Hightower Hijinks
Nirinjan's First Adventure

21-24th days of Obad-Hai, 816

Nirinjan, Half-Elven Druid and initiate of Ehlonna, was tasked with delivering a message from Nagara to High Priestess Ayuddha in the city of Greystone.

A couple days into her journey, a great spring storm caused her to seek shelter in the ruins of Hightower. There she met with a few other travelers, Francis MacArthur, Ardeche P. Serrieres, and Alistair Osbourne. Together they defeated several evil beasts lurking in the caves, then went their separate ways.

The gang meet up and attempt to solve a murder

25th day of Obad-Hai, 816

Ardeche P. Serrieres, the Halfling from last adventure, has been murdered. Sherlock Gnomes, with the assistance of City Guardsman Thom Fhranks have been brought in to investigate, and circumstantial evidence links Nirinjan and Master Juba to the crime.

They follow the trail of a wagon that Ardeche was hired to guard and find it under attack by a group of Gnolls led by Alistair Osbourne, a Necromancer that Nirinjan and Ardeche had met a couple nights earlier. Alistair is killed during the battle, and the group begins to follow a trail leading into the hills, but camp for the night.

Mystery Miners
A trail is followed to an illicit mining operation

26-27th day of Obad-Hai, 816

Still trying to solve what’s really going on behind the murder of Ardeche P. Serrieres, the team follows the Gnolls’ trail back to a cave, where it appears they have been excavating some ancient ruins. They defeat many Gnolls and other creatures, then meet up with Aldin Osbourne, who is behind all of this and subdue him.

Aldin is taken back to Greystone to be handed over to the proper authorities. Between Sherlock’s interrogation of the prisoner and some research done at the library, they learn that the ruins were probably those of Kanatir. It is decided that they should travel back to the site to investigate further.

Kanatir Killing
The ruins of Kanatir are explored

28th day of Obad-Hai-4th day of Olidammara, 816

Our heroes returned to the ruins of Kanatir and began to explore the lower sections. These areas had clearly not been opened up in hundreds of years and they found many Dwarves who appeared to have been zombified in some manner. There were many other signs of foul play in Kanatir, including several Devils which the party defeated.

At the bottom of the fortress, they found Zultan Kanatir, the Lich King of Kanatir. He was much too powerful for the group to handle but did not harm them, although he did escape. They then spent a few days recovering and loading up the Magic Wagon which had returned to them with loot to take back to Greystone.

Sewers Suck
Travelling to the sewers for some kobold hunting

5-8th days of Olidammara, 816

After returning from Kanatir, Sherlock Gnomes found orders waiting for him to help investigate a crime. The Circle of Magi, tasked with regulating magic within the city, had noticed a large quantity of counterfeit potions of Cure Light Wounds being sold.

The party tracked these potions to the sewers underneath the city, eventually finding a tribe of Kobolds burrowed underneath. The leader of the tribe was a Kobold Sorcerer who had been making the potions out of Kobold blood, which made them less potent. He was defeated and the group gladly left the sewers.

Tracking Tessa
Team "B" meets up and tracks down the Skull Dragon gang

23-24th days of Olidammara, 816

Each member of the party happened to be in Sparrow’s Point Pub for a different reason. Krolok and Drolok were trying to track down the Skull Dragons, who they had heard may have had something to do with their brother Brolok’s disappearance. Monitus had chosen the Skull Dragons to be the first evil-doers to receive his own brand of vigilante justice, although it was convenient that the girl he had a crush on happened to work there as well. Ampersand was just working there along with her friend Tessa Kimkal

Without warning, Karl Moraug, leader of the Skull Dragons and a gang of thugs burst in and ran off with Tessa. Everyone teamed up to fight the gang and decided to try and head them off at a known Skull Dragon hideout. The newly formed group found a few gang members hanging out there (as well as a bear) but no sign of Tessa, although there was a map leading them to Karl’s house.

As they were leaving the hideout, an Imp and two Zombies burst in the door. Clearly there was something more to this than a simple kidnapping. More Zombies were found at Karl’s house, as well as a priest who had sacrificed Tessa and Karl in some evil ritual. The captured Imp explained under duress that the priest was from a group called the Heralds of Zultan who had paid the gang to rob fresh graves so that they’d have bodies to raise. When questioned as to where the party could find these Heralds of Zultan, the Imp explained that the only thing he knew was that one of them was supposed to meet up with a band of Troglodytes on the other side of the Ceberry River in two days.

Dragon Detectives Pt. 1
Most of Team "A" embark on a dragon-slaying quest

9-17th days of Olidammara, 816

Sherlock Gnomes, upset about the still unsolved mystery of the Lich they found in the bottom of the abandoned fortress, decided that Watson may be able to shed some light on the case if only he could communicate with him. After conferring with Nirinjan, they decided to travel to Nagara to ask her teacher Pandita to Awaken Watson. Thom Fhranks accompanied them, but Master Juba decided to stay behind for a bit.

When they reached Nagara and spoke with Pandita, he explained that there were two options to the Awakening ritual. He could cast the spell normally, and Watson would be just a dog with heightened intelligence and the ability to talk, or they could use the brain of an intelligent magical creature as part of the spell and he would be much more powerful. Conveniently, Pandita knew of a juvenile Black Dragon dwelling somewhere in the Driftwood Marshes, being raised by a tribe of Lizardmen. He also recommended that they seek out the tomb of Hérion, a great Elven dragon slayer, and use his sword to help defeat the beast. Once this plan was settled upon, Nirinjan completed the Druidic initiation ceremony, making her a full-fledged Druid and giving her the ability to wild shape.

After a couple days of travel, the group reached the Tomb of Hérion. Things got off to a rocky start when the ground they were walking on collapsed into the home of an angry Ankheg. Then, they had to defeat the animated statue guardians of the tomb, two elven warriors and a huge dragon. However, they recovered the sword and headed North to the marshes.

The marshes were dark and foreboding, and the party was on its guard. Near the end of the second day of travel, they happened upon a campfire. Sherlock disguised himself as a tree and approached it to investigate. He found an aged Half-orc woman sitting on a log eating mutton. Since Gnomes had learned the Orcish language, he attempted to use his Ghost Noises spell to speak with her, but it became apparent that she did not speak the language. When she got up to investigate the disturbance, she shape shifted into her true form, an Annis, the dreaded marsh hag. The rest of the group came to his rescue, and thanks to some of Nirinjan’s lightning bolts, she was defeated and the party made camp for the night.

Troglodyte Trouble
Team "B" travels to a cave, slaughters group of annoying stinky lizard people

25-26th days of Olidammara, 816

Wanting to learn more about the Heralds of Zultan, Ampersand, Drolok, Krolok and Monitus headed out of the city on the advice of the imp from the previous encounter. There, as expected they found several Troglodytes, as well as a couple of vicious Monitor Lizards and some Monstrous Spiders. The most impressive kill-shot was probably when Monitus cleverly used his Grease spell on the largest spider to trip it, which Krolok followed up on by setting it on fire and killing it with a leaping swing of his axe.

After clearing out the Troglodytes, the party was left badly bruised, low on spells and poisoned by spiders. As they exited the cave, weary to fight another battle, the agent of the Heralds of Zultan they were looking for swooped down on a large zombified Wyvern. Luckily, a battle that may have ended very poorly for the heroes was avoiding thanks to Monitus’s Charm Person spell. After being charmed, Delbur Cloestorm was very forthcoming with information, telling them about a midnight meeting of the Heralds the night after tomorrow.

Dragon Detectives Pt. 2
Master Juba reunites with the rest of Team "A" and defeats the dragon

18-27th days of Olidammara, 816

Shortly after waking from their sleep, Master Juba showed up in the Magic Wagon. The situation was explained and Blade of Hérion given to him, as it could only be used by an Elf or Half-elf.

While traveling through the marsh, the group was ambushed by a band of Lizardmen. They were dispatched with relative ease and Sherlock Gnomes interrogated their leader into giving them the location of the dragon. Nirinjan assumed the form of a bird to scout the area, they found four more Lizardmen waiting in front of the entrance to a cave, clearly the dragon’s lair. Their positions scouted out, the group moved around the back to the top of the hill and prepared an ambush of their own, rolling logs and boulders down upon the Lizardmen, seriously injuring one. The rest were once again dispatched, Balthasar dealing the final blow to almost all of them.

This left just the dragon, who opened the fight with a vicious spray of acid that struck Nirinjan and Thom Fhranks. It was a brutal fight, the dragon’s jaws and talons dealt much damage, but in the end, the combination of Juba attacking with the dragon-slaying blade and Nirinjan using bolts of lightning in conjuncture with Sherlock’s flasks of oil won out. The wagon was loaded with the carcass and the thousands of coins from the dragon’s hoard and they left for Nagara.

There the Blade of Hérion was returned (for a hefty reward) and the ritual to Awaken Watson began. Watson gained intelligence higher than most of the group, even rivaling Sherlock, and several levels as a Barbarian! Sherlock and Watson discussed their next move over a game of chess, and decided the best course of action would be to try and return to Kanatir and pick up the trail there…

Dungeons & Dwarves Pt. 1
Team "B" fails to crash a gathering of evil-doers, then pays a visit to their local library

27-28th days of Olidammara, 816

Still on the trail of the Heralds of Zultan, the party decided to storm the meeting that Delbur Cloestorm told them about back at the Troglodyte cave.

They went to the slum district at midnight and approached the warehouse Delbur spoke of. They saw him standing guard, but when Krolok went up to him, he saw that the warrior of Zultan had been killed and reanimated as a zombie! Four Troglodyte zombies then joined the battle under the direction of an evil Dwarven Cleric. It was a relatively hard-fought battle, the group wishing to save their strength for possible other encounters, but in the end they prevailed. The doors to the warehouse were magically trapped, but luckily Ampersand used her Unseen Servant to open them, setting it off harmlessly. The inside was bare, it appeared that not only did the Heralds of Zultan leave zombies and traps for the heroes, but they moved their base of operation in anticipation as well.

The next day, without anything else to go on, the party headed to The Library of Greystone to research Zultan Kanatir. They met Mrs. Professor Zweigstein, who helped them learn about the fate of Kanatir. Since they believe Zultan to be free, it is evident that Kanatir is no longer sealed, so they have decided that that shall be their next stop.


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