Gods and Empires

Leaving Riverdale
Keep Manhattan just give me that countryside!

CR 1470 (IR 248): M6-D3

The next morning the party sets out, speaking little of the previous night’s activities. A map is obtained from the Priestess and a pony reclaimed from the Inn. The companions take their leave of Riverdale and decide to investigate the route of the caravan that they encountered several days earlier. Two days of travel finds the party camping by the mysterious megaliths known as the Standing Stones, and on the third day they find the place where the wagons left the road and began finding their way south into the hills. Following the caravan’s trail for a mile or so leads the trio to an encampment with no sign of wagons that is guarded by several stubborn, hostile mercenaries who warn them to leave. Rather than risk trouble, Taran leads the group through the wilderness around the camp in hopes of picking up the trail on the other side, a task which he accomplishes quite easily.

Following the wagon trail south into the hills for several hours, the party rounds a bend and discovers before them a ruined keep that seems to be what remains of the Whispering Mountain Watch. Unofortunately, the ruins seems to be inhabited by a group of hobgoblins who greet them with arrows fired from the top of the towers. As the trio deliberates the best approach, a group of warriors charge forth from the tower to do battle. Making effective use of his magical powers, Vyeter puts several of the attackers to sleep and then displays his superior skills as an archer by dispatching of the snipers atop the crumbling keep using his new bow. Meanwhile, Lucius and Taran deal with the leader of the band, as well as the remaining warriors, only to find themselves faced with two large and angry bugbears. In a matter of moments, the savage humanoids have been dispatched and the companions prepare to explore the ruins of the tower, hoping to to learn what is so important that people are willing to kill to keep it a secret…

Results

  • The party’s suspicions are vindicated as the wagon trail leads them to the fourth of the Gray Elven watchtowers.
  • The tower’s occupants are less than friendly.

People Met

  • Some unfriendly mercenaries
  • Hobgoblins and bugbears

Places Found

  • Whispering Mountain Watch

Rewards

  • Lucius, Taran and Vyeter each receive 850xp for discovering the final watchtower and dispatching their enemies.

Experience Point Totals

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City Life Wears Thin
Kind of a bad day...

CR 1470 (IR 248): M6-D2

The party awakens to a new day in Riverdale, eager to conclude their business and leave town. They begin by seeking out the Council of Mages Tower in order for Vyeter to arrange a meeting with an Arbiter. The Functionary they speak with indicates that it will be several days before one of the three Arbiters is available, though she suggests that she could probably expedite the process for a nominal ‘processing fee’. Deciding that time is money, Vyeter agrees to pay the extra amount and a short while later finds himself meeting with a Council Arbiter by the name of Laelius Gurges. After answering a few questions and signing some documents, Vyeter receives a Council Mark upon the palm of his hand and officially becomes a registered arcanist. Glad to have that out of the way, the party heads to the Temple of Eldoth next to check on the progress of the map they commissioned the previous day.

Upon entering the Temple it is immediately apparent that something is amiss. Priests and Acolytes are running about, the acrid smell of smoke lingers in the air. The party learns that a fire struck the library late last night, and countless books, scrolls and maps were lost in the blaze. The companions suspect that it is related to their inquiries, and discuss the situation briefly with Rienna before taking their leave. With nothing better to do, the party decides to investigate the disappearance of the Priestess Kelendra. An afternoon of well-placed questions leads the party to discover that two other people disappeared around the same time: a mid-level Council Functionary named Filis Bampton, known for her skills at crafting magical items, and a local Enchanter named Gilvan Greenstem. It seems that Gilvan’s neighbors heard him mention landing a high-paying secret job the night before he closed up the shop and vanished. Filis, on the other hand, disappeared with only a few of her belongings and no word of notice, just like Kelendra.

That night, Vyeter once again seeks out the company of Kelara, leaving his companions to look after themselves. Once again, there is no peace to be found. Taran awakens to the sounds of a stealthy intruder breaking into their room. Going on the offensive, the cleric launches a divine assault on the hooded figure, awakening Lucius as well. In a pitched battle, from which the intruder nearly escapes, the elf and halfling manage to subdue the would-be assassin, awakening half of the inn and summoning the Imperial Guard in the process. Uncovering the attacker’s face reveals none other than the minstrel Kelara…or else her identical twin. Meanwhile, Vyeter is awakened from a deep sleep when his new companion attempts to slit his throat. Naked and unarmed, fearing for his life, the sorceror makes a mad dash out of the bed and escapes by crashing through a window and falling to the street below. Running back inside, Vyeter finds his companions, who quickly tend to his wounds. Searching for the treacherous singer, the two elves find that she has escaped them while the halfling binds the unconscious woman, who they now suspect to be Kelara’s twin.

Taken in by the Night Watch for questioning, the party’s story checks out and they are released. In the course of conversation with the Watch Captain, the party learns an interesting bit of information: the men who attacked their employer were likely members of a fanatical group of assassins known as the Silent Men. Whoever wants them dead has evidently spared no expense. Deciding to forgo their room at the Riverfront Inn, the trio searches out alternate lodgings and stumbles upon a brothel known as the Crimson Pillow. Deciding that he needs to release some tension, Taran rents his own room for the night, along with some company in the form of a young halfling woman and a half-elven woman. Somewhat disturbed by their companion’s preferences, Lucius and Vyeter rent a room of their own…complete with a single, luxurious bed…and attempt to get some sleep.

Results

  • Vyeter greases some palms and is now a registered Arcanist.
  • Books + fire = unhappy Scribes.
  • In addition to the missing historian, a couple of magic-users also disappeared around the same time, possibly for some secret job.
  • Kelara is not who she seems, and Vyeter is left speechless.
  • Lucius and Taran manage to subdue their would-be assassin.
  • Kelara appears to have a twin sister.

People Met

  • Laelius Gurges
  • Kelara’s twin

Places Found

  • Gilvan Greenstem’s shop
  • The Crimson Pillow

Rewards

  • Lucius, Taran and Vyeter each receive 600xp for dealing with the attempted assassinations and bringing one of the killers to justice.
  • Lucius pockets a coin purse with 509gp, earning back what he lost and then some.

Experience Point Totals

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The Road to Riverdale
Time for some city livin'...

CR 1470 (IR 248): M5-D27

The next morning the trio is sought out by Acolyte Burt, of the Temple of Eldoth. He delivers the map that they requested and warns the party that a mysterious stranger, wearing a hooded cloak and face wrappings, came to the Temple late last night to question him about the party’s interests. Thanking him for the warning, the companions set out for Riverdale, and after traveling only a few short miles they encounter a caravan belonging to the Sunstone Trading Company traveling in the same direction. Riding along with the caravan, which is hauling stone and construction supplies, the party makes note that the caravan appears to be delivering their load to a rather remote location in the goblin-infested hills. Pressing on, the party passes the Standing Stones, rides on through Glain and on the third day of travel arrives at Riverdale. Eager to set about their business, the party books a room at the Riverfront Inn, located in the Riverfront Market District, and then splits up to finish their errands before nightfall. Vyeter seeks out the Council of Mages Tower to meet with an Arbiter while Taran and Lucius visit the Temple of Eldoth in hopes of learning more about the Forest of Shadows. The pair of adventurers make the acquaintance of another half-elven Priestess, Rienna Amakiir, who readily agrees to help them after seeing their Letter of Introduction. From the Priestess, the party also learns that one of the other Scribes of the Temple, a woman named Kelendra Flandriss, went missing some time ago. This is of some interest to the comapnions because Kelendra happened to be the resident expert on ancient Valoria, as well as matters of the arcane. As the elf and halfling begin to do some research, they are quickly joined by Vyeter, who has learned that he must return the following day to schedule an appointment with an Arbiter.

After hours of searching through old documents and books, Rienna returns with some good news. She has located a copy of an old Valorian map of the region now known as The Vale. From this, the party confirms their suspicions: the Forest of Shadows used to be located in the area that is now known as the Plains of Dust. They also discover the approximate location of the Whispering Mountain Watchtower ruins, which seems to be located to the southeast of Waylan’s Bluff. The party commissions a copy of the ancient map and returns to the Inn, wondering if the caravan they met a few days earlier was going in the direction of the watchtower ruins. Planning to rest for the night, the party finds a table in the common room to share some dinner. There they discover that the innkeeper, a matronly halfling woman named Verna Buttery has hired entertainment for the night in the form of an alluring human minstrel named Kelara. The beautiful singer, upon noticing the elves, performs a number of elven ballads in almost flawless Elven. Striking up a conversation with the party, Kelara ends up joining them for a drink and catching the attention of Vyeter. By the end of the night, Taran sits alone in the common room while Lucius retires for the night and Vyeter escorts the charming singer to her room.

While Vyeter is otherwise occupied, Lucius is awakened from a sound sleep by a dagger in his chest. Though he offers a worthy struggle, the daring halfling finds himself outmatched by his stealthy attacker and is left for dead on the floor of his room, stripped of his gold. Taran, still reading in the common room, notices a suspicious character leaving the inn and decides to check on his companions. Finding Lucius bleeding to death on the floor, Taran quickly intercedes with some divine healing before running after the cloaked figure who has disappeared into the night. After checking on Vyeter, who seems to be safe and not inclined to return to his own room, the unsettled companions retire for what remains of the night.

Results

  • The party learns that they may have a stalker.
  • The Sunstone Trading Company apparently makes deliveries just about anywhere.
  • Vyeter gets his first taste of bureaucracy.
  • The party learns of a missing Priestess and historian named Kelendra Flandriss.
  • The local library pays off, and the party learns that the Forest of Shadows is now the Plains of Dust.
  • Vyeter makes a new friend…and introduces her to the ‘wolf-pack’.
  • Lucius makes a new friend as well…and manages to lose all of his money.

People Met

Places Found

Rewards

Experience Point Totals

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The Triumphant Return
Home again, home again...

CR 1470 (IR 248): M5-D22

After a very short and restless night, the party begins the return trip to Waylan’s Bluff. Encountering no serious issues along the way, they soon find themselves approaching a welcome sight: Andoth’s tower. There they notice a recent addition to the landscape: several freshly-dug graves not far from the barn. They are quickly greeted by Konii and the most recent employee Slade, who indicate that there has been trouble, but leave it for Andoth to explain. Once all have been gathered in the common area, and a bottle of wine opened, the party is introduced to Maric, Andoth’s sullen apprentice.

Some time is spent relating the party’s discoveries to their employer, and they present him with Taran’s notes for later study, as well as the research notes recovered from the tower they discovered in the Lonely Hills. In turn, Andoth explains that he was recently the target of a group of assassins, and he only survived thanks to the skills of Konii, Slade and Maric. The would-be killers bore no marks or records, save for the emblem of a skull that adorned some of their weapons. All were human males, and every one of them had their tongues cut out. He warns the party to be cautious, and asks that they share with him anything they happen to learn about these men. The appear to have been well-trained and well-equipped for silencing a mage, and Andoth suspects there will be more.

The party explains that they seek to lift the curse of the Fens by seeking out the Forest of Shadows, where they think the other Gray Elven city Adon’sothis might be found, and their patron is supportive of this plan. Andoth suggests that they speak once again to Allisandra and the priests of Eldoth in hopes of finding a map or learning the location of the Forest. Unfortunately, though the priests do have some maps, none show the location of the Forest of Shadows, nor has anyone ever heard of it. It is suggested that they seek out scholars in Riverdale, capital of The Vale’s southern Duchy, where the library is much larger and more extensive. The journey should only take a few days, at most, and the priestess provides them with a Letter of Introduction.

So the party returns once again to Andoth to tell him the news, and of their plans to travel to Riverdale. From him, they learn that Vyeter must register with the Council of Mages if he wishes to travel openly in The Imperium. Otherwise he must hide the fact that he is an arcanist, or else run the risk of arrest for being unregistered. Andoth offers to be his Sponsor, and promises to provide him with the Writ of Sponsorship and registration fee that he will need to seek out a Council Mark from one of the Council Arbiters in Riverdale. As well, he rewards each of them for their efforts with a purse of coins and offers to identify the magical items that they have acquired during their travels.

So the party retires for the night, anticipating the next day’s trip to the city.

Results

  • The party learns of an attempt upon the life of their patron.
  • The location of the Forest of Shadows proves difficult to learn.
  • Vyeter learns that he must seek out a Council Mark.

People Met

Places Found

  • None

Rewards

  • Vyeter’s acquires a Sponsor.
  • Taran learns that he carries a Minor Ring of Fire Resistance (Fire 10).
  • Vyeter learns that he wears a Cloak of Resistance +1 and carries a wand of Summon Monster I (38 charges).
  • Lucius, Taran and Vyeter each receive 500xp for bringing the history of Gray Elves to Andoth.

Experience Point Totals

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The Fens of the Dead
Don't lose your head!

CR 1470 (IR 248): M5-D21

The party bids farewell to Calithara and sets out with their guides to visit the Fens of the Dead at night. Finding the spirits proves to be no challenge, for at night the Fens are covered by faint apparitions who play out the scenes of their final moments, scenes of combat and death as the soldiers of ancient Valoria slaughter the Gray Elves who fought to defend their home. Silent and insubstantial, the scenes play out all around the party, who are completely ignored by the spectral figures. One figure stands out, however…a tall, proud-looking warrior who seems detached from the battle. This figure stares to the north, beyond the lake, as though waiting for something. Cautiously, the party makes contact and eventually learns that this was the Gray Elf Commander Vis’denal, who was stationed at the Lady’s Mirror watchtower, and he says that he is waiting for reinforcements to come from the city of Adon’sothis. Sensing that he may be the key to breaking the curse, the party decides that they must seek out this other city and learn what became of the rest of the Gray Elves.

Having decided upon this plan, the elves and halflings attempt to make their way out of the Fens, only to find themselves attacked by winged horrors that appear to be flying heads, complete with glowing green eyes, vicious fangs and slimy tentacles. One of the heads utters a horrible cry that causes several of the halflings and Vyeter to freeze in terror. While Taran and Lucius attempt to fight off the monstrosities, the flying heads descend upon the helpless victims and latch onto their faces. Though the strange creatures are quickly defeated, the worst is yet to come. As the elves and halflings attempt to make their way out of the Fens at night, the two halflings and Vyeter begin to show signs of some horrible infection, so the companions make haste to return to the village.

As they make their way back to find the Elder, the strange disease begins to progress rapidly in one of the halflings. While all three begin losing their hair, one of the halflings begins to go mad from the pain as his ears grow into leathery wings, his teeth elongate into fangs and tentacles begin sprouting around his neck. Though they make it to the village, it is too late for the halfling that Vyeter bravely carries in his arms. The head rips from the body of the halfling and the transformation is complete. A new winged horror has been born, only to be dispatched by Lucius. Fortunately for the other two, the Elder is able to cure them of their malady, saving their lives (though not their hair).

While the halflings mourn the loss of their friend, the party retires for the night and prepares to set out in the morning.

Results

People Met

  • Commander Vis’denal
  • A bunch of flying heads

Places Found

Rewards

Experience Point Totals

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The Lady of the Lake
...some Watery Tart threw a sword at you!

CR 1470 (IR 248): M5-D18

The party awakens once again to go and meet with Violet, the village Elder, who has promised to help them in their quest. She offers little explanation, but sends them with the halfling Luke and his companions to meet the Lady of the Lake. After a brief shopping trip to restock on some supplies, during which time Lucius acquires a pony, they set out with the warning that they must travel during the daylight hours for the Fens are not safe at night. A daytime trip around the edge of the Fens of the Dead finds the party camping on a rocky overlook with no sign of an island anywhere to be seen, but the promise that in the morning they will meet the mystery person that can aid them in their quest. The next morning the party is led down to the lakeshore and shown a hidden causeway, just below the surface of the lake, that appears to lead to nowhere. Following the causeway leads them to an island, masked by illusion to anyone on the shore, and there among the ruins of another watchtower they find an amazing garden and its sole inhabitant, the Lady of the Lake.

The Lady turns out to be a reclusive High Elf named Calithara, the last survivor of a devastating war that took place almost 1500 years ago. She proves to be a wealth of information about the former inhabitants of the region, known then as the Gray Elves, and is more than willing to share her knowledge of history with the party. In return, she asks one favor: that the companions visit the Fens of the Dead at night to see the spirits that dwell there and find some way to release them from their cured existence. In thanks, she gives them the only gifts she has to offer: the weapons and armor that her mother once bore. Amazed at their good fortune, the party sets out to lift the curse that has kept the spirits of those who fell in battle trapped in unlife for more than a millennium.

Results

  • Ride the pony is purchased.
  • The party meets their first High Elf.
  • The party gets a history lesson.

People Met

Places Found

Rewards

  • The story of the Gray Elves straight from the mouth of one who lived with them and bore witness to their destruction.
  • Lucius receives a High Elven Longknife (Keen mithral dagger +1).
  • Taran receives a mithral chain shirt.
  • Vyeter receives a masterwork mighty composite longbow (Str +2).

Experience Point Totals

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The village of Laurel Hill
We are not in Kansas anymore...

CR 1470 (IR 248): M5-D13

The party sets out along a trail following the Laurelwine River south into the Grimwall Mountains, eventually realizing that it was once a road as well. Two days of travel finds them standing outside of the small, halfling village of Laurel Hill, where they are greeted by its wary, but polite, inhabitants. Through conversation, the party learns that they are very close to a lake called the Lady’s Mirror…a promising sign. After camping outside of town for the night, the party awakens to meet the village Elder, a soft-spoken old halfling woman named Violet.

From Violet, the group learns a little about the surrounding area, and also learns that she may be able to help them in their search for more information about the elven ruins…provided they are willing to help her deal with a problem. Apparently the village has new neighbors, in the form a kobold tribe that has moved into the hills north of town. Uncertain of their intentions, and fearful that the diminutive lizard men may prove dangerous should they be allowed to remain, the Elder requests that the party find some way to get them to leave. Should they succeed, she will help them find what they seek, so they set off for kobold territory.

Prepared for the worst, the party makes contact with the tiny lizard people and quickly find themselves surrounded and greatly out-numbered. Trying for a peaceful resolution, Vyeter manages to convince the leader of the tribe to meet with the halflings the next day in order to discuss the terms of peaceful coexistance. Leaving Lucius as a hostage, the sorceror and cleric return the village where Vyeter once again employs his silver tongue to convince the Elder to attend the meeting as well. While Lucius passes the day with little to do, Taran and Vyeter have an encounter with one of the river crocodiles…a meeting which nearly proves fatal for the sorceror. Later that day, a somewhat dramatic meeting between the two leaders in the shallows of a river crossing result in an accord being reached, preventing the bloodshed and loss of life that would almost certainly have taken place otherwise.

With that, the party returns triumphantly to the village, where they are treated to a celebratory feast. In the morning, who knows what lies in store for them?

Results

  • The party enjoys some true ‘southern’ hospitality.
  • Getting bit by a crocodile hurts. A lot.
  • Some successful negotiations lead to a peaceful resolution.

People Met

  • Lefty
  • Violet
  • Luke
  • Dink
  • Stinky
  • Pete
  • A bunch of kobolds

Places Found

Rewards

  • The gratitude…and assistance…of the village Elder has been earned.
  • Taran and Vyeter each receive 300xp for butchering the local wildlife.
  • Lucius, Taran and Vyeter each receive 1000xp for helping the halflings to reach a peaceful agreement with their new neighbors.
  • Vyeter receives 200xp for his diplomacy skills.

Experience Point Totals

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The Laurelwine Crossing Ruins
Yup...definitely more ruins.

CR 1470 (IR 248): M5-D10

After returning to the town of Cort, the party joins Slade for a drink in the local bar to discuss their plans. The party agrees to hire him to lead them west to the river, so they arrange to meet in the morning. Unfortunately, their presence attracts some unwanted attention and the party is accosted outside of the bar by a group of ruffians looking to relieve them of their coinpurses. Moments later, the ringleaders have been struck down and the rest flee in terror. Showing mercy, and perhaps some common sense, the party leaves the thugs alive and return to the inn to prepare for their morning departure.

Setting off the next morning, the travelers spend two and a half days on the road, following the border of the Briarwood. Along the way, they are ambushed by an ogre. Though a formidable opponent, the party manages to overcome the brute, who is ultimately felled by a stone slung by Lucius. On the third day of travel, the party arrives at the river to find that there are indeed ruins of an old crossing and one or more towers, but a thorough search turns up nothing. Disappointed, the party pays Slade for his services and sends him to meet their employer along with a letter of recommendation.

Uncertain what else to do, and reluctant to return empty-handed, the party decides to follow the river south into the Grimwall Mountains in hope of finding some clue to the elven ruins that they seek.

Results

  • Racism rears its ugly head…and the party smacks it down.
  • Getting hit by an ogre hurts. A lot.
  • The Laurelwine Crossing was discovered, but the ruins proved unhelpful.
  • A potential employee was sent to Andoth.

People Met

  • Some unfriendly locals

Places Found

  • The Miner Bar
  • The Laurelwine Crossing ruins

Rewards

  • Lucius, Taran and Vyeter each receive 600xp for dealing with the local thugs…and not actually killing any of them.
  • Lucius, Taran and Vyeter each receive 150xp for defeating the ogre.

Experience Point Totals

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The Lonely Hills Tower
Location, location, location!

CR 1470 (IR 248): M5-D09

Led by their guide Slade, the party spends the majority of the day picking their way through the Lonely Hills, following a route that leads North by Northeast of town. As the sun begins to set, they finally reach the tower, which is indeed a ruin, as a significant portion of the top floors appears to have been demolished. Closer examination, however, reveals that it is likely a more recent structure, and not the ancient ruins that their employer sent them to find. The tower is locked up tightly, but it turns out that it is not completely uninhabited, and the party finds themselves confronted by a pair of small, winged, fire-wielding creatures with obvious magical power. The battle proves rather challenging, however, the would-be explorers prevail and reduce the strange beings to ash.

Though the main entrance to the tower is stubbornly sealed, and there are no windows on the lower floors, the inventive adventurers manage to scale the tower wall and enter the upper floors, where they discover what they suspect to be the charred remains of a former occupant, along with a strange stone disc. A thorough search of the tower reveals some treasures, some mysteries, and a sealed trapdoor leading to an underground level. Curious, but cautious, the party ventures downstairs, only to be confronted by a ravening horror that seems to be composed of equal parts fangs and claws. After dispatching the creature, the party explores the ruins of the basement, which appears to have been largely demolished by the creature that now lies dead on the floor.

Three locked doors remain. Behind one lies what is left of a wizard’s lab, where a thorough search reveals a wand, several scrolls and a pile of research notes. Behind another is a macabre dungeon and a room full of bones, which turns out to be a trap. As the party enters the room of bones, the trap is sprung and the trio find themselves surrounded by animated skeletons. Drawing upon the holy power of his Goddess Liira, the cleric swiftly strikes them down and the battle is over before it had even begun. The guardians vanquished, a small vault is discovered and the wizard’s treasures are claimed by the adventurers. At last, only one door remains: a giant, intimidating pair of reinforced doors that seem even stronger than the entrance to the tower itself. Even more strange is that they appear designed not to prevent intruders from entering whatever lies beyond, but rather, to keep something from getting out.

Rather than take chances, the party elects to rest for the remainder of the day and explore further that evening. A brief examination of the door reveals that it is sealed, but that it can be opened using the magical stone disc that was discovered earlier.Placing the disc in a depression in the door causes them to swing open, into the room, revealing a large chamber with a raised dias in the center. Although the room appears empty, the trio finds themselves greeted by strange laughter, and suddenly a small girl appears in the center of the circle and pentagram set into the dais. Suspecting her to be some sort of daemon, or otherworldly being, the party is torn between fear and curiosity. A negotiation, of sorts, begins and the girl suddenly becomes a beautiful elven woman, claiming to have been trapped these many years and seeking release. Though wary of her, the cleric is unable to bear seeing anyone held against her will, even one who may be evil or dangerous, and so agrees to free her.

What ensues is a dance of words and a struggle of wills, but finally Taran agrees to free the creature, and tell her his name, if she will offer three things in exchange: her name, a gift and the promise that she will return from whence she came without harming him or his companions. A bargain is struck, and so Taran sends his companions away, determined to see this foolish venture through on his own. Following the woman’s instructions, Taran sets about undoing the spells that bind her to this place, only to find that he instead traps himself within her bindings while allowing her to go free. Revealing her name to be Astrith, the woman leaves him for a moment and seeks out his companions, discovering their guide as well, who she enspells and brings back with her to the tower. Holding the ranger’s life as ransom, the being demands that Taran request his freedom of her as his gift, for she declares that she will not remain beholden to a mortal, and so he reluctantly agrees.

With that, the mysterious woman disappeared and the party returned to Cort, questioning the wisdom of their action.

Results

  • The tower was not related to the ruins that the party sought, but the trip proved to be a lucrative venture.
  • The tower seems to have belonged to a practitioner of forbidden arts.
  • A mysterious rune was found carved into a giant circle on the floor of the entrance hall, but its purpose was never discovered.
  • Several new creatures were encountered for the first time.
  • Taran made a new ‘friend’.

People Met

Places Found

  • A ruined tower in the Lonely Hills

Rewards

  • Lucius, Taran and Vyeter each receive 300xp for defeating the winged creature that attacked them with fire.
  • Lucius discovered two masterwork daggers in a small case, as well as a pouch containing two small gemstones.
  • Vyeter claimed an enchanted cloak as well as a smooth wand crafted of a light-colored wood.
  • Taran now bears a smooth, thick bronze ring set with a brilliant red stone. He also picked up three spell scrolls from the wizard’s lab.
  • The party discovers 250gp in a chest in the vault.
  • Lucius, Taran and Vyeter each receive 200xp for defeating the horror awaiting them in the basement of the tower.
  • Lucius, Taran and Vyeter each receive 300xp for overcoming the skelton guardians.
  • Lucius, Taran and Vyeter each receive 275xp for surviving this adventure.
  • Taran receives an additional 250xp for his attempt to hold true to his nature. The wisdom of his actions remains to be seen…

Experience Point Totals

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A Return to Cort
The quest for more ruins!

CR 1470 (IR 248): M5-D07

The clues uncovered by the party’s recent achaelogical expedition, combined with the Priestess Allisandra’s limited knowledge of local geography, suggest that there may be another elven outpost near a river crossing on the Laurelwine, which is rumored to be somewhere west of Cort. With no other solid leads to follow, the party prepares to return to Cort once again in hopes of learning more, or possibly finding a guide who could lead them to the river. Along the way, however, the party discovers that they are being followed and mounts a surprisingly successful ambush upon the goblin scout, thus ensuring themselves a peaceful night’s rest (without a fire). The next morning, however, the party is ambushed on the road by the rest of the goblin raiders, who find themselves outmatched by the party and quickly dealt with.

After finally reaching their destination, some time is spent gathering the required information. The party learns that the river is located to the west, and can likely be reached by an old road that seems to be little used, save by a group of halfling traders who make monthly visits to the town in order to trade for supplies. More intriguing, however, is the rumor of another set of ruins located only a day’s hike north of the town. A human ranger named Slade offers his services, for a nominal fee, and agrees to lead them to the tower the next day…

Results

  • A goblin in the bush is not worth nearly as much as a spear in Vyetar’s hand.
  • A group of halfling traders, led by a fellow named Lefty, make monthly trips to Cort from an unknown location to the west.
  • More ruins exist to the north of town.
  • The local guards are fascinated by strange elves with outrageous accents.

People Met

  • Slade
  • Ernie and Elsie Huddles, proprietors of the Lonely Flagon
  • Gelph, proprietor of the Trading Post

Rewards

  • Lucius, Taran and Vyeter each receive 175xp for fending off a goblin ambush.
  • Vyeter receives one shiny gold piece (and the adulation of the Baron’s men) in exchange for is goblin ears.

Experience Point Totals

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