A Fistful of Gold Pieces

The Cheat Sheet

The Cheat Sheet

The Party: You guys.
• Serve King Æric of Anglaymay.
• Have met Minions of a Shadow Wizard before.
• Other enemies include: Drow, Gilded Palm Assassins, The Demon Thog, Servants of Unklar, Ysingrim the Giant, and various humanoid tribes.
• Allies Include: Nefra-Tal the Lamassu, The Great Druid and the Travelers of Briarveldt, King Æric of Anglaymay, Blodwyn the Sage, The Grey Elves, Nazir the Djin, Muldam the Artificer, The High Epopt of the Twilight Lords, Xantas the Wizard Hunter, Hessia of the Fey.

King Æric of Anglaymay: A knight, and skilled leader of men, Honest, Direct, Youthful.
• King of the Commonwealth of Anglaymay founded 11 years ago building on the unifying efforts of his Father.
• His older brother Halfdan was an opponent until recently.
• Engaged to wed Ivoryn of Gaxmoor; Gaxmoor is to unite under the Commonwealth’s banner and the new alliance will nearly double the size of Anglaymay and will aid the struggling Baronies of Gaxmoor.
• Has good relations with most of the neighboring lands, especially the See of Avignon and the Lands of the Great Druid.
• Internally the most trouble he has is with the Count of Cäerwyn.
• The Baroness of Shadizar and the Archbaron of Ceinmar have publicly opposed the Alliance.
• Some in the Burning Lands oppose his westward expansion.

King Ludwig of Gaxmoor: A Politician, now old and somewhat senile, at times still very shrewd.
• King of Gaxmoor, a loose confederation of Baronies founded 72 years ago after the fall of Unklar.
• Father of Princess Ivoryn and architect of their betrothal and the new alliance.
• Has poor diplomatic relations with Maine but excellent with Kleaves.
• Internally the Archbaron of Ceinmar believes the old man should allow him to marry Ivoryn and abdicate in favor of his house (to which Ivoryn has mentioned something about flying pigs).

Lord Septimus: King Æric’s spymaster (and old adventuring companion), crafty, smart and not afraid to get his hands dirty.
• Contact for the Party.
• Seems to have the King’s best interests at heart.
• Also seems to try and take care of every problem that shows up.

Princess Ivoryn of Gaxmoor: King Æric’s intended. A cleric of the Twilight Lords, Young, intelligent, somewhat manipulative, compassionate and kind.
• Been running things at court more and more as her father has grown more senile.
• Seems genuine but definitely takes her responsibilities seriously.
• Is seen more as a tool to or an obstacle to power by the Barons of Gaxmoor.
• Thinks the alliance will help both peoples.

Archbaron Kasmir Ceinmar: King Ludwig’s most vocal opponent. Stubborn, middle-aged, calculating, proud, capable.
• Somewhat power-hungry. Believes that the king should marry Ivoryn off to him and let him take over the kingdom, not turn it over to the boy King of Anglaymay.
• Seems willing to secede if the Alliance goes through.
• Very good relations with Maine, does much to poison the King’s relations with Maine’s ruler.
• Has built up his army and made it known that he will not join the Commonwealth.

Baroness Lydia Shadizar: “That Woman”. Manipulative, middle-aged but still attractive, somewhat decadent,
• Rumored to be of common blood.
• Rumors persist that she had something to do with the old baron’s death.
• She opposes the alliance, thinking she would have been a better match for Æric.
• Has Traville enthralled with her.
• Many believe she is using Traville for something.

Baron Gunther Traville: Big bear of a fighting man. A ranger. Well into middle-age, bearded, burly, good-natured, robust.
• Has a sensitive side, as seen in his love letters to the Baroness Shadizar.
• Supports the alliance as it will increase his financial position.
• Opposes the Archbaron who he sees as his chief rival.

Shadow Wizard: More accurately a Shadow Illusionist.
• Evil wizard bent on recovering the Shadowstaff, currently employed by someone in Gaxmoor.
• Employs Belerius in some capacity.

Belerius: Young, supposedly dead thief. One-time partner of Jade.
• Employed in some manner by the Shadow Wizard.
• Gives occasional cryptic warnings to Jade based on their former relationship.
• His actual motives are unknown.

Baron Lucian Dactus: Older man, a priest of the Twilight Lords.
• Supporter of the alliance.
• Pious and honest.

Baron Cedric Grenmar: Conservative nobleman. Middle-aged, slim, political.
• Feels distrust towards the Baroness of Shadizar and dislikes that a commoner could rise to nobility.
• Is satisfied the Alliance will improve his position, is hesitant about the change but does not openly oppose it due to the gains he will experience.

Baron Ardman Camedon: Young, brash, inexperienced but enthusiastic.
• Enthusiastically supports the Alliance as a needed change.
• Has many risky and new ideas for his people.
• Often acts without thinking things through.

Baron Gorborath Doorhammer of Stonereach: A stereotypical dwarf.
• Leads a large dwarven community along with the rest of his realm.
• Somewhat distrusted by the others but supports the King in all matters.
• Will gain greatly by increased Trade.

King Gaffigan IV of Maine: Pasty, white, emaciated looking man. Politically savvy, growing old.
• Encourages the Archbaron in hopes of gaining more land at the expense of Gaxmoor.
• Large exporter of arms, armor and merecenaries.

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September 4th

When last we left our intrepid band of idiots adventurers Year 72 AWD had just ended and Year 73 just begun. Four months pass by relatively uneventfully. The thorpe of Cockermouth grows to the size of a hamlet with an influx of new settlers; mostly the women and children of the human laborers, but also a few dozen dwarves, five more gnome families, a few more trappers and woodsmen, a couple more acolytes to help at the temple and a family of elves from the Twilight Wood. Construction was at a bit of a standstill during the winter months as the weather was most cold and snowy, but many craft projects and interior designs were completed and mining and smelting continued unabated.

There was a problem with wolves in the dead of winter that was easily dealt with by the Ranger and the Druid. Lord Septimus stayed in town on three occasions as he went on his travels. Xantas passed through on his way East but did not stay nor has he yet returned. Also in midwinter a disease ran rampant through Cockermouth but it was quickly supressed by the Clerics of the new temple.

The tournaments for the Midsummer/ Wedding celebrations were announced: The Joust (the main event as it were), footlists, archery, wrestling, a horse race, a bardic competition, and two formal balls were also announced. Prizes for the competitions were listed and were particularly generous, especially the horse race and the joust.

A plot by the Archbaron of Kayonmar against the King of Gaxmoor was reported, but no proof was forthcoming and the report vigorously denied as rumor.

Several reports of Drow near the Twilight Woods also went unproven, though the Baron of Glenmorrow swears that he and some of his men killed several.

Other than these things, life was pretty quiet in Cockermouth: a few monster slayings, a few investigations, study, practice and our heroes gain 22,000 XP. Now that spring has sprung and the last of the snows have gone the party turns its attentions to the coming alliance of two kingdoms and the events, intrigues and plots sure to come…

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August 28th

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August 21st

As the Warders of Cockermouth enter the Silver Gates they (unknowingly) enter the Wall of Worlds. Once they pass through the turns of a cavern they stand on a rise overlooking a valley. Beyond the valley are a range of mountains and over the mountains is a bright shaft of blue/white light reaching towards the heavens. They also note that the sky is starlit, this is odd because one: they suppose themselves to be inside a volcano, and two: Airhde is currently in perpetual sunlight due to some disturbance.

Below in the valley they note a thick cloying green mist. When they journey into the mist they find they cannot breath. The party tries several things and weighs their options when Sir Lando is urged to see if the Iergeld artifact can affect the mist. It does not but does summon a denizen of the plane who hears the Iergelds call.

The Black Dragon attacks from the mist but it is spotted by Jade who is looking into the mist with a gem of seeing who also notes that the beast is touching the side of the canyon as it flies. The party is heavily damaged by the fight with the dragon but they do manage to defeat it. Afterward they journey down into the canyon touching a vein of gold as they travel that allows them to breath in the mist.

Then, after a rest, the Warders move to a rise where they see strange iridescent orbs approaching them coming down the hill. They manage to destroy the orbs before they come in contact with them.

At the top of the ridge the party encounters a cave mouth. Inside the cave they spot and are spotted by a gigantic demon-creature. After communicating with the creature they find it is actually a Deva being punished by being given a demon’s form for cowardice in facing death and can let no mrtal pass else the curse will be permanent and unbreakable. Shaloub with help from Gurgle manage to convince the creature that the only way to free itself from the curse is to let the cursed body die so that the Deva soul may pass and thus learn it’s lesson. Shaloub slays the beast and the Deva is restored.

Then the party passes into a treasure room wherein stands a sword in a pile of coins. Undoing his previous wisdom,Shaloub snatches the sword and causes a constructed beast of Coins to rise and attack. Aziza manages to stun it for a round with a dispel magic but it attacks and after a struggle the Warders are victorious.

They rest on the plain outside of the treasure room and encounter a fire elemental who tells them of a new structure recently built within the Wall of Worlds and it is the very one the party has been seeking as evidenced by the shaft of light springing from it.

They journey forth to the structure and open the door with magic, the wild magic affect Gurgle by shrinking him to half his (already short) height. Inside they find the shaft of light with a figure inside. They also discover a wild-eyed man operating the controls of a giant magically driven machine. He hailed them as they entered and bade them help him with his project to overthrow the gods assuming they had come to do just that. Our heroes, however, had other ideas. As they approached the man who identified himself as Lo-kor, Zamfir hits an incorrect switch on the bizarre machine and is rendered invisible, which Lo-kor writes off to “total protonic reversal”.

Now the invisible Zamfir begins to move around the room towards Lo-kor while Gurgle and Shaloub do the same. Shaloub is made immaterial by some odd action of the machine and he passes into the shaft of light and speaks with Ea-Vette (the moon goddess). She helps to lower the wall of force around Lo-kor and Zamfir moved into position to slay him.

Upon plunging his sword through Lo-kor’s chest via his back Lo-kor was slain. Then Lando produced the artifact and put it in the machine and turned the handle. Then all sorts of horrible things happened and the party escaped just as the entire building imploded in on itself.

The party returned home.

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August 14

As the party prepares to slay the trolls in their midst there is an earthquake and a chasm opens nearby. The party slipped down into the rent earth and found two doors set into the ground. Opening the vaults they discovered two devices made of Iergeld. Puzzled as to their use they pondered the objects only briefly as it was soon discovered that they fit together.

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And then the fun started

The next adventure took the PCs to the realm of Adlerweig north of Anglaymay.

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Next

Chapter Two: The Tower of Kuthrad Ondal

Session Three : 3/28/2009 : The party rests and recuperates in Malforten while waiting for Gurgle to conclude his business with the Sage. Just as they prepare to leave they are flagged down by a ranger from Briarveldt who hires them on behalf of the Great Druid of the Sacred Grove of Briarveldt. They accept the two-part assignment of discovering the location of the next Tower of Kuthrad Balon and the discovery and return of the Chronicle of Meiliki if it still resides there. A foray into the Dunderry Swamp led the party into a conflict with the lizard folk inhabitants; after a brief struggle they drove them off and found the ruins of the tower. They met the guardian of the ruins, Nefrat-Al, a lammasu, who let them pass without struggle. The party quickly found a hidden passage and passed into some crypts and were set upon by ghouls. They dispatched the ghouls but were injured enough to retreat topside where they were offered shelter by Nefret-Al.

Session four: The Chronicle of Meiliki

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Adventure Log

Until 2010 most of this is anecdotal.

Chapter One: Welcome to Malforten

Session One : 2/28/2009 : The start of a new chapter. The Gnoll bandit Gritznak and his goblins are plaguing the town and the heroes need to sort it out. They hear talk of a traitor, explore the environment meeting some of the inhabitants as well as the Sage Blodwyn.

Session Two : 3/7/2009 : The party continues to explore the area, finding a faerie mound and meeting their ‘queen’. The party finds the lair of the bandits. Instead of just a bandit they find an undead cleric trying to rise from the grave and spread his evil ways. He is quickly sent back to hell. During the exploration of the temple several magic items are discovered including the mace of the undead cleric which is tainted with evil.

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