1489
Year of the Warrior Princess
Hammer 15 to Hammer 28
Our group of adventurers have spent the last couple of weeks doing various things in and around Waterdeep. With the absence of Ellanzo, Piergeiron the Paladinson has been recalled to take back the leadership of Waterdeep as the open lord of Waterdeep. Aiding Piergeiron with the logistics of town watch is Hannibal. Ellazno spoke highly of Hannibal's capabilities which Piergeiron has taken as a serious endorsement of his capabilities. There have been many sightings of odd portals that pop up at random locations in Waterdeep. Out of these portals sometimes come monsters from the Far Realm which wreak havoc before they can be slain by the watch. Solomon has experience combating these monsters from his home plane, where he tells anyone that will listen that there is no Far Realm, but that it is called Xoriat, the Realm of Madness. Jax has studied the magical residue from these portals and it matches up to the weird sigils that you uncovered in the Fae Wild at the Garden of Graves. You realize now that the curse unleashed those many years ago by the adventurers from Waterdeep has found its target once more amongst some of your friends and party members.
Tracking down a portal one night, the party is stopped by a large half-orc flanked by a few companions. The half-orc introduces himself as Gorelock, Agent of the Raven Queen. It seems that whatever power you disrupted in the Garden of Graves was attempting to take over part or all of the domain of death from the Raven Queen which is a big no-no. At first it was thought that your party was in league with this strange power, but after talking to you for a few minutes, Gorelock realizes you are not the enemies his group is looking for. He and Hannibal talk for a few minutes and decide to work together for both group's common benefit. Gorelock and his party will track down the source of these portals here in Waterdeep (this has been eluding your efforts for a couple of weeks now), while you take a portal that they tracked down that goes to the source of this weird magic that lies in the Shadowfell. Since you also have other business with the owner of this source of weird magic (Jax's vision from Helm), you decide that this is the best path to take for now. Gorelock mentions that the Raven Queen sent a party through this portal about a week ago, and that you should aid those followers or work together to defeat this mysterious foe.
You prepare for your trip by stocking up on rituals and doing some research on the Shadowfell. After saying your goodbyes to friends and family (as well as Piergeiron), you jump through the portal.
Nothing has prepared you for what you now see! You are in the darkest and most evil area of the Shadowfell, the city of Moil! You look around and appear to be in the top of a ruined tower. Time for conjecture is limited as you are quickly attacked by Molian Zombies and Wights! After a ferocious combat, which your newest companion Azten fought mightily, you realize that you are so far deep into the Shadowfell that healing is limited here. Jax also conjectures that if anyone were to die here that they could very will be permanently dead unless dealt with very quickly. While the group takes a short rest, Jax tells a fairly well known story about Moil (at least in the Wizard's College). Moil, also known as the city that waits: Moil had once been the capital of a civilization that worshipped Orcus; when the people began to turn to less-bloodthirsty powers, Orcus tore the city from the face of the world and cast them in a demiplane where they would sleep forever in a land with no sun. It is said that on that day, all children there lost the ability to speak, saying only one word, over and over again: Orcus. The city is inhabited solely with undead, and there is a guardian of untold might called "The Tortured Vestige".
After a while you travel on going between towers by narrow catwalks that look fatal if you were to fall off of them. You come to another tower that is mostly intact where you must push past a series of tests. Who built these you know not, but there is no other way around them. Breezing though the swirling blades and towers of iron are Brother Krux and Riddick. Slower with these tests is Azten. Hannibal found that he needed to go back for Azten during the first test to aid him with it. Solomon found that he was able to power past most of the challenges as well. About halfway through the obstacles, you are beset upon by banshees! They manage to blast Solomon and Hannibal off of the tower and down into a necrotic sludge cloud several times before the group manages to bypass them and escape out of the tower!
After a short rest on the stairs it is time to press forward once more.
Exp. Gained: 3160
Year of the Warrior Princess
Hammer 15 to Hammer 28
Our group of adventurers have spent the last couple of weeks doing various things in and around Waterdeep. With the absence of Ellanzo, Piergeiron the Paladinson has been recalled to take back the leadership of Waterdeep as the open lord of Waterdeep. Aiding Piergeiron with the logistics of town watch is Hannibal. Ellazno spoke highly of Hannibal's capabilities which Piergeiron has taken as a serious endorsement of his capabilities. There have been many sightings of odd portals that pop up at random locations in Waterdeep. Out of these portals sometimes come monsters from the Far Realm which wreak havoc before they can be slain by the watch. Solomon has experience combating these monsters from his home plane, where he tells anyone that will listen that there is no Far Realm, but that it is called Xoriat, the Realm of Madness. Jax has studied the magical residue from these portals and it matches up to the weird sigils that you uncovered in the Fae Wild at the Garden of Graves. You realize now that the curse unleashed those many years ago by the adventurers from Waterdeep has found its target once more amongst some of your friends and party members.
Tracking down a portal one night, the party is stopped by a large half-orc flanked by a few companions. The half-orc introduces himself as Gorelock, Agent of the Raven Queen. It seems that whatever power you disrupted in the Garden of Graves was attempting to take over part or all of the domain of death from the Raven Queen which is a big no-no. At first it was thought that your party was in league with this strange power, but after talking to you for a few minutes, Gorelock realizes you are not the enemies his group is looking for. He and Hannibal talk for a few minutes and decide to work together for both group's common benefit. Gorelock and his party will track down the source of these portals here in Waterdeep (this has been eluding your efforts for a couple of weeks now), while you take a portal that they tracked down that goes to the source of this weird magic that lies in the Shadowfell. Since you also have other business with the owner of this source of weird magic (Jax's vision from Helm), you decide that this is the best path to take for now. Gorelock mentions that the Raven Queen sent a party through this portal about a week ago, and that you should aid those followers or work together to defeat this mysterious foe.
You prepare for your trip by stocking up on rituals and doing some research on the Shadowfell. After saying your goodbyes to friends and family (as well as Piergeiron), you jump through the portal.
Nothing has prepared you for what you now see! You are in the darkest and most evil area of the Shadowfell, the city of Moil! You look around and appear to be in the top of a ruined tower. Time for conjecture is limited as you are quickly attacked by Molian Zombies and Wights! After a ferocious combat, which your newest companion Azten fought mightily, you realize that you are so far deep into the Shadowfell that healing is limited here. Jax also conjectures that if anyone were to die here that they could very will be permanently dead unless dealt with very quickly. While the group takes a short rest, Jax tells a fairly well known story about Moil (at least in the Wizard's College). Moil, also known as the city that waits: Moil had once been the capital of a civilization that worshipped Orcus; when the people began to turn to less-bloodthirsty powers, Orcus tore the city from the face of the world and cast them in a demiplane where they would sleep forever in a land with no sun. It is said that on that day, all children there lost the ability to speak, saying only one word, over and over again: Orcus. The city is inhabited solely with undead, and there is a guardian of untold might called "The Tortured Vestige".
After a while you travel on going between towers by narrow catwalks that look fatal if you were to fall off of them. You come to another tower that is mostly intact where you must push past a series of tests. Who built these you know not, but there is no other way around them. Breezing though the swirling blades and towers of iron are Brother Krux and Riddick. Slower with these tests is Azten. Hannibal found that he needed to go back for Azten during the first test to aid him with it. Solomon found that he was able to power past most of the challenges as well. About halfway through the obstacles, you are beset upon by banshees! They manage to blast Solomon and Hannibal off of the tower and down into a necrotic sludge cloud several times before the group manages to bypass them and escape out of the tower!
After a short rest on the stairs it is time to press forward once more.
Exp. Gained: 3160