Road trip to Glantri
We're off to see the wizard

Eirmont 7

Group arrives in threshold and buys donkey and cart. Defeat Klas on the way.

Eirmont 8

Group retreives books and scrolls from the temple of the shield.

Eirmont 12

Arrive in specularum, return shield thanked by <put>
Meet with Ricardo, gives new mission to go to Glantri to deliver a pair of packages.

Kaldmont 27 1005 AC (happy new year!)

After a 6 week trip arrive in Aalban. Meet a band of circus freaks and try to rescue one of the pinhead sisters. She died at the hands of a phase spider that gave the party a run for their money.

Nuamont 3:

Arrive in Leenz.

The shield is found
My kingdom for a shield

Eirmont 6 – 7

Group pulls an all nighter to find the shield, after facing many traps, puzzles, vermin, undead, living statue guardians and the betrayal and redemption of Andros Levinik.

Andros negotiated his aid in defeating the guardians, for an “honorable mention” in finding the shield.

(feel free to rewrite this, just keep the header with the dates)

In Search of the Temple of the Shield

Just an outline for now:

Eirmont 2

Group leaves Specularum

Eirmont 3

Group meets Andros Levinik. He joins the group

Eirmont 4

Group arrives in Threshold

Eirmont 5

Group investigates around town, finds sages who give location of Zedreth.
Arrive at Zedreth, late

Eirmont 6

Group meets Sir Brefick of the Order of the Griffen. Leaves him.

Finds the entrance to the temple late in the day thanks to the remaining clues they had.
Enter the temple and fight various vermin.

The Man in the Mirror
Mirror, Mirror, on the wall

Ambryrmont 25

After taking out about 20, no 30 weird brainiac zombies, we headed back downstairs to the secret door on the third floor. Oddly enough, the stuff we had piled in front of the door before we went upstairs had been moved. So we cautiously go inside to find what looks like a small natural cave that opens onto a set of descending stairs. So we head down. On the way down, some moron, I can’t quite remember who, triggers a pressure plate on the last step. The stairs go flat and everyone slides. The cleric and I fall into a pool at the bottom and a grate closes over our heads, trapping us under water. Well it is a darn good thing I can hold my breath really long because Andy took his sweet time opening the grate. Must have been at least 3, no 5 minutes that we were trapped under water.

Once we got out of the water and everyone found their footing again, we entered a large, dark chamber filled with several inches of water. It is a tomb. The walls are lined with crypts. On the right is a row of 4 sarcophagi, on the left is a pile of broken wooden coffins. The first sarcophagus is the final resting place of “Barron Alexyandre Corraigne, In vayne he died”. The second sarcophagus, well, we got around to that one, but as we approached it, a child’s voice called out to us.

We head over to the room that is off to the side. This room seems to be a little higher up and less wet and more merely damp. It appears to be some sort of hall of records. The walls are lined with baskets full of scrolls. Sitting at a large desk is a little boy. He is gray in pallor, resembling the zombies we have encountered. But he seems friendly enough. His name is Crackle and he doesn’t remember his life but he does remember the day he was reanimated. He has spent much time reading the scrolls in this room. He has figured out that the Barron’s zombie, called Khazaak, is the strongest. He also tells us that Khazaak is upstairs guarding a talking mirror and other treasure.

He also tells us what he has garnered from his research. He was the Barron’s son. In life, the Barron has come to the area to establish a Barronry, but he was overpowered by local monsters, including a vampire that took the Barron’s wife, Lillian.

Crackle tells us that he would like to leave the keep but he appears afraid of Khazaak. So we head upstairs to confront Khazaak. The stairs are wet, and as we enter the room we find that a retention wall that was meant to contain a natural pool has crumbled and the water streams across the room. As we reach the top of the stairs, Khazaak and his thugs verbally threaten us. But who could possibly be afraid of a few undead morons, right Forinar? Right? (What on earth is Josh’s new character’s name)

I, of course, single handedly destroy the zombie thugs and hurl a terrified khazaak into the pool of water. I might have had a little help from the Cleric. I think. Maybe. Eventually. Satisfied that Khazaak is no longer a threat, we poke around checking out the things in this room.

We head upstairs to the Barron’s bedchamber. Here there is this wooden chest full of platinum coins that is trapped and smells of deadly poison and has the most complicated lock you’ve ever seen. Of course I manage to get it open without any trouble and don’t get a single drop of poison on me. I would have collected some for lacing arrows but it wouldn’t have been very sporting of me to use poisoned arrows. There is also a chest of drawers, a new wooden bed and a portrait of the Barron and his family.

On top of the chest of drawers is a mirror and in the mirror is a man. He calls himself Rheddian and asks for assistance to escape the mirror, citing great danger to our world if he does not get out to stop events already in motion. I of course immediately recognize that the mirror isn’t really a mirror but is a polished shield. Rheddian tells us a long boring story bout mechanical golems, mgic ships, betrayal, hibernation and murder and claims that if he can get out of the shield, he can keep the energy that is leaking from his world into ours from causing disaster.

Heading out, we take the cash and the portrait and stop to take out Kazaak before getting on our way. Really that was a bit of a debacle. It would seem that some of the people in the group need to brush up on their skills, but they can’t all be great fighters like me. Andy finally manages to kill Kazaak by poking him with a spear. Kazaak carried a +1 magic longsword and wore chain mail. Yeah, like my new chain mail? Anyway, we take Crackle and. met up with Norad.

After a bit of rest, we head back to civilization.

Ambryrmont 28

When our ship reaches shore, I volunteer to enter the shield and save the world but realize that the world will need me and that there would be a chance I might not make it back, so Gaaran dives in instead. Rheddrian goes all hulky crazy like and vanishes with the shield. I knew that would happen but everyone else was stunned.

After about 5 hours Gaaran and Rheddrian appear before the group out of nowhere. Upon returning, Rheddrian says:

“I apologize for what has just happened. Some day, perhaps, when I understand it all better myself, I can tell you what it meant. for now, accept this as partial thanks… and know tat I do remember the favors I owe you” He gestured and a medium sized chest appeared. It was full of 2000 gp, which had no mint on them.

The group continued on back to Darokin City.

Sviftmont 4

On the way the group met up with Glantrian travelers. They may be the Glantrians refereed to in this event. They did mention they were on a diplomatic mission.
They give Gaaran some names of Wizards in Glantri that might be interested in buying Crackle / aka Young Edgar Corran (they expect a commission of course).

Sviftmont 7

Arrive at Corran residence in Darokin City. Jeddarian Corran is a little taken aback by Crackle, but he takes the “boy” in, as he is “family”. As the group is leaving the meet Ricardo who is makeing a visit to Jeddarian. He offers the group a small job to deliver a package to Specularum in Karameikos. The group accepts and heads that way.

Eirmont 1

After about a three week journey the group arrives at Specularum Karameikos. On the way to deliver Ricardo’s package the hear a town crier informing them that the Church of Traladara is looking for adveturers. The group inquires at the church. They meet Desmik who asks them background questions. Upon being satisfied the group is qualified they are introduced to Barris.

They explain they recently found a map that gives new clues to the location of the Temple of the Shield which is where the Shield of Halav was kept. If they could recover the shield the church would gain back many followers that either lost their faith or joined the church of Karameikos. The map reveals that the temple is near the town of Zedreth.

The first needs to find the location of Zedreth as its location has been forgotten over the centuries. The group splits up into two. One group, Elrond??? and Androth search the library in the church. Upon entering the room that Desmik has prepared, they meet Jenna snooping around. She flirts with Desmik, but Androth is suspicious and alerts Desmik, and in turn he alerts Barris. Barris speculates that she is a spy for the church of halav. Androth and Elrond find many clues in the library. The clues pertain to the location of Zedreth, how to find the temple from Zedreth and info on what might be found in the temple.

The other group, consisted of Gaaran and Richard. They went to the Library of Magic. There they meet a very creepy man named Klas Jorga. He is very excited about the cult of halav and talking about how the Grand Duke Stefan Karameikos III is actually Halav returned. The two dismiss him. He feels insulted and tells them they will regret this. The two also find many clues of the same nature as found in the church library.

After leaving the group is ambushed by some thugs. They capture one and he just says they were hired by a man in a “hooddy”.

The group rejoins and gets ready to leave in the morning for Threshold, where the clues point to as the region that Zedreth can be found.

Beginning Anew
Our heroes meet and begin adventuring

Ambyrmont 15

Our heroes, having recently completed a job cleaning out a barn for Jeddarin Corran, are given the opportunity for more profitable work.

Jeddarin Corran has recently inherited the estate of his dearly departed brother. Among the brother’s belongings was a trunk of papers. Amidst these papers was a deed for a castle. A short investigation determined that the castle, long abandoned, has not been claimed by anyone else and therefore now belongs to Jeddarin.

Jeddarin had sent his son to the castle, just to check it out. While he was there, he found evidence that the castle was not abandoned, but that squatters appear to inhabit the castle keep.

Jeddarin asks the adventurers to go to the castle and clear the keep. He offers the heroes 50 gp each, to be paid one third now and two thirds upon the success of their mission. Additionally, he offers the heroes all the fish they can eat plus any gold, jewelry, goblets, etc of value they may find while clearing the castle. There are two conditions: they may not take any papers, furniture or textiles and any items of value taken from the keep must be presented to Jeddarin so that he may have the opportunity to purchase the items from the adventurers. He also gives the party a healing potion.

Jeddarin’s son, Noriad, leads them on the 10 day journey over land and water to the keep. Once there, Jedarrin does not want him to participate in clearing the keep. 5 days over land, 2 over water and 2 more very difficult days through overgrown wilderness and they arrive at the keep.

Ambryrmont 25

The keep consists of a large donjon. There is evidence that the place has been recently repaired and the large entry door appears to be brand new.

Two of the heroes, the ranger and the alchemist, scale the keep wall and lift the large oak plank that blocks the entry. As the party enters the courtyard, a handful of menacing birds approach them. they fight. Some birds are defeated, two fly off. These birds are unusual. They appear to be grackles – a type of blackbird that has an electrical charge in their bite.

The castle itself is built into a cliff face and appears to be cylindrical, 4 or 5 stories tall with a flat roof. There is a pile of rubble in one corner of the courtyard.

The heroes decide to investigate the rubble. It appears to be the remains of a landslide from the cliff face above. During their investigation, they find several snakes who are none so happy that their home has been disturbed. Some of the heroes take con damage and one manages to smack himself pretty well in the head with his own weapon, staggering himself, before the snakes are finally dispatched.

Having managed to refresh their comrade, the group turns their focus to the castle itself. The ranger, Richard, takes 3 rounds to splinter the entry door. They enter the castle and are ambush . Several gray, glowing zombie like people are hidden among the piles of chairs, tables and other furniture that have been strewen about this room. These creatures talents lie in their ability to shock whomever they manage to grapple as well as their decidedly unzombie like ability to use language and work together toward a goal. The adventurers kill most of these. A few run away.

Beyond this main entry room is another room that contains boxes of rotted clothing. Not much else to see here.

The second floor appears to be the throne room. The throne sits across the room from a large fireplace. Other pieces of furniture are scattered about. The group encounters a handful of spider like creatures. Spiderlike in their shape, but not all these creatures have 8 legs. They decide to let the spiders go unharmed. The summoner seems interested in the spiders and manges to capture one. He decides to stash it in the boxes on the ground floor.

The third floor has a long hallway with 6 doors, 3 on either side of the hallway. All of the rooms are bedrooms. Most are empty but for the furniture one would expect to find in a bedroom in various states of disrepair and neglect. One of the rooms contains one of those zombie like creatures. It is asleep on a bed. The group kills it in its sleep. The alchemist notices that the halway floor has no dust, after a quick search a secret door is found. The group places items in front of the door so they can detect if anything comes out of the door while they are exploring.

The stairway leads up to an antechamber that leads through an open doorway, the door having been splintered, into the master bedroom. This room is in shambles. Inside there are various mundane weapons including a magic dagger (the alchemist takes this). A bureau in this room contains a moldy leather bag containing 100 gp, 3 garnets, and a finely wrought ring. The ring has a crystal stone and the image of a mountain goat and is inscribed “A. Corran”. The adventurers take these items. The space above the fireplace glaringly empty. In fact, there is a faint circle on the wall, as if something round had once hung there and had recently been removed. While searching the room, 4 more zombie like creatures enter the room from below, and are quickly dispatched.

The fifth floor was the kitchen. There are two fireplaces across the room from each other. The roof above has holes in it. Birds have come into the room through these holes and nested inside. Adventurers that get too close to a nest are dive bombed by angry birds. There is a trapdoor in the ceiling.

Andrath,the alchemist, heads up to the roof through the trap door. He sees a weak wooden floor that has broken through in several area and an old broken water tank. He climbs onto the roof and promptly falls through back into the kitchen.

So far, we have killed 9 zombies.

Old Session 27
See I knew this instant ice would be usefull

Act I – Quick run down the halls

(curtain opens)

The party takes a short rest, taking time to dust themselves off from the hell hound residue and burns that were inflicted in that battle. Looking around, it appeared that this place was going to be nothing but another maze hunt.

After the rest, the group gathers themselves together and Gaar begins heading down the hall. Rounding the corner of the next bend, Gaar suddenly let’s out a short ‘umph’ as he is struck in the chest with a rather large crossbow bolt. A little irked and ready for the next fight, Gaar takes off down the hall, while saying something back to the group, that sounded like: “Ig ude ith owe.” Slightly confused, but ready to get into another fray, the party is quick behind him.

Rounding the next hallway corner, there is another ‘thud’ and a another ‘umph’ from Gaar, as another rather large crossbow bolt strikes him in the shoulder. Now the pace is quickened, as a fight seems imminent. Rounding the next corner, Gaar’s quick movement allows him to dodge the next bolt, and the target of his ire is now clear: a large minotaur. Finally, the corner at the end of the hall opens into a larger hallway, and it is clear that this minotaur is not alone.

Act II – Dancing with the Minotaur and rats in a maze

The battle begins as Gar rounds the corner, finding the Minotaur ready, and with friends. Some quick reactions from Gar to quickly engage the minotaur, allows the rest of the group to round the corner and begin laying the groundwork for some BBQ’d Minotaur (Mmmm, Minotaur steak sure is tasty!). Forinar begins his usual volley of arrows, as Loryn again shows her measure as a leader in manipulating the halway to everyone’s advantage. Adrah dances around the hallway in her usual affair, poking and zapping the now two Minotaur’s in the room, as well as, a few of their smaller friends who arrive, as Sorek shines some radiance on everything to get a start an early start on the BBQ.

With the fall of the last Minotaur, the party begins to look around at where Gar ran them to, and decide to start checking the place out. For the next ten to fifteen minutes, the party finds itself winding around a maze of hallways, interconnecting rooms, and even finds a one way secret door. Deciding that the door should be left for later, and finding that they had been down every hall, room, nook and cranny of this area, they decide to go back to the one last door at the far end of the maze.

Act III – The cleaners of the Black Eagle Barony

After running around in circles in the first part of the Barony, it was time to go through the one last door out of the maze. Opening the door, the party travels down the hall, goes around a bend, and then stops as the hall widens a little. Looking around and the overall cleanliness of it, Gar proceeds into the room and suddenly falls into a cantilevered pit. Unfortunately, Gar, a little taken aback from the fall, finds himself now the next meal of a gelatinous cube.

The party yet again jumps into action and begins taking the cube out to the cleaners. Darting around the room, Forinar manages to make a pincushion out of the cube, as Adrah pokes the cube with her sharp, pointy stick. Loryn and Sorek start stabbing and blasting the cube into oblivion, ending its long life as as the vacuum cleaner for this god-forsaken maze. As the cube looks like it is about to suck its last breath (note for future research: do cubes breathe?), another slimy sucker comes around the corner to join in on the cleaning party. With some more quick sword play from Gar and Loryn, fancy footwork with pointy things from Adrah and Forinar, and some radiant firepower from Sorek (whew does burning cube stink!), the second cube meets the same fate as its translucent companion.

Act VI – The big black pool (no diving allowed! heck, no swimming either!)

Moving on after a short respite (man, those cubes really kept those walls clean!), the party continues on down the hall around another corner, and finds themselves in a wide open room. Filled with a big dark pool of water, with a ledge running down one side, the party decides to let Gar lead the party down the narrow ledge. At the end of the narrow ledge can be seen an alcove with a beach that looks like a way out. As the party gets about half-way down the ledge the water begins to shift and suddenly a shambling mound decides to get in on some of this fine Barony action (geesh, these Iron Ring characters keep some very interesting pets).

With a few quick shots from Forinar, the mound decides to get close for a round. Then as the party begins to unload their usual set of hurt on the mound, it retreats into the pool to either avoid the combat or to draw the party out into the pool. Suddenly, it is apparent that the mound isn’t alone, as additional friends come out of the water to attempt to surround the party. It is at this moment, that Sorek quickly grabs into his pack to pull out one of his never (or rarely) used items. Holding the object high in the air, suddenly a large surrounding area of the water turns into ice in an instant. Now with an upper hand in controlling the terrain and situation, the party starts to tear into the mounds and return them to the watery depths from which they spawned. Soon, it is apparent that these mounds should have stayed in whatever hole in the pool they emerged from.

Making it down the narrow ledge to the beach at the end, where a door can be seen that the party hopes can lead them out of this pool area. Taking a moment for a short rest, some jokes are made as to how interesting the Iron Ring builds and maintains their keeps. Such interesting pets, a dirty pool found after a room cleaned so well that you felt bad about walking through it, and a strange maze of empty hallways and rooms guarded by very big guys with pointy horns. Perhaps the Iron Ring is run by a bunch of beasts? Is the party going to trade in their other keep for this one? (things to make you go hmmm.)

Act V – The Big Kahuna and his friends of the Black Eagle Barony

As the rest ends, the party prepares for whatever the next things this Barony will throw at them. Gar opens the door and the party moves into the entry way in front of them. Ahead of the party is a large room with a set of chairs in the center, with what appears to be a set of five well dressed individuals sitting in them. Not wasting time on pleasantries, Forinar leads into the room and opens the foray with an arrow into the priestly dressed figure who had quickly stood when the party entered (names? we don’t need no stinking names!). As the rest of the party starts into the fray, it becomes quickly apparent that this will be a fight to the death one way or the other. And right as combat begins, a slinky figure looking like a servant can be seen heading for a door in the back wall of the room and is gone in a moment.

The fray goes on for minutes, with the tide seeming to change a number of times. Gar and Forinar getting caugh out in the room at the start, as one of the enemy manages to get behind them and wrap the rest of the party in darkness. As the battle ensues, it becomes readily apparent, that the Iron Ring is not run by beasts, but rather some pretty tough and skilled characters. At one point, it appeared that Forinar was going to be the first victim of the encounter, but by Loryn’s quick reaction, he is saved from a sure death.

Gar uses his many primal abilities, along with Loryn’s help to round up most of those the party faced, as Sorek manages rain fury down on many at a time. Forinar and Adrah contribute their efforts to help bring these Iron Ring thugs down one by one. The fight seems to taking much out of everyone in the room, friend and foe alike. But in the end, the party manages to get the upper hand, and one by one, the leaders of the Iron Ring begin to meet a fitting death.

And as the the second to last member is about to fall, the shadowy elf figure, the early ire of Forinar, apparently arrives at a decision. As the last man standing, he apparently wants to keep standing, so he begins making a quick exit for the circular stairs heading up and out in one corner of the room. With a quick yell to Gar to follow his charge from Forinar (who is shifted at this point), Forinar jumps into a run after the elf. As Gar’s slowing aura is still active, the escape of the elf up the stairs is significantly impeded, allowing Forinar to quickly overtake the elf. Arriving on top of the elf at the top of the stairs, with Gar right behind, a quick ending is put to the escape of what the party hopes is the last of the Iron Ring.

(curtain closes)
Session 26
Session 25
Session 24
Session 23

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.