Adventures In Galeroth

The Shipwreck

After their stay in Buckwell, the party plan to journey southwards to Farcrest through Velen. They pass the outpost in the Krimm Pass, and find it guarded by Gnomish soldiers from Buckwell. They explain the retrieval of Janos is not a priority, but is possible in the future.

Reaching Velen, the party spend the night, and make their way on to the Halfway Inn. They reach the Inn, and notice there are banners hung on the side of the building. They read: “Under New Management”. Intrigued, the party decide to stay the night, instead of heading straight to Farcrest. They find the inside renovated, and the bartender replaced by a jolly looking dwarf. He greets the adventurers as they enter, throwing up his arms. “Hello, I’m Big Dick! Welcome to Big Dick’s Halfway Inn!”

Everyone is slightly taken aback, but they greet him, and inquire about his new Inn, and his business. He tells them he owns a brewery in Oldfield, where they make Cider. It is the best drink in the place, called “Big Dicks Halfway Inn Cider”. They spend the night in the Inn before making their way on to Farcrest.

On the journey, they are attacked by Gnolls, who come bounding out of the undergrowth and trees to attack the party. With the help of their new companion Torhm, who proves his worth, they fend off the Gnolls, and soon arrive in Farcrest safely.

Farcrest is a simple port town, and is relatively small. The adventurers were directed to the Lord Mayor, who will inform them of the details of the attacks, and give them any help they need.

The attacks have been conducted by crews of undead creatures, and focus on the military escort ships that protect trading vessels in the area. They leave few survivors. They recently have attacked a few civilian ships after there was a lapse in escorts. He tells them of a shipwreck which happened recently, a civilian ship. It was particularly brutal, and there was a message in the remains. He offers to send some men to take the party to see it.

The party make their way to the shipwreck, and find a disturbing mess of debris and corpses littering the beach. Scrawled on the side of the ship, broken on the shore, is a message: “For the drowned of Farcrest”. The corpses are covered, and a couple of watchmen pick through the wreckage, trying to find any information or hints as to where the murderous crews come from.

Searching the wreckage, the party find several sets of bones, complete skeletons, which are old and weathered. The bones also have a faint magical aura, suggesting they’ve been animated for this purpose. They also discover the cargo of the ship has mostly been left alone, so the attacks are not motivated by monetary gain. The only cargo missing is two crates of preserved meats.

Returning to town, the party visit the local bar, The Morning Cock. It is frequented by sailors and fisherman of the town, and is a rowdy place. They talk with the barman a while, who tells them of a survivor of the attacks, and after many drinks during a drinking competition, he tells the adventurers he knows of where they may be able to borrow a ship.

The following morning, the party talk with the survivor of the attacks on the ships, who lives in the north of town. He is timid but open, and tells them all he can. They then return to the barman, who has managed to source the adventurers a fishing ship, from a fisherman’s widow, who would rather see the ship go to some use, since they have no children. The party hire a few sailors in the bar who will make up the rest of the crew, and set about readying themselves for a voyage.

Beneath the Krimm Mountains

After waking in the Dank Meads Tavern, the party get ready for the journey southwards to Velen. They leave Buckwell, and after a few hours of walking, come across a small crowd of people in the road. There is a trading wagon, the driver of which is standing atop, and warning people on the road to turn back. There seems to have been some kind of attack on the outpost in the Krimm Pass, and the attackers may still be around.

Not heeding the warning, the party inquire further, and rush to the site of the attack. They arrive at the outpost to see a collection of bodies on the floor, and the remnants of a battle. Lindal casts a spell, turning Eryn invisible, and he sneaks forwards into the outpost to investigate.

He sees the bodies of Niphry and Greff being dragged away by two pale skinned dwarf-looking creatures. As he draws closer, the creatures notice the sounds of him walking, and drop the bodies, looking carefully around. They then recede into the rooms in the walls of the cliffs.

Pursuing them, he finds one in a room, not paying attention, and sneaks up on him, delivering a blow to the back of the head with his crowbar, and felling the creature. He binds it, and drags the creature back to the rest of the adventurers. They wake the creature, and attempt to question him, but he doesn’t seem to understand. More of the creatures emerge from the rooms, and after a short battle, they are slain. During the battle, the creatures use a magical ability to enlarge themselves, growing from dwarf size to over 6 feet.

The party investigate the rest of the outpost, and find no trace of Janos and Darlon, except for a tunnel that has been bored into the back wall of one of the rooms. They proceed down this dark tunnel, walking for an alarmingly long time. Eventually the tunnel reaches a cavern, with a small lake, and on the shore of it, a fortress. The party can just about make out figures moving within, and approach cautiously.

As Ristiel scurries ahead, a shout emerges from behind the walls, and the party freeze. They decide to begin to leave, and as they do they hear the doors of the fortress open, and turn to see two of the creatures, Duergar, in the doorway. The Duergar calls out in a guarded tone, his words unintelligible to the party, who decide to flee at this point.

They stay the night in the ruins of the outpost, after clearing some of the bodies, and blocking to room with the tunnel with a wagon. In the late hours of the night they are awoken by a low rumble and crash, and in the morning they confirm their fears that the tunnel has been collapsed, blocking their way back to the fortress, and presumably sealing Janos and Darlon deep below the earth.

The party return to Buckwell with the bodies of Niphry and Greff, who they deliver to the mortuary, and they inquire about the attacks, and find that it is not commonplace, but duergar attacks have been seen before. They take people for slaves, and disappear back beneath the mountains with them. The party spends the night in the Dank Meads Tavern, and plan their journey to Farcrest for the morning.

A Messenger From The South

The play depicts the explorer Elandor Tramenor, who journeys into the Wildwood, and tells tales of many fantastical beasts, and endless plains beyond the forest. He finds a great beast to bring back to the arenas of Zelastra. It is an ape of gigantic size, taller than the mansions in Nine Stones. He escaped and wrought havoc throughout the city, climbing the spire of the palace, and swatting the wyvern guard out the sky. He was tragically slain, and the play came to a close.

In the morning, the party meet with an astronomer from the University, Elmer Halfacre, who they escort to the barrow they cleared, and he examines the constellations and paintings. He reveals the ever-setting sun is thought to be a characteristic of the Feywild, a parallel plane of the Material Plane.

The next morning the party are contacted by a messenger from the Bronzethorn Guard in Westerfell, who brings news of a job, from the Lord Mayor of Farcrest, who needs a resolution to the attacks that have been happening in the seas around the town. It is reported the pirate ships are crewed by Skeletal warriors, and nightmarish creatures. They attack military escort ships on sight, and occasionally a civilian trading ship. There are rarely survivors.

The party decide they should make for Farcrest at once, so stock up on supplies, and set out for Lionsgate. They make it there, and hire a guide to take them through the forest, from a small group of Rangers in the City. They are assigned a ranger called Edric, who leads them into the forest. While in the forest, they are beset upon by Giant Spiders, and take quite a beating, but emerge victorious.

Eventually, after a 5 day travel, the party arrive in Buckwell. Eryn takes off immediately, and visits the old woman who runs an apothecary in town. She thanks him for the delivery of the Midnight Cap mushrooms, which he found in Buckwell Forest. The party then rent rooms in Dank Meads, and sleep for the night, ready to continue their journey in the morning.

A Newcomer Joins

As the party are discussing whether slavery and grave robbing should be legal over breakfast, a half-elf approaches the table. He walks confidently up with a smile across his face, listening in to their conversation. He is hardily built, but slender due to his elven heritage, and has a large yellow feather in his belt. He wears thick chain mail, and bears the holy symbol of Melora around his neck.

“You sound like the kind of people I’m looking for.” he says, joining their conversation. They welcome the stranger, with little suspicion, as he tells them he is a sailor, and after completing work on his last ship, he felt the need for a change of environment. Being used to dangerous work, he was keen to join an adventuring band.

The party accepted, and informed the sailor, who they learned to be Ristiel Aearandir, of their mission to find a sealed Elven barrow, much like the one they found a basilisk in. After talking with the professor they met before, Jandar Dormys, they arranged some payment in return for entering a sealed barrow, and ensuring it is safe.

Setting out that morning, the adventurers picked their way through the moors, in the low fog. They found their way quite confidently to the barrow that they had been directed to, and examined the entrance. In the side of the hill was set a wall, with a large stone door, sealed with dark red wax. The door was inscribed with a name, Qildor Elara, and decorative plant-like patterns. After a few firebolts from Barthandelus and a hefty shove, the door gave way and fell inwards.

They were greeted by a large atrium, with a paved stone floor. Purple flames from two stone braziers curled lazily towards the ceiling. The party entered, and picked their way through the atrium, investigating the pots and walls for signs of an entrance to another room. Eventually Lindal discovers a handle at the bottom of one of the pots, and twists it. A hatch raises just an inch in the center of the room. With his handy two crowbars, Eryn raises the platform, and with Ristiel, drags it away, revealing a dark shaft leading downwards.

Using their rope, the party make their way down the hole, and into a dark corridor below. and into a circular chamber. The chamber contained 4 pillars, and a large stone sarcophagus. The ceiling was domed, and painted dark purple, with bright stars painted in foreign constellations. Above the sarcophagus at the back of the chamber is painted a setting sun, giving the ceiling around it a dull orange glow.

Approaching with caution, Eryn manages to set off a dart trap, luckily escaping most of the poison’s effects. The party then take extra caution, and Ristiel approaches the sarcophagus, and pries it open with a crowbar. As he does, a thick black gas curls round the lid, and envelops him, and Ristiel falls back coughing and choking. After recovering, he opens the lid, and reveals a mummified body, which animates, and attacks.

Fighting with his long, sharp nails, the mummy assails Ristiel. As bolts from Eryn and Lindal’s crossbows fly, and chromatic orbs whizz overhead, Ristiel is beaten down by the mummy’s attacks, and falls to the floor, the first time he is healed by Lindal’s magic, but the second time it seems not to work.

After a hard fight, the mummy is slain, and falls to the ground as a pile of rags and bones. The party examine Ristiel, who seems to have been afflicted with some kind of curse or disease. He does not regain consciousness, so the adventurers search the tomb, and leave. They find a necklace bearing the symbol of an oak tree, some Dust of Disappearance, and a potion of thunder resistance. They also take back with them a jar in the shape of an elf, for the university.

Returning to town, they leave Ristiel with the priests in the shrine of Melora, and return to the university for their reward, and to share their findings. Eryn is fairly eager to pursue the nature of the foreign constellations, and arranges to escort an astronomer from the university back to the tomb.

Once meeting up with Ristiel again, the party decide to visit the theatre, and rather than paying the price of a ticket, they dress up as noblemen, and Ristiel and Lindal use their deceptive skills to convince the ticket collector they are in the act, and must get in right away. This earns Ristiel trust in the party quickly, and they settle down for a play.

Barrows & Basilisks

Asking around the University, the adventurers find some information about the contents and appearances of the barrows. They seem to be largely a mystery, and some have been explored, but this has not revealed much. They decide to attempt to find one that is sealed, even if it meant possibly disturbing archaeological evidence inside.

After shopping for a couple of supplies, the party set out towards the moors surrounding the city, through the dense, low fog. After a few hours of wandering without any signs of burial mounds, they finally spot an entrance.

The door is broken, shattered in half, and rubble lays around the entrance. The rubble seems to also be from a set of statues. Proceeding indoors, the party find a large antechamber, with several clay figures of elves, along with a larger, stone statue of a female elf. In the center of the floor is a large square hole, which leads 20ft. down to another chamber. While searching for something to tie a rope to, so that they can descend, they push the female statue, and discover it is not attached to the floor. The statue falls and shatters.

Finding this curious, Barthandelus realizes they may be dealing with a Basilisk, and the statue was in fact a petrified elven woman. Not caring for her, he throws the head down the shaft to try and provoke the Basilisk. They hear movement, but nothing else, and they decide to lure it out with a Giant Goat’s head tied to a rope. They succeed, and the Basilisk climbs out to get them.

After a brief fight, the Basilisk is felled by a flaming chromatic orb from Barthandelus, and falls down the shaft. There are casualties however, as Rahotep is taken by the beast’s glare, and is turned to stone.

The adventurers explore the lower chamber, and find a ruined coffin there, shattered by the beast. The floor is damp and puddles form in low spots on the floor, and a thin layer of moss covers most of the stonework.

Amongst the rubble of the coffin, there is a skeleton of an Elf. It carries little more than simple clothing, and a pendant. Eryn examines the pendant, which has embossed on it a symbol of an Oak Tree. This is the same symbol on the mysterious box left to Eryn by his parents, before his capture and enslavement.

They also find 2 more humanoid statues, in curious poses. They are of an Elven man, and a halfling woman, who seems to be clutching a holy symbol. The adventurers decide to harvest the body of the Basilisk, since they know the oils in the gullet of the lizard-like creature possess the power to return a statue of a person to it’s original form. They apply this to Rahotep, and also to the two statues in the lower chamber.

All 3 people return to flesh and blood, and are awoken. The Halfling introduces herself as Athelia, and the Elf introduces himself as Faelar. They ask after their friend, who they find has been shattered into many pieces. They grieve for a while, but thank the party for their help in restoring their bodies, and offer to journey back with them, after a short blessing by Athelia for her fallen comrade.

On the way back the party learn Athelia and Faelar have been petrified for several months, and were there clearing the Barrow so the University could research what was left. They also reveal Sarya, the fallen female Elf, was a student at the University in Nine Stones, and was studying the Barrows. They reach Nine stones, and visit the university, asking after Sarya’s professors, and her notes she made before her death. They find little about the elven civilization, and the party decide they should look for a sealed Barrow the next day.

Off The Beaten Path

After some rest and relaxation in Buckwell, the adventurers sat down in The Krimm Head to make a plan. They decided after some deliberation that they would travel to Lionsgate, the capital city. To save time, they asked in the Forestry Guild for a guide to take them through Buckwell Forest.

After purchasing some supplies for the long journey, they set off. Their Guide, a gnome called Aldous Whitewind, keeps them on track while they travel. The party set up a camp to rest the night in a small clearing, and take watch. Rahotep’s watch is interrupted by the tree he is leaning on, which suddenly begins to move, and attacks.

The heavy branches of the tree strike Rahotep, cutting open his head, but he manages to roll away and shout to wake the others. After a skirmish the tree is immolated by Barthandelus, but the adventurers are far from unhurt. They finish their rest, and set off again in the morning.

Another day of travel seems uneventful, but again they are attacked in their camp at night. Eryn’s keen ears manage to pick up the sound of a group of Giant Wasps who are closing in on the camp. He wakes the party, who manage to fell the wasps. Rahotep is stung, and poisoned. Seeing some potential, Eryn tries to harvest some of the venom, but forgets a cut on his hand, and only succeeds in poisoning himself. Lindal and Thiadir do manage to harvest a couple of vials of the venom however.

Continuing their journey, the party arrive in Lionsgate the next day. Barthandelus immediately visits the University, where he finds his old colleague from Zelastra, and learns of two locations of interest, which may hold mysteries and wealth. One is an old port village in the marshes to the East, where several people or creatures seem to have taken up residence. The other is the Elven barrows near Nine Stones, a city in the North.

That evening they visit the Sorcerer’s Remorse, the tavern with strong ties to the university, which is full of wizards and scholars. The party engage in games and conversation with the other patrons, and Eryn, under a dodgy disguise, learns of the nature of the barrows near Nine Stones. They are from an Elven civilization, which seems to not be based anywhere near Nine Stones, since nobody knows the culture that leave their dead in these barrows.

The journey continues with a stop at Ash Hill, a small village atop a hill, perpetually blanketed by ash, seemingly from the West. The village is quiet and small, and the people weary. The buildings’ tiled roofs are blackened, and the farms raise mostly hardy cattle and other livestock. The party stay in an Inn called the Meady Ogre, a fairly average tavern.

With an uneventful night camped on the road, the party finally arrive in Nine Stones, a large city named after a strange rock formation in the centre. The population has a large proportion of Elves, and a handful of Dwarves too. They promptly decide on the tavern known as HornPub, where all the drinks are served in horns, and sleep away their weariness from the road.

Wolves, Wind, and Fire

Waking in the night, the adventurers set out checking the caverns below for any goblin presence that lingers. Armed with a lantern, they prowl the depths of the caves, and find some wolves in a pit, and various items of value. No goblins are seen.

The party debate on what to do with the wolves. Lindal seizes control somehow, and persuades the party to help him free the wolves. In a roundabout procedure, the party manage to lure the wolves out of the caverns with some salted meats, somehow not being mauled.

They return to the Krimm Outpost, where they meet with Janos and his men, and share their victory with the Gnomes. They drink and celebrate. Once the revelries are over in the morning, the party set out to claim the bounties on the creatures heads.

A brief stop in Velen nets the party a healthy sum of money from the Mayor, and a few items in exchange for trinkets found in the caverns below the Krimm Fort. They secure a couple of scrolls from an elderly merchant, and have a conversation with an interesting Gnome, who’s pet duck Charles catches Lindal’s eye.

Journeying back to Buckwell, Barthandelus keenly pursues Amara, the Air Genasi he has learned of a week or so ago. She is in the Krimm Head Tavern, where she is researching some information on some fugitives, as far as they can gather.

After a fairly awkward introduction, Amara becomes interested in Barthandelus, since she has not seen another of her kind either, and she is willing to open up slightly to the Fire Genasi. She introduces her companion, a Dragonborn Knight of Gold, called Tirik. They talk a while, and agree to resume their conversation later that evening over drinks.

Meanwhile, Eryn strolls into the room and picks up a book, and listens keenly into their conversation. Having read a lot of books while meditating, he also understands much of what they speak of. They reveal they are after a couple of fugitives belonging to the Cult of Orcus, who have fled with a dangerous artifact of some sort.

Orcus is the Ruler of Thanatos, Lord of the Abyss, Prince of Undeath. The vile creature once tried to take over the Material plane long ago, but was defeated. The army which defeated him was an alliance of Men, Elves, Dwarves, and Dragons. He fled, but left his weapon, to which his life force is bound. The weapon was taken by the Goldcloak Knights, and used to ward the Material plane against his presence.

Eryn leaves a while later, and shares what he has learned with the group. A while later Amara and Tirik join the adventurers for drinks. After a pleasant evening, and getting to know the two strangers better, the party set off some business around the town, where Amara catches Barthandelus to tell him she is leaving for Velen. He asks if she needs help, but she warns him seeming too eager to get involved could be a problem, the meaning of which confuses the party.

Eryn purchases some poison for a respectable amount of gold from an elderly woman, and Thiadir finds an alchemist willing to part with a book on potion making. They then try to secure some work, wary of pursuing Amara. Talking to Overseer Brownlock, head of Buckwell, they learn of some wolf problems that a nearby farmer has had.

They journey out of the town to the farm, where they find a Gnomish farmer, who explains he has had some terrible problems with hungry wolves, who have eaten almost all of his flock of sheep. They have come from Buckwell Forest, where the adventurers head swiftly.

Following the tracks Lindal managed to pick up on, the party leaves behind a handy trail of ball bearings to follow back, courtesy of Eryn. After a short while they find a pack of wolves, who have been living near a clearing.

Lindal exercises a new spell, turning Eryn ivisible, and he sneaks to the edge of the clearing an looses a few bolts. Joined by Barthandelus and Eryn, a skirmish ensues, and the wolves are slain.

Returning to the town of Buckwell, the party get their reward, enhanced by what they have learned to be a dire wolf, and spend some immediately. Barthandelus asks the tanner to make him a hat from the head of the wolf.

Meanwhile Eryn skulks to the edge of the city, returning to the woman who sold him poison. She sells him a poisoner’s kit, which he gets for a discount upon agreeing to find the woman an ingredient for making poison, the midnight cap, found deep in the forests of Ostvirn.

Assault on the Krimm Fort Episode III: Revenge of the Goat

After recuperating at the Krimm Outpost with Janos and his men, the party leave to finish off the last 2 remaining goblin leaders. They bid Janos good luck, and ensure him they will return with good news.

Around midday the party reach the fort, laying in a valley in the foothills of the Krimm Mountains. Eryn sneaks closer to the fort to scout it, and spots a couple of goblins on the walls, but unfortunately is seen. Lindal, Barthandelus, and Thiadir rush in to help.

Rushing up the rock to enter the fort, Eryn slays a couple of guards, while Barthandelus launches firebolts from extreme range, under the disguise of a rock. Lindal and Thiadir close distance on the fort, while Lindal cheerily recites poems and limericks to keep the spirits high.

Eventually the fort surface is cleared, and the party clear out the small huts inside. Lindal finds a tent, stocked with the finest Oldfield Cider, which he enjoys while practicing one of his latest tunes. Meanwhile, out from the tunnel doors bursts 2 ugly half-gnome half-goblin monstrosities. One cackles as he gallops out on his giant goat, waving 2 axes in the air frantically. This one is known as Hoof. The other charges, clad in stout chainmail, riding atop a large boar. This is Tusk.

As quickly as they appeared, Tusk is dismounted by Eryn’s short sword, which severs the boar’s front leg, hurling the rider hard to the ground. A skirmish ensues, with Thiadir and Barthandelus dodging the goat as it charges past. Hoof is quickly slain, leaving the goat to rampage wildly. More goblins emerge from the tunnel and join the fray.

Meanwhile, Lindal has finished his first cup of cider, and pours another, blissfully ignoring the chaos outside. During the fray, Thiadir is struck by the giant goat at full charge, and is knocked clean off his feet, where he lays. He uses the last of his strength to draw air under his shattered ribs, and scream: “Lindaaaaaaal!”.

Finally roused, Lindal rushes out of the tent, and casts a couple of spells, swiftly repairing the worst of Thiadir’s wounds. Lindal then realises the goat is headed for him, and dashes into the storeroom next to him. Thiadir retreats up a ladder, and thankfully this goat is not of the ladder climbing variety found in the wild western regions.

While Lindal cowers in the storeroom drinking some whiskey he found, the rest of the party slay the remaining goblins, and Tusk falls to one of Eryn’s crossbow bolts. Lindal, with the help of some liquid courage, rushes out to face the goat, and attacks it with his axe. Being of short stature, and little to speak of athletically, the goat is fairly unphased, but luckily is slain before it can do any damage to the halfling.

With the goblins cleared up, the adventurers set up a few bedrolls in the smithy, and try to rest and recover from their wounds sustained during the fight,

Assault on the Krimm Fort Episode II: Attack of the Gnomes

After resting a while, seemingly without incident, the party have bandaged their wounds from the initial assault. Barthandelus has regained his feet, although he is still wounded badly.

The party drag the crates they have barricaded the doors with out of the way, and open the doors. Greeting them is a 40ft tunnel, at a downward angle, and an awful stench. There is a slight sound of running water.

Eryn sneaks down into the cavern, but disturbs some of the rocks near the bottom, and alerts a few goblins in the room. The cavern is huge, and running across the middle is a small stream. There are a few bedrolls and campfires, and some tables.
Eryn quickly takes a shot with his crossbow, and runs back up the tunnel to warn the others.

After a brief skirmish in the room, the goblins are slain, and an eerie silence falls over the cavern. Niphry falls during the fight, but is quickly attended to by Janos. After this fight, the adventurers decide they will not survive another encounter, possibly with the Bastards themselves, and retreat back out of the cavern.

As they leave the fort, they contemplate sabotaging the gate, but are unable to think of a good way to do it, so simply head back towards the camp they found previously.

As they leave, they notice motion outside the fort, as Tooth, one of the Bastards, appears riding a large wolf. He is flanked by 2 goblins. He is quickly slain by Eryn, who puts a bolt in his head, and the other 2 goblins are dealt with, but not before Darlon falls to one of their swords.

They remove the Bastard’s head, and head back into the woods, carrying 2 gnomes. They meet Rahotep, Thiadir and Lindal, and reach the Gnomish outpost very late that night, where they sleep off their wounds.

Janos tells the party he and his men will not be able to join the next attack regrettably, but he wishes them well.

Assault on the Krimm Fort Episode I: The Goblin Menace

After resting a while at the small cavern where we left the party, they began to set out to scout the fort. Unfortunately, Thiadir was afflicted by a terrible instantaneous illness, and could not keep up.

Lindal decided to rest him in the cavern, and hide the entrance with some leaves. Rooting through a pile of fallen leaves revealed Rahotep, in a hungover slumber, somehow finding himself far out in the forest after a marathon brothel visit.

Confused, but accepting enough, the party decide to continue with the help of Sprygauge and his men, to form a plan. After a look over the fort, the adventurers decide to have Barthandelus blast the front gate open with a mighty spell, while the others climb the hill next to the fort and enter from there.

Apparently frightened by the prospect of invading a fort packed full of cruel creatures, Lindal flees, calling back that he’s going to keep an eye on Thiadir, and firing off healing spells over his shoulder.

The plan commences with Barthandelus, concentrating his energy to form a firebolt, and cast it far towards the gate of the fort. The orange orb of flame strikes the gate with a small poof, and a tuft of smoke rises lazily upwards. A small scorch mark scars the wood.

This alerts the goblins on the walls, who rain arrows towards Barthandelus, felling him. Meanwhile the rest of the adventurers and the Gnomes attack the fort from the opposite side, cutting down the goblins in their path fairly rapidly. Eryn kills as rapidly as normal, while Rahotep proves his worth, cutting down a few goblins and a wolf.

Clearing out the Fort surface, the party rest a while, to let Barthandelus recover from his wounds. Janos and the Spears are not happy about this, and are very wary while they wait.


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