Adventure History

Session 11 (9/3/2011) -

Off to Blood Wood (and who knows where else)


The heroes have accepted Hiermon’s quest and left shortly after preparing in Haven for the journey, with some items only found in a unique place such as Haven. 9 days of travel went by with only a few moments that the heroes felt on edge. Otherwise the travel was monotonous and mostly uneventful.

On the 9th day, smoke similar to the wreckage they saw on their way to Bartertown stood before them. As they drew closer they were relieved to find that the smoke was just coming from a small corner of a trading post (not one burned to the ground) that was actively bustling with Name-givers. A central place to rest, the characters stabled their mounts and rented a room for the night.

Sadly their night of sleep was rudely interrupted by orks that had broken into the 2 separate rooms, searching and attempting to kill the heroes. The fight ensued in both rooms but the heroes were mostly triumphant in the end. Gerneck was knocked unconscious as was Benoni, who was mere inches from death and did not recover from unconsciousness until the next morning. Only two orks survived through unconsciousness, but were quickly dispatched by Korose before any other options could be discussed as to what to do with them.

So, not knowing the intent or purpose of their attackers, the heroes continued on towards the Blood Wood. About a day’s journey away, they came across a destroyed caravan of about 4 wagons and many Name-givers. The carnage was similar to that of the settlement found a few days from Bartertown when the heroes had traveled from Ardanyan. Gerneck experienced the death of one of the victims to find a woman seeing the same creature as before and then suddenly being in an area where she was being held against her will by four or more other Name-givers while a baby was being held by others, being tortured and killed. She screamed out to the babe, sobbed and then suffered death from a heart-attack or something similar.

Along with a book found with the one body, Gerneck and the rest of the group felt this was enough for now and decided to continue on, but not before Benoni buried the one body with the help of some of his comrades. Why he insisted on the one body and not the others was not made known to the group, but a single arrow was left on her tombstone and they now continue on their way to the Blood Wood to continue their quest.

Session 10 (8/19/2011) -

Seeking Answers Leads to Lots of Legwork


The heroes decided to head to Haven to find a man who might be able to help them figure out their magical items. They board an Airship to Haven, only to have to put up with tight quarters and a shortened trip. The ship has issues and lands a half days journey from Tureem.

The characters are surprised when the town greets them with a warm welcome and they quickly learn it is expected that they will dispose of creatures terrorizing the village. They also learn that Benoni’s mother moved from the village some time ago, but no one quite knows where. A silver haired elf came just 1-2 weeks ago asking about her as well.

The heroes defeat the creatures with ease, much to the frustration of the powers that be. They claim their reward, head to Haven and find Hiermon, the man who is willing to unlock the mysteries of their items…for a price. The heroes are now to head to Blood Wood, an 18 day ride from Haven, to deliver a treasure to Blood Warder Takaris in exchange for a rare plant that only grows in the Blood Wood. The heroes now prepare for the longest journey they have had to make yet.

Session 9 (8/6/2011) -

This Adventure Just Went Up in Flames


The heroes decided to detour from their route to Bartertown and the Kingdom of Throal leaving their escortees frustrated and annoyed. The heroes wished to find the source of the smoke which proved to be a small settlement of about 5 homes and barns. As they approached, Benoni spotted Argathiel and did his best to chase him down, leaving Eramos to continue the chase with his flight. Unfortunately, neither was fast enough and they lost him to the jungle.

Reviewing the scene before them at the settlement, the heroes found crisply burnt bodies. Gerneck experienced one of the body’s deaths to find himself face-to-face with a creature of some sort and then suddenly drowning in a large body of water only to return back face-to-face with the creature, the victim grabbing at his own throat and falling to the ground dead. Not sure what to think of the situation the heroes continued on to Bartertown to finish their contract.

The heroes have now arrived in town and are spending some time training, researching items and getting their weapons improved, as well as determining what to do next. Benoni and Cortex have found a recommended weaponsmith by the curious name of “Argathien” who, after further discussion, find is Argathiel’s son and also knew Benoni’s mother – who until recently lived in Bartertown. Last he heard she had moved to the village of Tureem, far to the north-east close to the town of Haven and the ruined city of Parlainth. And while Argathien is Argathiel’s son, he says he has not seen his father in 15 years.

The heroes are now trying to determine what to do next. Explore the jungles to the west in hopes of finding Argathiel and the other betrayers of the kaer? Or head to the north-east to Tureem and Haven, most likely by way of Airship? And what of the Troll? What is it Korose will do? He is not obligated to these Name-Givers. Will he continue on in Bartertown or find a way to stick around these guys a little longer?

Session 9 (8/6/2011) -

This Adventure Just Went Up in Flames


The heroes decided to detour from their route to Bartertown and the Kingdom of Throal leaving their escortees frustrated and annoyed. The heroes wished to find the source of the smoke which proved to be a small settlement of about 5 homes and barns. As they approached, Benoni spotted Argathiel and did his best to chase him down, leaving Eramos to continue the chase with his flight. Unfortunately, neither was fast enough and they lost him to the jungle.

Reviewing the scene before them at the settlement, the heroes found crisply burnt bodies. Gerneck experienced one of the body’s deaths to find himself face-to-face with a creature of some sort and then suddenly drowning in a large body of water only to return back face-to-face with the creature, the victim grabbing at his own throat and falling to the ground dead. Not sure what to think of the situation the heroes continued on to Bartertown to finish their contract.

The heroes have now arrived in town and are spending some time training, researching items and getting their weapons improved, as well as determining what to do next. Benoni and Cortex have found a recommended weaponsmith by the curious name of “Argathien” who, after further discussion, find is Argathiel’s son and also knew Benoni’s mother – who until recently lived in Bartertown. Last he heard she had moved to the village of Tureem, far to the north-east close to the town of Haven and the ruined city of Parlainth. And while Argathien is Argathiel’s son, he says he has not seen his father in 15 years.

The heroes are now trying to determine what to do next. Explore the jungles to the west in hopes of finding Argathiel and the other betrayers of the kaer? Or head to the north-east to Tureem and Haven, most likely by way of Airship? And what of the Troll? What is it Korose will do? He is not obligated to these Name-Givers. Will he continue on in Bartertown or find a way to stick around these guys a little longer?

Session 8 (7/22/2011) -

To Guard a Van


Having accepted the request of Joran to guard the caravan, the heroes find themselves with a blood-thirsty, hand-for-hire Troll Warrior who also joined the cause to guard the caravan, as the payout appeared to be to his liking. Having made all preparations necessary the group left the town and headed north to the great Kingdom of Throal.

About 3 days in, the heroes find themselves attacked by Ork Scorchers who attacked the heroes only to find defeat in their cause. Rumors of attacks by Ork Scorchers between Ardanyan and Bartertown are not spoken of – they tend to happen on less frequented roads. The heroes were able to overcome the battle and continued north to where they found themselves at a friendly crossing, surrounded by trees and apparent campsites.

Another group was at the crossroads but the heroes paid no heed to them. They rested and mended their wounds and traveled further north into the 4th day. By about mid-morning, however, the heroes noticed black smoke off to the north-west about 2 miles. For those from Kaer Ardanyan, this is similar to the smoke seen when the tavern nearly burnt to the ground. But the curious smoke is away from the road and hardly on the way to their destination. They are still 3 days from Bartertown, the city outside of the Kingdom of Throal.

Session 7 (6/25/2011) -

Ah…Freedom

The characters found Joran and told him their tale. Joran arranged a council meeting and led everyone to Leldrin’s home, where Cortex revealed the secret passage to the council. From there, the heroes and the guards went up to the Council House to find it empty and the remaining masters that had been captured, dead.

Searches for Leldrin were in vain but the guards did manage to find the heroes’ masters. A short time went by and the kaer was able to celebrate the opening. The heroes were offered Argathiel’s mansion to live in and have been utilizing the last few weeks to train and increase their abilities. All thoughts are now turned towards living life outside of a kaer.

Session 6 (5/21/2011) -

“Flibber Gobble Glippidy Blook” or “We’re…home?”

The characters have made it down the long tunnel behind the shrine and found themselves face-to-face with an illusory wall, seen only from one side. Further searching brought them out of the tunnel and into a small study of an Elvish home. They soon realized that the home was that of Leldrin and decided to get out quickly.

Upon leaving they found themselves in Shal’Minar of the Kaer only to be greeted by large creatures that appeared to want to have them for dinner. After a short fight, the creatures disappeared into thin air and the heroes decided to quickly seek shelter for the night.

The next day they left early in the morning, attempting their best to not be seen and to make it to the Shal’Minar Hall door where the kaer guard was posted. When Benoni spoke, his language was garbled and so was the speech of everyone else until Cortex was able to break free of the spell. To make matters worse, Benoni was unable to control his limbs and began throwing blows at his comrads, unable to tell them what was going on.

The kaer guard was scared and ran, spreading word about what they had seen. This brought about an angry and scared mob of kaer dwellers, bent on putting the tainted characters in their place. Faced with hard decisions about where to run to, the characters finally decided to make a mad dash for the secret entrance by the Council Hall which leads back to Upandal’s Hammer – the store where Harg the Ork is, and where they met Joran Hardhe, Ambassador of Okoros, who sent them on their quest.


Session 5 (5/14/2011) -

We Suggest You Take the Stairs

The characters meet up with Titoo, a human who is wanted by the guards and the leader of the Thieves Guild. He seeks out the characters’ help with his friend, Grankar, who has been arrested by the guard on account of slavery. Meanwhile, Cortex has been released from holding and returns to the forge.

The characters learn of Cortex’s release, meet up with him and, together with Titoo, break into the Council House to find their masters and Grankar. They find their masters and Grankar as well as find a secret shrine and passage connected to the town’s treasury room.


Session 4 (5/7/2011) -

Find a Rock, Knock it Over, Run Away

The heroes find a member of the previous adventure group – a troll by the name of Marxium Lentillias and are unsuccessful in returning to the kaer. They decide to search for a way out and find that the portculis is open. After venturing outside and seeing the true blue sky they find their way to a town where they meet an Obsidiman Weaponsmith named Cortex.

Cortex initially spots an opportunity for some income on the side from the adventurers but after learning that the heroes are from an underground kaer his interests turn towards the possibility of minerals untouched for years that could be used in crafting amazing weapons and armor. Cortex spots a “Wanted” poster mentioning the heroes and quickly leads them to a tavern to discuss matters further. Upon trying to leave the inn, guards surround the inn and, despite Cortex’s best efforts, a fight ensues between the heroes and the guard.

Unfortunately for Cortex, he appears to be mixed up with the heroes and is struck down by the guard. After a fierce battle, more guards start rushing in and the heroes are left with no choice but to leave their new found friend and follow a mysterious stranger from the shadows. Meanwhile, Cortex awakens in an unfamiliar room to a familiar face…


Session 3 (4/27/2011) -

The Masters have Left…Now Go Find Them!:

The adventuring group that left the Kaer has not returned as expected. Just as the heroes are getting restless and thinking they should try to sneak out of the kaer (pfft, like they’d succeed), Ghandjoon lets them know they must hurry to Updandal’s Hammer to find out what’s happened to their masters. There, they find themselves in a secret meeting with Joran Hardhe who sends them on a secret mission to leave the kaer and find out what’s happened to their masters so that an official search & rescue party can be sent.

The heroes accept the mission and leave the kaer, making it to the top of the caverns only to find themselves attacked by elves they don’t recognize. The elves aren’t very open for conversation and don’t give the characters much of a chance to sniff the fresh air of the outside world. The heroes decide to return back to the kaer and let Joran know what’s happened, as they’ve completed their mission.


Session 2 (4/20/2011) -

A Human in Dwarf’s Clothing…or…“The Quest for the Holy Bowl”:

The kaer guard has become frustrated with trying to break the cultists into disclosing the location of their hideout and where the bowl used in the Masters’ meeting’s ritual is located. They come up with a plan, but need the hero’s help. Only after the bowl is retrieved can the adventuring group (the Masters of the heroes) leave on their expedition. The heroes succeed and are considered heroes, if even just for a day.


Session 1 (4/16/2011) -

Ork Thugs, Masters’ Meeting and Catching a Vandalist:

Nothing brings an Archer, Nethermancer and Swordmaster together quite like a street brawl and an inn catching on fire. The heroes take care of some Ork Thugs in a street brawl, entertain themselves as best they can while their masters are in a meeting and, after the inn catches on fire, try to catch who’s responsible.

Adventure History

Earthdawn - Who Really Kaers? gryphon410