Birthright

vampire army

after waking up to find Rufus and Pariah gone missing along with their map of the Underdark, the group was a little shaky. they decided to just suck it up and press forward. they discovered a path that looked like someone had made an effort to close it off. the group was a little to curious to explore and stumbled into a trap which they were able to escape. they then discovered an old decomposed body that was carrying a letter that was 100 years old and were shocked by what it read. It was addressed to a man named Faram and from Carawynn. it told how she was attacked by her brother in law and turned into a vampire. to cure it she needed the fang of her assailant, Farams brother Althonon. a little in shock the adventurers entered the tomb of Althonon which is heavily guarded by a vampire army, but eventually reach the coffin of the vampire lord. a large battle ensued and Oxull found how dominating a vampire can be but it was Basiliske that almost tasted death. once Althonon was killed, Oxull ripped the vampire’s fang out with his bare hands and the group pressed onward.

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Wandering Aimlessly in the Underdark

the group discovered an old friend back at the waterfall. Pariah the warlock joined their quest to stop this slave trade and maybe put unearth more about this caonspiracy. Choosing to wander the dark tunnels once more, the group encountered a large group of troglodytes and a human guard patrol. They then stumbled upon a group of drow clearing a tunnel. the adventurers chose to leave without engaging the work crew, but found themselves in a fight with two drow archers and a drow warrior. The drow quickly pounced on rufus who had left the drow goddess Lolth. rethinking their tactics however, the archers introduced Basiliske to the lolth touched poison of their arrows and managed to knock him unconscious for most of the fight. With their warlord down for the count, the group struggled to overcome the dark fey but in the end were victorious.

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the underdark

the group found a jungle temple that had a waterfall pouring through a hole in the floor. they decided to descend into the hole and found themselves in the underdark. choosing to wander aimlessly through the tunnels they found themselves facing off against an array of enemies: goblins troglodytes chokers. the worst proved to be a mysterious gel that devoured them. with only a couple of hit points left khazum was staring absolute death inn the eye, but a brave young fighter ran to his rescue. oxull the fighter reached into the gel and pulled the corpse of his fallen cleric out and was sucked into the gelatinous form. his sacrafice allowed the cleric to be healed by the rougue. eventually they managed to run away from the slow moving goo but found themselves back where they started…next to the waterfall.

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new developments

Our adventurers had gained the respect of the townsfolk of Winterhaven. Avery had been gone for several days, and the group was ready to leave the town. He finally showed up and had a job for the heroes. A dwarf named Zark needed help loading a shipment late at night. When he arrived, he left them to load his boat while he made a delivery. They accidentally dropped one of the crates and discovered that children were inside and that Zark was running a slave trade, but when he was confronted he slit his own throat. After freeing the children, the group boarded his boat and found a map to a village called Najarra. Rufus took the helm but the task proved to be too much and eventually he crashed the boat. Our heroes were attacked by some very territorial sahaguin. The sea creatures proved to be too much for the group and Rufus eventually died but was resurrected by Khazum Lightbeard who had obtained a rod of ressurection earlier. Sadly, Khazum was killed resurrecting the rogue. The group was forced to swim for shore pulling the body of the brave dwarf. Once on shore, the group pledged their alleigance to Khazum’s diety, Kord, in hopes that their devotion would revive Khazum’s dead body. Miraculously, it did. The group found themselves on the shore by Najarra and led a victorious fight in Kords name against the village’s inhabitants, but left none alive for questioning.

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A Little P.R. part 3

the group explored the bottom half of a staircase where they heard some screaming. the screams were coming from a young girl, who proved to be Lilly, that was chained to an altar that was surrounded by Orcus occultists. After a long draining battle that nearly killed the entire party our heroes emerged victorious. now with a little girl to protect the set out to explore the rest of the dungeon. The next door revealed a spiral staircase that descended further into the caverns. Upon stepping on it, the stairs collapsed and dropped one member into a pit of acid. As he burned he saw a robe that was still intact grabbed it and climbed out. The next hallway led to room where the adventurers saw their foe Irontooth who reeased a group of slaves. Another large battle ensued and the group found themselves in charge of a large group of slave children. Returning to Winterhaven, the group was greeted by smiling parents happy to see their children home safely. After selling some equipment, buying some new gear, and making an enemy of a local store owner the group decided to go back and fight the dragon that the ran away from previously. This time the adventurers were shocked to see the dragon bow before them in the prescence of the robe from the acid pit. The robe also released the lock on a treasure chest which contained some gold and a magic orb. They returned to Winterhaven to rest and await their next job.

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A Little P. R. part 2

Unable to attack the group across the chasm from them, the adventurers enter the door to their left. A large room lies brfore them and to the right is a wall where the stalactites and stalagmites have grown together creating a natural barred wall. An orc charges towards the adventurers passing by that wall and a large black claw reaches out and pulls him into the darkness. After defeating a large number of enemies our heroes moved forward into the next room which is just a small antechamber with a door on the far wall and a small tunnel to the left. Exploration of the tunnel led to the discovery of a leather sack containing 10 gold pieces and the sack proved to be a bag of holding. Entering the next room, the group finds two guarded doors and the next battle ensued. Entering the larger of the two doors, the explorers find themselves on the other side of the stalactite wall with whatever creature pulled the orc into the darkness. The creature is identified as a young black dragon native to the Shadowfell which made it an odd discovery in these caverns. The dragon was guarding a heavily fortified treasure chest. The dragon quickly proved to be too much for the heroes and they were forced to retreat. After barring the door to the dragon’s chamber, the group decided to set up camp for the night and continue their adventure in the morning.

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A Little P. R. (part 1)

The group enters the gates of Winterhaven and recieve a very cold welcome from the townsfolk. The adventurers decide to visit The Thirsty Puppy, the town’s only tavern. Once inside they receive another cold shoulder from Barrythe owner but meet a very friendly man with four fingers named Avery. He is an advertiser and offers to help them build trust with the locals. Avery explains that recently the town has been continually terrorized and ransacked by a group a small army of miscellaneous creatures led by a mysterious thug the locals call Irontooth. Avery offers to get the adventurers their first job for free but then says he will charge 10 gold pieces everytime he gets them work. The group agrees and Avery immeadiately goes over and talks in private with Barry. Avery returns and tells them that Barry’s daughter Lilly was taken during the last raid and that if they can bring her back safely, Barry will give them the room above the bar free of charge for as long as they want. Avery tells them the bandits were last seen heading west and that there is an abandoned fotress there called Winterkeep, left over from the Decade Wars. The group heads there and discovers a door that leads under the foundation of the ruined keep. After some exploration, they discover a large door that is locked so they set out to find the key. Their exploration yields some treasure in the form of some enchanted armor and eventually the key. They unlock the large door and enter a large cavern with a giant chasm in the middle. On the other side of the chasm, they see four people together. One of the figures is an orc wearing a helmet with a chinguard that has large fangs on it the group figures this is Irontooth. The second person is a bald man wearing religious robes that have a picture of a cross with a heart in the background. He hands a bag to a lady wearing dark robes bearing a tattoo of a skull with ram horns on her face. She stands next to a small child with the same tattoo. The group realizes that the woman is Queylanna and the child is Alaan. Before the adventurers can act, Queylanna creates a portal and she and the boy enter it and disappear. The monk walks over to a door that glows and rumbles then opens he exits and the door slams shut behind him. Irontooth turns and exits the room through a door at the back. Seeing no way across the chasm, the group heads toward the only other door on their side of the gorge. They believe there is a much larger conspiracy going on but are unsure of the details at this point.

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Dream Theater

The road to Winterhaven begins to take its toll and the travellers grow weary under its strain. They come across a large farmhouse that had been converted into an inn. The sign out front calls it [[The Eagle’s Nest]]. Inside the come across the innkeeper, a man named Collin. He tells them that no one ever stays because his inn his haunted. The group decides to help him defeat the spirits that live there. After laying down for the night, the group is startled awake during the night by a storm outside and quickly discover that the walls are closing in on them and the room is threatening to crush them they learn the only way to exit is backwards through the door. Touring the rooms upstairs reveals more nightmarish rooms with bottomless pits and phantom orchestras, a hallway that continually changes appearance everytime they enter it, and creatures not of this world. When they enter the hallway for the third time they find the walls coated in blood and decorated with childish drawings of torture and murder. The ghost of Quinn appears and explains that his son Alaan, the possessed boy from the beginning of the story, drew these pictures. Quinn then explains that there is a larger conspiracy going on surrounding his son who has been adopted by a very powerful eladrin wizard named Queylanna. He warns that everything they see is a dream and she is attacking them in a subconscious realm and although everything is an illusion it can and will do it’s best to destroy them. The only way to stop her and escape the subconscious realm is to find what she is channelling her power through in that realm. The group then continues to explore the inn looking for Queylanna’s source of power. Eventually they find the source which is a large old mirror in the basement. When they go to destroy it, Queylanna’s reflection appears in the mirror and begins to attack. She proves to be much stronger than they had originally thought, but are able to destroy the mirror freeing them from the subconscious world. The group wakes up outside the gates of Winterhaven feeling very sore. They now have a good idea of how powerful this wizard really is and they know they are no match for her right now so they procede into the town.

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Dragon's Blessing

The group continues down the road to Winterhaven when they are suddenly jumped by a group of bandits. After defeating the attackers they decide to follow the bandit tracks back to their camp. When they scope out the area and know what they are up against, the decision is made to lure the badits out of their tents and then ambush them. Once the bandits were all defeated a quick search of the tents produced a map with a treasure chest marked on it and a strange cave location called the Cave of the Antediluvian. First, they explored the treasure location. When they tried to open the chest it exploded damaging all in the blast and revealing a second chest buried beneath. They were able to open the second chest to reveal a couple of healing potions and a Rod of Resurrection. next they turned their attention to the mysterious cave. Following the map, they were led into a thick forest that was seldom travelled eventually reaching a cave that was emitting a strong heat. Venturing into the cave, they came across an acient spirit of a large red dragon named Daar. She offers to bless them if they can complete her gauntlet of tests dealing with their wits, strength, and problem solving abilities. After completing the trials, she breathes a white hot flame on their armor strengthing the ac of each character. Daar then sends them away and warns them to never hunt her out again.

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Birthright

Our story opens as the group is travelling down the road to Winterhaven, a medium sized village in the nation of Braelin. Out of nowhere, a frantic woman named Mara comes running up to the adventurers and tells them her small son, Alaan, has been kidnapped. She leads them to the location she last saw Alaan and the group picks up the trail and tracks it to a large cave entrance at the base of the Dragon Peaks. After making their way through what appears to an abandoned temple they soon learn they are not alone and the temple is far from being derelict. The adventurers stumble upon a man named Quinn who is being attacked by a large group of goblins. The group decides to help this man and after they defeated the goblins Quinn, on the brink of death, explains that he is Alaan’s father and that the kidnappers were actually members of a deathcult of Orcus preparing to perform a ritual on his son that would make him a key in bringing Orcus into this realm. Quinn warns that if the adventurers find Alaan and he is possessed they must kill this young child for the safety of the entire world. The group eventually does find him and were not sure if the ritual had been completed so, they decided to return him to Mara. She thankfully gives them a small reward and turns to leave, it is then that the group noticed that she bore the mark of Orcus. She entered her home and they left unsure if they had just been hoodwinked into helping protect the key to the destruction of the world.

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