Scales of War

It's the Final Countdown! Let's Punch 'Em in the Nexus!

06/10 (we’re all here)

We continue along the catwalk, meeting bad guys. Lots of bad guys. And we roll like crap. Nissa falls twice. Hasim falls also. Aldor uses one potion to revive Nissa. We ultimately make it to the top of the catwalk, where we find a control panel. The panel will seal the tunnels through the mountains and fill the chamber with boiling water. Luckily, there is a ladder to a hatch in the ceiling for our escape.

The Fist goes down, and we use a potion to revive him. On the warlock we find nothing of note. We all make it out, having sealed the tunnels. Edgar Summerfield is missing. We get back to town without incident, and get the 1000 gp of reward.


We're too sexy for the catwalk

05/24 (we’re all here)

We search the room and the bodies. We find a brass key on one guy. As we search the pipes, only the southern side of the valves is hot. Theseus realizes that we will need to open the pipes to seal the nexus. We do so. We find a dead half-elven female with a sending stone in her hand (walkie-talkie with a missing matching stone). We recognize her as part of the company of wolves.

We try an listen to the stone, and here nothing. We go through the door and enter into another fight. There are goblins and a cave troll. We win.


We search the room. We find an altar to Moridin that has been defaced. We find 3 more bodies of the Co of Wolves (4/5 found; Edgar Summerfield left). In two staues, we find an Amulet of Life (Fist) in one and in the other we find a crown of leaves (Hasim).


The next day we continue on exploring towards the left. In one of the rooms, we find gems (100 gp ea), 80 gp and 2 potions of healing (Aldor & Fist). We then continue through the next set of doors upwards.

We arrive at the nexus room. Big glowing pillar and catwalks. We move along the catwalk, meeting bad guys periodically.

Double trouble

05/02 (we’re all here)

Open threads/stuff to do: “The Emissary” coming back to Rivenroar within the month; Rufus Crumly, the necromancer is suspicious; Aldor’s power; black arrows on our weapons; why does the enemy want to harvest Aldor’s organs?; spy in Brindol?;

We start in Overlook. We have resurrected Aldor at a temple to the Raven Queen. We are not richer. When Aldor awakens that evening, and doesn’t remember much of anything but the Fist. Nissa explains what happened. Slowly, he starts to remember.

We return the gold we found on the dwarves to the Temple of Moradin.

We want use Aldor as bait to draw the ones who want to harvest his organs. ALso, we do an insight check and come to the conclusion that it was odd that the people knew enough to plan the ambush, but not enough to include Theseus. We pass the word that Aldor is dead, and that we will be cremating him the next day at dust. We will wait until tomorrow at the Raven Queen Temple. After we have past the word, we await in an ambush situation, waiting to see if anyone takes the bait.

Towards 8 or 9 the next evening, Aldor sees a cloaked figure trying to glance at the body from a distance. As the figure moves off, the wind blows off the hood, and we see that it’s a woman. Aldor tries to follow her, not terribly stealthily. She gets away. We start to prepare the “body” for burning, to try and draw them out. We set the pyre alight. Nothing happens. We abandon the plan.

We try and get some more info on Rufus Crumly (group skill challenge). We find out that undead horrors guard his tower, so it would be a bad idea to try and break in. We also find out that he only returned to town a few days ago. He has employed barguests (the bad guys who attacked us) in the past, but they are pretty popular as hired mouks. We try and find out if he hired these particular mouks, but find out that strangers came into town 4 days before, and these might be a lead.

We narrow down new people to town to 4 inns: Belden’s Rest (operated by elderly couple named Rory and Ruth Teng; good reputation), Mountain’s Hearth (run by dwarf named Reggen; good reputation), House of Sleep (in elftown district; high end; run by eladrin named Kalaban Whisperwind), Swain’s Boarding House (run by Swain, an alcoholic; low class, bad rep).


Nissa realizes that in certain circles, eladrin organs are prized for doing really bad rituals because eladrin organs are high quality. The next morning, we start at Swain’s. It’s a dive and disgusting. Swain is already drunk, and doesn’t really remember anything. Aldor gets a sense that he is being evasive. The Fist attempts to intimidate him, supported by everyone else. He doesn’t give us any more info, but darts looks towards the common room. Theseus guards the innkeeper , but we can’t pick out who in the common room is the issue.

However, we ultimately notice that even thought the common room is dirty, there is a patch on the floor that is very clean. We do notice that there are red stains there, so someone was recently bleeding in this area, and it was cleaned up. Also, it seems like a body was dragged across the floor.

We go back to threaten the innkeeper, to get more info. We learn that a druggie OD’ed, and he called “Bonita” to come and clean up the dead. She does these things. She works for Rufus Crumly, so the innkeeper arranges for us to meet with her at the inn. She had apparently collected other bodies that night.

Later that afternoon, a half-elf woman shows up, hand on her hilt. We try and get info out of her. We irritate her into telling us to look into the disappearance of Jonas Wainwright. He was thrown out of the Pig & Bucket tavern. She leaves.

We go to the Pig & Bucket tavern (rough place; Kyle Rester). We ask around and learn that he was a travelling gadget salesman who got thrown out because his gadgets failed to work. He was a human. One of the barmaids (Annie) tell us that he turned up a few days later at another inn, Belden’s Rest.

We go to Belden’s Rest. Our reputation precedes us, and we are offered a free pint. They are very receptive to us, so we ask them for info. He left a few days ago, in the evening. He mentioned there was someone, a wizard, that had the “vision” to sell his wears. Sold poetry to Kalaban Whisperwind. Theseus notices that Rory is nervous. We notice also that the main corridor extends about 10 feet past the last door before ending.

We try and get them to talk. We suck, and they ask us to leave. We leave, intending to come back tonight to check out the corridor. We go to the House of Sleep. It is the evening. We talk to his head waiter guy, who tells us nothing much. We decide to stay there so we can meet with Kalaban the next day. He does tell us that there was a guest named Summerfeld or Summerheld who was thrown out for stealing poetry and not paying his bill. It’s probably Edgar Summerfield, Hasim’s nemesis.

We notice that one of the books in the common room is not dusty. It seems to be the book that Edgar was trying to steal. One of the pages and lines is marked. It reads:

“Crowned thou art / For merciless sins / In beauty, through order / Where floweth blood / Both beginning and ending / And anguish thy name, broken and afraid / Only one may help you now / As you wish you were in hell”

Nissa remembers that this is from a story written as cautionary tale for eladrin dabbling in the black arts about guy who sold his soul to devil for power and ultimately gets dragged into hell.

That night, Nissa stays behind at the House of Sleep, and Hasim joins the group to return to Belden’s Rest to check out the odd corridor that we saw. We sneak into the inn, and go to the corridor. There is a secret door in the corridor! We hear nothing behind the door. We look for the lock, and are able to open the door quietly without alarms. The passage descends into a dark and unfinished basement.

We stealthily descend the stairs and find a heavy iron door with a logo of flames in a stylized sphere. It is the mark of Asmodeus, father of devils and ruler of the nine hells! God of tyranny & domination. “Show neither pity or mercy to the weak as you climb to power—the weak are not worthy of aid.” is his slogan. We piece together the correct passwords to open the door. “Where should I flee? If unto heaven he’ll drag me down to hell!” (NOTE: these words were said to Nissa in her dream!)

The door swings open…

A nauseous combination of incense and rank blood assails our nostrils. We proceed into a small, dark area with an altar soaked in blood with ceremonial daggers. Two cloaks hang on pegs. We find a secret door that leads outside to the back of the inn, with faint boot tracks that we can’t trace.

We sneak upstairs to the room of the innkeepers. We draw swords and wake the innkeepers with our hands over their mouths. We threaten to reveal their secret. They demand to be allowed to leave the town. We tell them they are in no position to give us terms. Rory finally agrees to talk. They sacrificed Jonas on the night of the 16th to prevent the exposure of their own secret. They sold the body to Bonita, who took the body to Crumley. A dwarf known only as the Splinter had a meeting with rough-looking folk at the inn called the Salty Mug (rough-looking folk in cloaks often mean races that want to remain hidden—i.e Barghest). Yerin Dalovoy, the halfling who runs the Salty Mug, is the centre of all kinds of smuggling and nefarious activities. Rory and his wife suspect that this is where the attack on us originated. We agree to let them go free, but warn them that if they are discovered worshipping Asmodeus or practicing these kinds of deeds again, we will have no mercy on them.

When we return to the House of Sleep, a note is waiting for us: Elder Kadrick wants to have an emergency meeting with us in the morning.


We sleep, and Elder Kadrick comes in to meet us during breakfast. He offers us an emergency mission—the Co of Wolves were sent to ensure that tunnels and fissures in the mountains would remain closed to the orcs, but they haven’t come back on time. We are supposed to investigate what happened to them and keep the passages closed, in exchange for the reward that was promised the Co of Wolves. We are also supposed to shut down the Nexus, a piece of machinery that controls access to the various tunnels.

The fissures are a day’s ride away. We arrive at the area by the end of day. We find a campsite in the acrid smoke and sulfurous air. Footprints lead into one of the larger openings. We follow. Skill challenge ensues to navigate the tunnels. We succeed! We reach an old network of excavated tunnels and chambers.

We hear arguments coming from a tunnel, and find bad guys. We fight! We win, but run away from canons through a door into another fight with no rest.


Nissa goes down, but The Fist raises her. We continue to try and stay alive. We win!!!!


Jay strikes again!

04/23 (Peter sucks cuz he’s missing)

We press on through the huge hall. Through the giant statues we go, and see a staircase on the far side of the hall, with bad guys. We fight. We win.


We look around and find nothing in the room or the bodies.


Rested with no interruption. We continue on down the stairs until we start to approach a natural cave entrance, and we hear some kind scuffle in the cave. We sneak up to the entrance.

We see a cave with bad guys. There is a large flaming area. There is a dwarf being beaten, with a bad guy saying “Tell us how to open the tunnel!” We fight. During fight we almost die. Aldor drinks a potion. He goes down anyway and later heroically succumbs to his injuries. RIP.

The remaining heroes entertain the thought of tactically retreating. But we stay and barely eek out a victory.


The Fist attends to the corpse of Aldor, Hasim cries over the body and Nissa sings a lament. We realize that we are able to resurrect him, and so prepare to carry him back. We search the area and the bodies and find 1 potion of healing, 90 gp, and Bracers of Escape for Aldor.

We also notice that the tunnel that is blocked off has been deliberately caved in to prevent the orcs from coming this way. We clear this monastery, and so head back to Overlook to resurrect Aldor. We get there safely.

We are "The Second Wind"
Silent, but deadly

Open threads/stuff to do: “The Emissary” coming back to Rivenroar within the month; go to Overlook because they are hiring mercenaries; contact Elder Kadrick in Overlook; Rufus Crumly, the necromancer is suspicious; Aldor’s power; black arrows on our weapons; why does the enemy want to harvest Aldor’s organs?; spy in Brindol?; bring $$ to Moradin temple

We complete a night’s rest and continue to Overlook the next day. The city is pretty big. It is mid to late afternoon when we arrive. A guard at the gate notices we are mercenaries and we tell him we are here about the orcs.

We find an inn called the Mountain’s Hearth, with an innkeeper Reggen (female dwarf). I offer to perform that evening. Aldor tries to disguise himself to look like a halfling, so that no one can harvest his organs.

The next morning, we go to find Elder Kadrick. We get to the main government building and enter a main room with a 20 ft tall dais with 5 Elders standing on it. Many groups are also in the room. Kadrick makes a speech about how we have to stop the orcs from coming across the mountains. He says that there is one job still left to be assigned: clear out the Monastery of the Sundered Chain for 1000 gp. We agree to do it. They tell us how to get there. It should take us about a day to get to the foot of the mountains, and then we don’t know how long to get through the mountains.

Before we leave, Aldor wants to get info about the arrows. We find nothing, but find out that the group that attacked us are not normally so organized, nor do they typically take gems as payment. We don’t know who hired them, but the person would be a major player in town, not a small time bad guy. Also, it was odd that they knew where we would be to ambush, but not that Theseus was with us, since he is not referenced on the note (potentially a spy in Brindol). We learn that Rufus Crumly buys black market organs. He has a tower in town.

We leave. It’s raining lightly, and it takes us about a day to get to the foot of the river, by the mountains. We have a skill challenge to get to the monastery. Theseus checks for tracks to avoid monsters, aided by Hasim. He fails and we lose 1 healing surge. I try and do a perception check to find our way. I fail. Fist and Aldor do Endurance checks. They also fail. We stumble for hours uselessly in the We kill them.


SOme of us climb the wall and look down into a courtyard. There are bad guys. We all go in and start to fight. We win.


We search the bodies and find mundane items. We are now in front of the monastery. Big domes chamber with impressive dwarf architecture. Windowless. We listen at the door, and here enemies preparing for us on the other side. We set up and open the door. We see a gory alter with an open secret staircase going down. No enemies but we go into initiative. Aldor enters and the enemies come out. We fight. We win.


We search everyone and the room. There are dwarf corpses everywhere. The altar is defaced. We find 80 gp and 300 sp about 1/3 found on dwarf bodies. Fist and Nissa don’t want to keep the dwarf cash so we will bring it back to the Moradin temple in the city. We also find a Bold Victory Chainmail +1. Nissa claims chainmail.

We decent through the stairs in the dais to another level with more bad guys. We fight. Theseus goes down, but Nissa brings him back. We win.


We search the room and find on the orcs 40 gp, a silver necklace (250 gp), potion of healing (claimed by Nissa), parry gauntlets (Aldor claims), belt of flankers bane (Theseus claims).

Welcome Theseus

04/11 (Everyone is here)

We are in town and Troyass thanks us and pays us. The Fist tells him that we don’t believe the threat is finished. He says he doesn’t believe we can follow up on that right now, but he will pursue it.

Troyass offers us is a charter as a mercenary group, and asks us for a name. He asks us to attend a ceremony in the town square and party with the upper class. Nissa asks that Iominas be remembered as part of the proceedings, and that his Lucky Charm be added to the museum exhibit. Troyass thinks that is a good idea, and will arrange it.

We leave and go and buy some items. Hasim gets a Floating lantern, and Aldor gets a Repulsion Armor +1.

The next day, people are gathered in the town square. Troyass is making a speech to introduce us. We are cheered at. That night, we head t the party. Hasim was told that his contact wants to meet him later that night.

Theseus is present at the party, although we don’t know him yet.

We also get introduced to Lord Marsden Kall. He basically says that Troyass loves us now, but will discard us easily enough if it suits him.

Moonglow (tavern owner) tells us at the party that she heard that there were rumours of a hoard of orcs coming to overtake the Vale. Dwarf city of Overlook is hiring mercenaries to help destroy them. She councils that we head out no later than tomorrow, and to contact Elder Kadrick once there for more details.

A strange man approaches Aldor asking how we killed the Wight (specifics on the ritual and magic involved). Aldor says he doesn’t really know, but asks his name to get back to him. The man simply walks away. Aldor goes and tells the Fist about his encounter with the man.

Theseus recognizes the man from Overlook: Rufus Crumly, a necromancer. He has a reputation of being able to obtain elicit items. Not generally a well like guy.

Hasim’s arch-nemesis comes over to taunt him. He insults us regarding Iorminas, and Hasim punches him. The guy is escorted out. Security asks Hasim to calm himself, so he decides to leave.

Aldor is keeping an eye on Crumly. When he leaves, Aldor will follow.

Nissa is partying it up, when the leader of the Freeriders comes up to speak to me. She is very nice, and we hit it off. She “tells it like it is” and doesn’t seem bothered that she is no longer the flavour of the month.

Hasim goes off to meet his informant. He warns Aldor about the potential unfriendliness of notoriety. He also asks what Hasim’s opinion about Aldor is. Hasim says he is concerned about him, and his ignorance to his power. He also says that the mission in Overlook is a smaller piece in a larger puzzle. Finally, he tells Hasim to look deeper into the magic weapons (not the relics) we found.

The next morning when we gather, Hasim tells us about the warning on the weapons. Hasim inspects the weapon with our help, and finds on every weapon as small black arrow carved into the base of each weapon. Aldor remembers that the symbol possibly might have been associated with a mercenary band from the past.

We head out to Overlook with horses from the city (Nissa rides with Aldor). It will take us about 5 days west to get there. First few day pass without incident. We get to the dwarf road on day 4. About a day from Overlook, during Aldor’s solo watch at night, he becomes aware of some sounds from the bush. NE of Aldor’s position, something is moving behind the trees. We go into initiative. We fight bugbears and shifty guys. And a howler thing. Aldor and the Fist drop and come back. Aldor and Fist drop again. The Fist comes back and drops again. We win. We search the bodies and find mundane equipment. On the battle lord, we find 2 gems worth 40gp and 50 gp. We also find a note written in Goblin. Aldor casts Comprehend Languages to read the note:

1. eladrin – harvest his organs 2. human, warrior, heavy armor 3. gnome, bard 4. shifter, caravan guard


Iorminas' Last Stand

04/02 The Gang’s All Here

We start by searching the rest of the rooms, starting with the fountain room. Nothing there. Aldor goes to the pool room. Nothing except stairs going up. We go through a door on the left and go into a room with a black square that gives HP to undead. We get to a hall with a door to the Offalien. We decide to fight. We fight and win. Nothing found.


Keep searching and find a shrine to an unidentified deity. There is a obelisk with a compartment with a Master’s Wand of Frost Ray for Aldor. We continue to another door. Behind one we hear breathing and sobbing. We find another crypt with stone coffins. We find Jalissa. She wants to stay with us for now but we send her to the others. I ask her where the treasures are, but she doesn’t know. We search the rest of the room and find hidden recess in wall containing +1 Lucky Charm for Iorminas.

We open the last door and find stairs going up. We find bad guys and fight.

We fight the big boss and get our asses handed to us. The mighty Iorminas falls and does not get back up. RIP (Fist take the Lucky Charm). Finally, with our very last hope, we kill everyone. We find a sarcophagus with Cape of the Mountebank for Hasim. We also find all the missing artifacts. There is a letter on Sinruth’s corpse:

Brave Sinruth, The Red Hand will rise again! The other remnants take great cheer in your recent attacks on commerce coming into The Blight That is Brindol. We are pleased with your ability to inspire a fighting spirit in others, whether they have true goblin blood or not. To be blunt, we think you should have many more soldiers under your command. Many, many more. And recent events have rendered some remnants leaderless. With a bold stroke on your part, the remnants would rally to the Red Hand you so proudly display. As your bold stroke, do this: Attack the The Blight That is Brindol by night. Focus your efforts on their Hall of Great Valor, for it mocks the many hard-won victories by the first Red Hand of Doom. Take from them the spoils of war they shamelessly hang on their walls and bring those antiques back to Rivenroar. Turning over captives to your unliving allies at Rivenroar is perfectly acceptable. War sometimes makes strange bedfellows, and we appreciate how you’ve united such disparate forces under your banner. Whatever prisoners you take from Rivenroar you can give to the wight. Fight with the valour of your ancestors, Sinruth. And keep your hands stained red with the blood of the weak! I will visit you again next month, at a time of my choosing.

The Emissary


We go back to town, bringing the captives, the artifacts, Iorminas’ corpse and the soldier’s corpse. We arrange burial for the dead and go to see Troyas, who rewards us with 400 gp.

And so ends the module.

We All Almost Die

03/26 (Peter is in a warmer place than here)

Pending To do: Find relics, save townsfolk from Castle Rivenroar (2 left: Jalissa & boy)

We continue fight. WE WIN!!!! WOOHOO!!!!!


We hear noise behind some of the doors, and realize we need to leave that space and take the bodies with us. We decide to take an extended rest, despite the sacrificial schedule, since Fist has no more surges left, and we are all out of powers and action points. We hole up in the room where the dwarf was. We search the bodies and find nothing.


After the extended, we awake and hear shuffling. We get attacked by zombies and ghouls. We fight. We win. Searching gets us nothing.


We return to the 2nd floor and search the room where we had the battle. The staircase has words on the stairs: von Adrez Kaulthin crypt. We listen at the doors. We hear nothing behind the doors, but one of them is open and we hear voices in the distance.

We move towards voices, which sound like they are taunting someone. We move in and start fighting skeletons. We also hear that it’s a child being tortured. As we fight our way into the room, we realize we are in a throne room, and there is a boy in a cage. We also meet the big boss, a Wight. We all almost die heroically, but survive and win. We release the child.


We search the bad guys and the throne room. On the walls are portraits of past lords. One of them has a lot of value (250 gp), so we will take it. We find 200 gp, a pair of boots of free movement. Fist claims them.

The child is healed and tells us that Jalissa is still alive and he tells us where she is. He asks about his father (the soldier) and the Fist tells him what happened, with as much diplomacy as possible. We send him to safety with Iorminas.

Beyond the hall to the left, there is a smelly, goopy thing: Offalien. We decide not to fight him yet, and will search the rest of the rooms we’ve gone by.

Tireless Warriors

03/19 (peter thinks he’s better than us)

Pending To do: Find relics, save townsfolk from Castle Rivenroar

Iorminas is napping in a corner of the alter room. We decide to go through the door in the room. We listen and hear sobbing. The Fist opens the door.

Hasim sneaks down a hallway. We come to a room with 3 statues of displacer beasts and an altar with a human female tied to it, sobbing. The statues’ eyes are glowing. Hasim is going to go in, checking for traps along the way. Aldor’s eyes focus on the bloodstains on the altar. He closes his eyes as memory barrels down on him in waves of black vertigo. A leering, inhuman face, with skin like a leper, slices into his mind. “But I’ve given you your freedom. Are you telling me that you’d rather stay with me?” it cackles. “Yes,” he slurs through swollen lips, his eyes leaden, his tongue a slice of stale bread. When he opens his eyes, the image is gone.

As Hasim goes closer to the altar, he notices that it’s dedicated to the Raven Queen. He kneels quickly and says a payer, tells us to stay back, and continues. The girl is one of the townsfolk, but she’s almost senseless with fear. Hasim tries to talk to her but she doesn’t respond. He knocks her unconscious and unties her. The Fist runs in and blasts Hasim for hitting her, because she disapproves of him knocking her out. Hasim justifies trying to keep her quiet.

The Fist tries to see if she’s possessed, but can’t tell. Aldor thinks about how the beasts and the Raven Queen are connected. Nothing. Hasim passes the girl to the Fist. Nissa searches the room. Hasim checks the altar to make sure it’s legit before praying at it. Looks OK so he prays. Nothing happens.

As we decide what to do next, the girl starts to come around. Fist tries to comfort her but she freaks out. Nissa goes in and tries. I seem to calm her slightly. I keep talking soothingly. She talks back a little. Aldor tries as well, sympathizing with her. She calms further and says she’s Mirtala.

We ask where the others are. Adronsius (dwarf) was being held in a family crypt upstairs (place starts with a J). The last time she saw Sertanian, he was up a spiral staircase, around some corners and then down 2 flights. Does not know where Jalissa or Thurann are.

We send her with Iorminas to the cave we found to hide.

We go to the door in the pit hall, trying to find stairs upward to find the dwarf. We check it and open it. We find a big chamber with 3 paintings. We go in. The left painting is a female elf in green. The right is an half-orc with a great-axe. The centre is a human young male in black robes. Their spectres appear and challenge us for waking them. Initiative. We fight! We win, but they disappear when they get bloody.


The black robed guy reappears after combat, and complements us, hoping we will be the one to stop Pharazon and send their souls to the Raven Queen. And he allows us a free healing surge. The Fist asks if they have other knowledge to help us find the others. Pharazon is bound to catacombs, and that any murders committed will connect him closer to the Queen’s domain. Also, killing children will make him more powerful. The von Jallich crypt is in the room to the right of the very first room. Pharazon bound these spirits to the paintings, and when he dies, they will be free to go to the Queen.

We listen at the door in the painting room, but don’t hear anything. We go to the crypt door in the first room.

We try and sneak into the crypt. Sneak skill challenge DC 17. Two pass, two fail = 1 success. Nissa does a history check on on Jallich name and remembers that they had a fondness for glowing runes, so we now expect them to be in the crypt. They may or may not be magical. 2 success so far. Aldor tries a check to get info on the runes but fails. Fist does insight to extrapolate info from rest of castle to apply on this door. Success (3 total, 1 failure). Deduces that this area shouldn’t be too unexpected, but that the runes will be in a circle in the centre of the room, and they will probably have damaging properties. Hasim uses perception to check the door for squeakiness and traps. Success. We win the challenge. Hasim deduces that the passage will go north pretty quickly.


We proceed through the door, go north, find stairs going up and find the crypt. There is a square of runes in the centre of the room. The Fist feels a sudden chill and notices that this section is very secluded. An arcana check deduces that if we step on runes it’s 2d6 damage. If we fly over, 1d4. We move towards the eastern door and go through. We find 3 bad guys and Adronsius. We fight! We win.


We search the room and find a non magical fountain, and a chest containing 180 gp and a +1 acidic longsword. The Fist claims the sword.

We speak to Adronsias. He says that Jalissa is on an upper level. Also, he knows that the door in the painting room leads into a crypt area containing many enemies. Beyond is a jail area with possibly other prisoners.

We go there, burst in, and enter combat with zombies and other bad guys. We win.


We search the area and find alcoves with skeletons. We also find a chest containing a +1 Rain of Hammers ki focus and a +1 Mac-Fuirmidh Cittern. Hasim claims the focus and Nissa claims the cittern.


We go through the next door in the room down some halls and stairs and find a jail area. We find Sertanian and free him. He gives us a detailed description of the missing valuables. He had no extra info about Jalissa and the boy. We send him with Iorminas and forge on the the upper level. We meet bad guys and fight. Fist goes down and fails one death save.

We stop mid combat at creature 65.

Dawn of the Dead (That means us)

03/13 We’re all here

Pending To do: Find relics, save townsfolk from Castle Rivenroar

Ajax listens at both doors. At the door on the right, he hears nothing. On the left he hears very faint breathing and movement.

For this dungeon, Jay will run stealth as short skill challenges. If we win, we will get a surprise round. Failure means we don’t get to surprise the bad guys and we make some noise that may have impact.

Exploring skill check: Begins with everyone doing a stealth check then we can check using one of: bluff, dungeoneering, history, insight, perception, religion. 4 successes before 3 failures.

We choose to go towards the left. We do the check. Start with the stealth check. Robb and Nat fail, but others pass, so 1 success.

Arvind does history check DC 18: Pass. Peter uses Perception DC 16: Pass. He discovers that the door has a squeaky hinge. We take care of that. Nat uses Bluff to try to use Ghost sound to distract the people in the room DC:16. Fail. Robb does religion check: Pass. Gains a sense that the other side of the door leads north. We succeed.


We enter a room to the north through those doors to find 5 bad guy hobgoblins. We surprise them. Nissa takes out a mook. So does Ajax. Fist and Hasim are having a bad night. Aldor hits a guy. The real fight ensues and they start to fight back. At one point Hasim goes down, but Nissa can heal him. Fist dies. Iorminas heals him. Iorminas died. Hasim healed him. We win and level so we heal fully.


Iorminas searches the room and finds 2 potions of healing and a note on subcommander:

Kill order 1.      Soldier right away (kill traitor first, har har!) 2.      dwarf in 2 hours (MAKE HIM SUFFER!!!) 3.      old man in 6 hours (then feed to stinker) 4.      women in 10 hours (sac together) 5.      boy in 14 hours (keep to last, DON’T TOUCH – wight’s orders) Heard from Sinruth. He says to up rate o’ sac if we here anyone (maybe from brindel?) trying to rescue prisoners. wight won’t be happy but sinruth says he’ll do it if he needs to. This is stupid. why cant we just KILL THEM ALL AT ONCE???

[the soldier entry has been crossed off]

We skill check to illuminate/search a hall across a pit. Same rules as above. 3 pass/2 fail = 1 success. Iorminas Perceives and passes. He becomes aware that there might be something in the dark farther along. Hasim stealthily finds another pit on a success. Fist insights to see what the “something” is and passes. He hears sound of being slapped around and dragged away.


The hall in question is now visible. We surprise bad guys and we fight! We win.


We search the room and find that the pit in the room is a refuse pit. There is a treasure chest and alters. A religion check tells us that the alters were originally for Vecna but were reconsecrated to bane. In one sarcophagi we find a gem (100 gp) and 200 sp. We check the chest for traps, but find none. We open the chest and find 1 potion of healing, and 70 gp. Also find magical greatbow (+1 rebounding). Iorninas claims the bow. Fist claims potion.

The door looks like a regular door.


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