The Harrowed Halls of Duhn Korinth

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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Betrayal in Bloodwood

Game Synopsis:

After defeating the slavers, the party returns to Eidolon and helps the slaves get settled. Thovar and Galea sell the equipment gained from the slavers. Daku-wan spends most of the time on bed rest, having been seriously injured during the attack on the slavers. Braxis wiled most of his days carousing and gambling. Rok comes across a traveling merchant named Trevallus Delgouse from Travar who was willing to purchase the death cheat blood charm. He invites the party to dinner, where only Braxis and Rok agree to attend. Tianna decides to meditate on her talents while the party rests and Rok seeks training. There is some contention as to whose money Rok is using to train and throws down the While spending the weeks healing and training, the group discovers the journal stolen from their room.

Returning to Blood Wood, the party is attacked by Kalourin’s men. The party is once again out matched and the fight goes badly. Blood Elves of another house help the Last Circle to escape and inform them that Takarsis was exiled from Blood Woods. They give Rok the package of Blood Ivy to take to Heirmon and disappear back into the Blood Woods. With nothing left in the Blood Woods, The party decides to head back to Haven and finish the quest.

Items Gained:

76 silver (Sold Equipment)
50 Silver
450 Silver
500 Sliver (used Blood Charm)
Package of Blood Ivy

Legend Points Awarded

Group:

General Legwork: 500
Fighting Kalourin’s Blood Elves: 300
Total: 800 (100 each)

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Into the Mist

Game Synopsis:

While healing, the party is surprised to see a familiar face. Netherwind, who fell in Parlainth, strides into the village looking for the Last Circle. With reinforcements, part once again descend into the the old Kaer. It is not long before they encounter The Mist again; the party work together this time and are able to defeat The Mist and free the village from its curse. With the curse lifted, the villagers head to the shrine of Garland, and age the closer they get. Upon arriving at the shrine, each villager turns to dust and are granted the eternal peace of death. The party discovers Kalorin’s symbol painted in the Kaer in Blood and a large number of items and silver. Having not been paid in so long, the party descends upon the loot like bandits.

The party leaves the now abandoned village and chase down the slaver and his men. After several days of pursuit, the party finds the slavers camped in a low ravine near the Serpent. In a concerted attack, the party is able to defeat the slavers; Netherwind uses his Ethereal Darkness to devastating effect while Tianna casts Ice Sheet on the ground. Rok, Grom, Daku wan, and Braxis attack the unprepared slavers while Thovar makes for Faegi Kull. Mortally wounding the slave leader, Faegis brings the tent down on Thovar and makes his escape. Searching the camp, the party finds most of their belongings in tact. The also find a journal revealing Kalourin’s pact with Faegis Kull and The Mist. Resting a night in camp and eating the slavers food, the Last Circle decide to take the slaves to Eidolon.

Items Gained:

342 Silver
8 Ornamental Burial Shroud Clasps
Suit of Dwarf Crystal Ringlet (Thovar)
Crystal Viking Shield (Thovar)
Windling Scale Armor (Daku wan)
Windling Sword (Daku wan)
Dwarf Sword
Cloak (Braxis)
Elven Warbow
Staff

Legend Points Awarded

Group:

Horror 1000
Slavers: 900
Strategic attack of the Slaver Camp: 200
Freeing the Village: 600
Helping the Slaves: 500
Total: 3200 (400 each)

Individual Awards:

Thovar: 100 LP for challenging Faegis Kull
Netherwind: 100 LP effectively demoralizing the Slavers

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The Cursed Village

Game Synopsis:

Awaking sometime later, the party finds themselves discarded in a hole in the ground. The group discovers that Jouve died in the slavers attack. Exiting the whole the party finds themselves in a village surrounded by an unnatural mist. Journeying into the mist proved ineffective, as the Mist proved confusing and the party found themselves walking back into the village. In the village, they meet Gromm, an ork warrior, also captured by the slavers. Speaking to the villager’s prove useless as they appear as gaunt shells of their former lives. They speak of ‘Him’ who will not let them go, but choose to speak no more of it.

Thovar and Tianna, fallowing the party’s travel trail, discover the burnt remains of the caravan. A ways away, Tianna discovers a medallion that survived the attack relatively unscathed. Upon entering blood wood, the duo meet with Kalourin who directs them to the party. Traveling south, the two cross the river near the town of Eidolon. The receive the same cold greeting at Lomar’s tower as the rest of the Last Circle. The are given direction to the village Akarem and while searching for it they wander into the mist. Unable to see far, the two encounter one of the villagers and attack her, thinking she is horror marked. Thovar seriously injure the girl and hastily move away from the girl. The two seem to confuse their directions and end up running into the girl who is waiting for them with open arms; she appears oblivious to the gash in her head or the blood running into her eye. Running in fear, Thovar and Tianna stumble into the village, Akarem, and encounter the other members of the Last Circle.

Searching the village, proves disappointing. Braxis dances with a ghost to free her from her imprisonment. The group finds some old poor armor. Finally descending into the old kaer, the Last Circle encounter the horror known as ‘The Mist’ and are easily defeated by it. They are forced to retreat and rethink their plan before attacking the horror.

Items Gained:

Rusted Chain mail & Broad Sword (Gromm)
Rusted Shield & Broad Sword (Thovar)
Rusted Shield & Broad Sword (Braxis)
Rusted Broad Sword (Rok)
Stick (Daku wan)

Legend Points Awarded

Group:

Krilworms 900
Ghouls: 740
Cadavermen: 460
Total: 2100 (300 each)

Individual Awards:

Braxis: 300 LP for releasing the trapped spirit

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Blood Warder Takarsis

Game Synopsis:

Leaving The Midland Trading Post behind, the Last Circle continues their journey towards Blood Woods. After a number of days travel, the party investigates smoke they see in the distance. They soon discover the burnt out remains of a traveling caravan. Bodies litter the ground as guards and horses alike were charred and rent. The stench is overpowering as Rok and Daku-wan scrounge for the melted silver on the road. Although not much is salvageable, they scrounge what they can turn back to the journey towards Blood Wood.

Arriving at the Blood Woods the party meets Blood Warder Kalourin who entertains the party until Takarsis is able to meet with them. Takarsis asks the party to investigate rumors of Theran slavers near Blood Wood while he acquires the Blood Ivy as payment for Heirmon. Takarsis sends his knight, Jouve, to assist the the Last Circle in this endeavor.

Travelling south from Blood Wood, the party spots espagra and coerce Jouve to participate in their ritual of mettle, to kill an espagra in single combat. Much to everyone’s surprise, Jouve was able to kill an espagra, proving the deadly nature of Blood Elves. After crossing the Serpent River the party learns more of the slavers at Lomar’s tower. Increasing the pace, the party travels southwards in hopes of overtaking the slavers. In their rush, the party falls victim to the slaver’s ambush. Out flanked and overwhelmed, the party puts up a valiant effort but is defeated by the slavers.

Items Gained:

Gold nuggets
brooch

Legend Points Awarded

Group:

Not Fighting the Blood Elves: 400
Not giving the package to Kalourin: 200
Accepting the mission for Takarsis: 500
3 Espagra: 600
Valiantly Fighting the Slavers: 100
Total: 1800 (300 each)

Individual Awards:

Daku wan: 100 LP for being the last warrior standing

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Midland Trading Post

Game Synopsis:

After a narrow escape from Parlainth, the Last Circle leaves to deliver the package to Blood Wood. A couple of days outside of Haven, they group is assailed by bandits. Charging into the battle, the warriors leave Tianna unprotected. The bandit leader, Segora, manages to capture Tianna and holds her life as barter for Heirmon’s package. Resigned to defeat, the party agrees and Segora absconds with the package. Finding one bandits still alive named Kapretes, the party extracts the location of the bandits’ camp. A daring raid results in the party reacquiring the package, but the person that they slaughter in his sleep is not Segora. Having reacquired the package the party heads west.

Half way between Haven and Blood Wood, the Last Circle arrives at the Midland Trading Post. Daku-wan exchanges barbs with an ork guard and the hot headed ork challenges the windling to combat. Much to everyone’s surprise, the windling beats the ork and the other guards leer at the party while helping their comrade. Kapretes is not allowed into Midland and Thovar decides to stay outside to watch him.

During the night, the orks exact their revenge and attack Daku-wan and Rok in their sleep. The attempt goes badly, but one manages to grab Heirmon’s package and leap to the ground in safety. Tianna keeps some orks busy with an Ice Sheet spell, while Rok pummels the rest. Daku-wan follows the ork with the package until, in an effort to loose his attacker, the ork throws it over the wooden wall. Daku-wan, Thovar, and Kapretes search through mid-morning until they find the box. Deciding to leave before another attack is made, the party leaves except for Tiana and Thovar, who hunt for clues about their attacker. After a couple days, Thovar discovers that the person who hired the orks matches Segora description. The two quickly leave to inform the party of what they find.

Items Gained:

32 Silver
Medallion with emblem
Note to meet with some one named V.

Legend Points Awarded

Group:

Capturing a bandit and finding the camp: 240
Defeating the Bandits: 520
Defeating the Orks: 440
Total: 1200 (200 each)

Individual Awards:

Daku-wan: 100 Besting the ork in a duel
Tianna: 100 LP for useful use of the Ice Sheet spell
100 LP for discovering who hired the attackers
Thovar: 100 LP for discovering who hired the attackers

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