BenCo the Brave


After crossing the desert and meeting a band of roving gnolls, and saving a few of them from a giant scorpion. The group decides to camp outside the crypt and rest, the next morning they venture into the crypt, after dealing with a few evil rodents and clearing then entrance out the group found that large stone doors can be dangerous, smacked Soar in the face and thus it was decided that Soar would open all future doors…

After detecting a trap on the next door and disabling it only to find that it led to an empty pantry. All other rooms in this crypt having once been what appeared to be occupied, all the fancy clothes when touched turned to dust :*(

After cramming through tight cooridors the group happened upon a room pitch black with a lovely rumbling beyond, this room was inhabitated by a stone worm and magic along a side of the wall.

The party later discovered that this magic that was detected was a series of portals, after dispatching skeletons in the adjoining room, and running through the portals over and over and over again, Rhunningo managed to get himself trapped in a room with a wagon, only to find out that the portal in that room lead to what was more or less an inverted gravity well that led him to a key, this key opened the door to what was Bellenith's tomb.

Rhunningo without a second thought as to the words of advice given (do not disturb Belenith) runs straight in reaches past the magical barrier surrounding and suspending Belenith in her tomb, grabs the amulet that she was wearing and the entire room grows quiet as the summoned appiritions dissipate.

Hauling nearly 5000g worth of gems, jewels, and gold the party departs and heads back to Cacinethal to report the undead problem has been dealt with. Only to find out they are tasked with investigating the issue of the conflicting reports and rumors of subterfuge within the kingdom.

Undead in the Desert
4th Adventure

Cacinethal once again summoners the adventuring band of travelers and asks them to sail the river and meet a guide in a small town outside the mountains skirting the desert, for there have been reports by traveling merchants and caravans of undead in the desert.

Setting out, the group boards a boat and sails the river only to encounter a baby river drake. Thankfully this was only a young drake and the group was able to keep it from sinking or destroying the boat. However the drake was quiet insistent on taking the boat out for crossing its territory. Managing to knock the drake off the boat and back into the river several times (including Soar at one point) the drake then in a burst of anger bellows out a line of flames and sets the boat afire. The captain continues to complain about his boat taking damage, and as Fidgit is saving the sails, the drake then decides to retreat back to his waters and lick his wounds rather than die to what was thought to be easy prey.

Once the travelers made it to the small town and met with a few of the caravans, the group was able to convince the guide to procure a wagon and camels for the desert trek (at the cost of the king/high council as well!) After procuring the means to travel the desert the group was able to narrow down the location of the undead and thus managed to convince the guide to continue to travel with them through the mountain pass and into the desert so that they would hopefully be able to make the return trip as well.

Once in the mountains, the narrow(ish) trail kept the wagon and camels from moving too quickly, Soar remembering the last time they were on a narrow path, demands the group have a pow-wow to discuss why the archers need to focus fire on the more squishy lightly armored threats than the big lumbering targets… once Soar was able to start this discussion/argument with the party he slips out of the conversation and further up the road. After sneaking further up the trail, and using his keen vision (thank god we have a BIRD!) was able to notice 4 onyx colored shimmering lumps, Soar proceeds back down the path and tells the party (who is still trying to figure out how to travel as a group) that there are 4 odd looking things ahead. The guide knowing the region can be trouble stays back with the camels and wagon and gently (prods) the group forward. 5 onyx colored winged monsters sprung up in what they thought was an ambush on travelers only to discover that the group already knew where most of them were, making quick work of the first two and only suffering a minor wound from a thrust spear the group tackles the small pack of beasts and continues forward to the mouth of the desert.


A lapse in cohesion

Cacinethal, sends word to the travelers that helped clear the market district. All but Cyrrus are found and summoned. The five travelers are now tasked with getting a report, sealed, from the front lines to the west, back to the king. Reports from the war in the west say that nothing is going on and we should recall the troops. Cacinethal says he suspects  that the messengers are being intercepted and the reports changed. The travelers were then tasked to report to the western front and get a hand written report, officially sealed from someone higher ranked than a captain.

The band of travelers set forth and made their way to the western front. Along the road they made quick work of a small wolf pack. A little further down they noticed something blocking the road thought they heard voices. Soar stopping and attempting to slip into the brush and scout ahead, was being left behind by the party that continued to press forward without thought.

Encountering a small group the party stepped up to speak with them, after being told they must pay a tax to continue and refusing a fight insued. The last thing Soar remembers is holding his own with the help of Fidget and her pet fungi against what was clearly the brigands leader and his pet hound. The archers missing most of their shots or focusing on the heavily armored man, were set asleep by the caster who went largly unnoticed for a time. Soon after waking Sudina and Vanoliel focus fire and drop the magic wielder. However the ragged man on the opposite end of the road was making short work of Puff (Fidgit's fungal sidekick) and soon made his way to closing ranks with his leader. Soar manages to dodge and outlive the leader and manages to bring him down, the leaders loyal hound refusing to back down from this strange humanoid bird that dropped his master bites and refuses to let go. Most of this story is a blurr from here…

For awhile after this encounter Soar awakens back in the capital near his stream next to the druids camp, and feeling ill spends nearly all of the gold given to him by Vanoliel to visit the priests to cure what ailed him.

The talkative Gnome informs Soar that they brought his body to the front lines with them and got the report from the General. There was obviously no war and the General wanted to send his troops home. However, upon returning to the capital city (still with the body of Soar) the adventurers were taken before the King and their report from the General was read. It gave a very different account of events and requests more troops. Confused, the remaining party members informed Cacinethal that the report must be wrong. He promised to investigate the situation further. He also gave them a reward, part of which they used to pay for Soar's restoration.

The Market Square and Bandit Gangs

There was a fight in the square, there was a fight in an alley. Running-go-DURR tried to kill people. Violin wouldn't let him. They were tricked by a beggar. They were helped by a beggar. Apparently all is fair in love and begging.

Cacinethal summoning the travelers at the request of the High Council, tasked this motley bunch to help deal with an upstart gang that was causing trouble in one of the market districts.

The group decides that the best place to start would be the market. Splitting up the group begins to ask around, merchants, shoppers, and passers by are all asked if they have seen or heard anything. Cyrrus takes the more direct approach flat out asking if anyone has seen any bandits in the area, while some were trying to make contacts, and others diplomatically trying to pull information from the market. Cyrrus ultimately succeed in that his blunt questioning brought about unwanted attention from the gang and thus they came out to question this tiefling as to why he wanted to know. This led the market goers to slowly clear out of the market sensing the tension and uneasiness caused betweent he naive tiefling and what was clearly one of the bandits. Needless to say the market quickly cleared out as a fight insued. This fight went well enough with only a single bandit escaping and dodging Vanoliel's arrows as she loosed them at the fleeing man.

After arguing over whether or not to kill the bandits (which by order of the King and High Council we were permitted to do so) the diplomatic paladin convinces the group to keep them alive. After securing the prisioners the group decides to "procure" one of the market cart/stalls and bring the bandits along to turn in for sentencing.

Heading down the same alley in which the bandit from the market escaped the group happens upon a beggar. Soar offering the beggar a gold piece to tell all about what he had seen, this beggar however turned out to be a lookout for the bandit ambush (possibly set by the escaping bandit fromt he market). Soar not taking kindly at his attempt to help a beggar and recieve information pummels the beggar as the ambush begins. The ambush looked to be slipping, however the group manages to convince one of the casters in the bandit group to throw in with the adventurers and help end the gangs grip on the district.

After surviving the ambush the turncoat bandit led them through an alley signaling as he passed, helping smuggle the adventures closer to the bandits hideout. Sneaking into the warehouse and clearing out the bandits the adventurers manage to complete the task given to them and  learn a valuable lesson in taking out the mostly armorless casters and tehn focusing on the more muscular fighters next. The adventuring band returns to Cacinethal for their reward.

Bar Fight

Travelers from all over found their way to a tavern/pub named 'The Drunken Drow'. Mess Not the orc proprietor of this fine establishment knows most of the locals that come through and seeing a lowly drow elf sitting in the local Joe's favorite seat paid it little mind knowing Joe would not be deterred by a drow. Joe confronted the drow, Rhunningo, and demanded that he remove himself from his spot. Oddly enough Rhunningo paid joe little attention other than to tell him to back off and leave him be to drink. Joe not taking kindly to being told off by a drow decided to add a little extra to the drow's next drink in order to dull his senses. Joe confronts the drow once more and this time a scuffle begins, Joe spills a celebrity's drink and the celebrity gives Joe a push back yelling "BAR BRAWL!"

At this point the tiefling, Cyrrus, sitting across the table slinks further into the corner in attempts not to be drawn into the fight. Joe bumps a giant of man and spills his drink, the man flattens Joe and gets pulled into the brawl now as well. Seeing the chaos ensue a gnome, Fidget, jumps onto the bar and begins cheering the fight on. After watching the big man smash Joe the tengu, Soar, made his way across and attempted to bring the big man down.  Seeing Joe knocked out cold on the floor, Rhunningo takes the opportunity to beat the unconscious man for poisoning his drink. Across the room an aasimar, Sudina, begins to back off and head for slightly higher ground standing on the stage with the performers. Across the stage a half-elf, Vanoliel, attempted to diffuse some of the patrons by speaking to a pair of drunken dwarves.

As the brawl continued, the guards came crashing through the doors, managing to tanglefoot most of the brawlers and surround the beaten and bloodied Joe as well as Rhunningo. As the guards were pouring in Soar finally manages to subdue the large man keeping him from drawing too much ire from the local authorities. Rhunningo however refusing to let the man who poisoned his drink forget him, attempted once more to beat the unconscious man. The guards stop this attempted murder, arrest and sentence the drow to the dungeons.

Cacinethal, a servant in the high court, got Rhunningo's sentence reduced to time served in service to the realm under the ward of Vanoliel. In the following month the travelers that met in passing at The Drunken Drow received training and met once again at the formal summoning of the King and High Council.

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