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Day 01 Our heroes are beset by brigands, some of which look exactly like the "inspectors" encountered outside the tomb of Balin Trollhammer.
Day 02 The party defeats the brigands soundly, avoids some pyromaniacal ogres killing other brigands, and returns to the Troll's End Inn.
Day 03 After a night at the Inn, the party begins a two-day travel to Jol. Along the way, they find burnt-out caravan wagons buried in snow along the road.
Day 04 Our heroes arrive in Jol, where they meet with Gellius' friend Halstead. He determines that the items they've taken from the Trollslayer's tomb are the "Orb of Souls," a Thassilonian artifact created by Belimarius, and a mirror of obscuring, which prevented the Orb from being located and falling into the wrong hands. Sort of. Paranoia ensues....
Day 05 The Orb hums. Whipoorwills and carrion birds lurk on the rooftops of Jol. Our heroes learn that there have been men disappearing in the (poor) Tangles District, and begin to investigate, eventually being pointed towards Southmoor Exports.
Day 06 The party came back from investigating a local warehouse to find Gellius dead, Halstead concussed, and the orb and mirror stolen.

Later, after interviewing friends of missing men, our heroes learn that flocks of birds have been seen at the arena, and witness a gray, rubbery-skinned creature attack and abduct one of the men interviewed.
Day 07 Our heroes manage to find and rescue the abductee and destroy some ghouls below the arena, with plans to return and finish clearing the creatures out of the catacombs.
Day 08 Our heroes continue to explore under the arena, destroying ghouls as they go.
Day 09 The party drops Isleen off at a temple for healing, as she's feeling a bit ghoulish. Babysitting schedules are set.
Day 10 The well-rested heroes return to the catacombs below the arena to fighting cultists, undead, and undead cultists.
Day 11 After our heroes spent a night in the arena's catacombs, they slew an evil necromancer and emerged victorious with the missing mirror and orb, as well as assorted loot. And diseases. Jase is dropped off at the local temple to be cured, while Trackum manages to shake off ghoul fever.
Day 12 Halstead finds information for our heroes on emptying the Orb of Souls. The person able to help is a ghost haunting Fort Cragmoor on the west coast. The group must bring a long a unique piece of jewelry to trade for the information, and, after having a black opal made into a pendant, set out for the coast.
Day 13 As the party heads west they are attacked nightly as they camp in the wilderness, in the vardo. The first night they encounter a rather savage ogre looking for dinner.
Day 14 One day of travel closer to the coast, and one more attack, this time by five duargar, as the heroes camp.
Day 15 Our heroes find a dead Ulfen male-- obviously tortured, but the party is unable to identify him or discern who had killed him. Later, they are attacked by a dozen goblins and itchy goblin dogs.
Day 16 The party is attacked by a wolf pack, but manage to beat them back.

After traveling the rest of the day, our heroes follow some troll tracks, fight them, and then drive away as fast as possible.
Day 17 After a relatively quiet night, the party is woken when Isleen notices a strange fog creeping up on the vardo, followed by a half dozen zombies who don't attack, but attempt to pull the vardo to an unknown destination. They are slowly picked off, leaving our heroes to wonder what the undead were attempting to accomplish.

Later, the party follows the rather-obvious trail of the zombie valets, eventually coming to an obsidian tower that they cannot gain entrance to. As darkness falls, the doors to the tower open and a "fresh" group of zombies wheels the vardo inside. They are polite until the heroes start to poke around (finding mirrors, furniture, and more zombies). Battle ensues.
Day 18 After our heroes rest, they continue through the obsidian tower, soon realizing that it is bigger on the inside. They find a dining hall filled with skeletons (inanimate!), a screaming ghost (only Isleen stuck around for that one) and some fire elementals guarding a magical sword. Some disturbing giggling and few stone statues prevented further investigation.
Day 19 Our party enters the hall of stone statues that activate when one of three doors with an alarm is triggered. The heroes finally make it through one door to a room in which many nice magic items are found and the wizard is nearly eaten by a mimic.

Later, they open another, and find a windy winter scene within a mirror, and a horrifying reflection for anyone gazing into it. The third door activates the statues and will be investigated another day.
Day 20 After a night of well-deserved rest, our heroes manage to liberate a flaming longsword, rescue a garden (and inhabitants) from a jack-o-lantern, defeat a few statues, and find a room of disgusting, stinky, animated body parts. The party manages to thumb wrestle the parts into submission. Searching the room provided a few items of note, including a silver necklace with a "Yellow Sign" pendant.

Later, the group wanders to the third floor (which was not visible from the outside of the obsidian tower), fighting through statues, traps, and an allip as they go.
Day 21 Our heroes continue to explore the obsidian tower until they find a room with a man in tattered yellow robes at an altar. Behind him, a door that looked like a match to the Silver Key, stood invitingly. Trackum put on the "Yellow sign" necklace and led the party to the door, which opened with the key. After starting down the revealed passage beyond, the group found themselves waking up in the vardo in an otherwise empty field.
Day 22 The party woke up in the vardo to find a half-orc in their midst. Thyra declared him mostly harmless.
Day 23 Once again traveling towards Fort Cragmoor, the party fights a troll, losing Jase in the process. The heroes do manage to save a very beat up female elf. Later, a wyvern swoops in and grabs their summoned horse.
Day 24 After an uneventful night, the party finally arrives at Fort Cragmoor, only to discover gazillions of goblins are occupying it.

The heroes bravely slaughtered the entire (that did not run away) goblin horde.
Day 25 Our heroes enter the fort, explore, and end up releasing the ghost of Fort Cragmoor, who in turn helps defeat the sea hag who had taken over the fort. The ghost sends the party on to seek the Norn in Sojourner's Rest in the Grungir Forest.
Day 29 Having traveled north for four days, the party finds themselves surrounded by worgs and take refuge in an (almost) abandoned cottage. With the slaying of each worg, the Orb hums.
Day 30 The party encounters a trap set by moss trolls, and Cutter flees from the fire used to deter the trolls. After rescuing Cutter from a huge spider she ran into, they return to the vardo and find the orb and mirror (and davenport!) have been stolen. Later, they find the stolen items, but the orb seems to have entranced the trolls who stole it.