons and armor of standard to low quality. Brinn collected five daggers. They also observed that we are now in possession of a sizeable wagon and four horses.

Finally looking up from tending to her father, Cora cast Comprehend Languages to try to understand the Svimhozian woman. She is named Uwhzi, and was demanding to be returned to her father, whom she insisted would provide a “great reward”. Sibro and Eldane told us she had been captive longer than they had. The slaver leader, Selno, would frequently take her away out of sight. The slavers also forced her to cook.

Speaking of Selno, Brinn turned his attention to the leader’s corpse. He was wearing fine clothes (in a size that would fit none in our party), and carrying cash including 2 platinum, several bloodstones, a pouch with 250 gp, and a key. Elsewhere in the battlefield he also picked up a healer’s kit. Sparkboom then looted the deceased female cleric, finding chainmail, two whips, a flail, and a brown headband with the symbol of her deity. Her male counterpart was found to have +1 banded mail, two more whips, and a map of the Eldrose forest (on the far side of Pel Brolenon). Trosk looked up, and noticed more of the strange white foxes in the distance.

Luhluh looked around inside the wagon, and found a heavy locked chest. Brinn tossed her the key he had just found, and she opened it. The chest contained six vials of potion labeled Cure Light Wounds and Cure Moderate Wounds, along with rather a lot of money and gems.

We then turned to interrogating our prisoner, the other male cleric. Trosk woke him by peeing in his face. Brinn then asked him to tell us about “The Overlord”. He gave us quite the speech about his religion, which heavily emphasizes slavery. We then asked where they captured Uwhzi, and were told they purchased her from pirates in a port city. We manacled the prisoner and planned to march him back to Yelden as a prisoner of war.

Suddenly, three giant ants marched out of the underbrush! Cora healed Brinn and Didymous of their wounds from the last battle before they charged into this new fray. Luhluh tried to use the rod on an ant. Her first attempt shot out some dangerous-looking magic, but missed the ant. The second try turned all of the weapons translucent. Trosk noticed on his next hit that his blade seemed to pass right through the ant’s exoskeleton.

At the end of the battle, Luhluh heard the sound of more ants approaching. A lot more. We realized that a whole colony was being attracted to the fresh corpses, and agreed to depart the vicinity as fast as we could.

As we were returning back down the road, Cardor awoke inside the wagon. He was both happy and deeply concerned to see Cora with him. Eventually, he explained what had happened. It had all begun with a romantic dalliance with a beautiful foreign woman. Then he began to feel ill. One morning he awoke in a messy state with no recollection of what had happened. After doing some research, he concluded that he had been infected with lycanthropy. He had vague recollections from the time period, involving a lot of blood. He fears he may have killed his brother while under the affliction’s thrall. He was very worried that he will hurt us, and wanted to take more belladonna in desperation. Cora attempted to reassure him, approaching the situation scientifically. We concluded that tonight is the first night of full moon (which affects lycanthropes for three nights). Discussing the options, we remembered that Thelia said she could help! Cardor had known the woods contained a nymph who might be able to help, but had not found her himself. We became eager to take him to her. Exhausted from his ordeals, Cardor fell back asleep. We agreed that a plan was needed to restrain him safely for the night.

“I bless the rains down in Svimhozia” -Erica
Brinn’s hobby: asking people about their boots.
“I commend your aim Trosk” “You’re not the first.”
“Yes, where there’s a whip there’s a way. So now you have four possible ways.” -Kara
“This isn’t Eberron, there isn’t going to be any horse nutritionists.” -Kara


I'm sorry, but we no longer support this web browser. Please upgrade your browser or install Chrome or Firefox to enjoy the full functionality of this site.