Tides of War

Session #1

I know there can be a lot to keep track of, so here’s a quick recap of some of the key things you learned:

  1. The Hammerfast Dwarves have formed some sort of alliance with the Bloodspear Orcs.
  2. The fact that the Bloodspear Orcs are in the region at all is extremely troublesome.
  3. Sergeant Murgeddin has tasked your team with bringing a bag that contains an unknown artifact to the Septarch’s tower in Fallcrest. He is desperate for this not to fall into the hands of the orcs. He also asked you not to open the bag.
  4. The Septarch’s tower (which houses the mages guild) is considered a bit of a joke, but it is rumored to house a teleportation circle.
  5. Murgeddin said that at the tower you are to meet an elven mage named Una Dawntracker, she will explain more. Una is not part of the mages guild.
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Session #2
The Great Escape

You found a place to stay the night and were joined by two archers (Dill and Oliver) from the Green Hoods. They had been tasked with delivering a letter to Una Dawntracker in the Harken Forest. The same woman you were destined to meet at Septarch’s Tower in Fallcrest with your “package”. Unfortunately an Orc search party found your location. You set an ambush and made quick work of the ugly bastards, however they were soon followed by a unit of orcs lead by Krayd the Butcher, a massive female orc in blood stained plate mail (who took a liking to Grimtash). Dill and Tempest made sure the letter was destroyed, but Krayd took possession of the bag, which you discovered to contain a white glowing stone, although you were unable to discern its use.

You were taken to Harken Keep and imprisoned in the dungeon where you were questioned by a cruel half-orc named Ashokk the Executioner. Ashokk got a little bit of information out of you, namely “Sergeant Murgeddin”. You weathered your time (7 months) in prison remarkably well (Trug’s brief crisis of faith notwithstanding) and planned a daring escape. Oliver picked the lock of his cell, Grimtash lifted the door right off his cell and using some loose bricks found by Dill you picked on some guards who seemed susceptible to Trug’s insults and broke out. Dill also found a strange wooden card with the symbol of a key on it. You located your gear, found some cool magical shit and a shield that you eventually realized belonged to Sergeant Murgeddin. You then found the Sergeant, barely alive and missing a few fingers, but he was happy to see you. You managed to get him up and walking but on your way out the gate were met by Ashokk and some of his guards…

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Session #3
One Year Later

You defeated Ashokk (who ran away), and escaped the prison with the injured Sergeant. During the battle you discovered that the card with the symbol the key actually created a magical effect — a pattern created by the moonlight appeared on the ground in the exact same key pattern on the card. Entering that square allowed you to teleport a short distance… Dill, the original holder of the card, actually teleported outside the gates inadvertently.

A few more months passed after your escape you learned a number of things and came together to discuss it on the anniversary of the war, where you were joined by Sergeant Murgeddin.

  1. Lord Markelhay (the former ruler of Fallcrest) is missing and presumed dead. Arnold Arncotte now runs Fallcrest for Marsinda Goldspinner (leader of the council of 9). He is corrupt and concerned only with money.
  2. Winterhaven is now inhabited by orcs, Krayd the Butcher has taken up in the manor house. She presumably still has the activation stone. The stone you learned can be used to activate a teleportation circle.
  3. Una Dawntracker knows the ritual to activate the circle and the stone. But she has been captured by Ashokk and is being held somewhere in Harken Keep.
  4. If you were to get the stone, and rescue Una, you could use the teleportation circle (in Fallcrest) as a gateway to the Bloodspear Orcs and defeat its leader, Bloodlet.

After speaking with Lorena Markelhay (the Lord’s daughter) you decided to set out for Harken Keep, rescue Una Dawntracker, and kill Ashokk the executioner. Your first stop is the town of Albridge, a small town near Harken Keep where you will meet with the region’s resistance leader, Dar Gremath. Lorena has sent word ahead to Gremath of your impending arrival.

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