The Legend of Gethzerian

Player's History
What you know about Nentir Vale

Nentir, a rural world dotted with points of light, those few places where civilation and good shine through the darkness and peril that overtakes much of the world.

The Primordials created the Elemental Chaos, and from it were born the Gods and Goddesses, their power near to that of the Primordials. Worlds were created and destroyed at will, until one shining jewel caught the eyes of the Gods. They saw fit to fill it with life, and set it into permanence. For a time, the Primordials did as well, until they grew bored and sought to move on. The Deities, however, did not wish to see this world destroyed. They had filled it, given it two distinct echo worlds, and grown accustomed to the system of order. A devastating war ensued. The gods battled the primordials for control, in this way scarring the face of the very world they sought to preserve. There were losses on both sides. Finally, when Nentir could take no more, the world birthed the Primal Spirits, a voice and presence for the world itself. These spirits begged both sides to cease their conflict, to leave Nentir be free of their destruction. The Deities paused at this, and seeing the damage they had wrought, immediately agreed. But the Primordials just laughed. Joining together, the Deities and the Primal spirits pursued the Primordials to the ends of the Elemental Chaos, and bound them where they could no longer interfere. The Gods honored their promise to the Primal spirits, vowing to never again directly interfere in the world. Not all of the Deities believed in good, however, and only obey their promise as it serves their own interests.

With the Dawn War ended, the races of Nentir were free. Though the Gods still influenced their lives through worship and religion, the peoples of the world controlled their destinies. Empires rose and fell. The Dragonborn created Arkhosia, and the humans Bael Turath. Greedy for power, these humans struck a deal with Asmodeus and became the Tieflings. War broke out between the two powers, and over the decades they destroyed each other. Then, in the south, a 15 year old human named Magroth slew a mighty dragon and founded his kingdom in the Dragon’s lands. Nerath was born, and for generations and generations the Empire covered the lands of Nentir, eclipsing both Arkhosia and Turath. But eventually the bloodline of Magroth faded, and the Empire was weakened by invasion. First, the Bloodspear Orcs cut the northern half of the Empire away from the capital regions and the crown-city of Nera. Then, a demon-led infestation of Gnolls surrounded the remaining territories and slowly bled Nerath to death. The remaining border towns became independent baronies and lordships, and the southern regions became the home of the Gnolls. But the Flame-Imperishable, the symbol of Nerath could never be extinguished and burns even today in defiance of it’s cities occupiers.

Nearly 100 years after Nera’s fall, a group of heroes responded to the distress of Fallcrest, a city in Nentir Vale, the central region of the continent. Led by Valna the Bold, a descendant of Nerath, they slew the viscious green Dragon Gethzerian, who sought to terrorize the Vale.

150 years after the raids on Fallcrest, six adventurers find themselves in the the Baronies of Harkenwold. There, they were seen by the retired adventurer Douven Stahl, who recognized their potentials and introduced them to each other, and trained them into a band of would-be heroes, lacking only the requisite adventures and villains to prove themselves. After a year together, Stahl declared their training over, and set out on his own for an archaelogical dig near Winterhaven in the north of the Vale. Now, he is many months overdue on his return, and his wife has asked his students to seek their former teacher and return him to her safely.

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Juli's Letter
An invitation from an old friend

My dear friends Vimak, John, Onodrim, Grak, Darmok, and Magdronan,

There is a matter of great importance which I must speak with you about. Please come to the home Douven and I have built in Harken tonight, just after sunset. I look forward to seeing you then. Sehanine bless you all.

Sincerely,
Juli Stahl

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Journey to Winterhaven
Our band of would be heroes sets out on the road towards their destiny

After recieving Juli’s letter, the team returned to Harken, joining her at her home just after evening meal. Juli began explaining to them her worries for Douven when Baron Stockmer and Marla, Priestess of the Great Church of Pelor arrived, also at Juli’s invite. Stockmer gave the heroes his blessing to leave Harkenwold. Marla asked that they be on the alert for Death Cult activity near Winterhaven, as it was one of a few towns where she had no influence. With the Priestess’ and Baron’s blessing along with Juli’s pleas, the group could not resist, and set along the old King’s Road in search of Douven Stahl.

Four days travel brought them across Nentir Vale. On the fourth day, as they left the western reaches of the Gardbury Downs, tracks in the mud caught Onodrim’s eye. However, the tracks were spotted too late to notice the Kobold’s who had left them, and the small lizards quickly attacked the team. Several swordsmen rushed the group while a slinger laid in the back, launching fire and glue pots at the allies. The Kobolds, however, had bitten off more than they could chew in this group. Under John Snow’s battlefield leadership, the blades of Magdronan, Vimak, and Grak struck true, cleaving Kobold flesh from bone while the divine and arcane castings of Onodrim and Darmok rained down upon the attackers. Soon, all were defeated and the group arrived at the gates of Winterhaven. It was not, however, the kobold blood that suprised the town guardsmen Colby, as it was the fact that anyone had arrived at Winterhaven at all. Colby, in his shock at the first visitors in months, directed the travelers to Salvanna Wrafton’s inn and ran to fetch his Captain, Rond Kelfern.

Salvanna’s inn was bustling (and Salvanna herself busty) as the travelers entered. The patrons all turned immediately in shock. No outsider had been to the village in longer than they could remember. The heroes were quickly introduced to Salvanna, Delphina Moongem, Valthruun the Prescient, Thair Coalstriker, and Elian the Old. Eilian was Douven’s contact, according to Juli, and the old man indeed remembered Douven. However, everyone in town was under the impression that Stahl had left months ago. All appeared genuinely worried by his disapearance. An oddity in the bar was Ninaran, a young half-elf female who sat by herself in a corner. She rebuffed attempts at conversation from Onodrim and Darmok in turn, and Thair told them they’d get little from her. At this moment Ernest Padraig, Lord of Winterhaven and Captain Rond Kelfern, head of the Winterhaven Regulars arrived in the tavern. Both were genuinely pleased to see the group, and happier still that they had killed Kobolds on their way in. Padraig asked the group to assist in eliminating the remainder of the Kobolds, explaing that they had for all intents and purposes blockaded the town for the better part of six months. The group was weary at first, desperate to find their mentor, but promised to look into it after. They then visited the temple of Avandra, domain of Sister Linora and the “magic” shop of Bairdain Wildarson, a local halfling merchant. Sadly, neither visit yielded further results, and the group returned to Salvanna’s. Remembering another facet of their journey, John Snow asked the assembled group if there had been any cultist activity. Most thought this a strange question to ask in a town blockaded by Kobolds for six months, but then suddenly Ninaran jumped from her booth screaming that the entire town was in league with the cultists. She ran from the Inn and was gone before our ale-slowed heroes could respond. Captain Kelfern promised to send Colby to speak with Ninaran the next morning to try and sort out the incident, and our heroes retired to rest.

The next morning the team set out to follow Eilain’s map to the dragon burial sight where Douven had been working. However, they had not made it more than ten minutes from Winterhaven when a Kobold Wyrmpriest leaped into their path and began chanting curses in Draconic. His comrades soon lept from the woods besides him and rushed forth into battle with their larger enemies. The Wyrmpriest’s magic augmented the Dragonshields quick stabbing attacks, and the kobolds darted below the reach of the groups taller members. Grak caught several blasts of energy from the priest’s staff and fell to the ground unconscious. Luckily, Onodrim was able to summon a divine wind from the astral sea, felling the priest and buying time for Vimak to apply his healing runes. Snow and Magrdonan stood toe to toe with the swordsmen while Darmok turned his arcane blasts against the skirmishers they defended. As before, the Kobolds were defeated and the team began its trek south through the woods.

Arriving at the burial site, the team saw several humans working amongst the grounds, as well as a gnome, a halfling, two drakes, and what upon furhter inspection appeared to be a specter, keeping watch. The gnome seemed friendly at first, insisting he was working with Stahl on the excavation. Magdronan and Grak were drawn in, despite John Snow’s words of caution. As Grak neared the center of the pit, the specter screamed to the gnome to eliminate them, and the halfling struck with his sling. The battle was joined, and Magdronan found himself surrounded by the human rabble. A mighty blast of his dragon breath felled two of them, and his scimitar the rest. Vimak and Onodrim found themselves facing down two large, hungry drakes, but the summoning of a Spirit Companion and an Angel of Protection turned the tide. Grak and Darmok defeated the gnome before climbing the wall of the dig to surround the halfling, who’s quickness and luck lasted longer than anticipated before he was finally felled. Upon further search, a canopy on the wall hid Douven Stahl, bound and gagged, as well as mirror, which Stahl explained belonged to Scarvoss, the Dragon buried here. The mirror, he said, was a powerful artifact that was capable of aiding in rituals to open gates to the Shadowfell. The spectral figure was identified as Kalarel, a priest of Orcus, Demon Prince of Undeath. The kobolds it seemed, were under his employ to barricade Winterhaven. Stahl had been their prisoner for months, dragged between the burial site and the Kobold’s lair, which he thought to be near to a waterfall. Stahl was relieved to see his former students, though he jokingly chided them for saving him first. Together, they returned to Winterhaven, their objective achieved, but their adventure far from over.

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Session 2
Irontooth and the Mystery of the Keep

After a restful night at Salvanna’s inn, our heroes awoke with the dawn, preparing themselves for the adventure ahead. After a brief conversation with Douven Stahl, the team set out towards the waterfall. After a few hours journey they arrived at a clearing. The waterfall cascaded down from a tall, sheer rock face. The more perceptive of the group noticed hidden stairs leading to caverns behind the falls. More pressing, however, was the small army of Kobolds standing around the area, including one in an ancient magic circle. Unseen by the Kobolds they group burst forth from the treeline and laid waste to the defenders. The pitched battle ended quickly, and our heroes made their way up the dangerous stairs. Upon reaching the top of the stairs however, it was quickly discovered that the Kobolds outside were but a fraction of the forces Irontooth commanded. A new wave of kobolds assaulted the adventurers, but were turned aside by Onodrim’s divine powers and Darmok’s arcane blasts. Vimak, Grak and Magdronan came next, the strength of their attacks driving back the tiny lizards. However, a battle horn echoed from beyond view, and a new wave of kobolds charged forth, heralds of Irontooth. They matched sword and shield with Magdronan, Vimak, and John Snow. The goblin himself, massively muscled and tattooed in the symbols of Orcus, rushed from his chambers, dual axes swinging. Never one to turn down a challenge, Grak met the goblin head on. However, for each strike Grak landed, Irontooth replied with two. Matched with the goblins own healing abilities, the battle quickly turned against the valiant youth. As Onodrim and Darmok unleashed blasts of divine and arcane power against the kobold skirmish line, the agonizing cry of a half-orc in pain rose from behind them. Both axes dug into Grak’s flesh, felling the barbarian and bringing him within inches of his life. A timely distraction by Onodrim’s spirit companion stalled the killing blow, buying time for Vimak to disengage himself from the warden he dueled, and rush to his comrades side to apply the runes of mending. Kord’s chosen warrior lived once more. Killing blows rained down upon Irontooth, and he screamed with his last breath for Kalarel to prepare his way. Much loot was found in Irontooth’s chambers, along with a finely crafted Dwarven chainmail shirt, which Darmok was awed to see so far from the Dwarven lands. More disturbing, however, was a letter from Kalarel to Irontooth, claiming that not only was he days away from completing his dark rituals, but that he had a spy in Winterhaven! The team was disturbed by this development, and split on how to handle this news. Deciding that the only person in the town they could trust entirely was Stahl, they left half their team beyond the gates, while Snow, Darmok, and (Vimak or Magdronan??) went to the wizard’s tower to seek their mentor. Douven’s fears at only seeing three were quickly put to rest as they explained the battle and the letter. Commending them for their work, though questioning of their split the party mentality, Stahl ran through the list of the villages prominent citizens, stating his trust for Sister Linora, Elian, Lord Padraig and Captain Kelfern. He also stated that he had been working with Valthruun all day, decoding the mysteries of the mirror of Scarvoss. Darmok and his fellows, however, remained untrustworthy of Valthruun, Ninaran, Colby, Delphina, and well, essentially everyone else. Stahl also informed them that Lord Padraig was hosting a dinner in their honor this evening, and that all of the town’s more important citizenry would be in attendance. If there was a traitor in their midst, perhaps this was the opportunity to reveal them. A slip of the lip or odd reaction to the news might yield a lead to their identity. Snow retrieved the rest of the party from their hiding spot in the woods, and they cleaned themselves up, to make fit their appearance before appearing in the manor-house of the villages Lord and Lady.
At the appointed hour they arrived at Padraig Manor, the largest home in Winterhaven by no small margin. Greeted by Captain Kelfern and Lady Padraig, they were ushered to an opulent dining room with a large table, around which sat the village elders, and Douven Stahl. Lord and Lady Padraig sat at the tables head, with Ernest the younger and Sister Linora besides them. Eilian the old greeted the adventurers with the story of a strange dream he’d had, a dream filled with dark portents before taking his seat with Salvanna, Valthruun, Delphina, and Thair. Lord Padraig congratulated and thanked the heroes for stopping the Kobold menace, but his joy was tempered by the knowledge there was more still to be done. Valthruun and Douven explained the mysteries of the Mirror and the ancient Keep to the assembled group. Ernest V, heir to Winterhaven, remembered a child’s poem, meant to scare local kids from the keep, and recited it, eliciting praise from Valthruun, who then produced the full version, a prophecy from the ancient Nerathi seer known as the Felish Oracle. The phrophecy spoke of a cursed defender, believed to be the Paladin Sir Keegan, betraying his fellows, and the survivor of a doomed line seeking revenge. A search of the Nerathi archives kept by Lord Padraig’s ancestors turned up a suprising truth. Keegan’s second in command, Sir Thane, was a descendant of Vardian Hathera, the greatest traitor in Nerath’s history. His family line, however, could not be traced beyond the tragic events a hundred years past. The heroes decided to reveal the note found in Irontooth’s lair to the assembled crowd, drawing indignation and anger from Lord Padraig, and an air of disbelief from the others. If a traitor was in the room, he/she/it was quite adept at hiding their true feelings. Lord Padraig asked the heroes of Winterhaven for another favor, knowing he’d already asked much of them. “Go to the Keep. Stop Kalarel, and bring peace to our village,” he asked. Knowing in their hearts it was the right thing to do, all six agreed to undertake the dangerous mission.
The next morning, refreshed from an evening of sleep at Salvanna’s, the group made their way to the old Keep, with Rond Kelfern and Delphina guiding them the first half of the way. Seemingly the entire village assembled at the gate to watch them leave, cheering their new heroes. Halfway to the keep Delphina and Rond turned back, and the six approached the keep in silence. Silence not only from themselves, but from the woods around, unnaturally quiet. Cold winds blew from the ruined Keep as they approached, and dark, unseen eyes watched their every step. Descending down Dwarven cut stones, a light flickered from the landing below, eventually revealing an open room. A goblin stood at the bottom of the stairs, unlucky to be the assigned guard when adventurers arrived. Grak rushed forward to meet him in battle but suddenly found the floor below him missing as he fell into a carefully concealed pit trap, where a gaggle of rats began swarming over the half-orc. His teammates avoided the trap, and engaged the goblin, as well as several other guards who joined him, handily defeating the first wave of defenders. Having several passageways to choose from, the team turned west, then north again, before coming upon another intersection of doors. Hearing screams behind one, the team burst through, encountering a hobgoblin torturer and his goblin minions. Once again, handily dispatching their enemies, the team turned the hobgoblin’s own Iron Maiden against him, with John Snow slamming the torture device shut. However, a curious prisoner was found in the cell. A goblin named Splug, claiming he was locked up for suspicion of cheating at cards, begged the heroes to release him, offering anything to be let out

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Session 3
Deeper into the keep

Splug proved to be somewhat helpful to the heroes, if reluctant. He told them the name of Boss Falgron, the goblin leader, and gave a basic layout of the first level, what rooms the goblins used and what they did not. He repeated the phrase “ghosts and bones” over and over, very upset the heroes didn’t seem to grasp its simple meaning. He also informed them that the lower levels were patrolled by Hobgoblins, and that he had never been there because the hobbs were notoriously mean to the regular goblins. Splug promised the heroes more information if he was given his freedom, even offering to serve them if they would release him. However, the notion of a goblin butler did not appeal to the party, so, they decided to leave him in his cell. Some heroes. As Darmok and Grak attempted to scare any last bit of information they could out of the goblin, Onodrim moved towards the door, to prevent an ambush. As the Wilden approached the doorway, he and his companions heard a bloodchilling scream. Anguished and pained, it seemed beyond the range of any of the free folk. Well, any of the living free folk at least. Once his surlier fellows had abandoned the goblin to his fate, the party exited the torture chamber, determined to bring justice to Boss Fatty, leader of the goblins. As they moved into the hallway, strange events began to occur. Onodrim, peering out the door saw the ghosts of a young human girl, perhaps 10, who looked at him angrily before vanishing. As he attempted to explain this phenomenon, Vimak and Grak had visions of the walls around them bleeding. Echoing through the hallways, they once again heard an unnerving scream. Gathering their remaining courage and putting the haunting aside, the heroes stepped through the doorway Splug promised would lead them to Boss Falgron’s chambers. At first glance, the room yielded no goblins, only another section of bloody wall, this time visible to John Snow. No sooner had the vision cleared than the goblins attacked, swarming from behind closed doors and curtains. An initial onslaught was followed quickly by Falgron himself, the overweight goblin charging forth from his chambers, crossbow bolts flying at the intruders. A pitched battle ensued, Fatty’s chosen henchmen protecting him as he fired from cover, their swords and spears matching our heroes armor and shields. However, in the end the goblins could not hold back their larger foes, and were felled one by one. In his dying breaths, Falgron passed on to the heroes the pass-phrase into the second level, “And life fails in the dark”. His body yielded Fatty’s second secret, the key to a treasure chest in his bedchambers, which contained a powerful magic wand, which Darmok quickly claimed. As Vimak and Magdronan moved the now empty, looted chest away from the wall, something strange caught their eyes. They quickly discovered a false panel in the wall, leading to a small dark hallway. Exploring forward, the heroes found themselves at another false door, this in the hallway west of the entrance chamber. They also found themselves face to face with a large message, dripping from the wall across from them in blood. “Daddy’s Angry”, proclaimed the ghostly blood before vanishing. Another scream was heard, echoing back from the way they’d came. As Darmok snuck down the hallway ahead the sounds of hammer and chisel could be heard, along with a low growling and snarling. The Dwarf entered into a large chamber, clearly under excavation. Splug had told the heroes this was where Fatty had the goblins digging for treasures of the keep. Darmok’s luck ran out however, and a goblin watchmen spotted him, throwing an exploding grenade at the sorcerer. His party members ran towards the sound and entered battle. The growling sounds revealed themselves to be a pair of hungry guard drakes, and across the room goblins traded their swords for spears and swords. Once more the battle was pitched, with blows raining down from both sides. As the dust settled, it was clear the goblins had been unsuccesful in their treasure hunt. As the group prepared to leave, Magdronan and Vimak felt a strong pull towards the collapsed wall in the southeast corner, where a few moments of work gave them something the goblins had missed, a holy symbol of battle, marked with the runes of the Platinum Dragon. Back down the hallway, Onodrim was sure he once again saw the ghostly child, but she was gone again before he could alert his fellows. A cavern led off from the hallway to the adventurers left, and the sounds of dripping water could be heard. This formation was a natural rock, not the cut stone of the keep. Inside, the cautious heroes found the freshwater well that had served the keep, and another tunnel that led further into the uncut stone. As the approached they could hear sounds as if something scraped on rock, perhaps bone, perhaps stone. A pit opened in the hall, revealing a goblin trap that suprisingly had worked, catching a small, strange creature upon its spikes. Silvery grey, appearing simulteanously reptillian and insectoid, it was unmistakably the foul beast so beloved by the Turathi empire of old. A Kruthik. As the party examined the remains of the beast, they noticed a grouping of tunnels coming out of the natural rock. Before they could piece two and two together, a swarm of kruthiks of all sizes emerged, jaws snapping and chitin legs scraping across the stone floor. The onslaught nearly felled our heroes, weary from fighting goblins and seeing ghosts, but they summoned their will and fought on, defeating the kruthiks and driving them back to their hive. With no other way out, the heroes returned to the excavation hallway, tired and bruised. This time it was Grak and Darmok who saw the girl, awaiting them at the top of the stairs. She lingered longer than anytime before, but again vanished as they approached. The group made their way into Falgron’s chambers through the secret passage, and after checking the surrounding doors, barracaded themselves in for the night.
As Onodrim’s angelic protector watched over them, the group slept soundly, visions of ghosts and bleeding walls playing through their minds. The night passed without incident, and the heroes awoke to start fresh. Passing back through the secret tunnel, there were no signs of intrusion, it seemed they had been left to slumber unwatched. One unexplored route remained, the back of the entrance lobby. Massive oak doors banded with bronze stood watch, but they were unlocked and creaked open under the slightest of pressure. The walkways beyond were dark, and Snow remembered that this area was the catacombs, where the honored dead of the Nerathi legion were buried. Onodrim cracked a sun-rod, and Darmok a torch as the party entered the chamber. Bronze sconces stood against the walls, interspaced with Sarcophogai depicting proud Nerathi soldiers. Mere feet into the room the group encountered a strange symbol on the floor, too big to walk around, too ominous to risk crossing. Turning back, they found a second and third hallway, both marked the same. Detecting nothing overtly arcane about the sigil, Darmok risked a step across, and a high shriek ripped through the still musty air. Echoing off in the distance, a low moan could be heard, and a sound like padded footsteps. Turning back towards the first symbol, Magdronan led the way, activating a second symbol as he fumbled in the darkness. The hallway opened to a large room with heavy stone doors and the symbol of Bahamut, but before the Dragonborn could investigate, he was accosted by a hand in the dark. Onodrim arrived a second later, his sunrod illuminating the room, revealing that it was filled with zombies. The undead shambled after our heroes, and as John Snow and Grak sought another way out, they too were accosted from the dark. Undead swarmed the hallways, and the shrieks of the alarm symbols gave proof more were coming. Thanking their gods for their recent rest the heroes turned sword and magic against the abominations. Radiant light burst forth from Magdronan, Onodrim and Vimak as they summoned the divine power to sear undead flesh. Bursts of fire flared from the sorcerer’s wand, and the glint reflected off the cold steel of Grak and Snow’s blades as they removed head from shoulders. Eventually, the heroes made their way to the north end of the catacombs, where they found the doorway that led to the lower level locked and heavily chained against their entrance. A shimmer in the wall, this time not of blood, caught Onodrim’s eyes, and he and John Snow pushed against a section of wall, only to pass right through it, momentarily face to face with four zombies. However, the hidden chamber was small, and our heroes forced the zombies back, and soon had them cornered and beheaded. An ancient Nerathi suit of armor lay upon the wall, guarded by a mysterious plaque which spoke to them in riddle. John Snow’s quick wits provided the answer, and the armor shed its rusty appearance and revealed its magical nature. Empty of spells and weak of arm from their zombie battles, the heroes seized this as the perfect location to sleep unseen and garner strength for the battles that lay ahead…..

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Session 4
Deeper into the Keep

Our heroes awoke in the secret room wherein they’d fallen asleep, awash in darkness. Cracking sunrods, the party set to work double checking their surroundings. As soon as Grak determined that the light from their source had not leaked beyond the inner sanctum wall, Vimak and Onodrim poked their heads out, only come nearly face to face with the ghostly girl. Both leaped back scared, and it was a few moments before Vimak had the courage to step outside again. This time, the girl was gone, and he explored out beyond the outer secret wall. The rest of the party followed, examining the doorway into the lower level. Its stout lock appeared to be joined to chains managed from the inner side of the wall, and the lock was beyond the limited lock-pick abilities of such noble heroes, and Darmok. Returning to the other unexplored door, which the religious members of the group believed to be a temple or crypt, the party once again encountered the phantom child, this time she intoned the warning “Daddy’s this way” before appearing to be yanked backwards through the door.

Nervously, Onodrim and John Snow pushed open the ornate doors, finding light inside glowing by ever-burning torches. Sarcophogai lined the walls here, leading to another far door. These were a much fancier sort, decorated uniquely to the soldiers inside, and marked with ancient Draconic runes, of a sort Magdronan indicated pre-dated even Mighty Arkhosia. As soon as Snow and Grak stepped past the first set of sarcophogai a loud series of bangs occured, and skeletons stepped from within, armored and wielding swords and bows. They swarmed through the heroes, more and more emerging from within every few minutes. Magdronan and Vimak felt a strong pull towards the far end of the chamber, but were unable to make their way through the initial onslaught. As the fight progressed, Onodrim noticed that the doors they had entered from had been drawn close, and once more the ghostly child stood before him, this time drawing down through the floor as she vanished, spooking the Wilden. As their spells, swords, axes, and divine power broke sinew from bone, Magdronan was finally able to make his way through, unleashing the might of his Dragonbreath. The sight that greated him was an ornate overhead mosaic of Bahamut, the mighty Platinum Dragon. Two altars stood beside the walls, and Magdronan felt the pull of his lord. He kneeled before the altar, reciting the words of prayer inscribed upon the stone. As he finished his recitation, he felt a mighty wash of divine power flood over him, and the skeletons lowered their weapons and returned to their crypts. Magrdonan also pulled six small dragon statues, relics of Bahamut’s worship from the altar, feeling a sense of connection to them.

They found the door before them even more ornate through which they entered, and upon sliding them open revealed a small chamber, dominated by an elevated sarcophogai set upon the floor of the far side. A skeleton lay behind it, dressed in the armor of a Nerathi soldier. As Magdronan and Vimak investigated the tomb, the lid flew open and an armored skeleton emerged. His armor marked him as a worshipper of Bahamut, as well as a member of the Nerathi legion, and as he challenged our heroes, he revealed himself to be Sir Keegan, last guardian of the Keep.

Keegan viewed the heroes suspiciously at first, questioning each in his own way, a test of their worthiness. He finally agreed to share with them his story, and told of Thane Hathera’s betrayal, and the sacrifice of Elan, his former page, and currently the skeleton behind his tomb. Hathera’s betrayal shed light upon the “cursed line” of the Prophecy. Keegan asked the heroes to do honor to Elan’s remains, as he could not. Keegan then granted unto Magdronan, whom his questioning had revealed held a dark secret in his past, his longsword. Named “Aecris”, this sword was a gift to Keegan from Elidyr, last Emperor of Nerath. Much like the Dragonborn, the sword had much potential for good, but was cursed with a dark past. As he bid the heroes onward, he appeared to see something through the stone. “Someone approaches, your help is needed.” Rushing out of the tomb our heroes heard the unmistakable sound of a Zombie caller rune being triggered, and saw the young Padraig rushing towards them. “Help, please! Winterhaven’s dead are rising against us. We need you in the graveyard!”

Seeing no other choice, the heroes left with Padraig, rushing back towards town. As they passed the gates they saw Rond Kelfern dealing with two skeletal enemies. “I’ve got these, there are more rising in the graveyard!” Captain Kelfern screamed as his entire city guard swarmed the undead. Young Padraig ran to join them as well. Approaching the graveyard, our heroes saw nearly a dozen skeletons rising from the graves of Winterhaven, as well as two zombified hounds. Another foe hid in a crypt, peppering the heroes with arrows. As a well placed strike from Darmok blew the doors from the crypt, it was revealed that the archer was none other than Ninaran. She cursed the interlopers before continuuing her assault. A massive zombie ogre charged forth as well, and even when it was first felled, dark necromancy brought it back to life. Finally, the heroes were able to rid the graveyard of these dark abominations, and a final blow from Grak removed Ninaran’s traitorous head from her shoulders. A tattered parchment fell from her person as she died, revealing a note from Kalarel and instructions as to how to raise the dead army they’d just defeated. As the battle ended Lord Padraig rode to the cemetery, Douven Stahl, young Padraig, and Captain Kelfern at his side. His face turned to pure disgust at the sight of the abominations, but then twisted to rage as he laid eyes upon Ninaran’s body. Furious at a traitor in his own town, Lord Padraig asked the heroes to leave no stone unturned, no enemy alive (or undead) in the Keep. He marched off with his son, leaving the heroes a moment alone with Douven Stahl.

Stahl revealed to the heroes that he had finally succeeded in destroying the Mirror of Scarvoss, and that right before its destruction, it had revealed to him a glimpse of the dark portal below the keep.He also believed that something or someone had already come through the portal, possibly without Kalarel’s knowledge. Then he revealed to the heroes that he was returning to Harkenwold and his wife. He would send word to Hammerfast for Dwarven stone-masons to seal the Keep once more. Colby of the Guard had volunteered to see him to Fallcrest, and he would be able to find an escort from there home. Despite his friend’s fears, he assured them that when they took wives of their own, they would understand.

After a quick but fulfilling night’s rest at Salvanna’s the heroes quickly departed for the Keep. Borrowed horses took them more than halfway, before fear overcame the animals. Captain Kelfern wished them luck and led the horses back to the village. As the heroes approached the keep, they saw the head of a goblin mounted on a spike outside the door. It was Splug. Poor Splug, whom our gallant “heroes” had abandoned inside his cell, was dead. Ignoring the obvious warning, the team descended the stairs and methodically searched each room of the first level. Finding nothing, not even the dead girl, the group progressed back to the Zombie room. There they found a group of Hobgoblins, seemingly killed by the Zombies. Luckily, one of them wore a massive iron key ring upon his belt, and the team snatched it up, using the key to open the locked door to the second level of the keep. As they descended none too quietly, the team faced a quandry. Which passcode was correct? Boss Fatty’s “from the ground some magic was found” or Ninaran’s “And light fails in the dark”? Ninarans certainly had been hand written by Kalarel himself, but Fatty’s was a confession at sword-point. Trusting the traitor over the Goblin, the team gave Ninaran’s phrase when challenged at the bottom of the stairs. They were admitted into the first room, filled with Hobgoblins, only to be attacked instantly. The Goblin had given the correct phrase after all. A pitched battle ensued, ending with one enemy fleeing and another being drowned at the bottom of a well. Our heroes collected themselves and set out after the runaway hobgoblin, feeling magically stronger for it…….

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Session 5
Missing in Action

With a wave of his hand, Onodrim’s spirit companion vanished, reapparing on the other side of the room in hot pursuit of the hobgoblin. The wilden focused, his eyes closed as he saw through the spirit’s eyes. “It’s gone to the north, up several hallways. We can show you the way,” said Onodrim, recalling the spirit to them. The party stepped into the next room, an intersection. “The eastern passageway,” Onodrim said, “then the hallway turns to the north, and we will find our runaway. We do not believe he will be alone.” Unwilling to leave any room unexplored, a wise decision so as to keep enemies from flanking them, the party split to search the adjoining hallways and rooms. John Snow and Magdronan stood together, watching entrances and exits, alert for hobgoblin ambushes, or the child-ghost who had haunted them so. But as Grok, Darmok, Onodrim, and Vimak returned to the central chamber, they could see no sign of their friends. A dark, necrotic energry clung in the air, so powerful it nearly overwhelmed Darmok. Knowing the only way to help their friends was to complete their mission, the remaining party members set off after the hobgoblin. True to Onodrim’s fears, he was not alone, and as the party made their way into this barracks room they were forced to fight off several soldiers while a hobgoblin warcaster sent his dark spells at them. Emerging victorious, the heroes continued south, entering a long hallway. As Onodrim and Vimak entered the room, a trap was sprung and an iron portcullis split the party in two. Hobgoblins poured out from all sides followed by a hulking fighter who could only be the viscious “Warchief” that Splug had warned them about, before they left the goblin to die. A fierce fight ensued, as Vimak struggled to lift the gate keeping him from the fight and Darmok launched his spells through the bars. But as was the fate of Boss Fatty and Irontooth before him, the Warchief fell in a final assault of Groks mighty axes. A search yielded the hobgoblins treasures to the heroes, including an enchanted short sword. However, their comrades were still nowhere to be seen. Wounded and exhausted by the fight, our heroes took advantage of the Warchief’s chambers, well appointed by hobgoblin standards for a rest. Awoken by the sounds of the Keep’s silence, the party backtraced to the room where they lost Snow and Magdronan. Only one way remained unexplored, and true to her form, the ghostly girl awaited them at it’s end. Releasing a bloodcurling shriek she flew towards them, vanishing only feet away. Lighting their torches, the party made their way down the long corridor. Two doors lay before them, a large, ornate double door, and a smaller single door. Taking the smaller door to the west, the party entered a burial chamber. The floor was highly polished and clean here, and a slight acidic smell pervaded the air. Moments after entering the door, Grok soon found the source of this cleanliness and he was sucked unwittingly into a gelatinous cube. The party worked furiously to free him, interrupted a minute later by the low moan of the undead. Two corrupted corpses rounded the corner, and began tearing flesh from their body to hurl at the heroes. The ghostly girl followed behind them, and for the first time revealed her true form. Grok was freed from the cube and joined Vimak to lay axe and hammer into the zombies, while Darmok and Onodrim fought off the wraith, who alternated between her true form and haunting visage. Finally, in a burst of divine light from Melora, the foes were defeated. A search of the room revealed the crypts where Sir Keegan had lain his wife and children to rest, and a few trunks bearing their belongings. Returning to the larger doors, the party opened them onto a memorial. A massive statue of a warrior stood in the center of the room, sword gleaming in his hand. To the east stood two dragons, and to the south, several small cherub statues surrounded the matching door. Moving cautiously, Darmok led the way into the room, only to be flung backwards by a mighty swing of the statues sword. Vimak attempted to walk on the Dragon side, only to have the statue expel a wave of flame at him that pushed him directly into the range of the warriors sword. Finally, Onodrim was able to find a path safe from the warrior’s range. Relieved, he approached the cherubs and was instantly swept off his feet as water began to pour from their hands, flooding the area around the door, now contained in a magical field. Onodrim could not escape, and as Vimak reached his axe out to help his Wilden companion he found that he could penetrate the barrier but not leave it. Onodrim grapped the axe only to have it swept up in the whirlpool now growing inside the enclosure. Grok, meanwhile, valiantly leaped onto the warrior statues back and was attempting to smash the control panel he’d spotted. Finally, a flash of an idea came to Onodrim. Calling Darmok into the barrier, a precarious move as the water was nearly over the Dwarf’s head, Onodrim led his companions in smashing the Cherubs, ceasing the flow of water, and disabling the field. They were carried out in a rush of water, directly into the path of the swinging statue, but Grok’s tenacity and stubborness finally paid off, and the statue’s arm stopped mid swing, only inches from Onodrim’s head….

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Session 6
End Game

The door before them gave way only with a hardy shove, the seals that held in the water trap also restricting the doors movements. The room before them was rank with the smell of death and decay. The lighting was dim, and the stone walls echoed every sound. As Onodrim attempted to scout ahead of the group, he heard an all to familiar series of moans, and the sounds of shambling feet. Zombies rushed around the corner, attempting to corral our heroes. A small stone golem also appeared, blasting the brains of the do-gooders with psionic waves, as a lean ghoul appeared, flesh dripping from his jaws. The undead fell easily before the onslaught of the heroes at first, but then were temporarily bolstered by a new foe, one all too familiar to the heroes. Bursting from the back of the chamber, Magdronan charged his allies, laying into them with sword. Curiously, the heroes noted it was not Aecris, sword of Sir Keegan, but his old sword he attacked with. Red fire burned in the Dragonborn’s eyes as he attacked Snow and Vimak. As Onodrim’s divine light laid the last of the undead to rest once more, the golem took off at high speed, flying through the doors where Magdronan had emerged. A well aimed blow was able to knock Magdronan to his feet, and Vimak shone upon him the divine light of Bahamut. The red glow faded from his eyes, and he dropped his sword. Meanwhile, Darmok explored a small passageway, barely large enough to admit the Dwarf. Inside, his armor removed and scattered and his chest bloody, lay John Snow. He was alive, but only by the smallest of margins. Dragging his comrade out, Darmok called for healing. Vimak tended Snow back to life, while Grok and Onodrim watched over Magdronan, who had no memory of attacking his friends. As Bahamuts light (and a full vial of healing potion) brought the Warlord to his feet, he turned and drew his sword, pointing it at Magdronans chest. “YOU!” he screamed, to the suprise of his friends. “Something you’d like to share with the group, traitor?” Snow recanted a tale of torture at the hands of Kalarel’s servants, including the stunning revelation that Magdronan had a magical tatoo upon his chest. Now faced with this accusation on top of attacking his comrades magdronan confessed to his friends that he bore a tatoo from his past, a mark of what he was, what he could not remember, but assuered them that he was on their side. Kalarel, it seemed had dominated his spirit and mind, disparaging the power of Bahamut. Putting this incident aside due to the urgency at hand, the group gathered their gear and stepped through the next door into a large dark cathedral. Snow and Magdronan both recognized it instantly as the room in which they were held and tortured. The golem hovered above an altar in the rooms center, fresh with blood that the group knew had recently filled John Snow’s veins. A man stood behind the altar in black robes, a rams skull tatoo on his face, and a mace in his hand. “You will all die for Lord Orcus!” he screamed. “Give us your blood” Before our heroes could react, men dressed in ancient style clothes dropped from their ceiling, with skin pale as the moon and black lifeless eyes. As they advanced, John Snow finally realized what he had been unable to whilst under their torture. “Vampires.” As Snow led his allies against the blood-suckers, Magdronan and Vimak made to apprehend the dark priest. However, he was not without magical powers of his own, and a dark creeper hid amongst the shadows, daggers appearing literally from the darkness as he attacked. As the battle titled in the heroes favor the golem attempted to fly down the central shaft, but a well timed Chaos bolt flew from Darmok’s wand, and the creature shattered in mid-air. Magdronan finally approached the priest close enough to see it was not Kalarel, but an underling, before ending his life with a swing of Aecris. The last of the vampires fell, their fangs never drinking the blood of the heroes. As they gathered around the altar, a voice came up to them through the shaft, echoing over the sound of blood flowing down the well.
“Greetings, heroes. I’d hoped you’d be joining me. Please, climb down and join me.” The voice sent a chill down Magdronan’s spine. “Thats Kalarel.” Despite taunts and suggestions from Darmok, Kalarel refused to climb up and meet them, so our heroes descended down the slippery chains into darkness. As they cleared the shaft the room below them opened into a dreadful sight. On the north wall stood a large black portal, and tendrils of necrotic energy strained against it. Kalarel stood upon an altar to the east, his shining skull helm glowing as he read from a large ritual book. Several massive skeletal warriors patrolled the edges of the room, marching around the large pool of blood in the rooms center, fed from the streams above. Onodrim was the first to slip, landing on his back in the pool, with Magdronan only a moment behind him. Grok and Vimak were able to time their jumps, landing on the edges of the pool, Snow joining them a moment later. Darmok attempted to attack from the chains, before falling himself and landing in the blood below. "I’m glad you decided to join me. Your death will unleash Lord Orcus upon this world, and no power shall stand against him. The skeletal beasts attacked first, swinging massive bone clubs and scythes. When Grok was able to destroy one with a might blow from his Kopesh, a high, chill laughter came from the dark western wall, and a Wight appeared, necrotic energy shooting from his fingers and re-assembling the skeleton. It took many more skeletons falling before our heroes discerned the range of the wight’s power, and many more before Vimak lay the final Rune of Destruction upon the abomination. Alone, Kalarel fought hard, nearly felling Onodrim and Grok. His words of torment never ceased, even as he was backed against the portal. “You can’t stop me. Its too late. Gethzerian has already been released, and soon your blood will empower my army. Lord Orcus’ army shall conquer this vale!” It was only when he shot one last insult at Magdronan that he realized his flaw. Dropping his sword to the ground, Magdronan grasped his holy symbol and stepped forward. “You’re wrong Kalarel. In the name of Bahamut, DIE!” A blast of pure radiant energy shot forth from the Paladin’s symbol, and Kalarel was pulled backwards screaming into the portal as it closed, leaving only his helm and rod upon the ground before them. Darmok read the arcane lines of the room, and was certain the portal had been sealed. Taking stock of their loot, the weary adventurers began the long trek through the keep. They felt no more of the sinister energy that had pervaded the walls as they exited the ruined grounds, though a few amongst them swore they were being watched from something above as they made their way into the woods and returned to Winterhaven. Lord Padraig hailed them as victorious, and the town feasted them, eternally grateful. “From this day forth, you shall be known as the Heroes of Winterhaven. You are always welcome here, friends.” Luckily for the group, during the celebration Onodrim had quiely approached Valthruun the Prescient for information on the name Gethzerian, and the wizard approached him with several scrolls as the group set out on their journey the next morning. “I’m afraid its quite limited. Ask your questions in Fallcrest. The town has somewhat of a history with that name. And I’m sure Douven Stahl can tell you more, when you see him again.” Setting off on loaned horses, the heroes road off down the King’s Road, retracing the steps that had brought them on this adventure, wondering what lay ahead.

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Session 7
Triumphant Return

The team cleared the keep, defeated the evil,and saved the town!!! Now they return home in triumph and victory. But on their return home, they’re shadowed. But by who, what, they don’t know. As they approach Fallcrest, they are greeted triumphantly. Questions are answered, more questions are discovered. Gethzerian, the mighty Green Dragon, did in fact trouble Fallcrest. 200 years ago. He was reported dead by an adventuring team who drove him from the town. After a night in town where the team found a few answers, and met some useful comrades, they set out the next morning for Harkenwold and home. However, as the sun dropped below the horizon, the party sought refuge off the trade road, eventually finding an abandoned cathedral. An abandoned cathedral now desecrated in the name of Lord Orcus, and inhabited by his servants. The same servants, including a Vampiric Priestess , the same one that has been following the team since they left Winterhaven. Battle weary, the team hunkered down for the night in an abandoned crypt.

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Session 8
Home at last

Awakening to a much quieter, and much more burnt down chapel than they’d left the night before, the party searched the grounds for any sign of their attacker. Only the open graves of the undead Orcus’ priestess had created remained. From the parts of the temple that remained, the party was able to identify it as an ancient Cathedral of Pelor. Knowing that it would please their friend Priestess Marla, Onodrim blessed the ground around the temple, and consecrated the grounds in the name of Melora. The mother of nature shone her light upon the grounds and the forest began to reclaim the lands with greenery. The temples ruins were covered in the most beautiful plants and flowers of the region, and Onodrim knew that Pelor would be pleased, for the Gods of good often work to the same goals. Setting back to the road, the party encountered a most unpleasant sight. A sight not seen above the Nentir Vale for generations. Three Dragons were locked in combat above the road. A large Silver Dragon, well advanced in age was locked in combat with a younger, faster Grey. A smaller Copper flitted about the edge of the battle, attempting to assist her Metallic ally. Though many of the party were apprehensive about entering the fray, Magdronan and Vimak recognized that Silver Dragons are often the Knights and most honored warriors of Bahamut. They implored their fellows to assist, neither having the ability to strike at a distance. Darmok, always up for a challenge, unleashed a series of Chaos Bolts, while Onodrim attempted to drag the Grey down with his divine chains. Outnumbered in the air, and now facing a devastating barrage from below, the Grey flew off. Both dragons landed besides the party, the Silver showing many wounds and injuries. He explained his name was Douvistos, and introduced the copper as his mate, Jolendra. The grey, named Varsentes, he explained was an old rival, though he has since grown strength and powers he had not previously shown. Powers that Douvistos attributed to Gethzerian. A name he is shocked to find the party is aware of. He informs them that Gethzerian is, in fact, alive, though he has not yet shown his face. Douvistos believes that if Gethzerian were at his full powers, he would have come for him personally, not sending a minion such as Versantes. Wounded greatly, Jolendra convinces Douvistos to return home, though accepting of what healing Vimak and John Snow can offer, dragons heal differently than the younger races. Douvistos wished you luck in your endeavors and set out on his way.
Finally, you arrived at the Village of Harken, seat of Baron Stockmer, and the location from which you began your adventure, those many weeks ago. The Baron awaits you at the crossroads, with Douven and Juli and Priestess Marla. Juli greets each of you with a massive hug, and thanks for saving her husband. The Baron is eager to hear your tales of battle, but luckily Stahl steps in, recognizing your signs of travel weariness. As he sheperds you back to his home, The Baron invites you to a grand feast that evening in honor of the Heroes of Winterhaven.

Douven Stahl welcomes you back to your old quarters in his home, and Juli sets out a small sampling of each of your favorites. Douven listens eagerly to your tale, and is intrigued by the book of prophecies Onodrim recovered from the temple. He tells them what he knows of the Fel Oracle, including a tiny bit of skepticism.

That night, as the sun sets, Douven and Juli lead the group up the hill to the Iron Keep, historic seat of the Stockmer family. The castle is not large or glorious, but strong and well built for defense. Only a single entrance exists, at the top of a twisting path up a hill, and it is well covered with arrow slits and murder holes. As you enter the great hall, you see it is filled with everyone of note from not only Harken, but the rest of the Barony as well. Baron Stockmer offers a toast as you arrive, and welcomes you to the high table, alongside himself, Douven, Juli and Priestess Marla, who is thrilled by the the gifts Onodrim offers, having recovered them from the desecrated temple of her God. As you are greeted by old friends, and make new ones, you are feasted on the finest food and drink Harkenwold has to offer. Course after course, until you are glad you left your armor behind, as it would now be uncomfortably tight. Between courses, Juli departs the table, returning a few minutes later with a dark-skinned woman, whom she introduces as Hyacinth. Seemingly human, Onodrim recognizes her instanly as a hama-dryad, a fellow Feywild resident. Juli has passed word that you seek Galadran, the Deva who served as Cleric for the party of heroes that defeated Gethzerian 200 years ago, and Hyacinth claims she knows where to find him, for a price of course. She intstructs you to meet her in the Feywild in the Court of Thorns within a month, if you wish to accept this quest. As she departs, the evening takes an even stranger turn, as a beautiful red-headed woman approaches the table, asking John Snow for a dance. After some slightly akward flirting, John accepts, and the two take to the floor, swirling in time to the minstrels music. The rest of the party, naturally, is quite shocked by this turn of events, but continues their enjoyment. Moments later, a man dressed in dark robes bursts in the door, instantly putting his sword to the throat of the nearest party-goer. Stockmer objects, but the man address only the party, offering them the chance to surrender. Stahl demands the innocents be released, but the intruder only scoffs at him. Several other intruders enter the room dressed in a similiar manner, including two Tieflings. As the party is mostly unarmored and weaponless, they hesitate initially, none more costly than John Snow’s hesitation. As he turns to watch the intruder, his dancing companion whispers in his ear “a message from your step-mother” and drives a dagger into his ribs before running from the room. Onodrim strikes the first blow, however, unleashing a divine spell upon what appears to be the enemy caster, striking true. However, the leader responds exactly as he threatened, slicing the throat of the civilian he held. This is too much for the party. As Stahl drags the Baron, the Priestess, and Juli to saftey out a secret doorway, Grak charges headlong into the battle, ignoring the fact that his armor is off and his hands are empty. But even empty, the hands of a half-orc are formidable weapons. A moment later the stony fists of Vimak join him in felling opponents. A Dragonborn never truly being unarmed, Magdronan unleashes a blast of his Dragonbreath before running for his weapon. Having held their implements through their hosts courtesy (its only my walking staff) and trickery (a secret pocket in his sleeve) Onodrim and Darmok begin to unleash their attacks from afar. After a slow start, Vimak is able to regain his axe, while he and Magdronan defeat a fierce tiefling gladiator. John Snow, recovering from his suprise, recovers his sword before rushing to the aid of Grak. The half-orc, however, has held his own, disabling one enemy and claiming his Falchionn to turn against another. Finally, the last intruder falls dead. Running to the doors, Onodrim hears shouting outside. As the party emerge, they see how the intruders entered the castle. Unable to defeat the gate, they have made their own. A large Ogre has smashed a hole in the wall, and several more soldiers dressed in a manner to match those corpses in the great hall are with him. Several wolves also rush forward into the gap, but two are cut down before they even reach the fray. The third, however, reaches Magdronan, and as it dodges his blade, transforms. This is no ordinary wolf, but a lycanthrope. The werewolf sunk his jaws into Magdronans arm as the Dragonborn watched in suprise. The ogre was dispatched quickly, and the rest of the foes began to fall, but not until the werewolf had added bits of Vimak, Onodrim, and Grak to his dinner was he finally defeated. Only one foe remained, and Magdronan bravely issued a divine challenge to the dark warrior. However, realizing his numerical disadvantage, he began to retreat. Onodrim led his comrades in a valiant attempt to capture and subdue the foe. However, the enemy was smarter than he appeared. Not wishing to be captured, he turned and sliced his sword at Onodrim, activating the Divine challenge of Bahamut laid upon him by Magdronan, effectively suicide by Paladin. As the party surveyed the area, Douven Stahl returned, with news that the Baron and the others were safe in the Wizards tower. He was able to identify the markings on the assailants as belonging to the Iron Circle, a viscious southern mercanary group with roots in the ancient Cults of Asmodeus. Suddenly, a scream is heard from across the Keep, coming from the direction of the Wizards tower……

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