Please note that most of these summaries are based on adventures that are available for download on the internet. These summaries may contain spoilers about the content of those adventures.
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Session 5 Ead/Jon/ |
The Ministry of Winds (modified version of D&D adventure) |
| Brenna sends her adventurers to Navyn to explore the Black Obelisk, a monument that was thought to be solid unitl a door mysteriously appeared on one side and a room covered in Qemor hieroglyphs was found within. When they arrive in Navyn, they learn that Senator Stefania Palladio has ordered that the room be locked while suitable adventurers come from Kevland. However, Brenna's friend Gitano Mirandola makes arrangements for the guards to look the other way while he "borrows" the key and lets the adventurers into the obelisk at night. Before entering, they learn that two local adventurers, Narev Siena and Justina Paraleggio, have gone missing exploring the sewers under the obelisk, and talk with Narev's sister, Marissa, who asks them to find Narev and bring him back safely. The adventurers enter the obelisk, where they find and destroy a stone statue that was watching the city and making notes on parchment in Qemor before exploring the rooms beneath the monument. There, they battle Narev, Justina, and two non-human creatures, all of whom seem out of their minds and sometimes speak in a mysterious archaic language. Eventually, the adventurers subdue and manacle Narev and Justina, having killed the two non-human creatures, and leave through the sewers. They hand Narev and Justina over to Marissa Siena before departing with the Sceptre of Clouds, a magic pen that never runs out of ink, and many parchments of Qemor hieroglyphs. Winter 1393 AUC | |
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Session 6 Ead/Jon/ |
The Ghosts of Aniel (modified version of D&D adventure) |
| Brenna sends her adventurers to Wesland to purchase two magical bronze vases from Captain Karla Roodsdottir, a part-Mercanian from Dirkholme. As they start to retrace their steps, the four men begin to dream each night of a handsome male elf named Tarien. Tarien asks for their help saving the villagers of Aniel and gives them directions to the Celadon Forest, which he says is to the west in Elmet. The adventurers detour to investigate, and eventually enter the North Wood. After driving off a pack of talking wolves, they reach the deserted village of Aniel in the early evening and meet a ghostly Elf named Navae. Navae asks them to fetch the Galadiir, a magic gemstone that once belonged to Angmar the Witch-King, from its secure location so that he can use its magic to free the other Elves. The adventurers are harrassed by ghost spiders on the way to the tree house holding the Galadiir, but eventually reach the house and find both the Galadiir and some magic scrolls. Navae attacks the adventurers before they can use the scrolls to uncover the truth of what has happened, but is unsuccessful. Taliriana uses a magic scroll to reveal what has happened, then uses the last remaining magic in the Galadiir to restore the other Elves. The Elves thank the adventurers, and give Ulfgar the now-mundane Galadiir when he asks for his reward. Early Spring 1393 AUC | |
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Session 7 Ead/Jon/ |
The Raven's Ring part one (modified version of D&D adventure) |
| Brenna's travelling companions and her adventurers travel west towards Vestad after an initial delay while Marcus and Eadric force Ulfgar to leave the Galadiir behind in the museum. They reach Valan after ten days and separate: Brenna and her companions continue west towards Orviet, while Brenna's adventurers turn south travel through Elmet and Menarland to northern Duneld in search of an abandoned Elven temple named Saringild that the Elves of Aniel described to Taliriana. They arrive at the village of Maire after five weeks, and learn that there are a number of standing stones and barrows up in the nearby Barrow Hills which match the details given by the Elves of Aniel. They also learn that villagers are disappearing whenever a flock of ravens descend from the Barrow Hills and fly overhead. The adventurers walk into the Barrow Hills and are ambushed by a werewolf archer who flees when they close for battle. Following the werewolf leads them to Saringild itself, where they attack the remnants of a goblin warband. After the battle, Thraim the goblin captain negotiates the safe passage of the surviving goblins in exchange for information about Camaranth the hag, who turned many of the goblins into ravens and has been kidnapping villagers so that she can have revenge on the community for driving her out years ago. The adventurers continue down into the temple, finding an evil shrine and defeating the black unicorn that guards it, though Eadric is poisoned. Spring 1393 AUC | |
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Session 8 Ead/Jon/ |
The Raven's Ring part two (modified version of D&D adventure) |
| Brenna's adventurers continue to explore and find an arcane pentagram that glows with magic power that they decide to avoid. They find and defeat the werewolf and two goblin Raven-Keepers, free the kidnapped villagers, and find a magical Portal of Wrath that guards the way to Camaranth's rooms. The villagers are able to describe enough of the sounds of Camaranth's entry phrase that Marcus can deduce the actual words in Visic and teach the phrase to the other adventurers before they enter. Unfortunately, Ulfgar mispronounces the phrase and is cursed by the Portal of Wrath. The adventurers find Camaranth, who is killed by a mighty blow from Jonyn's axe, and return to Maire. After resting for five days to recover from the black unicorn's poison, the adventurers return and destroy Terganius the wight, Camaranth's last ally, then take a number of antiquities from Saringild for Lady Brenna's museum. They travel north through Menarland towards Vestad. One evening, Jonyn is enchanted by the song of a water-dwelling fey woman, but the others kill her before he is lured away into the Linn River. Spring 1393 AUC |