The Harrowed Halls of Duhn Korinth

The Meeting

Game Synopsis:

In the village Tanatos, located high on the east slope of the Throalic Mountains, four of the locals meet with three strangers and form an adventuring group. Agreeing to accompany Darron, a merchant from Bartertown, the group journeys to Darron’s home village of Lang to find out why Darron’s previous Currier have not returned.

On the way down the mountain, the party hides from the voracious espagra circle the skies, and arrive at the bank of the great Serpent River. After resting the night, Jik’Harra the swordmaster finds his wine is replaced with water. He looses a duel to the Dread Pirate Dalamar and wins passage aboard the river boat. Renny shows unusual bravery swinging over the river on t’skrang ropes.

Arriving at the road leading to the village from the tributary, the party encounters 3 lighting
lizards which results in the death of Jik’Harra the swordmaster, and the unconsciousness of Thalen the scout and Rok the Warrior.

Items Gained:

Charred Flesh & Bite Marks

Legend Points Awarded

Group:

The Meeting: 275
Lightning Lizards: 775
Total: 1050 (150 each)

Individual:

Beograd: 100 for least amount of intrusions on the game
Daku wan: 100 for stalwart defense of his team mates.
Jik’Harra 300 for battling the ‘Dread Pirate Dalamar’
Remmy: 100 comedic relief (awarded at game).
100 for t’skrang rope swinging.
-100 for unnecessary risk in t’skrang rope swinging.
50 for concocting nefarious schemes
Rok 100 comedic relief (awarded at game)
50 for propagating nefarious schemes
Thelan 100 for holding his own among the warriors.
Tiana: 100 for straight jacking the party’s payment.
50 for completing nefarious schemes

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Horror Encounter

Game Synopsis:

After dressing their wounds, the party discovers one of the lightning lizards previous victims still breathing. They discover some silver on the dead bodies and Rok discovers an ornate sword and wrist band. Jik’Harra sets the dead bodies aflame, and the resulting fire catches the woods on fire. Rushing back to the tributary, Daku Wan notices a strange occurrence, a line of fire instantly alights the woods on fire, travelling faster than anything natural. Warning the group, Daku Wan flies to confront the new threat.

The band tries to escape the fire but soon realizes that they are being boxed in. After some
debate, the party dives into the river and hopes the current will carry them away from the blaze. Daku Wan confronts the horror causing the fire, a 12 foot tall troll composed of bunt blacken flesh. Bright red veins of molten lava criss cross its skin and tentacles for arms instantly ignite anything they touch. As the horror draws near, the shear heat of its being burns Daku Wan hair and flesh causing him to close his to protect his eyes. He strikes blindly at the horror, before retreating to the skies in order to protect his delicate windling wings.

The party travels down the river, Jik’harra quickly swimming between the group making sure none drowns. Floating with the current, the party wait until the sun is low in the sky before making camp. Daku Wan rejoins the group and discuses the Horror with Rok, but neither can think of the horrors name. The group settles down for a restless sleep and then awakens the next morning and travel to the site of the fire. At the site, the party discovers the trees the horror touched were instantly burned; they still stood as trees of solid ash.

Travelling north, the party comes across the village of Lang, smouldering after an attack. As the party searches, it appears that the village had been abandoned. The village empty except for a few dead dwarfs the party discovers a pipe in the ground that appears to be a chimney of sorts. They also discover Darron was missing. After several attempts to clog the pipe, the party is surprised by the sudden rise of the dead dwarfs. After a quick fight, the party burns the bodies to prevent them from rising again. Jik’Harra discovers a door to the cellar where the village has hid. The party manages to reassure the villagers that they had come with Darron, the dwarf merchant. During the conversation, the village is attacked by obsidimen that appear corrupted by some horror.

After dispatching the corrupted obsidiman, the party learns of a lost monastery from before the scourge that was near an obsidiman life rock. After healing for a few days and meditating on what they have learned, the party decides to travel north in search of the monastery.

Items Gained:

11 Silver (Rok)
14 Silver (Jik’Harra)
9 Silver (Renny)
23 Silver (Jik’Harra)
Silver Dueling Sword
Arm Band with black pearl

Legend Points Awarded

Group:

The First Horror: 1000
Cadavermen: 750
Tainted Obsidimen: 225
Rescuing the village: 425
Total: 2400 (400 each)

Individual:

Remmy: 100 Roleplaying
Rok 100 comedic relief

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The Dark Heart of the Woods

Game Synopsis:

Leaving Beograd, Thelan, and Kronan in the village to assist the villagers in rebuilding of the village Lang, the travelers eight set off into the hills to find the lost monastery of the obsidimen. After five days of travel, the travelers discover the village of Taureen, beset by an evil to the north of their village. Taking the task of dispatching this evil, the group learns the location of the creature’s lair. The village elder Garveus, tells the would-be heroes that the creatures lair is located to the north in the Dark Heart of the Woods.

After arriving in at the forest, the party realizes that the woods were referenced because of the
massive spider webbing that blocks out the sun. Traveling to the center of the lair, the party confronts the evil of the wood, a pair of horror constructs called Jehuthra. The party is separated and forced to fight the vile beasts in two groups. Before they are able to vanquish their foes, Remmy falls to the Jehuthra’s attacks, and Daku wan passes out from the strain of his wounds… but not before delivering the killing blow to one of the Jehuthra.

Afterwards the party binds the wounds of their fallen and searches the main chamber for treasure. Amidst the carpaces, bones and webbings the party discovers a number of coins. Tiana discovers an ornate dagger while Jik’Harra finds a strange axe with three heads.

Amongst their search Rok discovers a number of trees that appear to be made from ash, held together from the webbing around them. Searching the floor, he notices the earth has been scorched, as if by large foot steps.

Items Gained:

46 Silver
Ornate dagger (Tiana)
3 Headed axe (Jik’Harra)
rusty suit of chain armor
2 suits of decaying leather armor
breast plate in good condition with an unrecognisable emblem on the front
a few broken and rusted swords
a helmet with a large dent
A book half eaten from decay

Legend Points Awarded

Group:

Accepting the task: 250
Group Name: 200
Jehuthra (2): 550
Total: 1000 (200 each)

Individual:

Daku wan: 200 for the killing blow while causing him to pass out from strain.
Jik’Harra 100 for making the reference to the Dark Heart of Woods.
Rok 100 for trophy.
Tiana: 100 for usefulness.

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The Lost Valley

Game Synopsis:

The heroes return to the village Taureen with the giant spider’s head in tow. After a heartfelt cheer for the group, the village is a buzz with feast preparations while Jik’Harra discovers that their pay has been accepted by another. Confronting the would-be money swindler, the entire party is challenged to a duel in turn.

The first duel, between Jik’Harra and F’resk F’rel, is called to the first blood and is finished before it begins. Moving with blinding speed, F’resk’s blade cuts Jik’Harra on his left cheek and drawing blood. The second duel, against Rok the warrior, proves more difficult for F’resk. Rok launches a crushing first blow wound F’resk and setting the tone for the fight. Having called to the second blood, the duel would only end if one of the combatants surrendered. After a lengthy pairing of weapons, the duel ended with Rok unconscious and F’resk severely winded. Tianna conceded her duel in order to tend to the obsidiman.

With the matter settled, Renny the Stalwart attempted to recoup the parties losses, but finds the rooms the other group purchased for the night to be empty. Meanwhile, the Kronan, Thelan and Beograd catch up with the party. Renny is reunited with the Galea, the young dwarf from Lang, and the group meets Netherwind, a journeying nethermancer.

The Keys of Death, a well known cult, make an attempt on Jik’Harra’s life. Fortunately, the town folk have meager magic to counter act poisons and Jik’Harra is only bed ridden for half a day. Rok awakens the next morning amidst the adventurers that swindled them out of their gold. To his dismay, one of their numbers is tempering his axe and, aside from the ork, the other members of the troupe seem amiable.

While waiting for his axe to be finished, Rok began training with Beograd. Jik’Harra asks F’resk to teach, but the t’skrang only agrees after Renny swears a blood peace with him. Jik’Harra pays Renny 50 silver, and begins training with F’resk. Renny discover the location of the Hidden Vale and makes travel plans with Netherwind in hopes of finding the Lost Monastery of the obsidimen.

Jik’Harra convinces a local, the young dwarf meepo who showed them the way to the spider’s lair, to join the group in their quest. Eleven companions set out for the Hidden Vale under the new name of ‘The Last Circle’. After 6 days of arduous travel through the deadly mountains passes, the Last Circle discovers a fertile valley marked by two stone sentinels of dwarven warriors. The company finds the village of New Huron hastily building defenses for the coming of Horrors.

Vowing to rid the valley of these vile creatures, the Last Circle travels to the ruined tower of Gtark Kordon. Kronan, Beograd, Daku Wan, and Thelan stay behind to help the village build their defenses. In the tower, Jik’Harra falls to cadavermen while Renny draws the undead away from the mages with an impressive array of acrobatic maneuvers.

Rok advances to 2nd circle.
Jik’Harra advances to 2nd circle.

Items Gained:

56 Silver
82 Copper
Food
Donkey
Training

Legend Points Awarded

Group:

Cadavermen: 500
Saving the Village: 200
Keys of Death: 100
Group Name: 200
Total: 1000 (200 each)

Individual:

Jik’Harra 200 for dueling F’resk F’rel.
Netherwind 200 for suggesting the group name.
Renny 100 for acrobatic shenanigans
Rok 100 for roleplaying (awarded in game)
Tianna 100 for attending to fallen comrade.

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The Obsidian Tower

Game Synopsis:

Returning to the old tower, the Last Circle discovers the bodies of the previous cadavermen missing. The party jests at Remmy’s lock picking skills, suggesting he knock first. In sarcastic defiance, Remmy knocks at the thick oak door, alerting the fell creatures on the other side. Remmy quickly conquers the lock and opens the door to find cadavermen advancing towards the door. The warriors move quicky, positioning themselves around the doorway to use it as a choke point. Unable to fit the entire group, Kronan and Daku wan flank the Rok and Jik’Harra, protecting their backs from possible attacks. With the fight going well and the cadavermen presenting a minimal obstacle to be overcome, Tianna, the elementalist, casts her spellz from the safety of distance. Yet, unbeknownst to the party, the knocking alerted a number of ghouls, more intelligent than the cadavermen, the ghouls exited the back room through a small natural passage. Sneaking back into the tower from the front, the ghouls descend on near defenseless magician.

Springing into action, Kronan and Daku wan rush to the magician’s aid. Rok and Jik, finish the cadavermen and hurry to assist their comrades. Remmy, seeing that the way has been cleared, enters the back room with Galea and Mevalrus. The warriors quickly overcome the ghouls killing two and causing the remaining two to flee. Kronan, having discovered Remmy missing, bars the door to ensure that nothing comes in while the others chase the remaining ghouls.

Once the party is reunited (except for Remmy), they enter the back room. The room, which was obviously once a library, was filled with full length bookshelves on every wall. Unfortunately, none of the books appeared to hold up against the passage of time. Any apparently sturdy books, crumbled at the slightest of handling. Exiting the tower into the valley once more, the party finds Remmy and the others. Galea, struggling with the weight of her backpack, appears distracted by a passage in a large tome she is reading. The party then makes camp and discusses the next option.

Items Gained:

None

Legend Points Awarded

Group:

Cadavermen: 300
Ghoul: 300
Total: 600 (100 each)

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Ibogolh's Lair

Game Synopsis:

With the old tower providing no useful clues, the Last Circle continues west in search of the Horrors that plague the Hidden Vale. The party discovers an ancient destroyed keep, from before the scourge. Investigating the ruins, the party runs afoul of some inlings, corrupted windling. The inlings attack the party with horror magic, causing many of their bones to snap and dealing great pain. One of the inlings vomits into Daku-wan’s mouth, causing him to become slightly ill. The party is force to retreat and heal the wounds in New Huron.

While resting Netherwind meets a t’skrang Nethermancer named Lilac. After making a blood oath of peace, Lilac trains Netherwind and the two speak late into the night of things arcane and netherworld like. Remmy searched around town and eventually found an individual named Jak-O to agree to train him, Jak-O agreed on the condition of a favor to that he would call upon when he needed it. With a wink and smile, Jak-O showed Remmy some of the fine arts of burglaring. Daku-wan sought training from Beograd, who agreed to teach the young windling.

After Seven long weeks, the party returns the keep. Prepared to fight the evil Inlings, the party finds the keep empty. Traveling further west, the party reaches the end of the valley and finds an empty windling village. A single windling defender, apparently infected by some Horror, defends the empty village against the party. After some difficulty, the party is able to enlist the windlings help and head to the caves that the Horrors inhabit.

Set seventy five feet in the side of a sheer cliff, Daku-wan and the windling elementalist are the only ones to explore the caves initially. Encountering two skitzees, the two windlings easily vanquish the Horrors, but are forced to flee when inlings appeared. Netherwind, barely able to double thread a spell before the inlings descends upon the party, casts a spell to delay the inlings so the party can get away. The party returns some time later and ascends to the cave with the help of an air lattice spell. Arriving in the front the cave, the party encounters more skitzees.

Items Gained:

None

Legend Points Awarded

Group:

4 skitzee 800
Total: 800 (100 each)

Individual:

Daku wan 100 for comedy
Netherwind 200 for double weaving.

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The Horror Vanquished

Game Synopsis:

Jikhara ascends and finds skitzees at the entrace cave. Daku-wan follows close behind and the two engage whil Kronan hurries up the lattice, the three finish the latice while the rest of the group laboriously make their way up. While helping the rest of the party, the group is attacked again, and Kronan is knocked unconcious. The party, exept Rok, make it into the cave and start searching for the source of corruption. After some searching the finds a shaft going straight down.

Renny, left to guard Kronan’s body, decided to explore the cave system. Travelling through a number of rooms, he notices windlings stuck to the wall. After a while, an indling comes and vomits some substance into the windlings mouth causing it to screem for a few minutes until his eyes glaze over and becomes unresponsive. Continuing on, Renny is discovred, and he is quickly knocked unconscious.

Daku wan offers to scout the whole and encounters a giant maggot like creature with pulsating sacs and icor excreted from its body. Chased by indlings and skitzees, Daku wan manages to clear the opening and the party battles the chasing constructs. After dispatching them, the elemetalist casts air lattice and the party begins descending. Tianna and Daku wan descend and start battling the loathsome creature. Jik’Harra slips a plummets to his death. Tianna is knocked unconscious and Duku wan is severely hurt. Kronan having awoken and found himself alone, follows the sound of battle until he finds Netherwind at the entrance to the shaft. In true sky raider fashion, Kronan sacrifices himself by jumping the entire length of the shaft and driving his sword into the vile horror. Enraged, the Horror thrashes in the enclosed space. Daku wan is knocked unconscious and the Last Circle appears to be no more.

Knowing he stands little chance alone, Netherwind leaves and finds Rok, Galea and Mavalrus awaiting outside the cave. Travelling back to New Huron, the group rests before returing. In the caves, Renny wakes to find himself firmly encased the wall next to Tianna and Daku wan. They struggle for hours to no avail. Finally, Renny discovers a weak spot and is able to break free. Helping the other two out, they search the caves, but find them now abandoned. The Horror speaks to Tianna, taunting her to follow it away from the hidden vale. Tired and hungry, the three make their way back to New Huron where Renny announces they have ‘taken care’ of the Horror and the valley is safe once again.

Items Gained:

Rusted bit of useless items

Legend Points Awarded

Group:

5 Skitzees: 1000
4 Indlings: 200
Surviving the Horror: 1200
Total: 2400 (300 each)

Individual:

Daku wan: 100 LP for Bravery
Renny: 100 LP for breaking free of the Skitzee trap
Tianna: 100 LP for facing the Horror alone.

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The Grim Legion

Game Synopsis:

After spending a month resting in New Huron, the Last Circle leaves for Parlainth, travelling down the long, arduous mountain trail. Once the Caucavic Mountains are behind them, the next week is uneventful accept for the occasional espagra sighting. Arriving at Parlainth, the party discovers two groups battling before the gates of Haven. Ork cavalrymen guard the city as the two groups face off. The first group, garbed in white cloaks, stands proudly, half encircling the smaller, haggard-looking red cloaked group. As the uneasy truce continues, a pair of cavalrymen circles the battle to question the group. Daku won and Malverus race down the hillside to join the outnumbered red cloaks. Inquiring about the battle, Netherwind discovers that The Grim Legion, cloaked in white, declared the Loyal Order of Delvers, cloaked in red, was in league with Horrors and ordered their death. The Last Circle decides to side with the Delvers, except Galia, who chooses the side of the Legion. Although more skilled, the Delvers slowly begin to loose to the overpowering force. The Last Circle attacks the apparent leaders of the Grim Legion, but is sorely outmatched. The Grim Legion’s victory seems imminent when one of the Legion’s members begins firing a bow unceremoniously upon the impartial cavalrymen. Taking this as a sign of aggression, the ork horde joins the battle, blind-siding the Legion and breaking their moral. The current leader of the delvers thanks the member of the Last Circle and offers them free membership in the Delvers for a year and a day.

Items Gained:

2 Wizards Grimoires
1 Elementalist Grimoire
Obsidian Sword

Legend Points Awarded

Group:

Ork Warrior: 400
Human Swordmaster: 300
Helping the Delvers: 500
Total: 1200 (300 each)

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Into Parlainth

Game Synopsis:

After a brief respite in the Delver’s Guild, the Last Circle turns to exploring the city of Haven. At Loak’s Legacy, a semi-famous drinking establishment, Rok and Galea rejoins the party and the group travels to Brunella’s, Haven’s best weaponsmith. Daku-won haggles with Brunella, who agrees to craft a fine suit of windling ringlet, from the obsidian garnered at
the Obsidian tower. After some small design inquiries, the two agree to a paltry sum of twenty thousand silver. Netherwind, Shorty, and Rok ascend to Heirmon’s study above the weaponsmith’s shop to discuss some items of unknown origin. Heirmon agrees to research Rok’s bracelet while the party delivers a package to the Blood Warder Takaris in the Blood Wood. Upon talking with the local merchant Agramen, Netherwind trades directions to the Lost Valley for the location of a hidden book in the smalls that contains directions how to create a Homunculus.

After another trip to Loak’s Legacy, the party declares Galea a full member and hires the swordmaster Braxis to translate the directions and guide the group through the Smalls. Traveling through the smalls proves unnerving when the party not only looses Shorty’s dog mysteriously, but a short time later Meepo is grabbed by a large purple tentacle, and dragged away into Parlainth. The party takes refuge in one of the abandoned buildings and fights a few cadavermen while they regroup. Deciding to push on, the party finds the lost tome while Shorty takes watch. A four foot tall creature comprised primarily of teeth discovers Shorty, lets out a loud wail and charges. The Last Circle easily dispatches the vile creature, but discovers a couple dozen more stampeding their way. The party beats a hasty retreat while Daku-won leads the gnashers away on a ‘wild-windling chase’. In their attempts to avoid one of the many denizens of Parlainth, the group runs into cloud of obsidian-like shards known as a wing-flayer. Discovering that their weapons are useless against the creature, the party splits up into multiple directions. Having denied the wing-flayer the entire party, it focuses on Netherwind, who runs as fast as he can to escape the deadly shards in which he is engulfed. Shorty’s natural speed and grace allows him to attack the wing-flayer from a distance. So engrossed in his task, Shorty nearly misses the gargoyles that have descended from their roost amidst the Parlainth Pyramids. Shorty runs towards the wing-flayer to get away from the gargoyles, but as Netherwind runs past the elf, the wing-flayer changes targets. Now free of the deadly cloud of shards, Netherwind glances back to see the prone form of shorty, entirely covered in black shards embedded into his body. With the wind-flayer distracted with its elven meal, the party turns to face the coming gargoyles. Their hope is short-lived when Rok and Netherwind quickly fall leaving Tianna and Galea running for their lives. The gargoyles attempt to carry the two unconscious adepts, but soon give up on Rok and settle for carrying the nethermancer back to their lair.

Daku-won comes across Braxis running swiftly through the smalls. The two take a small breather where they decide that it would be fruitless to try and find the rest of the party and head for the gates of Haven. Tianna and Galea quietly sneak back to Roks unconscious body and attempt to drag him back to the gates. Once it becomes apparent that the two ladies do have the adequate strength to move the two ton obsidiman, Tianna casts ice-sheet on the ground while two push him on the slippery surface. After two hours of painfully slow travel, Rok comes to and the three make their way to the Haven’s gate. The three nearly make it to gates when the gargoyles once again descend upon the last of the Last Circle. The three adepts break for the gate and Rok, in his hurry to escape the screeching gargoyles, attempts a jig that is more akin to mating tundra beasts than anything else. The guards mistake the obsidiman’s herky-jerky movements as some sort of Horror possession and call for reinforcements to fight the Horror-marked warrior.

One of the gargoyle easily drops Galea, and Tianna finds difficulty weaving to fight the gargoyle her. Braxis and Daku-won, who were waiting at the top of the gates for the rest of the party’s return, jump down and smote the gargoyle attacking Rok like the sheep that it was. Tianna looses her earthdarts and tears throught the gargoyle with such force that there is an obvious hole in the wall and floor of the laneway where the spell drew its sustenance. The gargoyle flees from Tianna without a second glance. The final gargoyle is slowly carting Galea in the directions of the pyramids when the party rallies to her aid. The gargoyle is forced to discard the dwarf in order to escape the ensuing attacks from the party. The party quickly make their way back through the gates of haven as the last light of the setting sun is enveloped by the darkness of Parlainth.

Items Gained:

1 Black Leather Bound Book

Legend Points Awarded

Group:

3 Cadavermen: 450
1 Gargoyle: 715
1 Gnasher: 435
Survivng Parlainth: Priceless
Total: 1600 (400 each)

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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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