Arboria

When the Ends and the Means are Justifed

Previously in Arboria

  • After a careful rest, the party proceeded to clear out the remainder of the monastery.
  • Descending again, the party advanced towards the western part of the ruins, finding an empty and dusty barraks. Proceeding north a mess hall was found where a recent battle had taken place.

  • Within a matter of moments sudden footsteps were heard northward as a pair of disheveled ghouls came running, into the mess hall. Apparently they were being pursued. Two man-sized creatures, no skin, black muscles, red glowing eyes were firing magical crossbows at the ghouls. Missed shots hit nearby walls with a blast of rock from the strong magics.
  • The party advanced on the two crossbow wielding adversaries once the ghouls were dispatched. Co-ordinated tactics quickly brought the unknown assailants down.
  • Vade’s son, Savram, quickly assessed the party as ‘seemingly competent’ and insisted that they help rescue his friends that were abducted by a smoke demon. Savram, obviously, has a high opinion of himself.

  • The party continued their exploration at the urging of Savram. They found and rescued Kimi, the tomboyish daughter of a local renowned ranger. Ripping the leg from a nearby wooden table, Kimi was determined to rescue her friend.
  • The group advanced onward through some rough hewn tunnels filled with smoke. At last, ahead, they could see the soft glow of a red-hot forge. Hammer-to-iron could be heard ahead, along with the simpering sounds of a crying child.

  • Ahead, near the forge, the party could see an underwordly monstrosity covered in chains. Nearby, a plump boy wrapped with chains and linked to the monstrosity was silently crying, near exhaustion and almost unconscious.
  • The party slowly advanced and prepared for the inevitable demise of the thing-that-should-not-be. As it turned, combat ensued with the addition of two hell hounds, jaws dripping with ash and lava, which immediately breathed gouts of fire from behind, hitting the children.

  • The smoky room made combat difficult. With the children near or seemingly dead, the party finally brough down the master of the ruins.
  • In the aftermath, the party manage to save the children…barely. Exhausted and disheveled, they all rested before returning to town.

  • In the last few weeks, the party has learned more of the political and social structure of Ravenbrook. This sad town needs some serious trimming of fat. The party now set their sights on a new adversary…Thuldrin Kreed, who runs his town like a mini kingdom.
  • Plots are hatched, and a new chapter begins.

What do you do?

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Time Enough for Sleep in the Grave...

Previously in Arboria

  • The party decided to proceed north through the center of the area, avoiding the pressure-plate filled circular.
  • Many strange traps and situations were encountered; a steam filled room with a pair of shocker lizards, a vaulted room with statues on opposing sides where the room itself would quickly invert, causing the statues to pummel the party; a listening chamber where all the sounds in the underground temple could be heard, protected by incorporeal undead.

  • Eventually, the party reached the High Abbot’s Chamber. There, a strange contraption that looked like an automated anvil and hammer was found. Laying across it was a skeleton with a crushed skull. Pining away at the remains was a homunculous, crying for it’s long dead master. Zhevon captured the critter in his cape, and then proceeded to test out the newly acquired machine.
  • A small splatter of blood later, Kima and Yonik discovered some treasures laying about the room. The skeleton had a magical, cursed, gauntlet made from Cold Iron. Yonik found an incomplete sculpture of an owlbear, and a small plaque of obsidian with the final words of the Abbot.
  • Zhevon, not satisfied with his earlier tests, proceeded to use the cursed gauntlet to ‘acquire’ some Cold Iron for later usage.
  • Following the double doors from the Abbot’s quarters to the east, it lead to a hallway that went south to the previously found circular chamber of plates. Northward, the passage turned a corner and lead to another secret door.
  • Zhevon opened the door and immediately closed it. Beyond the door the party could see combatants that were prepared for them.
  • These humanoids didn’t look like they had skin. Their muscles were black and where tendons would be it was a lighter shade of grey. Their eyes were wide, unblinking and glowed red like smooth blood-colored gems. Each bore some type of a strange crossbow that glowed.
  • Upon closing the door, the party then decided that perhaps a re-grouping was in order. They encamped upstairs in a hidden chamber that was at one point the monk’s quarters.

What do you do?

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All work and no play...

Previously in Arboria

  • The party decided to assist Ravenbrook by gathering the remainder of the ingredients that Laurel mentioned.
  • The pickled rat’s tail was a root found within an old shack out in the woods. The shack was dilapidated and run down, possible abandoned for a few decades. Before the party was able to acquire the ingredient they were assaulted by an animated cauldron taking up large portion of the small shack.
  • Next, the group found the tallest and oldest tree within the woods. High in the branches there were three bodies that looked to be local hunters. As she approached the tree, Kima was attacked by a large half-lizard half-humanoid like creature. It was later learned that the creature was a Tatzlwurm and was a distant cousin to dragons. The creature was skinned and it’s not sure yet if the pelt can be used in crafting special armors.
  • Arriving back at Ravenbrook it was learned that 15 more people had died since you left (death toll since you arrived is 20 total). It seems that the town had been awaiting your return once it was rumored you were to investigate a cure. Laurel thanked you and gave each of you a small reward of coins (there’s not much more she could offer).
  • The party returned to the monastery and entered the lower chambers. These areas are extremely well constructed with very smooth floors, wide corridors and robust double doors in most locations. The entry room had a partially destroyed obelisk of obsidian. The obelisk had many dwarven runes and depictions of Droskar, dwarven god of toil and domination. It seems that there was recent work done on the obelisk where parts had been chipped away.
  • A side room had a sacrificial pit filled with lava. Evidence of previous sacrifices could be seen where blood had seeped into the sides of the lava-pit. Hiding in the vents above were two Gricks that assailed the party.
  • North of the lava pit, behind locked doors, a long hallway was traversed until the party met large menacing and obviously Corrupted rats feeding from a decapitated corpse. Short work was made of these dog-sized monsters.
  • Following the corridor, ignoring a side passage, it ended is a set of locked double doors. Beyond was a circular room with a stone obelisk rose from floor to ceiling, its surface covered with metal bands and encrusted with deposits of a strange greenish mineral. The floor of this chamber is strewn with headless skeletons and scattered bones (no skulls among them). A dented steel shield and bits of metal armor lie at the foot of the obelisk.
  • Working in tandem, Zhevon and Kima soon learned that there were many plate triggers within the room. Not knowing what would happen, it was decided to toss the headless corpse into the room. As it landed, the corpse was engulfed in a blast of lightning and the doors closed, almost trapping one of them inside. After a few minutes, there was a click and the doors relocked themselves.
  • Ignoring the circular room for now, the party decided to take a side passage that looked like it would lead them back to the stairs. An evil hiss arose from the darkness ahead. A floating dwarven form shrouded in full plate rounds the corner. The air about the dwarven specter shimmered eerily, and the walls and floor sizzled and smoked where it passed. The thing’s boots scorned the earth, gliding a full foot above the masonry floor. It dragged a cruel bloodletter axe in the air behind it.
  • As the specter closed in upon the party it was soon learned that the creature was actually an empty set of armor encased in a gelatinous cube. It followed to group as the party laid oil traps and lead it into the lava room in order to destroy it. Battalacus ended up with a nice set of armor and a glowing magical battle-axe as a reward.

Please note: I did a google search for battle axes. I went through the list not liking what I saw until I came upon the squirrel shouting No. I don’t know why it came up in the search but thought it too funny not to include.

What do you do?

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To Clean or to Cleanse

Previously in Arboria

  • The party finally arrived in Riverbrook and learned of the origin of the plague. They eventually met with Laurel, the local midwife and herbalist, and she mentioned a possible cure. One of the ingredients could be found at the dwarven monastery.
  • After acquiring a map, the group decided on a direct path to the monastery through the Darkmoon Vale. There were several strange encounters, such as mysterious tracks that suddenly vanished, and fey seemingly impaled upon trees.
  • The party finally arrived at the monastery after 3 days of travel. After a quick recon, it was decided to enter the building through a large opening into the dilapidated library.
  • With Battalacus at the lead, you made quick work of the remaining denizens within the monastery. Battle proved difficult against a very large and intelligent Worg guarding one of the ingredients, but the party prevailed.
  • Finally, the party found a hidden chamber within which they could rest up and then descend to the next level…
  • …or, should they continue searching for the remaining ingredients knowing that there are lives at stake.
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Ravenbrook At Last

Previously in Arboria

  • Heading westward, the party soon reached a small farming village with a local lord.
  • It was soon discovered that a child had become ill with a plague-like disease. Zhevon managed to work up a medicinal tea that alleviated some of the pain the child was experiencing. However, the child could soon die.
  • The party visited the local lord and plead for the child to be taken swiftly to TwinPort West to receive care from the Mystics of Dyna for it was discovered that the plague may have originated through Corruption.
  • Several days later, the party was thwarted an ambush by several mainland Hobgoblins and their employer; Bavo, the wizard assistant to Taezal, the Alborian druidess that orchestrated the attack on the party’s ship several weeks earlier. Obviously driven mad by his extended use of Corrupted Arcanic magic, the party relieved Bavo of his life.
  • A few days later, at long last, the party reached a ferry that would take them across the river. On the far bank, the party could make out the roughshod hovels of the village Ravenbrook.
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Preparing for War?

Previously in Arboria

  • The party came upon a minor roadside community that was surrounded by three different legions of about 100 soldiers each. Dwarves, Elves and Arborian Hobgoblins were representing and cooperating.
  • It was decided by the party to try and get a few of the dwarves drunk to learn more of what transpired.
  • Hector Longchain, a highly skilled sapper in the dwarven legion, easily volunteered his insight as to what was going on, and confirmed that Aborian Hobgoblins are nothing like the Hobgoblins on the mainland. He suspects that Arborian Hobgoblins are a completely different race.
  • Your new friend Hector also volunteered that the three legions were marking up to the capital in a show of strength and unity to bolster moral for an upcoming war. Unfortunately, no specifics were learned.
  • At the beginning of the next day, the legions had left or were leaving the community. Your party continued to travel south through heavy forest.

  • At midday, you encountered an extremely tall man, about 8-10 feet. Long beard, flowing white robed, ancient face with piercing eyes. He said ‘Assist Me’ while you watched the forest close in behind him.
  • Following the entity, you were led to a dead and fallen tree that was re-diverting a small brook that would eventually cause a flash flood upon a distant farmstead. Asking the entity why he could not move it himself, his only answer was ‘Forbidden’.

  • Your party set about to work on the dead tree. Close to finishing your task you were accosted by Minions of Corruption, which you dispatched quickly.
  • Completing your task the entity gave you a give of a fine meal. The next day you discovered some magical trinkets as an additional reward.
  • Continuing your travel southward, you soon discovered that your travel time has been substantially reduced. You are only about nine days away from your destination. Kima found a nearby shrine to Ohstaiya and gave prayers & offerings in thanks for their speedy travel.
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...And on.

Road

Previously in Arboria — South of TwinPort West

  • Interviews were conducted and two new associates were hired: Yonik, a robed dwarf highly proficient in the use of bows and Kima, a tall human woman with dark hair and birthmark in the shape of a scimitar on one cheek.
  • The mists of fate revealed signs and portents to some party members on the night before leaving TwinPort West.
  • The party traveled southward from TwinPort west following the well maintained cobbled road. Many pastures and farms were found along this southern route. Merchants, caravans and soldiers of all sorts travel in both directions along this main trade route.
  • The first night on the road was spent in the barn of an Imperial Waystation. These waystations are places of safe haven for travellers along the Imperial roads.
  • At midday on the second day of their southward travels, the party came upon a small farm that had been looted and pillaged by some escaped criminals. The only survivor, a small baby, was given to the Imperial patrol that happened upon the carnage after the party successfully took revenge for the family upon their killers.
  • The party decided to give the loot they found upon the criminals as a gift to the orphaned child. As a reward, all members of your group received small wooden tokens that could be redeamed at any waystation for a small amount of coin in reward for their services to the Imperial armies.
  • Zhevon looked upon the wooden tokens with a glint in his eye.
  • For their second night, at sunset the party came upon a small community where there was an inn, a general store and a blacksmith to services to travellers. Also, there’s a warehouse for the storage and trade of common goods (grains, lumber, textiles, etc.).
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The Road Goes Ever On...

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Previously in Arboria

  • Battalacus met with Maudain, a Forge-Priest of Moradin and received insight and assistance in locating the dwarven monestary. A great reward awaits him upon successful completion of his task.
  • Zhevon was able to make contact with local ‘representatives’ that are requesting assistance in a region on the borderlands between the Imperials and Dwarfholm. Zhevon also learned the meaning behind the perverted symbol of the Aliantha leaf.
  • The party visited the Mystic temple to complete their original mission. The Mystic that accepted delivery, Marlan, gave the party many gems as their reward, in excess of the original fees promised.
  • Zhevon asked about a magical wooden sickle which bore the mark of a perverted Aliantha leaf. Marlan, a matron within the Mystic order, revealed that the weapon itself was corrupted, and was amazed that the party survived as long as they did with such a weapon in their possession. It was then that the party learned of the special properties of the silvered turquoise necklace in their possession.
  • Marlan destroyed the corrupted sickle and paid the party an additional sum for bringing it to the Mystics. It was then discovered that the party had a mild exposure to corruption, which Marlan was happy to remove with the party’s permission.
  • Rory and ‘Priest’ took their leave but promised to return if their help was ever needed. They also expressed a desire to accompany the party should they make plans to return the silvered turquoise necklace as requested by the ghost Bruenor.
  • Battalacus and Zhevon then began making plans for their joint journey to Ravenbrook, a small though important lumbering community.

What do you do?

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Civilization At Last

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Previously in Arboria

  • You surprised Taezal and managed to get several good crossbow hits on her. Unfortunately, she shape shifted into a peregrine falcon and escaped.
  • While examining and looting Taezel’s room, you heard the sounds of battle die down only to be confronted shortly thereafter by hobgoblins dressed in Imperial regalia, accompanied by hobgoblins wearing the field armor of the Hobgoblin Enclave.
  • The Diplomatic process broke down when the party forcefully took a human spokesman hostage and demanded the release of their friends. The Hobgoblin commander forced his hand against his wishes and sent in his elite scouts to neutralize the threat without harming anyone.
  • Later, the party learned that it was the warship currently docked in the nearby secret pirate harbor that they had seen on the night of the pirate attack, and that they were guided to their current location.
  • The Imperial Hobgoblins and ambassador were sent to escort a Hobgoblin ambassador and his entourage to the mainland. It is not clear if the Emperor extended an invitation or if there was something else going on.
  • The party finally arrived at TwinPort West; the western half of the largest Trade-State City in the world. Although less oppressive than the Isle of Tiernan, the Empire’s heavy hand could still be felt here.
  • It was quickly decided that the group would re-equip themselves and then get out from under the Imperial Eye. It does feel awfully stuffy here, doesn’t it?

…What do you do?

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Welcome to the "Jungle"

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Previously in Arboria

  • After a short rest and reequipping yourselves in the Cairn’s armory you finally found the source of the Corruption for the island. A large cube-like object, obviously a machine of ancient origin was flanked on either side by the porcelain statues.
  • Two large tube-like structures extended from the cube and into the ceiling of the vast chamber. Upon the cube advancing towards you, there was an explosion of corruption that to your knowledge had no affect upon you. The tubes separated and became snakelike appendages. Seemingly, your attacks upon the cube did very little to no damage until you dispatched these two snakelike combatants.
  • The porcelain statues advanced on a corruption filled crevasse within the large chamber. Upon apparently draining away the Corruption upon the destruction of the cube. Then, they phased through the ceiling.
  • After a short examination of the room, you were confronted by the spirit of Beornor of the Wolf Clan, he who’s cairn you infiltrated. He explained the ancient enemies and named them Eldenfell. He wished you well for your endeavors, and claimed to count you among his family in the afterlife. His sole request was to take a silver and turquoise necklace and bury it at the foot of a wolf edifice far to the north. Beornor next explained the means of escape and warned of taking any armor as it would be a burden.
  • You found a pool of water that led to an extensive underground waterway of fresh water. This in turn led to the drain pipe of an apparent spa or bath. Voices were heard, and caution was taken but, ultimately thrown to the wind.
  • Taezal, a female hobgoblin seemingly in charge and wearing the same armor as those which attacked your ship, happened upon your scouting attempts through her chambers. You luckily got a few shots off on her before she covered the hallway in vines making the passage more difficult to traverse. Backing away, she raises the alarm, cackling with glee at your soon to be destruction.
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