Heroes of the Dark

Dragon
The Secret at the Center of the Maze

The possessed dragon was defeated at great cost.  The vast majority of a hired army died to a single breath weapon, but it gave Juchin enough time to plunge his polearm into the dragon's chest, and Fizzl an equal measure of time to enter the dragon's horde, and find the Orb of Dragonkind that had been used to control it.

Smashing the Orc nearly killed the dragon, but freed it, and it halted its assault and assured them it was "defeated."  Convinced to remain under a banner of truce and heal their remaining sick, the dragon shared a portion of its vast horde, collected from around the castle over nearly three hundred years.

Now the party turns its attentions toward the Council of Phlan, and the likely need to correct several ancient texts, that identify the Cadorna family as the rightful successors of Valjevo—when in fact the keep belongs to another.

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Death's Kiss
The Cave

In the depths of the catacombs beneath Valhingen lay secrets best undiscovered…

Gargoyles provide guardianship over the deeps, but they also sealed away a secret, a horde of beholder-kin called Death's Kiss.  There were only a few, but having nothing else to do, they turned to breeding, and hibernating, until stirred from their slumber by the party's arrival.

 

The beholder-kin left many things in its horde.

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Morvian
Baneblade of Demron

The quest to recover the Baneblades of Demron begins in Phlan with the recovery of the Sunblade.

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On the Road to Valhingen Graveyard
Zombie Bombs...

The undead that marched from the graveyard arrived at the party's camp shortly before morning, and attacked with full force.  Two of them appeared to have been imbued with spell ability, and with magic missile and stinking cloud did considerable damage to an otherwise well-invested coterie of fighters, backed by experienced healers.

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Lieutenant Orc
Meeting the Boss

Through a hidden magical door, the party heard a conversation between "the Boss," a terrifyingly powerful mage, and his army of orcs, twenty of which he killed with a single spell.  Confronted with the extreme power of the mage, the party has opted to withdraw, and head to the place "Boss Traxus" is trying to invade, Valhingen Graveyard.

Resting place for the royals, architects, then later the soldiers and finally lay citizenry until the fall of Phlan, the graveyard is home to a powerful undead that apparently does not agree with Traxus' bid for authority in Valjevo Castle.  The party intends to beat him there, using charmed orcs to clear the graveyard, and find what the Boss is looking for.

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The Heart of the Darkness
Castle Valjevo

The party encountered a quickling deep under the castle.  How long he has been following, no one knows.  But there are more problems than an invisible healer.

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River Stojanow
The Brdge is Out!

The party made their way through Kuto's Well toward the River Stojanow, emerging first into a dark well deep under the earth.  Finding their way quickly out of the drow hold, they found themselves immediately beneath the ancient bridge.

Seeing the leader of the orc guards protecting the ancient entrance into Valjevo Castle, Acacia couldn't resist taking the opportunity, and ended him with a single arrow.  Raising the alarm, the party fought a pitched battle, ultimately escaping west into the woods.

Safe and dealing with a series of wounds from the fight, they decided to try to find a safer way into the castle, eventually reaching the northern secret entrance, a last measure designed in the early days of the Valjevo line to safeguard the royal family and keep them safely beneath the keep.

The party tripped one trap and disabled another, finding themselves in a six room vault designed for the survivors of an desperate battle to recover their senses and decide their next steps.

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Searching Kuto's Well

Two crowbars, a collection of timber and stone blocks appropriate for cribbing, and a scroll and wand were discovered by Acacia.  She scavenged the wand, scroll, and crowbars, and found a note that described the scroll as a "Jump" spell, and the wand as an "earth shape" wand with only a few charges, activated by the word, "aoreth."

The party has a hard decision, whether to reach the pass at Stojanow Gate or attempt to return to the city.  They have elected to follow the course of the underground river they presume leads back to the River Stojanow.

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Wandering!
Expressive journals of Fizzl Tyrshand

Today I met a billiondy people in a place call Flan. I think that's a dessert or something back home… not sure though. Acacia says that it isn't but I think she might just not know about it. There is this thing call a tiefling there, she's got some seriously grabby hands. I mean who just reaches out and takes things from people! I never! 

But, then there is this half elf! He's Juchin, and not at all as bad as I thought. He thinks I'm super useful and has a neat mask. I wonder if he will let me borrow it.  Then there is this elf named Faylin,  she seems okay, kind of wildy like the cag's but not as snooty. The other elf is Carella, and she's okay I guess, she heals people when they get hurt. 

 

OH! And then, then I got to use my color spray spell and it actually worked!!! I can't wait to go tell the goblins all about how we stopped the orcs from invading them! 

 

Maybe next time I can see if there is anything neat to borrow from the keep, after we rest though, I guess people are tired, but I could go on and on and on for hours! I mean, just look what happened when I stayed up and went to the Temple! That's how I got my new name too! Mama would be proud. 

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Kuto's Well
It's Not Timmy, but he's down there...

Inside the slums lay a particularly large water source, known for years at Kuto's Well.

Below the well lay the stronghold of the infamous Norris the Gray, where the party found treasure and guarded by opponents.  Only 6 pieces of gold, 30 silver, and 36 copper were found on the bodies, but there were a bullseye lantern, a potion of cure light wounds, eight arrows, and eight crudely made wooden short bows in the body pile after the first encounter.

Eight more of Norris' men were defeated, and on one of the bodies, Fizzl found a piece of parchment that bore a password written in orcish:  Darkness.

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