Worth Fighting For

2012-11-18 Goblins Encroach
drop reflex 4
good will of 2

Blain joins the group after his guide is torn apart by wolves.
The group finds a set of masterwork stone carving tools.

Blaine can read the writing on the sword.  It is in Old Hallion, and says:
"More vile than the faithless is the heretic.  Justice has been served"

Exploring the monastary further, the group encounters a pair of wolves.  Defeated.  Inside the desk are a faintly enchanted Hand Axe, a prayer book, a pearl worth 500gp, and 50pc of mithril worth 500gp.

In the next room, the grand wolf appears and talks to the group.  They fight, and the wolf dies at Kara's hands.  The team berates Kara, and she goes into a post-fight funk.  Down some stairs, the group finds a bag containing a magic item in the wolf's lair.  There also stands a giant stone slab with red rune for Drasco.  The slab opens, and Drasco's ghost escapes.

Behind the slab is a path that leads to an ancient dwarven underground highway.  At the east-west crossroads is Drasco's sarcophagus with some magic items.  The crew heads west (towards the mountains).  They find a wall of goblins that appears to magically trap them.  The magic is weakening and the goblins begin to escape.  After a few battles the group escapse, finding 4 crossbow bolts, +1 flaming crossbow bolts, along the way.

On their way back to town, the group identifies that the Tiny sack contains a ring with a gem that can cast light 28 times.  Also included are bloodwort.  They are a key ingredient for bulls strength and Bear's endurance. enough to make 4 bulls or 2 bears.  They are worth 600gp.

On the way back to town, wolves attack.  Calliope almost dies, but everyone escapes and makes it back to Nalburg.

Back in town, Blaine goes to Baron Rolf Von Albrecht to explain the situation (while acquiting the group of blame).  The goal is to convince the baron that goblins are preparing to attack the town and that they are to blame for the "tommyknocker" trouble.  Blaine presents the wolf's head as proof and a trophy.  The Baron tells Blaine about his secret ritual to the demi-god Droscar that keeps the town safe, and asks for proof of the goblin threat.

Jennevra convinces the captain of the guard to protect the town despite the "superstitious" baron's beliefs.

Calliope identifies the magick items.  The armor is tied to the hammer magically; it gets stronger the more you kill.  +1 to armor for each kill.  It is masterwork full plate.  The shield bumps you up to the next highest shield specialization.

The group heads for Drasco's pass.  A day's ride from town, the group is attacked by goblins.  Oho goes down from critical hits early, but the goblins are defeated.  The group takes the bodies back to the town as proof.

Everyone gets +1678
Nate +400 for tracking
Jenn +400 for sketches
Jenn +200 for role playing
Sam  +400 for oho playing
Lexi +200 for effectiveness
Lexi +200 for role playing

2012-11-Banalistas Approach Drasco's Reach
Avarin The Dull: Mundane Elven director of the local sect of the Banalistas of which the team is a part.

Sir Malkenbach: The current lord of the lands in Nalburg.

Franz Von Alkenbrecht: The Legatus Imperator; wielder of power over the lords of Seidor, and sympathetic to the Banalista mission

Uliz Mila: The local witch of Nalburg.  Feared and apparently gone.

Gertelkep: Manservant to Greypelt, kept in the Monastary

Greypelt: A wolf.

Elves used magic for years unabated.  When humans first appeared, they split the world into two, by introducing logic, analysis, and eventually science and technology to the world.  Elves refer to the non-magical environment this created as the "Iron World".  The Iron World was a direct threat to the Feywild and the magic upon which it thrives.

As the world falls into categorized, scientifically understood blocks of knowledge, The spirits and magicks of the Fey lose power.  The Fey wild is home to spirits that exist based on belief, and a dwindling supply of belief is forcing the Fey spirits to leave these lands or face extinction.  

The categorization and factualization of the world is being accellerated by the Banalistas, a hidden organization run by elves in collaboration with the Krijoleth church.  The elves are capable of moving between the Fey and Human worlds, and have agreed to facilitate this change.  The Banalista goal is to convince the population that magic is a myth, and that science is the only real power in this world.  Recently, creatures were discovered that feed on emotions.  These creatures threaten the borders and safety of the entire world, and as long as humans believe in magic, the world is at risk of annihilation.

The adventure opens on the 3rd day of Midsummer, as four new members of the Banalistas receive their first mission in Garton, part of the kingdom of Seidor.  They are addressed by Avarin The Dull, plain, mousey middle-management type, who sets the new members on their first task.

Avarin tells the group of the savage lands (an area populated by farmers, miners, and developing areas), an area 13 days west of Garton, where the miners are afraid to mine because of "tommyknockers". Shipments of silver have stopped coming from the area.  The Banalistas are concerned that the "tommyknockers" will create and increase in magical activity in the area, and the government wants the interruption resolved.  As troops are brought back into Seidor, the borders are a little unstable, so things like this are falling under our purview

monastary in the area potentially houses the grave of one of the heroes.  If we can find the grave of the hero and make it into a symbol for the church, then the church may come into that area.  Sir Malkenbach currently holds the lands, but the Legatus Imperator, Franz von Alkenbrecht has offered the land to us to keep if we solve the problem.

The travellers head to Nalburg via Attwick, a mining town 13 days' journey from their starting location, on their way to Droscar's reach, the mountain peak where mining operations have stopped.

Attempts to find out more at the miners guild and local bars fail, although we learn that the town is not friendly towards the church or the monastary.  Uliz Mila is the local witch.  Jenevra finds the directions to Uliz from local kids.

While Jenevra visits the local witch, the rest of the party convince the bartender to answer their questions for a couple GP.  The church presence is non-existant, and the population is restless from unemployment.

The following day, the group learns that the forest between them and the witch is haunted and has been for years.  After a couple of days of travelling (and one encounter with a sturge), the group arrives at the witch's house, which appears to be abandoned.

While inspecting the inside of the house (which is filled with teeth), Jenevra is trapped by an animated iron couldron.  She manages to break free, and the couldron is defeated.  Jenevra finds a Skull of Prophesy (one fortune told per day, one divination spell per week, provided we feed it a soup of fresh blood from a humanoid), and the group heads toward the monastary.  Calliope finds 62g worth of alchemical goods.

While travelling to the monastary, Jenevra is almost eaten by a giant snake, but is saved by Calliope and Kara.

Near the monastary, the group is attacked by an armored fighter with seige crossbow.  The fighter is defeated quickly as are his razor crows.  He looks like an assassin, not a monk.

After narrowly avoiding a trap, the group reaches the monastary.  Jenevra notices a dwarven rune near the entrance, and recongizes it as Droscar's symbol.  Droscar led a pilgrimage of dwarves into this area, and were overwhelmed by goblin numbers.  They did their best to kill as many goblins as possible, killing so many that goblins avoided the area on name recognition alone.  Droscar vowed to stay behind while his companions went back to send reinforcements, apparently never returning.  In addition to  the runes, inscriptions referencing Milnas, a human god, are also found in the area.

Jenevra finds a steel masterwork sword after a quick battle with a spider.  Exploring the well, the group finds a dead traveller.  Further exploration reveals a dead dwarf with parchment.  The parchment contains a general warning.

Coming upon an altar deep in the monastary, the group comes across a magical masterwork sword (blue velvet handle with gold inlay, inscribed with Milnas' incantation, protects the holder from evil, does other unknown things).  Kara wrests the sword from it's place in the ground, and finds it is intensely magical.  Calliope narrowly avoids a dark spell or curse as the sword is sheathed.  The altar appears magical, but the group moves on.

The group finds a man barricaded in one of the back rooms.  The man's name is Gertelkep; his master is Greypelt.  The man reveals that his master is a wolf.  He panics, and in his failed escape attempt, is smashed and cut by Oho and Kara, dying instantly.
The session closes on the 21st day of Midsummer
More Mountain Cave

From game on 3/26/10

-Continued down to the lower level of the cave with a map provided by the devils we met.
-Encountered an Eldrich Knight. Most likely he was insane from being kept in this place far past when he should have left. Durin the Burned spoke with him and promised that he would take his place. The Eldrich Knight disappeared.
-Moved into the next room and encountered 6 Avengers. After defeating their bodies, the adventurers then needed to conquer the spirits of these Avengers as well. The hobgoblin priest they had helping them took a lot of strength damage, much more than Alistor took, but both were able to heal fully from the attack with the help of Durin.

Mountain Cave Continued

-Delved even deeper into the cave.

-Amn died.

-Met two demons that agreed to help us, although we are not sure they are trustworthy.

-Alistor couldn’t hit the broad side of a barn.

Mountain Cave

-Delved deeper into the cave.

-Calico died.

Worth Fighting For
Background Story

In the beginning…

Father Benedict “Master” Brutus contracted us to maim Father Findle. Brutus greatly suspected Findle was corrupt and wanted to use him as an example for other priests that had strayed from the “path of righteousness”. Using Eris’s feminine wiles and Secilly’s powers of madness, he was charmed into giving us the documents proving he was skimming off the top. We captured him, interrogated him, cut off his hand and plastering it to the front door of the church, keeping the papers. Findle disappeared shortly after.

Findle’s contact was a man named Paul Rinter, a man in the thieves guild that was located in Andel’s Bakery. Andel wasn’t part of what was going on, but it was likely he was profiting from it.

Perfumers, “The Captain”, Opiate dense

Hunt down rogue warriors/guards. Three scouts were already killed.

Sr. Sargent Sajrin

Going to Heindel (1-week’s brisk walk, mostly through cities)

We find Captain Jules Weingard – Nate knew him. He was the man that signed the work order request.

Get rid of demon:
Kill host
Cast high level spell
Torture host

The Fugue – The plague amongst the elves

Dorian – A wealthy elven botanist in the Floral District. Seems to be effected very little by The Fugue. Hires us to acquire an item [[:the captain]] has called Soldier’s Bane that helps with the effects of The Fugue. This item is stored in an egg-shaped coffer. It always looks oily, but feels dry. Everyone that has handled it has come to a bad end.

The Myconosphere

Group travels to Olgren to recover the item. On our way we go through a town of very strange and aggressive villagers. A man in his field attacks us and we manage to knock him out and tie him up. We take him into his house and his wife attacks us. We knock her out and tie her up. They both wake up and break their bonds. We knock them out again and leave. As we are leaving, their children that were working in the field come up to us. We give them some gold to let us pass without any problems and they accept.

We find the Soldier’s Bane through a hatch to a lower level of a tower and are able to seize it and take it back to Dorian.

Lord Paulson

Ansel Rhot

Edge RockLey lines

Lieutenant Heink Knopfler – Kri-Jolith inquisitor



Every campaign gets an Adventure Log, a blog for your adventures!

While the wiki is great for organizing your campaign world, it’s not the best way to chronicle your adventures. For that purpose, you need a blog!

The Adventure Log will allow you to chronologically order the happenings of your campaign. It serves as the record of what has passed. After each gaming session, come to the Adventure Log and write up what happened. In time, it will grow into a great story!

Best of all, each Adventure Log post is also a wiki page! You can link back and forth with your wiki, characters, and so forth as you wish.

One final tip: Before you jump in and try to write up the entire history for your campaign, take a deep breath. Rather than spending days writing and getting exhausted, I would suggest writing a quick “Story So Far” with only a summary. Then, get back to gaming! Grow your Adventure Log over time, rather than all at once.

The Three Stony Sisters

Game synopsis from 12-29-10

- The group was hired by a church inquisitorto track down Nalen. He will pay us 500 Sedorian lions and an heirloom holy symbol to find him. The scholar Schroeder confirmed that Nalen was probably a bad guy.

- Found tablets giving directions to a location Nalen is believed to be, or has been.

- Followed the directions a ways and came upon a mountain troll chasing after a group of women and children. The troll had white paining on his face and what would look to us like the number 7 on his chest. Defeated him and continued on.

- Arrived at a ring of stones atop a hill with a cave below it. The ring looks as though someone, probably trolls, have been coming in and pushing down some of the stones set up around the area, attempting to destroy it. The people in the nearby village have been disappearing little by little over the last couple months. People had been seen going into the cave, but nobody ever comes out.

- Went into the cave and enountered ghouls.


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