1. Adventure Log

Adventure Log

Trouble in Sweetwater > 0

An unlikely group of heroes set off on an adventure that will change the course of history forever. Where will their destiny take them? Only time can tell.

  • Session 0

    Arcadian Swifthands met a "dwarf" by the name of Logan Granitehewer in Karak Durganaek during the Festag of Alor. After losing to him in a drinking match, the two decided to set off in search of adventure, fortune, and self improvement.

    Rath stepped through a portal into The Endless Stones - his mission had begun. He had a vow to fulfill, and he intended to keep his oath to Menyar-Ag. He was soon met by Siegfried "Roy", and seeing that he needed a guide in this strange new land, accompanied him onward.

    Both parties arrived in the city of Orlaine, and found themselves hired by a local blacksmith to investigate a group of suspected thieves. After dispatching them, the group headed to a tavern to enjoy a well earned drink and hearty meal.

    Erendriel Quisatra, prince of Selestria, arrived in Orlaine where he intended to meet with purveyors of Watchroot, a potent drug used by the Elven king, Varesheth Quisatra. He met with the dealers in a tavern, where he planned to strike a bargain - when the deal went south, he found himself attacked, and a tavern brawl broke out amongst the patrons. Luckily, he was saved from certain death by Logan and his companions who stepped in to settle the fight, and he swore a life debt to his savior - though Logan never realized it.

    After a night of rest, the newly formed party was approached by Orcol Horvin, a merchant promising them an unseemly sum of cash to escort his caravan through the Mourydon Swamp to the town of Sweetwater.

  • Session 1

    Our “noble heroes” set off into the Mourydon Swamp accompanying Orcol Horvin. They came across a felled tree that seemed to have been struck by lightning, fought off a group of Mire Crabs, nearly got taken in by Will ‘O Wisps, and finally arrived in the town of Sweetwater.

    During their first night in town, there was a break-in at the Jefferson’s house, and in the morning they learned that Alina Jefferson, Akash Jefferson’s daughter had been kidnapped.

    Siegfried "Roy" promised to help the sheriff, Saerethil Silverspear, find the girl in return for payment.

  • Session 2

    After agreeing to work with the sheriff for a small fee, the party searched the town for clues to find Alina Jefferson. The sheriff had arranged for a small posse to gather that evening, and the party was to join them to find the kidnapper.

    After a bit of investigation, the players enlisted the help of local logger Twistcup Lomber to find Doc Hansen, a notorious lumberjack with a questionable medical accolade and a fine hunting dog to track down the kidnapper.

    After borrowing some gear from Akash Jefferson, they set out into the swamp with Twistcup. Soon after their departure, they were caught in a magical trap that haunted them with terrifying visions of an alternate reality, twisting the swamp into a nightmare of unimaginable horrors. They were able to escape the trap and destroy the dark effigy that created it, with Twistcup strangely none the wiser.

    Afterwards, they finally reached Doc Hansen, who promised to sell some Watchroot to Eren, and let them borrow his hunting dog "Axehead".

    They gave Axehead the scent of a piece of cloth found at the crime scene, and followed the dog into the night, whereupon they found a lonely cottage on a small island in the swamp. Seeing the missing child and several others inside, they attempted to break into the cottage to free the children, only to be sent flying by a magical ward, and attacked by a Night Hag.

  • Session 3

    The party did battle with the lone hag, and though they nearly died, they were miraculously able to defeat her by pinning her underwater preventing her from casting spells, and drowning her.

    Once they realized that the hag was part of a coven that would likely return at any moment, they looted the hut and left in a hurry, but not before Rath tasted a bite of the curious (potentially humanoid) meat stew bubbling on the stove.

    They gathered up the unresponsive, injured children into a large sack, and began their trek through the swamp back to Sweetwater. Unfortunately, their journey was ill fated, and before they could make it to the town, the hag coven arrived and began picking them off from above.

    They barely escaped their demise - slogging half dead and exhausted into the town, where the Sheriff and his pose had gathered.

  • Session 4

    After returning the missing children to the townsfolk and getting a goo night's rest, the party met with the Sheriff in the morning to collect their pay and discuss plans for dealing with the coven of hags. They decided to do some gearing-up around town while the sheriff gathered his men and worked out a deal for payment.

    After gathering potions and Watchroot from Doc Hansen and some ironwood weapons and armor from Blackmountain Armory, the group headed back to the Sheriff. Upon discussing a deal with him and getting into an argument, the sheriff decided it best to settle things without them, and headed into the swamp with the posse he had gathered, telling the party to leave town.

    With the sheriff gone for the moment, the group decided to steal the remainder of Hansen's drugs, and set fire to the town's shrine to The First Logger on their way out. They met up with Orcol Horvin and quickly fled the town, but were assailed by a pack of Mire Crabs when their cart became stuck in the mud.

    After dealing with the crabs, our 'noble heroes' set back on the trail to Orlaine.

  • Session 5

    After enjoying a nice meal of roasted Mire Crab and a... somewhat earned rest, the party prepared to continue their journey back to Orlaine. However, before they set out, they were approached by the mangled body of Saerethil Silverspear, who was under the control of an Intellect Devourer. The being behind the controls seemed very displeased at the recent turn of events, and attempted to kill the party using the Sherrif's body as a puppet.

    After dealing with the Sherrif, the party returned to Sweetwater only to find the town abandoned and mostly destroyed. The inhabitants of the town began to return as mindless husks, cursed by the hags. The party tracked down and managed to kill the two remaining hags from the coven, only to discover that they too were under the control of the mysterious being behind the Intellect Devourers.

The Lair of Fell-Torak > 1

The party heads to the Dragonspine Mountains in search of Fell-Torak's treasure on a seemingly simple quest, but things never quite go as planned, do they?

  • Session 6

    Having dispatched the Hag Coven, the party returned to the ruins of Sweetwater to find that the curse laid upon the townsfolk had been lifted, but that their numbers had dwindled drastically. They decided to help by leading the now refugees to the city of Orlaine where they could find better aid. Upon their arrival, the refugees were given medical assistance, and a temporary camp was set up for them just outside of the city walls.

    Orcol Horvin paid the party their dues, and they spent a day in the town recuperating and spending their hard-earned coin. At dusk, they retired to an inn known as the Quilt and Quiver, with the exception of Eren, who decided to spend his night in the company of the local pleasure-workers at the Cat's Paw. At the Quilt and Quiver, the party ran into an old comrade of Arc's from his time in the Cauldron Militia, by the name of Vris Nigel. Vris told them he was gathering a group to head into the Dragonspine Mountains to plunder the horde of Fell-Torak. The party agreed, and joined the rest of Vris' group: Meara Phisozen, Aranxes Alwyn, and Urlius Alwyn.

    In the Morning, Eren found himself in bed with a strange man, and summarily executed him before fleeing. He regrouped with the remainder of the party, and together they joined Vris on the road to the Dragonspine Mountains in search of plunder and glory.

    On the way however, they ran into a gang of Black Syndicate members, and a battle broke out. After defeating the gang and crashing their carriage, they found a young man tied up amongst the wreckage.

  • Session 7

    The party met young Todric Bollard in the wreckage of the Bollard & Sons carriage. Tod claimed to be the heir to the Bollard & Sons empire, and that his parents had just been killed by the Black Syndicate, leaving him the wealthiest man in Cauldron. They also found trade deeds and various supplies belonging to the company.

    After burning the evidence of the attack to evade intrigue by the Syndicate, the party continued on their trek up the Dragonspine Mountains, headed for the abandoned mines the Vris Nigel had told them about. When they arrived, they were attacked by a horde of kobolds that had inhabited the mines, but were able to clear most of them out without any major incident.

    At the bottom of the mines, they found an ancient chamber with a peculiar riddle and trial of both knowledge and prowess - after completing the trial they were able to open the long-sealed entrance to the lair of Fell-Torak, where they saw him slumbering. The only treasure inside was a strange glowing golden egg.

  • Session 8

    Upon entering the demense of Fell-Torak, the party found the Dragon dormant, breathing slowly and partially entombed in the walls of the great cavern. The cavern itself was full of slain ancient enemies of the Dragon, some of which the group looted for treasures. However, amidst the looting, the Alwyn brothers betrayed the rest of the group, threatening to kill Vris and take the loot for themselves. The party were able to kill them without waking the Dragon, but before they could go any farther, Meara stole the mysterious floating golden egg, and teleported away. At this, Fell-Torak awoke, and the demense began to collapse.

    In a desperate attempt to save them, Logan and Rath communed with the Dragon, offering to help find the egg and return it. The Dragon demanded they find and return it immediately, or it would destroy them and their loved ones. It then broke free of its demense, bursting forth into the material plane and collapsing the mines the party was in. They managed to escape just in time to see the Dragon burning Hunter's Glenn.

    They questioned Vris, who swore he knew nothing of Meara's plan, but had overheard her mentioning the Arcadians.

Hunt for the Golden Egg > 2

TODO: Placeholder for the next story arc.

  • Session 9

    Having escaped with their lives, and with the burning scar in Hunter's Glenn below, the party needed a way to find Meara before it was too late. Vris suggested that if the party was looking for information on lost or hidden knowledge such as the Arcadians, they should speak with Master Faelen at the Spira Librorum in Cauldron. They hit the road and headed towards the capitol, but before they arrived, Vris informed them that he would not be entering the city with them, and would instead set out on his own again. For reasons unknown, they decided to kill him instead, and stuffed his body into a bag of holding.

    At the city gates, they immediately ran into problems when Todric Bollard ran off with the bank notes, and they garnered the suspicion of the local guards. They were apprehended and taken in for questioning, where the captain of the guard informed them that Todric is a frequent troublemaker, and that his father is still alive. He also told them that the guard is currently struggling to build their defenses against Fell-Torak due to a recent shortage of ironwood from Sweetwater. He did however, decide to let the party go, and warned them not to go poking around into Vris's past. Todric was taken back to his father along with the Bollard & Sons carriage.

     Back on the streets, the party headed for the Spira Librorum, where they met with Master Faelen. She promised them information on how to find the Arcadians if they would retrieve a stolen book of necromancy from a nearby wizard for her. However, before the party could get out of the city, they were attacked by three assassins of the Black Syndicate. They were able to defeat the thugs, but one escaped. When the city guard saw who it was that had attacked the party, they simply walked away without a word.

  • Session 10

    After recovering from the previous night's attack, the party set out to retrieve the Dark Heart for Master Faelen. When they arrived at the necromancer's tower, they found it suspended by pipes over a bog of decaying corpses, in which lurked a massive flesh golem. They were able to infiltrate the tower and sabotage the strange mechanism powering the dark magic within, before fighting their way to the top of the tower to confront the necromancer himself. They battled the sorcerer and nearly lost their lives but were able to prevail just in time for the tower to collapse around them - the sabotaged magic engine erupting and sending the whole tower down into the bog. Moving quickly, they snatched the Dark Heart from the fallen necromancer and barely escaped the fall, sliding down the side of the falling tower to land in the fetid swamp below.