The Harrowed Halls of Duhn Korinth

The Battle of Sturmheim

Game Synopsis

Wrestling through the crowd, Cassius asks the dwarf about Sturmheim’s plight. The dwarf retells the events of the attack on Sturmheim by the ork scorchers of the Steel Viper Clan. The skorchers, aided by the human brigands that had been harassing Sturmheim for some length, stormed the village in the waning light of the setting sun two days ago. The dwarf militia formed a defensive perimeter near the center of town, but the orks circled the outer edge of town, setting the many abandoned buildings on fire. When the town was fully ablaze, the skorchers charged in, easily slaying the townsfolk that were desperately fighting the fire. Unable to fight both the fire and the skorchers, the townsfolk retreated to the Inn of the Dancing Dragon. Knowing they could not last against the skorchers and brigands, ten dwarves volunteered to seek aid from a nearby village.

The dwarves broke up into two groups, one heading north and one heading south. The dwarves rode hard out of Sturmheim and were beset by skorchers the entire time they rode. The five dwarves rode hard for two days with out sleep, walking their horses at night to keep the from going lame. Of the five that left south, only two made it to Metura; one does not look like he will last the night.

Enraged, Cassius is determined to return to Sturmheim and free the villagers. Disregarding his companions’ pleas to assess the situation rationally, Cassius hastened to the Foundation Stone demanding any able-bodied adepts to assist him in freeing Sturmheim. When none step forward, Cassius spits in disgust, turns, and leaves. Seeking Tenkar Stoneshield, the captain of Metura’s Guards, Cassius requests any assistance the town can muster; Cassius is surprised when Stoneshield agrees to send twenty Scythan guards.

Deciding haste is the best option, the group leaves almost immediately. Their elation is short lived when they realize that the Scythan guard are ponderously slow. Cassius begins to worry that this will delay them too much and he decides to go ahead of the troupe with Lee and Galea. Leaving Rok and Nadroj with the Scythan guards, the trio advances towards Sturmheim post haste.

Arriving at the edge of Sturmheim after three days of hard marching, the trio spies the ork scorchers riding patrols around the village. They watch as one of the patrols drags a dwarf to the edge of town, thrust a dagger into his chest twice and ride off. The wounded dwarf, tries valiantly to return to the last standing building in the center of town, but each subsequent patrol rides past, taking a swing at the injured dwarf. The dwarf pushes himself until one of the skorchers lands a fatal blow and the dwarf crumples to the dirt and ash.

Cassius realizes that these skorchers are the same orks that waylaid him, stealing his belongings, and leaving him to die before he met up with Lee. Seeking a closer look at the the ork encampment, the trio cautiously move closer. Distracted Lee does not realize that the orks can see him; a band of five orks spur their mounts in the trios directions before his companions can tell Lee to get down. Rather than allow his friends to be discovered, Lee runs off into a small wooded area, where the skorchers have to dismount in order to fight him. While none of these skorcher would be any match for Lee, the five together are able overpower the Lee and knock him unconscious.

With Lee captured by the skorchers, Cassius waits until nightfall to try and reach the villagers. After Cassius informs Galea to seek Nodraj, Rok, and the Scythan dwarves should he not return, Cassius creeps through the night like a hunting skeorx. Halfway to the Inn, Cassius notices a pair of disembodied eyes intently staring at him a few feet away. Backing away and raising his pollaxe in defense, the skorcher camp ignites into activity. Fearing he has been discovered, Cassius sprints for the cover the night away from town; a group of skorchers blaze out of camp not long after. Cassius uses the cover of night to his advantage, changing his course every few hundred yards to throw off his pursuers. The skorchers seem unaffected by the dark and quickly run down the lone warrior. Fighting like a cornered lion, Cassius manages to end the life of one of the vile vipers before succumbing to the superior numbers assailing him.

Waking the next morning, Cassius and Lee find themselves tied in the skorcher encampment. Discussing their plight, Lee sets upon a plan of escape. He quickly unties himself and Cassius and, with no better options, he rushed his ork captors. Cassius follows suit, but in their weakened condition, they are easily overpowered. Lee wastes no time in taunting the the orks until he knocked unconscious again. As the orks are deciding what to do with the two humans, the sound of a Brithan horn splits the air. Looking to the south-west, the orks quickly mount up and head towards the call. The Brigands also start breaking camp and heading towards the sound.

Left with only a single ork to guard them, Cassius and Lee, having now regained consciousness, launch another attack on their captor. The single ork tries half-heartedly to subdue the two warriors before leaving to join his clansmen in battle. Once free of their bindings, the two quickly search the camp before setting it on fire. They find the remaining villagers fortified in the Inn of the Dancing Dragon. After telling Valdar of recent events, the captain of the gaurd decides to use the distraction to get the villagers away from Sturmheim. The villagers provide the two with some equipment and Valdar loans his family sword to Cassius.

Cassius and Lee hasten to the battle sight, but find the conflict well over by the time they arrive. The slain bodies of orks, humans, and dwarves litter the field and there is no clear victor in this battle. The two search the bodies, but do not find Nadroj, Rok, or Galea. Cassius finds their equipment on a slain horse and the two ponder their next move…

Items Gained:

Content Not Found: scythan-bronze-drusus Lee
Valdar’s sword
Leather Armor
Backpack Food
2weeks Ration
Broadsword

63 Throalic Silver Tavs
43 Sturmheim Silver Denars
12 Theran Silver Denars
52 Theran Bronze Dupons
190 Throalic Copper Hammers
87 Theran Bronze As

Legend Points

Group:
300 LP General Roleplaying
100 LP Acquiring help from Metura
100 LP Helping Sturmheim’s people
100 LP Defeating 2 orks

Total: 600 (200 each Lee Cassisu and Galea)

Individual Awards:
Cassius: 500 LP for rushing to Sturmheim’s aid

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Into the Pit

Game Synopsis

Having recently joined the Lore Guild, Galea uses the Homunculus Book the party found in Parlainth to convince Loremaster Seekingstone meet with the party. The two arrive just after breakfast and the party has assembled in the main area of the Arcane Star. Nadroj explains to the Loremaster the groups desire to enter the kaer and explains the benefit to the town by letting them do so. The Loremaster, impressed by Nadroj’s explanation, entails his interest in the Kaer.

“I have found through my research and inquiries of the Scythan guards that have escaped the kaer, that there is a rare tome of dwarf history. This tome is hidden in the kaer, near a shrine to Garlan. It is hidden by a false stone in the wall and I do not believe it has been found. I need you to recover that book for me.”

Nadroj almost agrees to the terms, but Lee interrupts insulting the Loremaster and demanding payment for the group’s service. Indignant at Lee’s butchering of his title, the Loremaster stands intent on leaving the meeting. Nadroj quickly smooths the conversation over while Cassius unceremoniously ends Lee’s negotiations of payment. Galea’s hand on the Loremaster’s arm is a subtle reminder of the ancient text that Loremaster Seekingstone desires to examine. Nadroj is able to assuage the Loremaster and convinces Seekingstone to help equip the party for the journey. While the Loremaster is unable to compel the craft guild or trade guild, the Loremaster supplies the party with a promissory note that allows them to purchase equipment with the intention of paying the merchant back at a future time. With their business concluded, Seekingstone excuses himself. Almost in afterthough, the Loremaster looks back and informs Nadroj that captain Ahzurjoudan of the Brotherhood of Gnorm would like to speak to them if they are going into Kaer Metura.

The party finds Captain Ahzurjoudan at the Foundation Stone. After ordering a round of dwarven stout, Nodraj convinces Ahzurjoudan to give him one of the Gnormite Mask and robe. Ahzurjoudan offers some ‘friendly’ advice on dealing with the kaer inhabitants. A strange girl with close cut pitch black hair, white circles painted around each eye with a thin black line beneath, and patchwork clothing of someone who has been on the trail too long, challenges anyone in the bar to game to a game of Giant’s Feet. The game consists of two people facing off on a log over a refuse pit. Each opponent has their hands tied behind their backs and then they try to dismount each other. The girl offers a large some of money that Lee is unable resist. Unfortunately, Lee soon realizes that he cannot walk straight because of the dwarven stout. Cassius hops up on the log with grace of cat, bowing slightly to his opponent.

“May I have this danc…”

The girl catches Cassius off guard as he makes his witty remark. Cassuis falls into the pit as the girl spins herself free of the log. Agitated, Cassius storms out of the Stone to clean himself off. Lee tries to order another Stout, but passes out halfway to the Bar. Galea takes Lee to a room before seeking some supplies for herself.

The party spends the next day purchasing supplies from the various merchants in town. Most are staple items; the party tries to keep the cost down so it won’t cut to deeply into any treasure they find. On the contrary, Cassius takes the opportunity to purchase a poll-axe and suit of Chain armor. After spending the day equipping themselves the group rests the night before their trip into the Kaer. Upon awaking the next morning, they perform their Karma Rituals. As they perform a last minute inventory of their gear, a commotion arises near the East gate. Whispers of a wounded dwarf from Sturmheim ripple across the crowd; they are soon followed by gasps of scorchers attacks fill the air. It is apparent that the small village is in trouble, but is it too late to send help?

Items Gained:

Scythan Mask
Green Scythan Robe

Legend Points Awarded

Group:
200 LP General Roleplaying
100 LP Offering the Homonoculous to secure meeting
100 LP Agreeing to Help the Loremaster and Captain Ahzurjoudan
-100 LP insulting the Loremaster
100 LP Foundation Stone drinking

Total: 400 (100 each to Nadroj, Cassius, Lee, and Galea)

Individual Awards:
Nodraj: 100 LP Joining the Craft Guild
Nodraj: 100 LP acquiring Brotherhood Gnorm mask and robe for disguise.
Cassius: 100 LP purchasing the Flute
Cassius: 50 Giant’s Feet Match

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The Dwarf Outpost Duhn Korinth

Game Synopsis

After learning of the rumor of a kaer, the groups sets out from yalding in search of Kaer Metura. Heading toward the constellation Floranuus, the party travels for five days before seeing a large black spire jutting over the horizon. Traveling closer, the party discovers the spire surrounded by the stone wall of a dwarfish outpost. The seamless walls of the town stand twenty feet high and are patrolled by Dwarf warriors wearing strange bronze masks of a bearded dwarf.

As they approach the east gate, a large human, apparently one of the town guards, blocks their path and inquires about the party’s identity and intentions. Satisfied with their answers, Tras directs them over to the Revenue Hall by the West Gate. The Revenue Hall is a stone building with spartan decor. Tathik Glodreddi, a Throalic tax collector, inquires to each party members identities, makes a notation in his ledger, and informs each one they are restricted to the Gate Ward with barely a look in the adventurers direction.

Walking through the colorful market in the Gate Ward, the party is surprised to see such a wide array of merchants for such a small town. Although it does not rival the markets in Bartertown, nearly two dozen vendors trade goods with merchants that pass through the Gate Ward. After sampling the market, the group decides to take a rest at the Arcane Star. Owned and operated by elf couple, the Arcane Star caters to traveling spell casters. The proprietor Theiras Nightshade, a tall blonde elf, wears the ornate robes that were common before the Scourge. In contrast, his wife Nemeia dresses black robes of Cathayan silk. Although the clientele and mannerism indicate that they are adepts, the two avoid such inquiries into their characters.
Cassius returns to the Revenue Hall and inquires on visiting the town outside of the Gate Ward. Tathik informs him that only citizens and respected merchants are allowed beyond the Trade Gate to the city proper. A plan forms in Cassius’ mind and he spends his last five silver to purchase five sheets of paper. Rushing back to the Arcane Star Cassius blurts out his plan to create fake treasure maps to sell so they can get into the Trade Ward of the city.

While Cassius was out, another dwarf introduced himself to Galea. The Scythan named Nadroj, now sitting with Galea, interjects that he had plans to visit the kear entrance and they could “accompany him”. Looking forlornly at the five sheets of parchment, Cassius slowly rolls them up and puts them away in the pack. Galea and Cassius accompany Nodraj to the entrance of the kaer, a black spire fifty feet high. The entrance doors are covered in arcane runes leaving no inch of the surface unmarked. Their escort, Thara Silverleaf, informs them that only the Loremaster knows how to open the doors, but it is strictly forbidden.

Screams pierce the air as the group heads back towards the Gate Ward. Purple-robed, bronze mask-wearing dwarfs rush from the black spire grabbing people in the streets and dragging them back towards the entrance of the Kaer. Thara rushes towards the nearest adversary with Cassius and Nodraj following shortly behind. The three easily put the mask wearing dwarf on the defensive with Nodraj delivering a crippling blow. The raid quickly finishes and the dwarf runs back to the Kaer to join his companion. Nodraj throws his sword at the fleeing dwarf as Cassius gives chase. Unwilling to allow the dwarf to escape, Cassius slashes the dwarf from behind causing him to fall into the entrance of the Kaer. His companions pull him in as Cassius watches the doors close a seal the inhabitants inside once again.

In he aftermath, Nodraj finds a bronze drusus that the dwarf dropped; Cassius realizes that Galea cannot be found. Fearing the worst, Cassius begins yelling for his companion. Thara escorts the Nodraj and Cassius back to the Gate Ward, promising to search for their lost friend. Cassius impatiently leaves the town with the intentions of climbing the wall under the cover of darkness. After sunset, the town gates are closed; Cassius and Nodraj find that scaling the walls of the town an impossible task. Stranded outside the walls, the two return to the Arcane Star the next morning. They discover that Galea and Lee are having breakfast and Galea has secured a meeting withe Loremaster. Nodraj discovers the bronze drusus to be unworkable and ruins a set of forge tools borrowed from the general store. Cassius takes time to make himself presentable to the Loremaster.

Items Gained:

Content Not Found: scythan-bronze-drusus

Legend Points Awarded

Group:
300 LP General Roleplaying
300 LP Fight with the masked dwarf

Total: 600 (200 each Nadroj, Cassisu, Galea)

Individual Awards:
Nodraj: 200 LP Comedy Award

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The Graveyard

Surveying the graveyard in the light of day, Cassius and Galea notice scores of undead roving between the tombstones and around the mausoleums. Spying a child running between headstones, Cassius lowers himself from his perch, and old temple that was probably used to perform funeral rights. Galea slides in to the vacant spot and watches Cassius from the saftey of the roof. Cassius darts between the tombstone, mirroring the girls efforts to hide from the cadavermen. Cassius reaches the girl as she stops at the fence to the cemetary. Grabing the girl by her shoulder, Cassius turns the girl around to see that her eyes are solid black. She opens her mouth as if to say something and emits a wail so keen it can be heard for miles. Cassuis, grabbing his ears, backs away unsteadily. The world starts to melt as the keening pushes on his head. The sense of vertigo heightens and Cassius vomits his breakfast on his tabard as he reels backward. Regaining his composure, Cassius notices Galea’s flailing from on top of the temple. Cassius quickly realizes the undead are converging on the young girls keening. Grabing the girl, Cassius hops the fence and starts running back to the camp. The girl fights desparately to free herself, but apparently exhausts herself into unconciousness. Galia and Cassius arrive back at the camp and complate their next step.

Lady Sareetha waits patiently by her horse while Galea relates the event of the morning excursion to Helak. The group breaks bread and takes a short rest. Sareetha spots to travellers coming down the rode and Cassius takes arms in front of the group to inspect the travellers. Recognizing Li and Rok from town, Galea and Cassius greet their old friends with enthusiasm. The reunion is cut short by Sareetha’s scream. The party turns to see the young girl has transformed some deformed mockery of a spider. Crawling backwards on all fours, the girls arms and legs have grown abnormally long and appear to have and extra joint. She easily drags galea backwards with her and a pace only a flying windling could keep up with. Galea notices the unfortunate smile on the creatures face as Cassius sprints to try and save Sareetha.

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Off to Adventure

Resting in Sturmheim for several weeks, Cassius is surprised when Lee comes back to the village.

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A New Circle

Game Synopsis

Cassius and Lee arrive at the village of Sturmheim. They immediately notice the large number of abandoned houses in the village. Heading to the Inn of the Dancing the Dragon, Cassius inquires about a room for the night. The tavern portion of the inn is lively and Lee begins drinking as the crowd begins clapping to Helak the troubadour’s playing. Having lost all of his belongings to the ork skorcher tribe known as the Steel Vipers, Cassius leaves the in to investigate the abandoned buildings.

Cassius hears a commotion down an alley and when he investigates, he sees three humans attacking a forth human poorly defending himself with a shield. Cassius calls for the guard, but gets no response. Deciding to act, Cassius charges the three assailants. One of the brigands wrestles the shield away from the man and the trio disperse into the darkness. Cassius tries to follow, but soon looses them to the night.

Returning to the scene, Cassius searches the fallen to find evidence of his assailants. So intent is his investigation that he fails to realize the dwarf villagers until he gasps in suprise:

“Go, seek help, this man has been grievously injured,” says Cassius.

The dwarf sprints from the entrance of the alley way screaming “Murderer!” Cassius shakes his head knowing there are no gaurds to hear him. He finishes searching the body when a throng of people appear at the end of the alley. They are lead by a tall human with raven black hair and a patch over his left eye. He is dressed in well oiled chain and a flambard hanging from a baldric. The warrior eyed cassius with his one good, grey eye and proceeded to inquire about what happened. Attempted to help his friend, Lee interjected whenever possible but his crude comments only managed to raise the warriors ire.

“Listen you, one-eye fu…” Lee only managed to get out part of the sentence before the warrior ordered their arrest. Lee ran rather than be imprisoned, but Cassius, feeling he had done no wrong, acquiesced to the captain of the guard, Valdar. Valdar agrees to talk with Cassius and Cassius learns that Valdar is also Landisian and holds the rank of Knight under King Rollo Redbeard.

Lee attempts to free Cassius, but finds the guards too experienced and is forced to flee. Aggravated, Lee torches some of the abandoned buildings upwind and on the edge of town. Once several of the buildings are aflame, Lee frees Cassius while the guards fight the fire. Cassius, seeing the fire rushes to help the towns people. Lee tries to convince his companion to flee, but gives up when Cassius rushes into a burning building to save a child. Lee disappears into the night, determined to put Sturmheim behind him, while Cassius fights for his life and that of a small child in the blazing inferno of the old district. Cassius manges to force his way clear, but passes out from the smoke and flames. Awaking two days later, Cassius learns that Valdar has cleared him of any accusations and the young dwarf Kegar survived the fire.

Cassius decides to find Lee and leaves Sturnheim. He travels through the day and into the night before running into a creature in the dark. The creature reacts to his movements and Cassius decides to wait it out through the night. Awaking the next morning, Cassius discovers a staijan guarding his fallen rider. Cassius tries to see if he can help the rider, but the staijan attacks him if he steps too close. Wounded, cold, and tired, Cassius abandons the rider to his mount and trudges back to Sturnheim. Resting for another day, Cassius once again heads south towards throal. He spies an espagra that dives at him in hopes of an easy meal. Cassius tries to seek shelter from some nearby trees, but soon learns why espagra are known as the scourge of Barsaive. Wishing he still had his sword, Cassius grabs a stout tree limb to try and fend off the voracious beast. A dwarf rider comes barrelling towards the duo, dismounting in mid-stride and rolling to Cassius aid. Throwing the warrior her extra dwarf sword, the two face off the espagra and soon drive it away. The dwarf introduces herself as Galea, travelling scribe, and her intentions to travel to Sturnheim. Tired and wounded once again, Cassius leaves Lee to his own devices and travels to Sturnheim with his new companion.

Items Gained:

Cuts and Bruises

Legend Points

Group:
300 LP General Roleplaying
-100 LP Instigating trouble with Vladar
-200 LP burning the village and leaving children to burn

Total: 0

Individual Awards:
Galea: 100 LP for assisting Cassius
Cassius: 300 LP for saving dwarf child

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The Last Legion

Game Synopsis:

Darron finds Tianna and informs her of Roks plight and Netherwinds message. Thovar, researching information in the Grat Library of Throal, encounters Galea training in her discipline, Travelled Scholar. Waiting for her to finish, Thovar explains that Gromms death was accidental. Braxis, looking to start his own band of intrepid adventurers, meets Klaz, a human scout. Intrigued by his style, Braxis offers him equal share in the party’s loot. After some explaining, Braxis, Galea, and Klaz join Thovar and Tianna travel to where Rok, Daku wan, and Netherwind are camped. Reunited once again, the Last Circle begin their trek to Honto.

Passing various villages, the locals in the hinterlands are reluctant to open their doors to strangers. Finally, after three villages, the party is welcomed in the village of Yellowfield. While resting the village is attacked and the party rushes to their aid. After a pitched battle, the party discovers that the attackers are villages from Cherrypit that were attempting to reclaim the pigs that Yellowfield had stolen.

The party decides to leave and continue their journey to Hanto. A couple days out from the village, the party is attacked by adepts. Although skilled, they are out-matched by the Last Circle. Their ork archer Banjazi dies in the battle, and Athlea and Damon are questioned. The party discovers that they art members of the last messengers Charboya hired and their party was killed by the Grim Legion that had placed Hanto under quarantine. Releasing them with some food and equipment, the party continues to Hanto and inquires the reason behind the quarantine. The Legion, having discovered a girl with strange powers, quarantined the village in order to determine if she was horror marked.

The party willfully enters the village and are placed under quarantine. Their items are confescated and they are not allowed to leave. Daku wan and Klaz sneak the group’s items into a storage shed. Braxis and Klaz, unable to make much headway with Grim Legion all about, make the pretense of joining the Grim Legion to fight Horrors. Now free to conduct themselvers without be watch, the two discover that the girl Ardelea, recieved her powers from a cave a few miles from the village. Leaving the village to help some farmers search for a lost pig. Klaz, Daku wan, and Braxis find the cave and discover a talking book named “The Blue Book of Spirits” and a statue of a Dragon. Exiting the cave, the book stops talking and begins to age rapidly in the air and Sunlight. They take the book to Galea, who uses her talent Book Memory to commit the tome to her mind. It is an ardous task that takes three days, but she is able to retain the information. Klaz and Braxis then present the tome to Moltaa, who takes great interest in it. She declares the quarantine lifted and the Last Circle returns to Bartertown with the good news to Charboya.

Items Gained:

Blue Book of Spirits
Dragon Statue
200 Silver (Each)

Legend Points Awarded

Group:

Total: 2400 (300 each)

Individual Awards:

Braxis: 200 LP for RolePlaying

Notes

This session was GM’d by Dalamar. Vinsane played the NPC Braxis for this adventure.

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The Splitting of the Circle

Game Synopsis:

The party come across a group of ogres, and easily dispatches the lumbering brutes. The remaining journey to Bartertown proves boring and mundane. The Last Circle turns towards internal bickering and a playful jest gets out of hand. Rok begins a fist fight with Gromm, who, in retaliation, draws his sword. Steel crosses and the fight finishes with Rok standing over Gromm’s still body. Galea and Braxis disappear in the night and the rest of the trip to the Bartertown is quiet with a heavy air.

Underestimating the size of Bartertown, the party splits up and invariably, looses the rest of the party. Netherwind is approached by the Nethermancer’s Guild where he is a made a unique offer by the guild master, Cranium Doomwraith. He also meets the vivacious Illyanna, a 5th Circle Elf Nethermancer, who takes an eye to Netherwind. Thovar, Tianna , and Drazeus seek accommodations while Rok and Daku wan hunt down a weaponsmith. Unsuccessful in selling the ogre club, Rok and Daku wan settle in for a night of drinking at the Juggling Shadowmant Inn. While there, they encounter their old acquaintance Darron, who informs them that his employer is looking for adepts. Netherwind speaks to the duo before disappearing into the night with Illyanna.

Rok and Daku wan wake the next morning covered in blood. Revealing his predicament, Rok is arrested under suspicion of Horror-possession. Netherwind negotiates a job from Darron’s employer Charboya. Daku wan attempts to storm the gates of Throal trying to find Rok. Illyanna helps Rok escape imprisonment and informs Netherwind of the danger remaining in Bartertown. Netherwind leaves word for the rest of the Last Circle and they wait a days walk outside Bartertown.

Items Gained:

None

Legend Points Awarded

Group:

General Role Playing: 335

3 Ogres: 465
Total 800 (100 Each)

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The Road to Bartertown

Game Synopsis:

After some discussion, the party decides to head to Throal to allow Galea some overdue training. Heading west again to circumvent the Throalic Mountains, the party passes through Midland. Redbeard and his entourage have left, leaving the trading post once again boring and uneventful. Turning south the party crosses the Serpent River and the days pass uneventfully to Throal. On one particularly boring afternoon, a group of espagra use the sun on their backs to surprise the party. The fight is over quickly, with one espagra dead and the other two in retreat. Unfortunately, Thovar’s dog is taken by the esagra. Braxis skins the espagra while Rok cooks up espagra stew. The party eats well that day before continuing on their journey.

Items Gained:

100 Silver Script from Heirmon for supplies

Legend Points Awarded

Group:

General Roleplaying award: 200
3 Espagra: 600
Total: 800 (100 each)

Individual Awards:

Rok: 100 LP for agreeing to help Tikarsis

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Back to Heirmon

Game Synopsis:

Traveling East, the party once again passes through Midland. The small trading town is overflowing with followers of Rollo Redbeard, the self proclaimed king of Scythia. The party looks for supplies only to find that most have been acquired by Redbeard’s men. Gromm meets Jade, an ork lady of the night, who is headed to the inn to listen to Redbeard speak. Gromm followers her in and Rok introduces Gromm to Hurlgut. Unable to keep the vile liquid down, Gromm vomits on Jade and makes a loud commotion during Redbeards speech. A large ork in black horse hair armor and proclaiming to be the captain of Redbeard’s guard, escort Gromm out to sober up in a remote corner of the trading post. Rok has to restrain the windling from rushing into certain death as Gromm is carted off. Redbeard speaks of a time of change, the rebirth of the Scythan nation and grand legends to those that can help establish that goal. Speaking with the Last Circle. Rollo hires the party to research ‘The Keepers of Knowledge’ in Throal.

The party only stays long enough for Gromm to come to his senses then continues to Haven. On the way the paryt encounters Jask, a justicar from Karpathis. Arriving at Haven the party delivers the Blood Ivy and informs Heirmon of Takarsis’ exile. Heirmon takes the news with a heavy hearty, he tells them that if they wish to seek him out, Takarsis may have headed to Travar. He gives the party scripts for provisions for the party on their journey to Travar, and informs Rok, the secrets of his trinket. Staying at Loak’s Legacy, the party spends a couple days for some well earned rest before deciding what they should do.

Items Gained:

None

Legend Points Awarded

Group:

Role playing award : 500
Total: 500 (100 Each)

Individual Awards:

Gromm: 100 LP for Kicking down the Tavern door
Rok: 100 LP for stopping the windling

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