Ongoing Campaigns (Formerly known as Summer Campaign 2013)

Chapter 8: I want my Mummy

Mourning the loss of their companion but not wanting to give up on their mission, our party of brave (or just stupid) travelers followed their druid’s spell once again to a source of mushrooms. This time it led them right to the very tomb of Jarak, the cruel warlord for which they are named. Inside they found some mushrooms growing almost immediately, but another signature hinted at the presence of more relatively nearby. Upon following this, the party found themselves in a puzzling room with only a cryptic hint as to how to pass safely. After crossing the spear-trapped floor in knights moves from chess, the adventurers found themselves in another room. This one was occupied by the aspiring jack-of-all-trades adventurer who wrote the hints. He was found lying dead on the floor, but came back as a barrow wight due to the eldritch magics that pervaded the place. After dispatching this threat, they continued on a few baubles the richer. On the other side of the room they found their way into a malfunctioning magic portal which put them through two cursed hallways. One hall was long and narrow and covered with the moss and slime of neglect. The other corridor was short and wide and festooned with treasures befitting a king. After no major mishaps and only a few subtle curses, they found their way cautiously through to the other side, where they were met with a fearsome panorama. The room was large and cavernous, with a fairly narrow pathway across a deep chasm. This path proved to be guarded by the animate skeletons of warriors and mindless slaves from Jarak’s army. These were ultimately no match for the intrepid band of lunatics and their undead-turning, skeleton-shattering cleric. After raiding the place for several useful items, the party continued on through the rusty iron door and into a maze of confusing tunnels. After successfully identifying the dead end and managing not to fall into the pit, they found their way to the huge stone door that guarded the burial chamber. The adventurers faced a challenging puzzle at the door, but were provided with the answer from an unlikely source, the old bard’s tale of Jarak the Warlord as told by Anna, the girl from New Clerkenwell. Upon opening the door, the group found themselves in the rough-hewn and humid chamber in which Jarak was rumored to be buried. As they looked around, they were startled to find that the pool of water in the center was roiling and seething with a foul energy as the sarcophagus bearing Jarak’s mummified undead form rose forth from the water. This battle proved to be very tough, but eventually, the leathery pile of putrefaction was put violently and permanently to rest. Despite the many injuries and curses that the party had suffered, they emerged from this adventure all the richer and more experienced for having conquered the tomb.

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Chapter 7: Troll and Toad-stools

After having survived their initial foray into the underdark, the party felt confident that they could take most anything that came along to fight them. When they encountered a pair of gricks, this seemed even more true. The bag containing a wooden box of small, fine quality fox fur shoes was strange and the tiny, winged skeleton stranger, but those can’t be that important, right? Breaking out their druid’s trusty nature magic to locate the mushroom clusters, they set off in the direction of the magical signatures. These led them to a strange cave which seemed to be steeped in magic and absolutely filthy. After squashing some giant cave beetles, the adventurers were largely unfazed as they then encountered a zombified kobold in a blue robe. A quick bit of turning undead made that fight end before it had really started, and the party seemed keen to go ahead and claim all the underdark’s treasures for themselves. This, however, is where the story turns tragic. Ernie had gone to scout ahead and was in hysterics as the adventurers peered around the corner at the source of the halfling’s fright, a strange looking troll, warped by it’s subterranean lifestyle and the powerful magic explosion that it was subjected to not long ago. Even with the best efforts to sneak around and not wake the sleeping troll, it woke up of its own accord unfortunately. After a long and bloody fight, Ignus decided on a bold gambit. Even though he had already been badly beaten, he was to change forms into a lizardman and try to sneak behind the troll to strike the killing blow. Unfortunately for him, the troll saw him. Picking him up in its massive claws, the fearsome troll tore his enlarged and scaly body in half, killing him almost instantly…After this, the troll was felled easily, but even in victory, the results of this fight weighed heavily on the unlikely heroes.

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Chapter 6: Hide and Don't Look

Upon bailing their friend out of jail temporarily (and recruiting a new “secretary” in the process) our “heroes” went to see the knight who the rogue had just robbed. After some fanciful wordplay from the necr-rogue…yeah, the other rogue…Ser Willis Welles offered them a deal. In exchange for bailing Vash out of jail, they decided to treat him as only a marginal member of the guild and additionally they would agree to a request that Welles’ chef had for them. This saw them now sent to the dreaded underdark in search of Jarak Mushrooms, a rare and controversial delicacy known throughout the land for their interesting properties. The trip proved uneventful until they actually walked down into the gloomy depths. Here they were met with attacks which they could not see and beasts too fearsome to look at. Despite this, they actually managed to defeat the pair of phantom fungi with relative ease and did not even seem to break a sweat when fighting blind against the attacking basilisk. Maybe these yahoos are heroes after all?…

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Chapter 5 Part II: Vash Gets in Deep...

Vash was the man with the plan come nightfall. He overheard Ser Willis Welles, a landed knight, talking at the bar. He couldn’t remember the specific fiefdom that the man was lord of, but he knew the heraldic device of a rich entitled man-child when he saw one. He looked into the location and found that the knight had a manor house in New Clerkenwell. This was to be the target for his biggest caper yet. He was all ready to break in when he noticed that there was a convenient entrance other than the front door. There was a sewer grate at street level which looked to lead into the house. This was to be his point of entry. After prying the grate loose, the sly thief crept in and before long was standing before a downspout that led up into the house. The clever gnome climbed up and fit easily enough into the drain and soon had climbed a decent distance up it. This is where everything began to go wrong for our devious hero. He was struck in the face with…nightsoil…This did not put a damper in his spirits however, and he climbed to the top. When he lifted the lid however, he was shocked to find a surprised drunken guard who, upon being cut by a toilet-gnome’s knife, slammed the lid down and fled to alert the rest of the house. Upon returning to the “point of entry” Vash again was surprised to this time fine himself face to…nether regions…with a serving lady who struck him over the head with a mirror. As she ran screaming from the bathroom, she accomplished what the guard had not yet managed to and alerted the whole place to the presence of a thief. Vash, deciding that maybe this wasn’t such a good idea after all, grabbed a silver vase and a few vials of perfume for his trouble and made his rapid egress down the very privy from which he had just entered. Fearing the wrath of the law, Vash decided to run down the sewer to a more suitable place to get away. As he ran he was preoccupied with the idea of being caught by the guards. As a result of this, he didn’t notice when the main pipe gave out as it merged into a cistern. He fell suddenly into water filled with more than just filth. Upon clambering onto the hard stone slab in the center, Vash found himself face to face with the terror of the sewer, a thirty foot long venomous viper. In a drawn out battle of scaled-down epic proportions, the thief eventually slew the snake. Weary from fatigue and sickened from poison, Vash lost consciousness. He came to some hours later after having been washed down the sewer a ways. Still feeling the effects of his escapade, he climbed out of the sewer…only to discover that the town guards had tracked his progress and cornered him there. After thoroughly searching the area, the guards caught the gnome, now too weak to offer any resistance. He was carted off to a hospital to be bandaged and be given medicine to counteract the venom and any diseases he may have contracted. He was then unceremoniously dumped in jail to await trial for theft. Vash’s crappy caper ends with the other members of his guild being served with a bail bond in the anount of 1,001 gold pieces in the name of their imprisoned companion.

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Chapter 4 Part II: Frontal Assault

The party found their way from the fort to a nearby town where they were met with the various oddities of the strange denizens, a people to whom the most pressing matters always involved vegetables. After resting and carrying on at the local pub, the party set out once again to investigate the large structure. They found though, that while their initial retreat was successful, their later attempts at stealth proved less so. While the party attempted to scale the walls of the fortress, they attracted the notice of a kobold guard, and the alarm was subsequently raised. Inside, a battle line of human and half-orc cultists formed along with some mephit allies to repel the attackers. Although Ernie and Ignus were beaten within an inch of their lives in the ensuing battle, the six adventurers ultimately routed the occupying forces. Unfortunately, the skirmish attracted the attention of a nearby army, and the party was forced to flee the flaming structure with more questions than answers. With them, they managed to take a chest of valuables and several small bags of assorted loot from the central room of the keep. Now at a reasonably safe distance away, the fleeing adventurers search for a place to hide and think over the day’s events.

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Chapter 4 Part I: On the Road Again

The party left Cape Bracha in search of information about the mysterious Cult of Dagh’oreb. Their first destination was to be the cave where they had previously entered the land’s vast underdark after being lured there by the blue-robed cultists. While on their way however, the adventurers encountered a pair of mysterious figures robed in red. Believing them to be somehow affiliated with the cult of Dagh’oreb, the party chased them at length for some days time. After following the robed people for a sufficiently long time, eventually a large structure came into view.
Initially rebuffed by crossbow-wielding guards, the party decided to make camp a ways away and investigate under the cover of darkness.

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Chapter 3: In Town

The party’s arrival in Cape Bracha saw them amidst the commotion of the unloading of a recently docked Imperial Highliner. The adventurers mostly kept to the comparatively deserted parts of town however. They were some of the day’s only customers at the blacksmith’s and the fletcher. At the local magic shop the psion enquired about others like him while purchasing some crystals to work with. Having performed his act well at the inn, Delam also managed to earn the party a free stay at the inn. After about a week, the party went to see the sheriff who told them that there is indeed a cult whose presence is problematic. As such, he offered them a reward for more information regarding the cult. With that, the adventurers set off in search of answers.

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Chapter 2: What Lies Beneath

This session saw the party leaving Beckminster Manor with the mission of pursuing information regarding the Cult of Dagh’oreb. Having learned that a reward would be offered for such knowledge in the town of Cape Bracha, the party soon found and began to chase a pair of cultists on the road. With the cultists aided by a mysterious philter which granted them inhuman speed, the party managed to catch up only as the cultists went into a cave by the side of the road. Upon following them inside, the adventurers became trapped by a cave in which, while killing the cultists, blocked the way out. After descending a ways into the cave and successfully navigating some strange traps, the party found themselves in part of Nevaas’ vast undrdark. The silence of the caves was soon broken by a group of wandering dwarven miners. Bruni Bronzebeard, Sammi Stonecutter, and Rrúdi Redsword were far from their home village of Ucat and had gotten somewhat lost while running away from something… Something big… As it turned out, the rather large something was an ogre enslaved to beings even more foul and tasked with pulverizing intruders. The party made surprisingly short work of this however, as a magic sling stone, a thrown knife, and several other hits managed to fell the beast. After this, the party and their new found dwarven friends barely had any time to rest before more enraged thralls came to put an end to their advances. This time it was an army of Duergar, some of them psionic, that came to halt our heroes in their quest to find out exactly what was going on. After fighting their way successfully through the grey dwarves, the party faced one more challenge. This came in the form of drow wizard who served as lieutenant for for the evil beings that are apparently invading this land’s underdark in search of fresh brains. The wizard looked a formidable foe at first, armed with magic spells and a bodyguard comprised of astral constructs and earth elementals. He was, however, no match for a charge from the warforged and his new, albeit a bit too big, greatclub. With their master dead, the summoned army continued to fight with even greater vigor. This was, however, no match for the party’s juggernaut as they slew them with ease. After having bidden farewell to their newly made friends, the adventurers found another exit to the caves which put them within an hour’s walk from the town of Cape Bracha. What will happen next? Will our heroes find the sheriff and tell him what they know? Will one of them turn out to be a cultist? Will the the disguised kobold in the party finally admit his love for the disguised troglodyte? Find out by tuning in next time on The 2013 Summer Campaign…

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Chapter 1: A Mysterious Invitation.

Upon receiving strange written invitations, the members of the party all met at a gathering in the home of Ranald A. Beckminster, a relatively low ranking member of the imperial nobility. Over the course of the meal, Beckminster explained to them the proposition which was the reason for the gathering. He wished to assemble a group of people to retrieve for his collection an idol from an ancient religion that he had read about. After some minor difficulties in reaching the cave where the idol was kept (including dangerous paths, rockslides, and an angry weasel) the party stumbled on some less than friendly goblins, who it made relatively short work of. After navigating their way deeper into the cave and the temple within it (having swam through a flooded tunnel and pushed a pressure plate to cross a chasm), the party surprised a band of not entirely prepared cultists, who it proceeded to summarily beat the crap out of. After looting the place for all valuables (including the idol), the party chased after some stragglers on the way back and recovered a carved fragment of whale bone inscribed with strange markings. It is back at the manor house that we will rejoin our heroes the following morning.

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