Nentir vale

The Second Death of Sir Oakley

The party battles and defeats the rival adventurers, taking them prisoner, in a mighty show of martial skill and magic prowess .

Bringing Light to the Darkness
Servants of Darkness

Our coragious heros have collected the three vessels needed to perfom the ritual of cleansing, but the evil presence that has taken hold of the abbey has reared it’s ugly head to oppose them one last time.
  Unfased by the horrors swarming against them, the party made clever use of a magic circle spell, after the cleric has banished the undead abominations for a time, by chanelling the power of light ever-burning, the radiant sun god himself, Pelor.
  Brave adventurers fought tooth and nail agaist the wraiths and in the end prevailed, but at a terrible cost. Noble Cuccos has completed the ritual, sacrificing his very life to keep the darkness at bay.
  After the battle, Delinom split up from the group, along with Monty to explore the lich’s tower, now that it’s occupant has fled, being displaced by the consecration of the grounds.
Inside, the found what the wooden sword has been pointing to all along, a flesh golem homunculus that our killing machine has been tasked with destroying. After a brief but intense confrontation has cleaved the construct in twain with the sword made but for that one purpose. As the despicable creature fell, the sword whithered into nothingness, it’s mission complete and the warforged felt a load lift off it’s metal bound soul.
  Elsewhere, Alexander was giving the cleric his last rights, in preparation for ceremonial pyre, when the door leading to Hall of Glory opened and Sir Oakley emerged, restored to life by the miracle of Bahamut. He thanked the group for performing the tasked he asked of them and said that he shall set about restoring the Abbey to it’s former glory.
  With the party’s buisness in Gardmore complete, they returned to Winterhaven only to learn that the rival band of adventurer’s has set out towards the Abbey the previous day. Realising that they must’ve narrowly missed them in the wilderness (or have been purposefully avoided) the gang hurried back in the hopes of catching them. Alas they have arrived a moment too late, to find their adversaries standing over paladin’s corpse with the cards in their hands!

Rid of Orcs, Once and for All
The party holds against a tide of savages.

The adventurers escort Carrion Crows to the recently liberated watchtower and together with the merceneries establish it as a stonghold on behalf of Lord Padraig. The next morning the remainder of the orc tribe, along with it’s giant kind allies atempt to get rid of the intruders by force. In a mighty clash, the blades for hire hold strong against the tide, while the party batle orcs, ogres and a hill giant who battered down the front door.
Vitory is theirs and the broken orcs flee for good. After the rest of the day is spent licking wounds and celebrating, the characters plan the ritual of cleansing, now that they have all three of the sacred vessels.

Something ends, Something begins
The death of Saylex the half-elven

The party has envestigated the entrance to the wizard’s tower, defeating one gargoyle and routing the other.
After the skirmish, Alexander decided that the time was finnaly right and that the artifact of his god could no longer be allowed to rest in the hands of the unfaithful. He confronted Saylex, who tried to flee. The chase has led into an abandoned warehouse, where Saylex literally fell on top of the Carrion Crows mercenary company.
The blades-for-hire, under the leadership of noble wizard Montague Whitnail, have thrown the half-elf out through the baricaded front doors, not wanting to implicate themselves in a conflict they were not being payed for. The paladin and his henchmen then promptly dispatched the fey warrior, seizing his belongings.
Meanwhile, the party rogue was performing a daring reconnaissance by following the fled gargoyle through the trap door at the top of the tower. Inside, he discovered a robed figure of undead complexion and the bearings of an arcane spellcaster.

The *EXPUNGED* of the cards

Following the threads of fate that bound their hands, our unlikely heroes made their way to Winterhaven. A border town built like a stronghold. There, eager to ply their special brand of problem solving, they came under the employ of the local Lord, and one Ser Oakley. Fearing the strange, chaotic powers of the card, the party journeyed to the lair of a brass dragon, and asked if she would safeguard it for them. The avaricious drake agreed to guard it jealously, but only if the Party would gift a magic relic for its return.

The hunt is on!

The party has captured and have been entrusted with safeguarding a mysterious card depicting a gem and emanating chaotic magics of unseen potency. What would they do with it?


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.