Chronicles of Danurium

Drow Encounter
The First Drow

The party wakes up and heads over to the The Wild Pig for their regular morning meal. They decide to visitParametheus to see if they can gather information about Lord Darust. Upon arrival to the stables Parametheus is no where to be found. Collectively they decide to head to Lord Darust’s estate to look for him. A female servant answers the door and let’s them know that Parametheus left for the stables early this morning.Gryvine inquired if Darust was in. She let them know he left yesterday and should be back today.
Myto picked up Parametheus’ tracks and followed them back to town. Eventually losing them at the edge of town. However, Parametheus greeted them as he was now at the stables. He let them know he had been running errands. Gryvine probed about how Darust felt about King Thortur. Parametheus said that his father wasn’t too keen on the King and had a lot of mistrust ever since Fergus. He didn’t know where his father had gone, but expected him back tonight.

Several in the group suggested exploring the mountains for the day. Gryvine hinted at checking on Sergius while up in the mountains. Heading up to Sergius’ mine they were ambushed by a group of six Hobgoblins. Gryvine commanded magic missles at two, while Aldo lopped the arm of another. Unexpectedly, Skullman opened a hole in the ground that a swarm of bugs and beetles exited out of an literally at one of the Hobgobins alive. I think he surprised even himself.

When they rode upon the mine the door, a nice new iron and wood creation, was locked shut. Myto picked up a Dwarven trail and followed it for a few hundred yards. There they found Sergius taking a crap. They startled him for a good laugh. He did not find it as amusing as they did, but invited them to stay for lunch. During lunch he showed them the new workings of the door and indicated his brother would be arriving two weeks to start helping clear the mine more quickly.

After lunch the adventurers headed East along the mountain line. Myto spotted a mountain lion and takes off after it. He had been itching to hunt and this was his chance. Skullman always uneasy about such things didn’t fight too hard knowing that kill would be put to good use. Myto pulled up to a spot and put two arrows square in his prey bringing it down without much trouble. Myto skinned it and prepared the meat as Aldo setup camp. Skullman prayed and Gryvine studied. Aldo cooked the meat to perfection providing quite the feast. Everyone slept well and the night was uneventful.

Gryvine and Myto awake and talk about Myto’s new found meditation. Gryvine finds his new belief in Kelron some what comical, but Myto is certain he talked to Kelron and is quickly becoming a devout believer. Several hours pass by and the party finds themselves at the mouth of the cave where they slaughtered kobolds recently. They enter and start exploring. When in the chamber room they find a freshly extinguished fire.

Aldo picks up one of the logs and they light it for a source of better light. Seems they still haven’t found out the value of carrying torches or rope while out exploring. Gryvine spies a scroll cap on the ground, but can’t seem to locate the scroll container it belongs to. All of a sudden, they find themselves under fire from an apparently invisible enemy launching small bolts at them.

Aldo, Skullman and Myto rush towards the source. Several of them taking bolts to the neck and upper body. Skullman gets a quick glimpse and thinks these might be Drow Elves as prophesied by Brother Jeremiah. They decide to leave the cave as they can’t get good enough visuals on the enemy to be effective. While running out, Gryvine is struck with a bolt that immediately knocks him out. Myto hears him fall and turns to run to his aide, pummeling Skullman in the process. Aldo demands Skullman fix his brother. Skullman attempts to without success. Aldo picks up Gryvine and runs for the exit. Myto sees on of the Drow and takes fire hitting him in the shoulder. A second drow comes to help remove the arrow. Myto has a near perfect hit to the second one, square in the back. The first aims his crossbow and puts a bolt in Myto’s neck knocking him to the ground unconscious.

Skullman completely panicked starts to run out. Realizing that he left Myto behind, runs back and starts dragging him out of the cave. Before long he is so out of breath he can no longer drag Myto. He starts screaming for Aldo’s help. About ready to break down and give up he musters a second wind and drags Myto almost all the way out. Finally his continual screams for help are heard by Aldo who enters the cave to help remove Myto.

Skullman mounts up and Aldo attempts to throw Myto on the horse with him, but fails miserably. Dropping Myto and knocking Skullman off the horse. On the second attempt he knocks Skullman off the horse again, but gets Myto to say put. Aldo then puts Gryvine on his horse and mounts up. The two of them leave with horses and fallen friends in tow.

The head straight to the Marsilon Kelron Monastery. As they enter Myto starts to awake. They leave Gryvine to be tended to by Brother Hatas. Aldo in a rage heads with Skullman and Myto in tow to the Blackmoor Trading Company Union. He asks Danturo where he can find equipment to see in the dark. Danturo tells him that only superior races like Dwarves are good at seeing in the dark. Finally, he tells him to check in Blackmoor. Aldo, then heads to Sprig and tells him that he is going to Blackmoor in the morning. Sprig gladly agrees to join.

They head back to the Marsilon Inn and get some sleep. Skullman decides to head to Fabijan and turns into a dog and then a bat and flies there. Fabijan and him have a long conversation about his skills and Fabijan shows him how to control an animal to get control of it’s senses.

In the morning. Myto heads to the monastery to pay homage to Kelron. Gryvine heads to the monastery to talk to Jeremiah. Aldo grabs Sprig and starts loading the wagon. Skullman says good bye to Fabijan and flies back to Inn to pack up.

Jeremiah ask Gryvine to take the Gold Idol with diamond eyes to Blackmoor. He instructs them to sell to BTC. Only at a price so high they refuse. Ultimately, to find the black market and follow it to find out who in the Crismon Sickle is looking for such a thing. He indicates he will travel with them to the fork in the road as he is on his way back to Thinul.

Everyone meet at the Bank and withdraws money for the adventure ahead. Sprig loads an enormous chest full of gems and talks about his excitement to turn this into gold. They travel all afternoon and finally make camp. In the middle of the night Jeremiah is targeted by an arrow. The party awakes and makes quick work of him. On his body they find a bounty note for the head of Jeremiah and a great looking cloak. Jeremiah seems indifferent and goes back to sleep. Not but two hours later they are attacked by the same bolts from the cave. Only this time Myto spots the shooter in a nearby tree and knocks him down with a well placed arrow. A second arrow right to the face puts him down completely. Aldo strips the chainmail off the drow and scalps him putting the scalp in his saddle bag.

Up early the next morning and on the road they encounter ten plus wagons heading towards Marsilon. It is the crew and supplies to start construction on their property. They give instructions to start putting a wall up around the property and they will bring back plans. Twice during the day they are ambushed by Hobgoblin patrols. Each time making easy work of them. Hitting the fork in the road they say their good byes to Jeremiah and head south towards Blackmoor. Shortly there after stoping for camp. After a quiet night they head to the gates of Blackmoor.

First Blood
Finding a Thirst for Blood

Zaroc and Shook are having lunch in the Farburn Inn talking about the assassin’s they hope to become. They were quietly drinking fresh ale served by Kelray and desperately trying to eavesdrop on conversations. They heard two men talking about a jeweler who had been robbed. Also, they heard about a Tarsan that was returning to Farbun and that his wife had been cheating on him with Clead.

The over hear a man telling his peers about a farmer that is causing him trouble and preventing his trapping/pelt business from thriving. Shook approaches and lets him know that they can take care of the farmer. Gariz let’s them know he doesn’t think they are up to the task. That the farmer, Rarad, had a wife and two sons. He didn’t want lose ends and was expecting someone to take care of them all.

Zaroc and Shook head out around desk to scout the farm. Upon arriving at the farm, they hear someone in the barn and see a boy tending to the horses. Suddenly, the cows in the barn began bellowing and Rarad came out to see what was causing the fuss. He spotted Zaroc and approached him, questioning him about his motives. At the same time Shook came around behind him and slit his throat. Rarad’s son saw the slaughter and charged towards his dying father.

Zaroc pulled out his bow and shot several times at the bow, unable to hit him. Finally, he pulled out his daggers and grabbed the boy jamming a dagger in his neck. Rarad’s wife began screaming and ran out towards her son. The eldest son shoved her back in the house, drew a sword and came running to avenge his father. Zaroc re drew his bow and made short order of the boy as he approach.

Rarad’s wife watching through the window started wailing at the top of her lungs. Zaroc put a few arrows towards the window, but she retreated before he could hit target. Shook ran around to the back of the house while Zaroc entered through the front. Rarad’s wife cowering under the table in the corner begged for her life, but Zarco slit throat in a fit of rage demanding she just shut up.

Shook entered after circling the building and tossed the house. Grabbing a few pelts and the family’s life savings. The two headed back to the barn and grabbed two saddles. Headed to the horses, saddled up and rode back to town. They took the horses to the Farburn Stable and turned in for the night.

Our villians work up in the morning and headed down for breakfast. They met with Gariz who told them that Farburn is full of rumors that there was a violent murder at the farm. He is full of glee that his problems are now gone and no farmers will be giving him trouble. He gladly pays them and heads off.

Zarok and Shook head to Tiarad’s Outpost to trade in the pelts they took from Rarad. Happy with the additional gold, they head back to the Inn to drink. While drinking they approach a thug at the bar who acts unkindly towards them. Shook takes a punch in the face and returns it by jamming a dagger against the throat of the attacker. The inn keeper, Garxche, came out and threatened to toss them if they didn’t get under control. Shook through out the thug and sat down for another beer.

Qualrak, the local jeweler, comes in the Inn and seeks out Zaroc and Shook. He let’s them know that he has heard that they know how to take care of business and that he was recently robbed. He is willing to pay a bounty if they find and execute who did it. Additionally, he will pay them full value for any of the missing gems. They both indicate they know Tiniris did it and will take care of the problem.

Shook and Zaroc find the gentlemen that were talking about the crime the other night. They bribe them for the location of Tiniris and are told they can find him in the slum or at the Liar’s Den.

They head down to the the Liar’s Den and attempt to enter. Shook is pushed to the ground and told they are not welcome. Leaving well enough alone they decide to head down to the slum in search of Tiniris. They were accosted by a drunkard, who pissed himself before passing out. They found a young woman doing laundry out front and paid her for the location of Tiniris’ home.

They arrived at the house and knocked. Tiniris tells them to go away. They are relentless in knocking until he opens the door. When he does, they quickly shove him back in the house and assassinate him. They find a lock box as well as the key when turning the house upside down. Inside the box are some coins and the missing the gems. Before they are able to exit the door opens and they are forced to kill Tiniris’ room mate.

They hurry back to the Inn, where they find Qualrak still drinking. He is amazed that they have taken care of things so quickly and hurries them down his shop, Qualrak’s Jewelery. There he compensates them for returning the gems and agrees to verify that Tiniris is dead and will pay them the bounty in the morning. They go back to the Inn and promptly fall asleep.

Don't Worship False Idols

Our heroes wake up and decide it’s time to get out of the city for the day. They figure it’s time to find an opening for a mine or at least get some hunting in. When picking up the horses from at the stable they ask Parametheus if he would be interested in joining them for a hunt. He is ecstatic and says he needs to stop by his house to pick up his gear.

After leaving Lord Darust‘s house with Parametheus’ hunting gear they party sees Brother Hatas riding towards them from Marsilon. He alerts them that Brother Jeremiah has information concerning the idols. Gryvine decides to return to Marsilon with him to talk to Jeremiah.

The rest of the party continues on to go hunting. About a half hour down the road they are attacked by a Hobgoblin patrol. They make quick work of them between Myto work with a bow, Parametheus’ use of a cross bow and Aldo’s blade work. They saddle back up and head down the road.

Another hour down the road they see three humans approaching. They greet them as they pass. Myto notices one of them draw a bow and open fire on the party. Parametheus falls off his horse and Myto starts firing back. He picks off one and Gryvine handles the other one. The third takes off towards Marsilon at full speed. Myto isn’t able to get him before he gets out of range.

As Aldo picks the bodies clean, Myto notices something under the shirt of one of the dead. Aldo opens the dead man’s shirt to find a bag with tools of some kind. He puts them in his pouch and the party decides to head back to town.

When back in town they drop Parametheus off at the stable and head to the monastery. Gryvine and Jeremiah are busy so Hatas sends them on their way. Aldo and Skullman go to the tavern, but Myto decides to stay and meditate. During his meditation he hears from Kelron and is told he is the chosen one to fight the Drow Elves in Kelron’s name. When he is gets up to leave he realizes that his elephant curse has been lifted. He heads back to Marsilon Inn for the night.

After waiting for a few hours at The Wild Pig Skullman retires to the inn and Aldo heads over to see Sprig. While visiting Sprig he learns the tools he found on the dead man outside town are for picking locks and other unsavory activities. Sprig gladly takes them off Aldo’s hands. Aldo heads to the inn for sleep.

When Gryvine arrived at the monastery to meet with Jeremiah he learned the meeting of the all the idols. Finding out that each idol represented the seed of a different race Drow Elf, Derro Dwarf, Hobgoblin and Orc. Jeremiah tells him that he will be returning to Thinul soon and then will spend most of his time between there and Blackmoor so he can hide what is going on here in Marsilon. He reveals that Marsilon will be the epicenter of the battle and that he plans on it being a fight for the long haul, maybe even a century long. He is preparing for this. He knows that they must find out what is inside the mountain that is giving the source of power and controlling the hordes so they can destroy it.

Jeremiah indicates he believes that Gryvine and his friends are the balance of power that will let Kelron achieve victory over darkness. He asks Gryvine to do the following things:

  1. Feel out where Lord Darust sits with respect to Thortur and the struggle that is going on.
  2. Seek to find the true power Moreste and the Crismon Sickle have over which of the horde tribes
  3. Protect Marsilon from the forces of evil and keep its citizens safe
  4. Help the Kelron Monks at the Marsilon Kelron Monastery keep the Lexicon of Body and Mind safe.
Battle at Monastery

The crew woke up this morning and headed straight to The Wild Pig where they were greeted warmly by Kalen and served their usual. That’s right they have a usual. Gryvine had been looking for Brother Jeremiah for some time and let everyone know he was going to head to the Marsilon Kelron Monastery. The rest of the group decided to tag along.

Brother Hatas greeted them at the door and fetched Jeremiah for them. Gryvine showed Jeremiah the [[: | four idols]] they had found earlier. He asked if Jeremiah knew what they were. Jeremiah indicated that he thought they might be the source seed for Hobgoblin placed by Nerull. He asked if he could keep them for a bit and research them. Gryvine was more than willing to let them stay at the Monastery for identification.

The group decided to head out. Skullman rushed back in and gave Brother Hatas a rather large donation of fifty Thinul platinum. Hatas was extremely grateful and gave Skullman his blessing. On the way out the group noticed that construction had started on the expansion of the monastery. As they were watching the construction crew, they noticed a pack of humanoids heading towards the monastery from the south.

They recognized them as hobgoblins. Gryvine questioned why they weren’t coming from the mountains and everyone noticed that they seemed unusually rank and file for an attacking horde of hobgoblins. Skullman ran back into the monastery to alert the monks. Jeremiah instructed them to lock the doors behind him as he rushed out with Skullman to head into battle.

Myto and Gryvine started lobbing arrows and bolts into the advancing army as Aldo, Skullman and Jeremiah stood in front of them preparing for battle. There were over twenty in the horde attacking. Slowly but surely the group was eliminating the scourge. Myto started focusing on an elephant to tap into his new found talent, but instead of the normal result he just got his skin turned into elephant skin, grey color and all.

With about nine or so Hobgoblin’s left Gryvine started chanting and waiving his arms until five of the hobgoblins seemed to stand still in sleep. He instructed that everyone leave them alone until the remaining four were handled. Myto, Jeremiah and Aldo made quick work of what was left. Jeremiah instructed them to finish those that were “sleeping” and the battle was over. Jeremiah ripped off a Crismon Sickle insignia from the robe of one of the hobgoblins. This is what we are up against. We must extinguish this!

The quickly pulled all the bodies together and burned them so that the people of Marsilon wouldn’t stress about the attack. After getting things cleaned up they headed out to find Didar and Wilbert to deal with equipment issues. Neither were in so they stopped by Sprig’s to sell some gems. Weighed down by the Thinul gold they got from the gems they headed to the Thinulian Bank of Marsilon. Vesden treated them well as they made their deposits.

Myto headed back to the monastery to ask questions about Kelron and seeking more answers about his “ailment”, as his skin was still like that of an elephant. After deep mediation and seeking he headed back to the Marsilon Inn to sleep with everyone else.

Hostile Takeover
Hobgoblins Take Over Mining Encampment

The party starts the day with breakfast at The Wild Pig. When asking about the best place to get laborers to build on their newly acquired land, they were referred to Blackmoor Trading Company Union. On the way to visit the union they were hailed by Sprig.

Sprig congratulated them on being new residences of Marsilon and told them that he had run into Sergius. Saying that Sergius had stopped by asking him to make a metal door, but laughs at such a thought. He then gives Gryvine a hard time about giving such a miner money as “investment”.

They party decides to head to the mine instead of the union to check on Sergius. They find him working there. He is very nervous that he has upset them by not getting a metal door for the mine. They calm his fear and tell him to get a wooden door built with a lock. He tips them off that there has been trouble at the Union today and lots of heated words have been flying among members.

The party heads back to Marsilon and is attacked by a patrol of Hobgoblin’s. They make quick work of the patrol and get back to town. As they approach the Union, they hear two dwarves arguing about what to tell the boss in Blackmoor. Gryvine asks them in Dwarvish how they can help. The union tells them that Hobgoblin’s have over taken the encampment of a new mining operation outside town. The inform them that they have plans to send for mercenaries from Blackmoor to take care of the problem.

The party offers to look into the problem for them, in order to keep mercenaries out of town. The union agrees to give them 2 days to clear the encampment and get mining operations back up and running. If they don’t hear from the party until then they will be sending for help.

As the party heads out of Marsilon and cross the bridge to the river just West of town they hear and see a giant crab, but decide to leave it alone. Shortly after they setup camp. Almost immediately they are attacked by Hobgoblin’s. Skullman is brutal with his mace taking the arm clean off one of the attackers.

As the party settles back in Myto takes watch. He takes an arrow in the throat and is unable to wake up his friends. As a patrol of Hobgoblin’s enter the camp they put another arrow in him rendering him unconscious. The commotion wakes Aldo who brings them to their death. Skullman tends to Myto bandaging him and praying for renewed health.

Everyone gets back to bed and Skullman takes watch. Shortly afterwards, another Hobgoblin patrol puts a spear in Skullman. Aldo and Myto wake up and take care of business while. In the morning they pack up and head to the miner encampment.

The Hobgoblins have 20 or more warriors in the encampment. There are no signs of the miners. There is a large triangle encampment with a tower on each corner and wooden walls for protection. The party decides what to do. Skullman taps into his spirituality with nature and calls lightning down to one of the towers. This kills a Hobgoblin and sets the tower on fire.

The Hobgoblins scramble to deal with the fire as Myto and Gryvine pick off the Hobgoblin on the other tower. The group systematically takes on Hobgoblin’s as they exit the camp. Gryvine and Aldo are critically wounded. Myto channels an inner part of his mind to gain the constitution of an elephant and helps bring down the onslaught.

By the time the party exterminated the 20+ Hobgoblin camp, all three towers and the fence burnt to the ground. The internal living structures were still in tact and Gryvine found a bone encased scroll inside one of the structures. While the party had time in the day they were too injured to continue. The rested up and bandaged wounds, calling it a night. The night was uneventful.

In the morning they headed out to clear the mine. Not far down the trail they noticed they were being followed by a wolf. Skullman connected with the wolf and started asking it why it was following the group. It replied that it was here to help. As it approached the wolf shapeshifted into Fabijan. He healed Aldo and encouraged Skullman to bless Gryvine back to normal, which Skullman promptly did. He let Skullman know that he was looking after him and was grateful that everyone was clearing this scourge from the area.

Upon arriving at the mine, they found it closed by iron doors with quality locks of the Blackmoor Trading Company Union. Assuming that the mine must have been always shut the party decided to head back to Marsilon, until they heard movement in the mine. The came to find Pavao trapped on the other side. He gave them the key under the doors and they let out the 3 trapped miners.

They loaded the miners on their mounts and headed back to the mining camp. They started to hear noise along the ridge line and saw shadows. Fearing attack they prepared to fight. Only to find the shadows were the additional 30 missing miners.

Getting back into camp the miners were distraught to see their camp burned to the ground and unhappy with the smell of day old Hobgoblin corpses. They started to pull the bodies into the middle of camp so they could burn them. The party helped doing this then loaded up with Pavao to head back to town. Pavao had instructed the miners to get mine operations back up while he goes to town to get the Union to send construction crews to reconstruct the camp.

On the way back to Marsilon, near the bridge they find giant crabs again. Skullman knows they are crab and humanoid but is unfamiliar with their language or much about them. After a brief attempt to communicate with them the party decides to move along. A dwarf on a horse approaches. Ready for combat, the party eases when Pavao shouts out to his friend and fellow union employee Kelem. Kelem let’s the Pavao know that union had given up and had sent him to Blackmoor to get mercenaries to help. He is excited about not having to make the trip and suggests hurrying back to let their boss, Danturo know that the camp is clear.

The party finds Danturo at the union and catches him up. Pavao let’s him know that three days ago the camp saw a patrol of Hobgoblins just after a group of two miners headed to open the mine. They grabbed arms and were ready to defend the camp until they saw thirty or more come over the ridge. He ran with another miner to lock the mine, while the rest of the camp headed to the top of the ridge above camp. The Hobgoblins came in and occupied the camp until the party came in and cleared the camp and got everyone out of the mine and off the ridge. He let’s him know that operations are back up and running, but that the union needs to send to Blackmoor to get construction help to fortify the camp and provide protection. Danturo is very happy to have this problem solved and lets the group know that they will be getting the best price on construction by the union for the structures they are interested in.

After this near death outing, they head to The Wild Pig for ale. They start swapping stories with Blamhammer until his wife Rotas let’s them know that adventure talk will not be tolerated tonight. Sprig who already had too many encourages everyone to drink even more. Finally, after passing out, Aldo carried him home as everyone else headed to back to Marsilon Inn.

While carrying him back, Sprig brags that he could make Aldo see many of him, because clearly he is seeing many of Aldo. Aldo wants none of it and puts him to bed and heads to the Inn. After tonight, the town of Marsilon knows it has worthy defenders.

The Story Shifts

Based off conversation with Lord Darust, Skullman heads South in search of a druid that visits Marsilon from time to time. He searched for the better part of a day until a badger caught his eye. Following the badger into the thicket he met, Fabijan. Fabijan taught him the way of the shapeshifters. He tells him the tale of a former king of Thinul, Fergus who was a shapeshifter. That caught lycanthropy and went berserk and led to his demise. The shapeshifters descended from his knowledge and have become known as the Circle of Fergus. Fabijan shares his knowledge with Skullman and brings him into the circle.

He reveals that he has been watching and was the bear in an earlier encounter. Skullman’s respect for animals attracted Fabijan to bring him under his wing.

While Skullman was under going this transformation, the rest of the party went with Parametheus to pick out suitable land. They selected something just outside Marsilon.

Missing Farm Hand

After a brief rest at the Marsilon Inn our adventurers decide to head to The Wild Pig for some dinner and ale. Skullman decides to head up to his room for some prayer and rest. Kalen seats and serves the party promptly.

While eating dinner Parametheus comes in and tells Kalen that she needs to go get Blamhammer. Gryvine and Aldo ask Parmametheus what is wrong. He let’s them know that his father, Lord Darust sent him for help because one of the farm hands, Viktor has gone missing.

Parametheus leads the party to his fathers house. Darust greets them and invites them into the library where he explains that Viktor, seems to have been pulled away from the plow and has not returned. Darust indicates there is a cave outside of town that bandits and travelers used to use before the recent mining boom instead of staying in town. He thinks perhaps some of the bandits from the bank robbery maybe are hiding out there and are looking to extort money from him in exchange for Viktor’s life. The party agrees to help out.

Parametheus shows them to the site of the kidnapping. Myto is able to track the scene to the main road heading East of Marsilon. He notes that it seems a single human pulled him to the road and loaded him in a cart. The party heads East continuing to follow the trail. Parametheus heads back to the Marsilon Inn to get Skullman and bring him back to the party. Upon the return of Parametheus and Skullman to the party. They decide to make camp and Parametheus heads home fearing he might be in trouble with his father already.

During the night Myto spots a dog in the woods during his watch. Skullman is able to calm and communicate with the animal who identifies itself as the pet of Viktor. He says that Viktor was taken by a priest in a red robe with a skull on it. He agrees to help find his master. The party packs up and heads out.

Between Myto and the Dog, the party is led to a cave off the road at the base of the mountain. Myto notices that tracks change from one human dragging a body to non human, humanoid footprints numbering over 10. The party approaches the cave calmly, but as soon as they near get near the dog takes off running into the cave. Skullman goes after it. He stops at the entrance of the cave and waits for the rest of the party.

When they enter the cave they get in a few feet only to hear the dog yelping as it runs past them out the cave. Seconds later spears come their way. They can only see four red eyes staring back at them. Myto draws his bow and shoots for the eyes. One pair dims the other pair disappears. There is yipping and yelping like a wild pack of animals.

The party moves forward to find the dead boy of a Kobold. They have to choose whether to go straight, go the left or go to the right. Without light they are at the mercy of the vision of the Half-Elves in the party. As they move down path to the right, they are repeatedly pelted with spears. The pattern is spear incoming, red eyes show up, they fire back, red eyes disappear and lots of yelping.

Finally, they are at point where they must go right or left. They choose right again and continue to fight off the attack. Suddenly they are attacked from behind. They turn to combat that attack as Myto kills another Kobold with his bow. However, Gryvine takes a spear to the back. At this point the party decides to just push forward. Myto starts to imagine himself being an elephant and sprouts two giant tusks out the side of his neck. His hands become enormous and heavy.

He barges straight in the open cavern in front of the party. He trips and catches his tusk on the wall. Ranged attacks incoming and outgoing. The party is clearly in the heart of the Kobold lair as they are out numbered 5 to 1. Myto is able to continue his attack gouging and trampling 4 or 5 Kobold’s in his new form. Gryvine steadily picks off several of them with his new crossbow.

As the numbers decrease it turns to hand to hand combat. The change back to normal affects Myto negatively and he takes a significant amount of damage at the hands of the Kobold pack. When Skullman breaks free he applies some first aid to get the pain to stop for Myto. Gryine and Aldo finish off the rest of the Kobolds including their Chief.

They find Viktor chained to the alter. Alive, but unconscious. After searching bodies they find a key to the chains and unlock him. He isn’t very coherent, but is able to walk. Under the mud throne of the Kobold Chieftain they find a wooden lock box. Aldo has to bash it three times to get it open, but finds a number of gems inside. Gryvine finds a philter behind the alter and stores it in his bag.

The party quickly finds it’s way out of the cave and heads to Darust’s to return Viktor. Parametheus greets them as they arrive. Darust invites them in and they share that by talking to the dog they were able to find Viktor and defeat the Kobolds. Darust is amazed that Skullman can talk with animals and asks if he is related to Fabijan. He shares a little about Fabijan who lives to the South. While Darust is grateful that the immediate problem is taken care of, he realizes now he has a problem with BOTH Kobolds and Hobogoblins. Furthermore, this battle between good and evil is really starting to heat up. He believes that the Crismon Sickle is involved based on discussions with Brother Jeremiah earlier in the day and the clues the party gave him about their adventure.

He offers the party land in town if they are willing to makes home here and help the town deal with issues to come. The party agrees as they have started to take a liking to the area. Some of them have big plans for the future. They head back to the inn for sleep.

Bank Robbers

After a long day clearing out a mine. The party is in The Wild Pig drinking ale. When Blamhammer arrives and let’s them know that a seedy element has been around town all day. In fact, two of them are at the bar drinking.

Aldo and Gryvine approach the two humans and buy them a round. They ask what they are doing in town and get the cold shoulder. Myto hears something outside and the every one gets up to go check it out. While opening the door Myto and Skullman are knocked to the ground by Parametheus flinging open the door screaming, “The bank is being robbed. The bank is being robbed.”

Myto and Aldo are attacked from behind by the two strangers who let them know that leaving isn’t an option. The first pancakes Myto. Aldo makes quick work of both of them. Leaving Gryvine to clean up the mess while he waits for Blamhammer to get his weapon. Aldo, Myto and Skullman bolt from The Blind Pig toward the bank.

In the middle of the road is another stranger that attempts to delay them, but meets the fate of death. As the party continues to the bank, Myto is ambushed by a thug hiding in the stable yard. After, a brief struggle the thug is put down by Aldo, Myto and Blamhammer. Skullman heading for the bank encounters a lookout at the bank door.

Aldo and Blamhammer put the look out down quickly and all three four enter the bank. They see a thief picking the lock to the gate where the holding strong boxes are located. As Aldo enters he is jumped from behind. While reaching behind him to throw the thug off, he tears out the windpipe of the poor guy and leaves him gasping for air.

Skullman tears a dagger out of the dying thug’s hand and attempts to throw it at the last man standing. His awkwardness with the weapon leaves him cutting his own thumb. Myto is able to injury the robber while Aldo quickly subdues him and grills him for information.

They learn that his name is Caisus. That he is here to rob the bank. It takes much poking of eyes and gouging of woulds to get much of anything out of him. It seems there were only 8 in the party. Skullman runs out to get Sprig who has the power of persuasion.

Parametheus comes to the bank with Vesden in tow. She is completely distraught about the thought of the patrons treasures being at risk, but smitten that Parametheus was so bold in action. Gryvine, Parametheus and Blamhammer go across to the stable and hook up a wagon and start loading up dead bodies.

Gryvine and Myto load up the prisoner they have and everyone heads back to The Wild Pig. The load the two dead bodies there on the wagon and send Parametheus to dispose of them on his way home. They pull the prisoner upstairs and wait for Sprig to show up. When Sprig arrives he puts his magic to use and gets the prisoner to speak freely.

Caisus reveals that he was approached by a stranger at a pub in Blackmoor and paid 5 Thinul Gold in advance to travel to Blackmoor with a band of thieves to rob the bank. He was promised 2% of the take. Sprig suggested to him that he would return to Blackmoor and at the tavern tell a tale of how they made off with all the bank loot, but the ring leader burned them and took it all for himself. The party then took him outside The Wild Pig and doused him with ale. Sprig sapped him and they all turned in for the night.

The next morning, Myto, Skullman and Aldo headed to Didar‘s weapon shop. Aldo was able to trade in his scale mail for credit towards new plate mail and a long sword. While he ran to the bank to get some funds, Myto was fitted for chain mail. He decided to trade in that that scale mail after all. Didar didn’t have an bows or leather armor, but suggested that they try the local tanner , Wilbert.

Myto asked Wilbert if he had any bows to sell. Wilbert was reluctant, but showed Myto his personal arsenal. He let Myto purchase one of his long bows for a very hefty price. Afterwards, they all headed back to the Marsilon Inn.

While the others were off trading, Gryvine headed to the Marsilon Kelron Monastery. Brother Hatas welcomed him, but let him know that Brother Jeremiah was still deep in meditation. Gryvine let him know that Myto had a donation to give to the monks. Brother Hatas took the donation and in exchange gave Gryvine a vial of oil and instructed that the donor rub this on their forehead in the name of Kelron. Gryvine tried to pry about the idols brought for identification the other day. Brother Hatas didn’t want to talk about it, so Gryvine headed back to the Marsilon Inn.

When everyone was back at the Inn they enjoyed lunch together. Gryvine gave the vile to Myto along with the instructions. Myto rubbed it on his head. It gave a mild icy hot burning sensation which quickly subsided. Myto and Skullman were still hurting from the day before so Gryvine suggested they head to the monastery to seek healing.

After knocking a few times Brother Kalrorm answered the door and let the party in. He showed them back to one of the chamber rooms. There he laid hands on them and blessed them. Restoring them fully. Myto asked about the vial of oil and it’s effects. Brother Kalrorm took his hand and asked for him to imagine an animal. He imagined an elephant and described the feeling of power, tusks, heaviness, long trunk and heavy weight. Brother Kalrorm told him that once a day he could invoke the name of Kelron while thinking of this animal and for a short time he would take on one the powers of this creature. Not the physical form, but the specific power.

After a long day the party heads back to the Inn for more rest before dinner.

Help a Miner Out
miner, lowlevel

The party woke up today ready to take care of business in Marsilon. First stop on the list of errands to run was visiting Sprig to collect their fee for escorting him to town. After getting the healthy bounty of 1,000 Thinul gold, they headed over to the Thinulian Bank with Sprig in tow.

Vesden greeted them with a smile. They picked up gems from their deposit boxes and headed back with Sprig to his shop. He valued their gems and bought them for a fair price. They immediately headed back to the bank and made rather large deposits.

The party headed to the Marsilon Kelron Monastery to find Brother Jeremiah. They walked in as the monks were doing morning mastery. Brother Kalrorm greeted them. He let them know that Brother Jeremiah was not available and had been in mediation since their return last night. Gryvine asked if any of the others were scholarly and could help identify and item. Kalrorm called for Brother Hatas.

When Gryvine pulled out the golden idol. Hatas dropped it and asked it be removed from the monastery because it was so full of evil. While he did not know what it was, it was so full of evil that he asked that it be destroyed.

Myto and Aldo were in the mood for some new gear and so headed over to Didar‘s weapon shop. Gryvine headed back to the Marsilon Inn to study up on magic. The rest of the party. Didar wasn’t in, but outside the Blackmoor Trading Company Union office there was a scuffle among a Dwarven miner and union representatives. The miner was demanding help dealing with a Hobgoblin problem. The union refused because the miner was not part of the union.

The party stepped in to intervene. They introduced themselves to Sergius and found out that his mine had been occupied by hobgoblins. The party went to the stable to get the horses ready. Myto purchased a horse and tack from Parametheus. The party told him to be prepared to adventure one day as he was eager to join them.

On the way to the mine the party encountered a large Black Bear. Skullman used his command over the trees to hold the bear as he communicated with it. The bear let him know that it was just hungry because so many creatures had started to populate the mountain and were killing his kind that it wasn’t safe to fish in the streams for him anymore.

The party noticed a band of hobgoblin’s at the mine as they approached. When discussing a plan of attack the hobgoblins became aware humans were near and headed inside the mine. Myto was having a terrible day with his bow and missed foiling the plan surprise. Grueling melee ensued. The party tired from travels struggled to defeat the six hobgoblins. Myto broke his bow and didn’t hit a thing. Skullman was knocked out in hand to hand combat with the largest hobgoblin. Finally Aldo was able to end the occupation by tearing the face off the last hobgoblin with his hammer.

Gryvine loaned Sergius money to help his operation start back up and instructed him to invest in a better door for the mine entrance. The party saddled up and headed back to The Wild Pig for a few drinks.


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