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Adventure Chronicle

A timeline of events as experienced by the pary.

3rd Age

0 and beyond

  • 1021 3A

    28 Basklight

    The Bristlebeard Incident
    Disaster / Destruction

    The Bristlebeard Brewery is subject to a magical catastrophe that leaves the building in ruins and the patrons missing. A sorceress and ranger, the sole survivors of the event, decide to investigate. Runework on the remnants of the tavern, now trapped inside a Sulphire Crystal, leads them to Siegurt of Scabberdale. The wizard is revealed to be a necromancer, and is dispatched by Keerla Roween, Ian Taggart, and Sigurt's former employees, Enrique Salazar and Denisonvona.

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    Location
    Scabberdale
  • 1021 3A

    1 Summerset

    To Briarwood!
    Expedition

    Waking up in The Mannered Bear, the premier tavern in Scabberdale, the newly formed adventuring group seeks to charter a riverboat to the city of Briarwood in search of answers. En route to their destination, it becomes clear that the Goblinwood is much more active than normal. For the first time in years, Orcish raiding sloops appear on the River Rhynn, attacking the travellers and severely damaging their boat. After a fierce battle, they spend the evening moving their supplies from their sinking craft to the captured sloop, dubbed the Hamilton by Billiam Sea-Crester.

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    Location
    Rhynn Valley
  • 1021 3A

    2 Summerset

    Land Ho!
    Expedition

    Aboard the battle damaged sloop, the adventuring party is forced to make landfall on the banks of the River Rhynn. Searching for an ideal space to make camp and perform repairs, they notice the telltale flicker of a fire. As they approach, they make the shapes surrounding it out to be a group of rogue Goblins who appear to be burning Orcish corpses around a fire. Befriending the Goblins, the party discovers that the Orcs are pressing north, and pushing the Goblins much harder than normal to create war machines and fortifications. After repairs are made and a few hours of sleep enjoyed, the growing party is again assaulted by Orcs in the night. Fighting off the Orcs and escaping from a feral Swamp Drake, the party once again takes to the river. Finally reaching the settlement, the party makes a bee-line for the local mage in search of answers. Inside the home of Fal-Shavvah, they are attacked by Gnolean Vext and a pack of shadow demons. After dispatching the demons and learning the nature of the Sulphire Crystal, the group prepares for the next leg of their journey.

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    Location
    Briarwood
  • 1021 3A

    3 Summerset

    The Battle of Scabberdale
    Military action

    After regrouping in Briarwood to lick their wounds and ruminate on the implications of ritual said to be planned at The Garden Of Stones, the team of heroes' rest is interrupted with grave news from one of Enrique's Goblin messengers-- according to scout reports, Orc forces were on the move, and a raiding party was approaching Scabberdale.   Pressing through the woods at speed, the group covered the day's worth of travel remarkably fast. Arriving just after the first wave of Orcs, the heroes quickly mobilized to reinforce their allies as well as the overwhelmed town guard. Lead by a resurrected Siegurt of Scabberdale, the Orcs set fire to the wooden pallisades of the town, and had already begun to sack homes. Joined by Manzana, the heroes held the gates in a bloody stalemate as Siegurt's Orcs appeared without number.   In the dramatic climax of the battle, Scrugg Grabbymitts rushed appeared from the forest leading a coalition of local Goblin factions, flanking the Orcs from behind. One by one, the attackers routed and Siegurt was soundly defeated.

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    Location
    Scabberdale
  • 1021 3A

    3 Summerset

    The Battle of Da Raidin' Kamp
    Military action

    Moments after the smoke cleared following the Battle of Scabberdale, the strange arcane winds of fate would once conspire to see the heroes' hard work undone. As time churned and rippled around them, the party saw Siegurt of Scabberdale rise from the dead a third, and final, time. Fully aware of the future that awaited him, he took the opportunity to cut and run, dragging Hamilton along as prisoner as he cast a teleport spell. The adventurers, joined now by Kastien and Lilith, tracked the wizard to a nearby Orc stronghold, known colloquially by the Goblins as Da Raidin' Kamp. Here, the spellcaster bunkered down, awaiting orders from his master, Gnolean Vext. Without so much as taking time to rest, the heroes immediately set forth to take the Kamp and set Hamilton free.   Moving unseen through the thick growths of the Goblinwood, the band of adventurers silently picked off sentries as Lilith and Keerla worked to distract the bulk of the Kamp's forces with potent charm magic. The duo made short work of recruiting the guard garrison to their cause, and the collective attacked the Kamp from all sides. Empowered by strange dark magic, Siegurt unleashed a mighty gust of icy wind, all but obliterating the crew's new allies. After a bloody protracted battle, Siegurt was at last defeated permanently. This time, the heroes were able to permanently destroy the body, as well as recover Siegurt's Ledger, evidence of a much larger conspiracy.   With the Kamp taken, clues gathered, and their captive allies set free, the group bed down in preparation of the impossible task that would come with the next dawn-- making a move on The Garden Of Stones, the epicenter of the darkness creeping over the Rhynn Valley.

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    Location
    Rhynn Valley
  • 1021 3A

    4 Summerset

    The Garden of Stones I
    Metaphysical / Paranormal event

    A foul ritual is initiated at The Garden Of Stones by The Wyrm Cult and their mysterious leader, Gnolean Vext. Reeling from the violence of Scabberdale and Da Raidin' Kamp, the group mustered their courage to face the unknown.   Having gained experience in guerilla warfare against the overwhelming Orc presence within the Goblinwood, the adventurers proceeded to distract and dispatch the enemy guard one by one. Eventually, all things must come to an end-- as Enrique vaulted a wall to silently neutralize an Aarakocra sentry, one of the undead servants of the Cult notified their allies of the incursion.   In moments, the Circle was swarming with Orcs, Aarakocra, and zombies alike, all bullrushing the newly discovered heroes. Just as the tide of battle began to turn in the adventurers' favor, the scale-clad necromancer seemed to finish the foul ritual and cast a powerful paralysis spell, stopping them in their tracks.

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  • 1021 3A

    4 Summerset 07:00
    1021 3A

    5 Summerset

    The Garden of Stones II
    Metaphysical / Paranormal event

    Confronted by the necromancer Gnolean Vext, the party was nearly forced to submission. Just as Keerla gave up hope, it seemed that the arcane winds of fate once again turned the situation on its head-- this time, in their favor.   Forced to hand over the Sulphire Crystal, Keerla and her allies watched as time again seemed to reverse, placing the gemstone soundly out of reach of the furious necromancer. With the spell broken, the group immedately went on the attack, hoping to cut the necromancer and his acolyte down before they could recover.   The damage, however, was already done. With the ritual finished, and the forces of good focused on neutralizing his acolyte, Gnolean Vext reached through the veil, furiously digging for something buried within The Aether. His face turned from triumph to shock, however, as he was unable to find whatever it was that he expected to be waiting for him on the other side of the portal. Furious, he barked a final command to the acolyte, Severus Deathrattle of The Wyrm Cult, and disappeared with the telltale black flash of a teleport spell.   Bidden by his master, Deathrattle turned the ritual blade on himself, powered with the full might of a visibly corrupted Sulphire Crystal. Taking the opportunity to press, the party immediately dispatched the acolyte with little trouble. Once the last spark of life fled from his inky black eyes, however, it was clear that it was his intention to die.   Bursting from the fresh corpse of the fallen acolyte in a shower of gore, an infernal horror of the abyss materialized before them. Lashing out with scything whips of black aetheric energy, the adventurers faced a grave threat, the likes of which they'd never seen.   Only after a sustained coordinated assault, and the near life-sacrifice of Ian Taggart, the beast was finally slain, moments before extinguishing the ranger's life. As the last remnants of the sun disappeared over the horizon, the group made camp and did their best to make sense of what they had just witnessed.   In the morning, they journeyed back to Scabberdale to assess the battle damage and begin rebuilding after the devastating Orcish assault on the small, quiet village.

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  • 1021 3A

    6 Summerset

    Rebuilding of Scabberdale
    Expedition

    After a rest and resupply in the village of Scabberdale they begin to investigate the sudden disappearance of the local blacksmith, Grunbad Kazarak. Following the trail to Briarwood, the group discovers a small cave network just off of the riverbank that appears to be inhabited by Trolls and Hags. Enrique stays behind to assist in rebuilding his shop.

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    Location
    Rhynn Valley
  • 1021 3A

    8 Summerset

    Briarwood II: Eclectic Boogaloo
    Expedition

    The adventurers reunite outside of an ominous cave on the way to Briarwood to investigate a lead regarding the mysterious dwarf, Grunbad Kazarak. Together, they battle a carrion crawler infestation, release a number of prisoners from the the clutches of a hag coven, and defeat a hill giant in pitched battle, thanks in no small part to Scrugg's superhuman dexterity and unbreakable resolve. They learn that the dwarf had indeed been interred along with the captured commoners, and proceeded south after making his escape. After the smoke cleared, the group continued south and made landfall in the port city. Moments later, they found themselves robbed of their coin purses and gave chase to a gang of street urchins through the winding alleys and promenades of the city. Once cornered in a dead end, the children revealed their trump card: a small army of urchins armed with slings and shortbows, each trained on a member of the group. Before the situation devolved into violence, they heard a voice echo from the shadows of the alley:   "By the Broken! Manzanita, is that you?"

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    Location
    Rhynn Valley
  • 1021 3A

    9 Summerset
    1021 3A

    10 Summerset

    Cold Iron I
    Discovery, Exploration

    The adventurers are relieved to discover that the band of misfits that robbed them are led by Diego Montez, who has something of a working relationship with Manzana . Their belongings are promply returned, as it is forbidden for members of The Triangle to steal from one another. Led through the streets toward a safe space to speak plainly, the group is introduced to Allister Saxon, the staff wizard of the local Triangle chapter, who identifies a number of magical items for them. While staying with Montez, they discuss recent happenings in the city-- namely the eerily empty Adventurer's Guildhouse and the elusive Grunbad Kazarak. Montez promises to find some answers if the party agrees to help locate a group of errant Triangle scouts sent to the iron mine north of Scabberdale, who have failed to check in. After spending the night with the Triangle, the adventurers make their way up the River Rhynn and begin to investigate the mine. As they descend, they discover Raevar's Journal, which illustrates a series of strange occurrances tied to the exploration of the mine's lower tunnels. Eventually, the group stumbles upon the entrance to a strange underground complex inhabited by peculiar automatons which attack them on sight. They fight their way through the labyrinth of intricate brass-inlayed stonework and discover a massive contraption in the center of the complex, linked by gears to a gargantuan shaft that appears to extend to the level below. By analyzing dozens of rooms, the decorative inlays appear to tell the story of a people enslaving another with the help of dragons, and the enslaved people rising against their masters led by a group of five grandiose figures. If the party's hunch is correct, and the labyrinth is symmetrical, only a handful of rooms remain unexplored; this leaves only an ominous shaft which appears to lead down to the inky black depths of the cavern below...

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    Location
    Briarwood
  • 1021 3A

    10 Summerset

    Cold Iron II: Raevar's Folly
    Life, Death

    Raevar's Folly is discovered to contain a Duergar compound designed to harness the souls of living beings to manufacture automated soldiers for a war long since ended. Having recieved no communication from the surface for roughly 1000 years, the site fell into disrepair, eventually going into stasis until disturbed by Raevar and his mining team. Once awakened, the site roars to life and sends several automatons to capture all living beings within the compound, taking them to a holding cell next to the soul-extraction contraption contained below. Fighting through dozens of clockwork soldiers, the party makes their way to a chasm which seemed to descend infinitely. Posing as a Duergar engineer, Manzana tricks the site intelligence into allowing the party access to the holding cell containing the prisoners. Running for their lives, the party makes a daring escape as the site's failsafe protocols are triggered, activating hundreds if not thousands of dormant clockwork soldiers stored in cells along the walls of the bottomless pit. The prisoners are brought safely to the surface along with a handful of miners just as the blasting charges placed by Brunk detonate, causing the entire compound to collapse into the never ending blackness of the central shaft. Just as the heroes emerge, the clockwork monstrosity containing the essence of the Duergar intelligence bursts forth from the rock, lunging at the newly-rescued prisoners. In a flurry of fire, acid, arrows, wind, and seismic energy, the colossus is knocked off balance, still barreling toward the children. In a brief moment of self-sacrifice, Ian tackles the targets out of the way as the mechanical claw closes around his thigh. With the ground collapsing due to magical tremors and a mighty gust of mystic wind blowing the monster into the depths, Ian is silently dragged into the inky black depths of the pit. While making camp for the night, a solitary Keerla is approached by a motley group of adventurers, claiming to be searching for Ian. After learning of his death, they depart back into the woods, their priestess muttering something about her divination spell having failed.

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  • 1021 3A

    12 Summerset

    New Arrivals
    Expedition

    Rico Salazar and his retainers Alejandro Delgado and Camilla Cortesa arrive in Scabberdale in search of Rico's father, Enrique. They bring news of the situation in Quetxhotl and offer to assist Enrique in securing a foothold in Central Dielynor.

  • 1021 3A

    14 Summerset

    The Murder of Grunbad Kazarak
    Life, Death

    After clearing the Duergar compund, the party returns to Scabberdale to rest and resupply. There, they are met with Diego Montez and a small group of Triangle urchins, who present Manzana with Grunbad Kazarak in their custody. After some interrogation, the dwarf breaks free from his restraints and lunges at his captor, only to be stopped by Odeon. To the blacksmith's horror, the dwarf slumps dead due to a particularly lucky strike, and the party is forced to destroy the evidence of the murder before the guards arrive. While Enrique and his retainers got to work, Manzana recovered a notebook containing Kazarak's smithing notes as well as a message inside of a diplomat pouch from Gulthrimyl Agmar, her mother's chief rival in High Rim. After cleaning up, the group again shoves off for Briarwood in order to secure a crew and a ship to assist in Enrique's ambitions.   On the way they are waylaid by what remained of the hag coven and their troll. After dispatching the hags, the party made thier escape from the troll aboard the Hamilton and proceeded to the Harbor Commons in Briarwood.

  • 1021 3A

    15 Summerset
    1021 3A

    16 Summerset

    The Asylum Arcana
    Discovery, Exploration

    Manzana and Naushe send letters to Oisha and Emese.   The party explores the Asylum Arcana at the behest of Archmage Schmitt Jaeger and discover an abyssal incursion in-progress, helmed by Anguise of Flesh Rent Asunder, a powerful demon.

  • 1021 3A

    17 Summerset

    Megwandir's Champion

    Megwandir makes contact with Keerla in a dream and asks her to become her champion. Schmitt assists the party in reverse-engineering the Clockwork Companion to see through the Clockwork Iris that fell into Raevar's Folly with Ian, revealing a strange bioluminescent environment. She hears her mother's voice, who instructs her to seek her at the Last Gate beyond the Sunless Sea.   The party wakes up magically suspended over a lake of fire, where they are confronted by Chancellor Jaculus Aedenburg, lord of the Mystic Archive. Satisfied with intimidating the party, the archmage returns them to the material plane mostly unharmed.   The party accepts a job from Diego Montez to recover an item stolen by the Purse. They prepare to break into Honeywell Manor.

  • 1021 3A

    18 Summerset
    1021 3A

    24 Summerset

    Loose Ends
    Criminal Activity

    The party breaks into Honeywell Manor, clashing with Lady Freya Honeywell and Overseer Chisella Steambillow. They recover a number of items from the deep vault, including a strange foreboding amulet and a Szavonnian Arcubus. The compound burns to the ground as they flee.   Once back in Briarwood, the party spends a few days researching the amulet and the religion of Megwandir, as well as learning how to forge arcubolts for Enrique's new weapon. According to Jaeger, the amulet could be a Malevolith, a shard of the extradimensional evil that spawned the Abyss. Manzana and Naushe recieve a reply to their letters, neither of which provide much in the way of reassurance. Manzana spends some time slinking about the city at night, scoping out the Harbor Commons. After overhearing a number of conversations hinting at tensions between the Purse and Duke Aedenburg, she discovers a shipment of Szavonnian dragonglass being unloaded by undead crewmen and an automaton identical to the ones the party had encountered at Raevar's Folly washed up on the docks.   Outfitted in newly commissioned armor and magical attire, the party returns to the Archive to continue their research when it is attacked. A witness mentions that Chisella was seen nearby, prompting Lilith to take to the skies and attempt to find her, to no avail.   Knowing the Purse is in the city and hunting them, the party devises a trap to catch Chisella, question her, and discover the origins of the artifact they had recovered while raiding Honeywell Manor, which was under the protection of the Purse, a crown-chartered guild protected under law. Walking on a political tightrope, the party moves to justify their break-in by framing their burglary as a mission from the Archive to recover a weapon of great power.