Test FR Campaign

The Heroes at Rest

Following their efforts in the mines of Karak Lode the Heroes rest and recuperate. They conduct a thorough search of the Bluff Castle and the mine area for loot. They find no further evidence of the Birdman.

The entire stash of coin, gems and magic is loaded upon a travois and dragged out of the desert to Dunesend. Once the people of Dunesend hear the story of the defeat of the evil Queen Shephatiah they fete the party as heroes and are granted the title of Heroes of Dunesend.

The next day Heroes travel across the Thorn Wastes guided ably by Janice, they arrive safely in Overlook, where they visit Bram Ironfell immediately. Bram is greatly disheartened to hear what has befallen Karak Lode. He vows that the mine will remain forever closed.

Later that evening, Suthek makes a shock announcement. He believes that his fate lies down a different path from the Heroes and now is the time for them to go their separate ways. Suthek bids them farewell and leaves the Heroes stunned.

Of the original Heroes, only Girshi and Kaeraelia remain. They must now consider their next move; should they induct Janice into the Heroes, should they bolster their numbers. Undecided upon what to do they pause to consider their path.

And then there were two!

The Heroes rest in Overlook having assisted the Elsir Consortium. They now number but two, after they and Suthek parted ways. Kaeraelia and Girshi consider what to do next. Do they disband; do they invite their competent guide Janice to join?

Their weighty considerations are interrupted by the news from Kalad that a messenger from Brindoll is in Overlook attempting to contact the Heroes.
Girshi and Kaeraelia visit the marketplace to investigate further. Some delicate and persistent questioning brings the news that the messenger left a day or so ago with the Lost Ones.

Fearing the worst the Heroes seek advice from Myra who directs them to the abandoned Temple of Lathatander in the Nine Bells district of the city. It is rumoured that the Lost Ones use the temple as a meeting spot. The Heroes invited Janice to assist them in their investigations of the temple.

As they approach the temple they spy a figured hiding on the roof of a nearby building apparently watching the temple. He waves them forward and introduces himself as Gilgthorn, or Thorn to his friends, a modest mercenary.

The Heroes plus their new allies decide to take the direct approach and enter the temple through the front door. In the temple they find a priest of Lanathandor tied to a chair in the centre of the room, and armed, shadowy figures concealed around the perimeter of the room. Kaeraelia’s attempt at negotiation is rebuffed, and combat ensues.

Janice freed the priest from his bonds, and moved to attack the kidnappers.

Girshi moved to engage the nearest kidnapper, and struck a mighty blow, however the effects of a backbiter spell meant that the weapon recoiled and struck him inflicting the damage on him.

Kaeraelia was engaged by a Hellhound which she eventually overcame but not without suffering severe hurt.

Tern the freed priest used the chair he had been sitting on as an improvised weapon to strike his kidnappers, unfortunately reducing it to matchwood. His next attack, however, was conducted with the chair leg. Finally Kaeraelia reached him and handed over The Mace of Bashing Stuff.

An interruption at the Hall

The Heroes arrive in Brindoll and are interrupted in their deliberations by a nasty surprise!

To the Fortress of Graystone

The Heroes travel to the Fortress of Graystone.

The Battle on the Wet Steps

The Heroes arrive at the steps of Greystone Fortress to be faced with four Gnoll guards and a Greater Barghest.

They decide upon the frontal assault plan and battle commences with Cullen casting a number of protections spells.

Most of the Heroes focus their efforts on the Barghest, while Kaeraelia strikes out on her own through the slippery, water soaked steps.

A number of initial attacks fall foul of the Barghest’s blink ability, while the Gnolls move into threatening positions.

Janice uses her new found ability to make deadly strikes to complement Girshi’s monstrously damaging attacks. These attacks drive the Barghest into retreat will the heroes move into to dispatch the Gnolls.

The Barghest decides that discretion is the better part of valour and disappears, while the Heroes kill all but the last Gnoll who surrenders.

In exchange for letting him go the Gnoll provides some information on the numbers within the fortress and who leads them.

The Heroes prepare to enter the Fortress through the front door.

The portal trap!

After dispatching the door guards, the heroes of Brindoll (et al.) proceed through the double doors of the keep. Inside they quickly eliminate the Gnoll guards but discover that the entrance way is blocked by magical portals.

After some experimentation, Cullen fortuitously, finds himself in the true entrance way. As the other heroes attempt to find their way through, the Barghast returns to attack the Cleric. The Barghast’s attempts at mind control are rebuffed by the power of Lanthandor. While Cullen battles the Barghast, Kaeraelia manages to manipulate the portal to join Cullen in the entrance way. They manage to wound the Barghast, and as the others arrive the Barghast flees.

The heroes re-group and proceed into the complex. They find a room that contains three Gnoll guards with hyenas and a strange, constantly shifting floor, which they deign not to enter.

They hear the apparent sounds of fighting which they follow and come to a room that appears to be set aside for training. There are a number of Gnolls and a Shadar-kai trainer engaged in sparring. The heroes decide to intervene.

Many a trip between...?

The Heroes attack the Shadar-Kai and Gnolls in the room with a barrage of spring attacks and missile fire.

The Gnolls they by-passed in the shifting room, have followed them and now are set to attack from behind. The Heroes decide to move into the training room and spike the stone doors closed ensuring that they are attacked from only one direction.

The Shadar-Kai weapons master provides a pertinent display on the use of the spiked chain as a reach weapon, and for the purposes of tripping.

However, excellent work from the Heroes, even those who have been tripped and are left lying on the ground, brings what was a sticky situation to a positive end. Girshi manages to keep trading blows with the Weapons Master, while Tern casts healing spells from the floor. Janice and Kaeraelia make short work of the remaining Gnolls.

After defeating the ground forces the Heroes continue to be subject to missle fire from covered positions. In these circumstances they drag the body of the Weapons Master to a adjacent corridor, and wait for enemy reinforcements to arrive.

The Ritual Chamber

The Heroes choose to meet the Gnoll reinforcements in an adjacent corridor – this eliminates the Gnoll advantage of numbers, and forces them to face the Heroes sturdy melee combatants.
Through judicious use of a healing wand and meaty blows the Heroes quickly dispatch the Gnoll reinforcements.

The Heroes turn their attention to the throbbing sound coming from the great hall. They open the double doors to witness a ritual in progress, carried out by a large Gnoll flanked by two demons, two Gnoll guards and observed by the remains of the prisoners captured from Elsir Vale.

Never ones to shy away from the challenge of evil the party use their moments of surprise to charge at full speed across the chamber to engage the Gnoll leading the ritual.

The Heroes run across the room, mount the steps and attack the Gnoll priest, causing significant but not yet fatal damage. The surprised Gnolls and demons are slow to react and cause little effective injury, however the lowly Dretchs prove to be more resourceful. They use their Stinking Cloud spells to render the area around the alter dangerous: catching Girshi, Tern, Janice & Thorn in the effect.

Kaeraelia continues to fight from the edges for the room, moving and shooting to reduce the number of Dretchs with some success.

All but incapacitated the other Heroes make a tactical retreat to get clear of the Cloud but remain nauseated for some time. During the period of retreat the Gnolls and demons swarm to attack causing considerable damage.

As the nausea comes to an end, Tern calls upon the power of Lanthander to disrupt the ritual and cleanse the altar of Yeenough – the area is filled with the power of the Morning Lord and the ritual and portal appear to falter…

The Ritual Chamber (continued)

The Heroes finally vaniquish their demonic foes.

Spiritual retreat....?

The Heroes spend a little time and cash in Overlook to replace some of their resources.

Tern investigates what might be needed to reclaim the glory of the temple of Lanthander, and in doing so uncovers the mighty works being undertaken in the name of Moradin.

The Heroes meet up to travel to the abandoned temple of Chauntea to meet the priestess and discover why she has sought their help.

After their discussion they set off to the Shrine of Chauntea to question Gorvindal about the whereabouts of Helena.

As they leave the shrine a worshiper suggests that things are not right with Grovindal and that they Heroes should question him further that evening when the shire is quiet.


I'm sorry, but we no longer support this web browser. Please upgrade your browser or install Chrome or Firefox to enjoy the full functionality of this site.