October 15th Session

After being ambushed by the bone nagas during the night, the party decided to leave Skull City to find a more secure camp in the jungle outside town. In departing they were ambushed by a vampire, a wight, and their zombie minions. Ultimately, the party was able to defeat the zombies and the wight, but the vampire was able to flee. As they left the city they found that they were being watched by an unidentifiable figure who disappeared in the shadows.

Exiting the city earned the party an extended rest and upon waking the next morning they agreed to rush the entrance of the Skull hill hoping to reach it with no further incident.

In rushing the hill, the party attempted to cover the 100 yards from the city gate to the hill entrance, but they were ambushed by another group who was a little different from the humans and undead they had encountered before now. This group consisted of a human, a shifter, a deva, and a half-elf. The two groups battled, but the party was able to enter Skull hill. In entering, they watched as their attackers retreated from the hill and overheard their statement that they had failed in stopping another group. The party called out to their attackers to find out what they had failed in doing to which they received the response, “To stop you from the folly you’ve started.”

The entrance hallway of the hill was covered in worn paintings and the floor opened into 10’ deep pits with bent, corroded spikes. At the far end of the hall, the Keepers found that a large relief had been carved from the wall. The only two possible exits from this hall were a door and a small 5’ alcove at the far end. The alcove revealed no secrets so the Keepers turned their attention to the door. They found a creative solution to deal with the pit leading to the door and gained entrance to a 10’ long hallway. It is in this hall that the party rested to recover from their previous battle and discovered two relics they never would’ve expected: Arabold found a leather armband which belonged to his master and Bork found a pendant which used to belong to his grandfather. Neither have seen those items for years.

Continuing to investigate the Tomb, the next entered the room off the 10’ hall and found it had three possible exits to the south. After a very thorough investigation of the room, they learned that the center and right door took them in a seemingly pointless, circuitous path returning them to the room from which they started. The far left door appeared to grant access to a 5’ alcove. After inspecting the alcove a few times, they learned that a secret door existed and began traversing the multiple alcoves, each containing their own secret door.

The ultimate destination was a long, wide hall which was also painted in the manner of the entrance. The main difference between the two was that there were small indented circles in regular intervals along the walls. Beneath each of these indentions were shards of colored glass. These shards appeared to make up a small glass disk which were set within the wall. Their purpose remains unknown. In this hall, Quarion could hear the sound of someone sobbing but could not discern the location. No one else could hear it. Off this hall, the party found a narrow tunnel which wound it way to a small chapel concealed by a secret entrance.

The chapel contained two rows of four pews separated by a center aisle. At the far end of the chapel a short wall separated them from the sitting area and an altar sitting on a raised dais. While making their way through this room, the Keepers were attacked by three large, wraith-like beings composed only of many heads which sang a cacophony of funeral hymns. Ending the battle victorious, but out of resources the group finds themselves with two possible exits. A 5’ alcove to the west of the altar and a hall to the east.

August 20 2011 Session

The players continue their investigation of Nimozaran’s disappearance, the increase in orc activity in the Cairngorm Peaks, the increase in visibility of the Iron Circle in the south, and the alien creatures that have suddenly appeared between Fallcrest and Thunderspire.

As the day starts, T’shea decides to further inspect the library on the second floor of the Septarch’s tower. Bork, Quarion, Eliza, and Arabold decide to seek further information about the activity of the area in town. Their first stop takes them to Maxwell at the Nentir Inn.

Maxwell reveals that the orc activity in the Cairngorm Peaks is something of a common occurrence, happening about once per decade. Due to the Bloodspear Wars, 90 years earlier, people of the vale tend to get jumpy when the orcs are on the move. They fear another invasion, but the orcs have only been following food for the past 90 years. He is unsure what’s happening with the Iron Circle, but he doesn’t believe it has anything to do with Nimozaran’s death. The Iron Circle is a mercenary group so their actions are usually dictated by the highest bidder. Maxwell also reveals that the Iron Circle is about 100 strong in seasoned veterans.

While Bork, Quarion, Eliza, and Arabold are away; T’shea receives a knock at the door of the tower. She greets a group of five men led by one called Belgold who states he has information on Nimozaran. T’shea is initially quite suspicious and does not agree to allow the men in despite their request to speak in private. Belgold offers to discuss in a more private location, such as a bar, and T’shea agrees, but asks to be allowed to lock the tower. As she closes the door of the tower one of the men kicks the door in which knocks T’shea prone. Four of the Five quickly surround T’shea and knock her unconscious while the fifth man runs to the second floor and starts a fire in the library.

After speaking with Maxwell, T’shea’s comrades agree to return to the tower to report their findings to her. Upon leaving the Nentir Inn they see smoke in the distance over the Septarch’s tower. They rush to the tower to find T’shea unconscious and the library on fire. Quarion and Arabold quickly work to extinguish the fire while Eliza heals T’shea and Bork searches for the intruders – finding none. Eliza and T’shea also find that T’shea has been tattooed with the symbol of the devourer.

With the fire out and the immediate threat gone, the Keepers head out onto the road following the assassin’s tracks east out of Fallcrest. Three hours out of the city they find the attackers had stashed horses in a small copse of trees and are now riding quickly away. The Keepers return to Fallcrest and acquire horses from Lord Markelhay.

Their pursuit delayed because of returning to Fallcrest, the players find they are approximately three hours behind the attackers so they push their horses to the brink and do the same with themselves. At the point they cannot continue they find that they are still about three hours behind. Clearly the attackers are pushing themselves as hard as they are.

The next day, the Keepers continue their chase to Thunderspire where they find the five men have gained an ally and have turned south-south-west toward the Witchlight Fens. They continue to give chase. After twelve hours of travel, Quarion casts fly upon himself to gain a higher vantage point of their quarry. He flies only close enough to discern if their enemies mounts are magical or natural creatures. From this lofty point he can also see that the assassins have clearly pointed out his location as well as the location of the entire party and one lone rider, the sixth person, continues on with a magical mount. He returns to his allies where they learn T’shea’s tattoo is enchanted with a location spell. The assassins are tracking them.

The Keepers then decide to have T’shea stay in their emcampment while the remaining four sneak up on the enemies camp. In doing so, Arabold and Quarion arrive first to find the enemy camp has complete disappeared. Concerned with T’shea’s well-being they hurry back to her and find she’s without harm. They agree to return to Thunderspire.

In returning to Thunderspire, they find three citizens of the Seven Pillared Hall are exiting the mountain carry full packs. Surina – the dragonborn warrior, Rendil Halfmoon, and Vadriar the Sage have fled the Hall and are traveling to Fallcrest. Rendil explains that one day about one-and-a-half weeks ago the bronze warders went berserk attacking the citizens. The twelve Mages of Saruun appeared in the Hall, the only time all twelve have ever been seen, to combat the warders. Within seconds, the warders and the mages had disappeared, but there was a long commotion within the Tower of Saruun. After the commotion subsided, the warders returned and began what could only be described as a search throughout the Hall and the tunnels of the Labyrinth. If anyone would try to stop the warders they would be attacked. Brugg, the former captain of the guard, was dead because he stood in the way. Vadriar adds that the happenings in the Hall remind him of the plan Paldemar had tried to enact several years ago.

T’shea described her attackers to the three refugees and Vadriar informs her that the skull tattoo on their forehead would indicate that they were from Skull City – the famed city of Acererak. The Skull tattoo marks the men as Faithmarked, people who still believe Acererak is alive, but has abandoned them due to unknown transgressions. He explains that there is another group within Skull City known as the Blackfire who believe that Acererak was destroyed long ago, but continue the research he began. He provided the Keepers with limited direction to Skull City and the Keepers began the journey. T’shea returned to Fallcrest with the refugees.

The Keepers traveled to the Witchlight Fens, supposed home of the black dragon Shadowmire, and come upon a battle between a large group of lizardfolk and Daggerburg goblins. In the following battle the Keepers quickly dispatch the lizardfolk, but attack the goblins as well. With the last lizardfolk killed or having fled for their life, the Daggerburg captain calls for a hold in the fight and sheaths his weapon. The Keepers comply and are subsequently berated for their actions in attacking them when the Daggerburg hadn’t attacked them. The Daggerburg captain permits them to leave. The Keepers comply.

After two more days travel, the Keepers arrive in Skull City to find it in ruins. The sculpted, skull-themed, black stone wall has been breached in many places. The moat has drained and is now overgrown with weeds and brambles – to the point that the bottom cannot be seen. The buildings within the city have fallen to ruin and some still burn. Bodies lay in the streets long been picked clean by predators or time.

Seeing the large skull formation signaling the entrance to Acererak’s tomb, as described by Arabold – the only party member who has been to the tomb prior, the group heads directly toward the hill. In doing so, they encounter a battle between a group of zombies and skeletons. They move to inspect and are caught in the crossfire as the Faithmarked necromancer fires a spell at them. As the battle continues, the players destroy the skeletons and zombies to focus their attacks on the necromancer, but before defeating him they are joined by two Blackfire necromancers and more zombies. Ultimately being victorious, but using many of their resources, the party decides to rest at the battle site.

After only two hours of rest, the party is ambushed by two bone nagas and 10 skeleton archers. The party is able to defeat their adversaries, but again have used many of their resources. The need for rest is of utmost importance.

July 9, 2011 Session

1) Players raised from dead by Henry, woodland priest of Melora.
2) Players were attacked by a group of elves and it was learned that an order was given by the King (Varris) to attack any non-elf found in the forest.
3) The players quickly retreated the forest to Fallcrest to speak with Lord Markelhay.
4) In speaking with Lord Markelhay, the retired captain Maxwell, and the up-coming captain Nethel they learned several things:

a) The Bloodspear orcs of Cairngorm have become increasingly active.

b) There was an attack on a sacred grove by humans who are now being held captive by the elves.

c) One human is being executed every day until Lord Markelhay presents himself to the elves.

d) The Iron Circle (in the south) is growing.

e) There have been unknown creatures found near Thunderspire that pass a disease which no one has survived.

f) Nimozaran was killed two days ago.

g) Quarion & Tishea’s alchemist shop was burned to the ground by an elf raid.

h) Derrick, halfling alchemist, is now working for the Blue Moon Alehouse with his aunt brewing unique ales.

i) The elves have been conducting nightly raids against Fallcrest in which they slip through the guard wall and set fire to buildings using a substance that water does not extinguish – this substance is being investigated by Derrick.

5) Lord Markelhay is unable to leave the city to go to the elves so he sends the players in his place.

a) The Lord gives them a document to present to the elves that they are speaking on his behalf.

b) Due to Nimozaran’s death, Tishea and Quarion are offered the position of Septarch of the Green Tower – Tishea accepts and her first task is to investigate the murder of Nimozaran.

c) Before leaving, the players go to the green tower and after thorough investigation Arabold finds the burned remnants of a parchment containing a list of “names”.

d) Eliza visits the local temple and learns their old friend Bork has returned to town and asks him to accompany them on their quest – Bork accepts.

6) Tishea continues her investigation of the tower to no avail while the others ride to visit the elves.

a) On the way the players are attacked by the unknown creatures that pass their disease to each of the players who are ultimately able to fight off the effects.

b) The elves attack the players upon entering the woods and after a brief, but tense parlay the players are taken before the commander of the elf army, Darathra.

c) Darathra explains that the attack was under the order of Lord Markelhay and allow the players to speak with the remaining human prisoner, Horus.

d) Horus explains that they were offered 25 gp each to go to the forest, cut down and strip the bark of the Shadowbark tree. They were told this was ordered by Lord Markelhay via representative named Germane Anion Zerth.

e) The players explain to Darathra their findings and ask to be given more time to investigate – Darathra agrees to not execute the remaining prisoner and will release him under the condition that the elf prisoners in Fallcrest are released and returned within 5 days.

f) The players agree and race back to Fallcrest to explain their findings to Lord Markelhay.

g) Lord Markelhay agrees to release the elf prisoner, provides horses for them, and sends his wife and guard as a good faith gesture.

h) The players then return to the investigation.

i. They head to McGinty & Son’s loan house to see if the books are still available – they were sold to pay off the loan for the alchemist shop.

ii. Upon arrival, McGinty is found murdered with no apparent entry by the killer – the Vecna books which were sold to McGinty have been stolen.

iii) The players continue investigating the Septarch’s tower and ultimately find a religious icon of Vecna.

7) The players ride out to join Lord Markelhay’s wife, the prisoners, and guard.

a) They catch up as the camp is attacked by the unknown creatures – the prisoners and a few remaining guards ride off to ensure the prisoners arrive home safely.

b) Lady Markelhay was killed in the attack.

c) The elves release Horus and he returns to Fallcrest with the remaining guards.

d) The elves raise Lady Markelhay as a good faith gesture.

e) The next morning the players return home with Lady Markelhay.

8) The players destroy the magic circle in the top of the Septarch’s tower and are searching for a means to lock/alarm the room to notify them of intrusion.


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