The chaos from the attempted coup this night
Thane Walrich and his men prepare for flight in their plight
Thieves and conspirators rallying their might
The Dunn of Damarra extends a hand of brotherhood
Soon to be fugitives granted aid in exchange for a boon
Too the quest for the Golden Armor of Dunn Frocklynn
On Gnomer and Cleopatra and Aro the ranger
While the Thane and the Dunn hide and marshall
Authority and power consolidating a potential force
On Gnomer and Cleopatra and Aro the ranger
Delve the dungeon of the fallen Dunn Frocklynn
Home of the devilish Barbazu, the unconquered dark lord
On Gnomer and Cleopatra and Aro the ranger
Through the darkest of realms outnumbered by foul beasts
Slay the dogs of war and on to the flying wyrmms
On Gnomer and Cleopatra and Aro the ranger
The den of the devilish Barbazu, the unconquered dark lord
Sally forth with your might of arms
On Gnomer and Cleopatra and Aro the ranger
Divided we stand with the hoarde to the left
The fiendish Barbazu to the right
On Gnomer and Cleopatra and Aro the ranger
The hoarde is defeated by two armed with right
Plumetting to his demise is the ranger
On Gnomer and Cleopatra no time to mourn
Double up on the devilish Barbazu, the unconquered dark lord
Back to the abyss our heroines are victorious
The search for Dunn Frocklynn's Golden Armor
Interupted by an unlucky dog chained in the dark
Henk of the Grove release on to his second chance at liberty
Destruction of orcs and the glory of a tomb
Dunn Frocklynn lies attired in enchanted Golden Armor
Returned by three heros to the Mission of Damarra
The Dunn and the Thane March on the halls of power
Authority is granted and victory is sweet
Dunn Frocklynn is interned in a glass tomb forevermore
Saturday, August 22, 2009
Monday, August 10, 2009
Damarra
hile fleeing the dangerous pixie, Halflinger, Aro discovered a goblin war band along the way to the companions' destination. With his wilderness expertise, he took his friends around the mysterious battle while making the best time possible on their quest to Dammara.
After successfully negotiating the dangers of elves, gnomes, owlbears, pixies, and goblins, the small band has finally found their new destination. Dammara, their refuge and possibly their biggest danger yet. Cresting a hill in their wagon, Dammara finally comes into view. Aro, Gnomer, Cleopatra, Marco, and Lukka discover the true extent of the surviving refugees of Harrah. It seems a quarter of the population of Harrah is camped outside the walls of Dammara in a wretched looking refuge tent city hugging the great walls of Dammara.
Arriving at the gates, the guards admit the refugees and direct them to the Soulforger's Mission, to register, and then to a temporary camp outside the city walls. The hustle and bustle of the over-populated city puts all but Gnomer and Cleopatra at edge. Gnomer immediately blends in, while in contrast, Cleopatra sticks out like a beautiful sore thumb. Both find safety in their comfort. Most do not notice the little theif slinking past, and the burley Cleopatra, while aloof, she does not look like an easy mark. Aro and Marco seem a little nervous and unsettled, busy sizing up everyone in the city all at once. Only little Lukka seems to be enjoying himself in this adventure. The chaotic mob all going in every direction at once making it nearly impossible to recognize any in the crowd.
At the Mission, Sister Doughna takes Marco and Lukka to the refugee registration. She directs the others to the nearest inn and an honest trader near the western gate. Soon Gnomer was haggling with Denver, the owner of the Rake Trading Post. Selling off loot from the stolen Rossari caravan and other discovered items from the trail, leave the party feeling mildly heroic. As they leave the Rake, Gnomer spots a familiar face in the crowd, which promptly hid down an alley. Gnomer led her muscle, Cleopatra and Aro into the alley to assess the risk of this memorable face. Suddenly, Gnomer found herself knife to knife with an old comrade, Lieutenant Danis; an officer of Thane Waltrich.
Lieutenant Danis led the heroes to Thane Waltrich's hide out. The thane and the heroes exchanged stories of their travels since parting at the fall of Harrah. The thane ended with his tale of woe at the state of Dammara. In his estimation, Dammara's leadership seems in league with the usurpers. Their lack of assistance to the refugees, their harsh curfew, and their detention of select refugees have the typically peaceful thane in the mindset of starting a coup. He quickly recruited the heroes to abduct the thane of Dammara as quickly and quietly as possible.
Gnomer led the band to a den of thieves to find assistance entering the keep, specifically the thane's chambers. The thieves seemed honored by the request and anxious to help, in exchange for a simple dirty deed. Hours later Aro has murdered a former neighbor, and the help of the thieves of Dammara has been secured. A thief led the party to a secret escape hatch in the hills, with a tunnel leading to the keep's servant's halls.
The escape tunnel was teaming with life, kobolds seemed to move in. One would expect a royal escape route would be clear and direct, but this was anything but. Cleopatra seemed quite in her element cleaving through kobolds. Remaining diligent to their task they ignored the kobold tunnels and went straight for the keep and abducted the sleeping thane and looted his chamber. After exiting the way they entered, Gnomer learned that one cannot trust a thief. The thieves of Dammara had set an ambush. Although they had under estimated the country bumpkin, Aro and the beautiful Cleopatra, who made quick work of the ambushers.
Soon the heroes and their captive were back at Waltrich's hide out. The thieves appeared to have double crossed Gnomer twice, as they also set the city guard on Waltrich's men. It was time to escape.
After successfully negotiating the dangers of elves, gnomes, owlbears, pixies, and goblins, the small band has finally found their new destination. Dammara, their refuge and possibly their biggest danger yet. Cresting a hill in their wagon, Dammara finally comes into view. Aro, Gnomer, Cleopatra, Marco, and Lukka discover the true extent of the surviving refugees of Harrah. It seems a quarter of the population of Harrah is camped outside the walls of Dammara in a wretched looking refuge tent city hugging the great walls of Dammara.
Arriving at the gates, the guards admit the refugees and direct them to the Soulforger's Mission, to register, and then to a temporary camp outside the city walls. The hustle and bustle of the over-populated city puts all but Gnomer and Cleopatra at edge. Gnomer immediately blends in, while in contrast, Cleopatra sticks out like a beautiful sore thumb. Both find safety in their comfort. Most do not notice the little theif slinking past, and the burley Cleopatra, while aloof, she does not look like an easy mark. Aro and Marco seem a little nervous and unsettled, busy sizing up everyone in the city all at once. Only little Lukka seems to be enjoying himself in this adventure. The chaotic mob all going in every direction at once making it nearly impossible to recognize any in the crowd.
At the Mission, Sister Doughna takes Marco and Lukka to the refugee registration. She directs the others to the nearest inn and an honest trader near the western gate. Soon Gnomer was haggling with Denver, the owner of the Rake Trading Post. Selling off loot from the stolen Rossari caravan and other discovered items from the trail, leave the party feeling mildly heroic. As they leave the Rake, Gnomer spots a familiar face in the crowd, which promptly hid down an alley. Gnomer led her muscle, Cleopatra and Aro into the alley to assess the risk of this memorable face. Suddenly, Gnomer found herself knife to knife with an old comrade, Lieutenant Danis; an officer of Thane Waltrich.
Lieutenant Danis led the heroes to Thane Waltrich's hide out. The thane and the heroes exchanged stories of their travels since parting at the fall of Harrah. The thane ended with his tale of woe at the state of Dammara. In his estimation, Dammara's leadership seems in league with the usurpers. Their lack of assistance to the refugees, their harsh curfew, and their detention of select refugees have the typically peaceful thane in the mindset of starting a coup. He quickly recruited the heroes to abduct the thane of Dammara as quickly and quietly as possible.
Gnomer led the band to a den of thieves to find assistance entering the keep, specifically the thane's chambers. The thieves seemed honored by the request and anxious to help, in exchange for a simple dirty deed. Hours later Aro has murdered a former neighbor, and the help of the thieves of Dammara has been secured. A thief led the party to a secret escape hatch in the hills, with a tunnel leading to the keep's servant's halls.
The escape tunnel was teaming with life, kobolds seemed to move in. One would expect a royal escape route would be clear and direct, but this was anything but. Cleopatra seemed quite in her element cleaving through kobolds. Remaining diligent to their task they ignored the kobold tunnels and went straight for the keep and abducted the sleeping thane and looted his chamber. After exiting the way they entered, Gnomer learned that one cannot trust a thief. The thieves of Dammara had set an ambush. Although they had under estimated the country bumpkin, Aro and the beautiful Cleopatra, who made quick work of the ambushers.
Soon the heroes and their captive were back at Waltrich's hide out. The thieves appeared to have double crossed Gnomer twice, as they also set the city guard on Waltrich's men. It was time to escape.
Arrival in Damarra
Our heroes run to the safety of a walled city, to find themselves stalked and put into grim circumstances.
Friday, August 7, 2009
For the Love of Pixies
Our heroes are leading a pair of refugees through a troubled and wild land toward the hope of safety in the walled city of Damarra. Leaving the Vekken Wilds and coming down from a pass in the Chindi A-Woh range, in a stolen wagon with stolen horses and the thrill of life lived to it's fullest.
After a few days of travel leaving the Rossari, and running out of food. The companions came upon a beautiful meadow that their trail cut straight through. Raising from the tall grass a pair of owlbears rose and ambushed the little caravan. A pitched battle was started immediately. Gnomer fought well, but was taken out by the second owlbear, but not before little Lukka shot it with a sling bullet. Cleopatra and Aro finished off the ambushing owlbears.
After clearing the owlbear corpses, the crew decided to camp for a day. Aro and Marco, left on a short hunting trip, netting a deer and four rabbits. They also stumbled across the tracks of a nearby goblin war party.
The night's watches went by well until just before dawn when the magical pranks of a pixie claiming to be "Halflinger" startled the camp awake. The pixie and his magical pranks frustrated and entertained the heroes. Mostly he was upset at the companions for killing his two latest victims... the owlbears.
The next day, the companions wasted no time evacuating the pixie's "living room"... or the meadow.
After a few days of travel leaving the Rossari, and running out of food. The companions came upon a beautiful meadow that their trail cut straight through. Raising from the tall grass a pair of owlbears rose and ambushed the little caravan. A pitched battle was started immediately. Gnomer fought well, but was taken out by the second owlbear, but not before little Lukka shot it with a sling bullet. Cleopatra and Aro finished off the ambushing owlbears.
After clearing the owlbear corpses, the crew decided to camp for a day. Aro and Marco, left on a short hunting trip, netting a deer and four rabbits. They also stumbled across the tracks of a nearby goblin war party.
The night's watches went by well until just before dawn when the magical pranks of a pixie claiming to be "Halflinger" startled the camp awake. The pixie and his magical pranks frustrated and entertained the heroes. Mostly he was upset at the companions for killing his two latest victims... the owlbears.
The next day, the companions wasted no time evacuating the pixie's "living room"... or the meadow.
Labels:
Aro,
Chindi A-Woh,
Cleopatra,
Dammara,
Gnomer,
Owlbears,
Pixie,
Rossari,
Vekken Wilds
Saturday, August 1, 2009
The Dark Rossari Prey
After surviving the demon haunted Vekken Wilds, Aro and Gnomer spend a few days as guests of the Synenca people. While their, another refugee of Harrah arrived in the village, a tall and powerfully built blond woman on a fine steed, Cleopatra. Between Aro, Gnomer and Cleopatra, they found a common goal; flee to Dammara. They banded together on their way to the city.
Leaving the Vekken Wilds the companions encountered a few refugees, and many signs of refugees having passed their way on the way to Dammara. The trail was marked by shallow unmarked graves of all sizes. Sometimes, no grave at all. The trail left the Vekken Wilds and continued nearly due east into the Chindi A-Woh, a terrible mountian range.
The travel was mostly uneventful up into the Chindi A-Woh, until they reached the pass. In the pass they found a broken down wagon and a small lean-to tent with a pair of fresh graves nearby. As they approached a gaunt man bearing a small staff called a challenge to the approaching companions. Once they proved they were not bandits and were willing to assist him, he introduced his son and explained how his wife and baby daughter had died from bad water and now his son too was sick. Aro and Cleopatra began repairing the wagon while Gnomer went ahead to investigate a large encampment in a valley below the pass.
Alone in the woods, Gnomer dreamt of her beloved city. She passed from shadow to shadow quietly approaching the large camp. After a long journey alone through the woods, finally she approached the camp. The sentries were hidden well in the trees, but her sharp eyes caught them, and like a shadow Gnomer slipped past. The camp was beautiful. Gigantic multi-colored tents, three of them, a large circle of wagons and seven large camp fires. The wagons had various contents, from magical beasts to supplies, some covered, and others with the bars and beasts bare to the view of all. She counted at least fifty gnomes running the camp, plus any in the tents, and however many sentries she had not seen. The temptation to investigate the contents of the covered wagons was too much.
Gnomer attempted to sneak out of the bushes into the clearing and into a wagon. Just before reaching a wagon, a crossbow bolt found the back of her thigh. After a moment, a dozen Rossari gnomes caught and bound Gnomer.
Night came and Aro began to fear for his friend. She was due back a while ago. He set a watch and the night went by uneventful. With morning, there was still no sign of Gnomer. Aro and Cleopatra led their new companions Marco and his ill son, Lukka with their hardly mobile wagon and horse. Aro led them straight to the large camp.
A fair way out of the camp, sentries called from hiding spots in the trees to halt and identify themselves. Aro promptly identifies himself and asks if they've seen a halfling female. The gnomes come out and offer to lead them to camp. The camp was large with bright colored tents and wagons with all manner of goods and exotic creatures. The gnomes welcomed their guest with a feast. The food and wine was poisoned.
When Aro and his companions awoke they were stripped of their arms and armor and hanging from a chain in a glass prison about thirty feet above the glowing pink ground in a chamber walled with mirrors. Eventually Gnomer freed the party from the glass prison and they climbed a rope down to the glowing pink ground. They traveled the mirrored corridors until they found themselves in an strange pub that could only be described as dreamlike... and not in a good way. Dwarves played musical chairs while drinking from a bottomless keg, gnomes sang happy birthday around a three foot tall cake, savage elves drank wine while eyeing down the intruders. The bar keep seemed almost normal, except for his immaculately clean white shirt. The keg eventually attacked Aro and the companions fled out the back of the pub. Back into the mirrored corridor. The corridor slowly led to an icy chamber; a dragon's lair. After defeating the dragon with makeshift weapons, they opened the dragons treasure horde and fell in.
Suddenly locked in Gnomer's wagon prison with none of their loot or weapons, the companions fought their guard and won. With his keys, they managed to escape and steal horses, a wagon and their loot from the dragon. But not before the Rossari matriarch cursed the group with death from the swamp.
Leaving the Vekken Wilds the companions encountered a few refugees, and many signs of refugees having passed their way on the way to Dammara. The trail was marked by shallow unmarked graves of all sizes. Sometimes, no grave at all. The trail left the Vekken Wilds and continued nearly due east into the Chindi A-Woh, a terrible mountian range.
The travel was mostly uneventful up into the Chindi A-Woh, until they reached the pass. In the pass they found a broken down wagon and a small lean-to tent with a pair of fresh graves nearby. As they approached a gaunt man bearing a small staff called a challenge to the approaching companions. Once they proved they were not bandits and were willing to assist him, he introduced his son and explained how his wife and baby daughter had died from bad water and now his son too was sick. Aro and Cleopatra began repairing the wagon while Gnomer went ahead to investigate a large encampment in a valley below the pass.
Alone in the woods, Gnomer dreamt of her beloved city. She passed from shadow to shadow quietly approaching the large camp. After a long journey alone through the woods, finally she approached the camp. The sentries were hidden well in the trees, but her sharp eyes caught them, and like a shadow Gnomer slipped past. The camp was beautiful. Gigantic multi-colored tents, three of them, a large circle of wagons and seven large camp fires. The wagons had various contents, from magical beasts to supplies, some covered, and others with the bars and beasts bare to the view of all. She counted at least fifty gnomes running the camp, plus any in the tents, and however many sentries she had not seen. The temptation to investigate the contents of the covered wagons was too much.
Gnomer attempted to sneak out of the bushes into the clearing and into a wagon. Just before reaching a wagon, a crossbow bolt found the back of her thigh. After a moment, a dozen Rossari gnomes caught and bound Gnomer.
Night came and Aro began to fear for his friend. She was due back a while ago. He set a watch and the night went by uneventful. With morning, there was still no sign of Gnomer. Aro and Cleopatra led their new companions Marco and his ill son, Lukka with their hardly mobile wagon and horse. Aro led them straight to the large camp.
A fair way out of the camp, sentries called from hiding spots in the trees to halt and identify themselves. Aro promptly identifies himself and asks if they've seen a halfling female. The gnomes come out and offer to lead them to camp. The camp was large with bright colored tents and wagons with all manner of goods and exotic creatures. The gnomes welcomed their guest with a feast. The food and wine was poisoned.
When Aro and his companions awoke they were stripped of their arms and armor and hanging from a chain in a glass prison about thirty feet above the glowing pink ground in a chamber walled with mirrors. Eventually Gnomer freed the party from the glass prison and they climbed a rope down to the glowing pink ground. They traveled the mirrored corridors until they found themselves in an strange pub that could only be described as dreamlike... and not in a good way. Dwarves played musical chairs while drinking from a bottomless keg, gnomes sang happy birthday around a three foot tall cake, savage elves drank wine while eyeing down the intruders. The bar keep seemed almost normal, except for his immaculately clean white shirt. The keg eventually attacked Aro and the companions fled out the back of the pub. Back into the mirrored corridor. The corridor slowly led to an icy chamber; a dragon's lair. After defeating the dragon with makeshift weapons, they opened the dragons treasure horde and fell in.
Suddenly locked in Gnomer's wagon prison with none of their loot or weapons, the companions fought their guard and won. With his keys, they managed to escape and steal horses, a wagon and their loot from the dragon. But not before the Rossari matriarch cursed the group with death from the swamp.
Subscribe to:
Posts (Atom)
