Current Objectives
Investigate the ethereal plane room at the Giant’s keepEnter Stormheim- [COMPLETE] Join Kaldur and seek the Mantles of the Heroes
- [COMPLETE] Aid the merfolk in attacking the Cthulu cults
- [COMPLETE] Defeat the Dracolich to earn the Rune from Nuripites
Events
- The party stands in the Runebarrow, deliberating when and where to return
Cayden Caylien to the material plane. We decide, after a brief discussion and
brainstorming sesh, to keep to our plan, and return Cayden to Sheila G’s
temple. But then, we reconsider, and decide to return him somewhere, and then
teleport with him elsewhere if we so choose. Maurgim will protect Cayden
from being scryed upon once he is on the material plane, but returning him to
life will (likely) be very well known.
- We finally decide to return Cayden to “the cube room” in Fort Ang. Sheila G and Stackor will teleport to that location ahead of time, so SG knows better of it.
- We rest for the night in the Runebarrow, then plane shift back to the
material plane, then teleports back to Rime. They sell their loot,
distribute the new wealth, and do some shopping.
- Kaldur Black and Harvey have a mental chat, mostly about political scheming and cult hunting.
Player Characters
- Gartug Ironfist, a dwarven brawler (Bill)
- Sheila G, a half-elf cleric of Cayden Calien (Thans)
- Stackor, a dwarven wizard (James)
- Harvey, a tengu-ish monk (Mike)
- Randy Van Peoples, a human cleric of Gozreh (Dan)
Locations
- A dead planet
- The Boneyard
- The barrow of Nuripites, a crypt dragon
- The Runebarrow
- Rime
NPCs and Notable Characters
- Naynay, a human pervert with some martial arts training
Current Objectives
- Proceed to the Far Territiries, and reclaim Fort Rather
Events
- Herein begins our tales of the Altasian army moving into the Far Territories
to reclaim Fort Rather, and fight the daemon Calcifer. When last we left them,
they had left Flint a bit of a disaster.
- Their first stop is at Shrine Lake. There, the party identifies various fey groups, which appear to all of sworn loyalty to the empty throne of the Twilight Court. This is odd.
- The second stop is in The Verdant. There, the party discovers two fighting
factions - a group of “original” verdant elves and half-elves, and a group
of “new” verdant elves and half-elves.
- The “OG Verdant” note that the “New Verdant” have taken up strange and
dark tidings, and would like the party to kill them. If this is done,
the OG will restore the camps, offer safe passage, and even provide
guides.
- The party members notice a group of paler elves, which they suspect may be calling the shots behind the scene.
- The “New Verdant” mostly just want to be left alone. They ask the party to take whichever of them wants to leave with them, and offer us guidance out of the forest.
- The decision, after a vote, is to take on the New Verdant as a means of solving the OG Verdant’s problem. We will take whomever wants to come with us away, and punish them accordingly if necessary.
- The “OG Verdant” note that the “New Verdant” have taken up strange and
dark tidings, and would like the party to kill them. If this is done,
the OG will restore the camps, offer safe passage, and even provide
guides.
- The third stop is in a barren desert. The caravan is beset by small groups of undead, seemingly coming from a large dark sandstorm to the north. Commander Syrup considers dispatching troops to investigate and possibly root-out the cause of these undead, but the party advises against it, and we move on.
- The fourth stop is the small region of Perth. There, the halflings and
wayangs are at each-other with fighting and distrust.
- The wayangs stated that the halflings poisioned their well, and attacked them. The party’s investigations confirm this, but further find a growing cult of yog-sothos, which they destroy.
- The halflings make claims that the wayangs plane shifted some of their vulnerable and venerable members away. The party’s investigations confirm this, but further find a growing cult of nyarlethotep, which they weren’t fully able to destroy. The party decides to leave a detachment of Abadar’s Inquisition to finish the task.
-
We arrive at modern day. Stackor pops up, talks with Syrup, then heads back to Rime. The next day, Stackor and Randy Van Peoples, who resurrects Sir Beet.
- The camp has a meeting. The scouts sent to Ganth have not returned. The party
is being sent to investigate what happened to the scouts. Once determined, the
party is to meet with Count Therin to discuss the forces resupplying, camping,
and moving through towards Fort Rather.
- As we approach, the gates are down, the guards are armed, but the Counts
flag still flies. Sir Beet does the talking. The guard informs us that our
scouts are within, though they split, and half went further north. When
the scouts arrived, there was an attempt on the Count’s life by assassins.
The guard is welcoming of additional support, stating that Ganth seems to
stand alone against many threats. We move into the town, to meet with the
captain of the guard.
- A fetchling notices the party, though most of us don’t notice them, and moves into a home. A few moments later, a crow leaves from that home, flying east.
- The party meets with Captain Ilios
- As we approach, the gates are down, the guards are armed, but the Counts
flag still flies. Sir Beet does the talking. The guard informs us that our
scouts are within, though they split, and half went further north. When
the scouts arrived, there was an attempt on the Count’s life by assassins.
The guard is welcoming of additional support, stating that Ganth seems to
stand alone against many threats. We move into the town, to meet with the
captain of the guard.
Player Characters
- Sir Beet, a human paladin of Iomedae (Thans)
- Sir Tern Ipswitch, a human paladin of Ragathiel (Bill)
- Jen Erica von Illamage, a human wizard (Mike)
- Burren “Smokey” Blunt, aka Bat-Man, but in the bat language, so like a bunch of “eee eee” and stuff (Dan)
- Ignatious “Geo” Joe, an oread shaman (Thans)
- Stackor, a dwarven wizard (James)
Locations
- Road from Flint to Ganth
NPCs and Notable Characters
- Colonel Syrup, commander of the Altasian forces
Other Notes
- Stand Aside.