Haunt of Magic

Lost at Sea and in Time

I thought this could not get any weirder, but it has. We have been missing not for a few months but for 20 years. 20!

A quick recon of the island found no way off. No ship, no dock and no sign of anyone else. The comments made by the hobgoblins when we appeared led us to believe that a ship, with as many as 60 goblins, could arrive within a week. We figured our chances were better at sea, so we spent a few days gathering supplies and building a raft, then set off for the trade lanes to the north. We were well out of water and food by the time we were picked up by a halfling merchantman. The captain of the ship knew Perrin, or Perrins family, or something, and he was the one who told us how long we had been missing. Quite a shock, but it just hardened my resolve to find that mage who “vanished” us.

The ship took us to Fattera Etria, the Eladrin land. There we found rumors that have led us to a tower just over the border in the Swathe. Supposedly there is a oracle of sorts here who will answer a question for us, which should get us closer to finding the Vanisher.

Kills this week/total
  • Galatus: 0/11
  • Krihko: 0/4
  • Arrian: 0/8
  • Saleed: 0/14
  • Dain: 0/13
  • Perrin: 0/17
The List:
  • Galatus 6/1/09
  • Krihko 6/15/09 (Bugbear with morningstar)
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The White Dragon

Perrin climbed up a tree but could see no signs of civilzation so after a nights rest we headed east along the mountains. This brought us to a path up the mountain and a cave entrance. Not having any other prospects we headed into the cave, hoping to find a way through the mountain range. As the cave exited it passed through a small, snow filled valley where we were ambushed by a white dragon! Though it was close, we emerged victorious and the dragons hoard provided us with some gold, which is useless at the moment, and a set of magic armor which fit me rather well. Another trophy for when I return home, along with the dragon teeth I collected. I must brag on my knocking over of the dragon so my allies could savage it with impunity.

The tunnel led to a room, that while it looks normal turned out to be a trap as the walls began closing in. We all made it to the other side and out a door, where we found a magic circle on the floor and a “wizard” on the other side of an invisible wall who taunted us and said we were the first to ever pass the test, whatever that means. There was a flash of light and we all appeared in another location where we were beset by a group of goblins and hobgoblins. It appears we are on an island in the Broken Teeth. While not home yet, at least we know where we are now.

Kills this week/total
  • Galatus: 0/11
  • Krihko: 0/4
  • Arrian: 3/8
  • Saleed: 4/14
  • Dain: 3/13
  • Perrin: 2/17
The List:
  • Galatus 6/1/09
  • Krihko 6/15/09 (Bugbear with morningstar)

The White Dragon

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When O' When
No sense at all

The heroes took a light rest after defeating the last bunch of goblins. After traveling for a while through some natural caverns they came to a room that to them appeared to have been a pool or pond at some point. They figured this since it resembled a empty pool and they saw drains. As they moved through the rooms out of the drains came two Ochre Jellies. A hard fight began though the Heroes prevailed and then continued on their quest for freedom and answers.

After several more hours of traveling they reached the surface and saw that they were in a valley in the middle of some mountains. They started across and were immediately in some dense woods. Soon after they were set upon by several hungry wolves. After defending themselves and taking a few wolf teeth as trophies. They had a discussion about how much light they probably had left in the day. Saleed being the most knowledgeable in these matters declared it to be spring. This caused some consternation since they all remember it being different times of years. After some discussion they realized they all remember it being the year 484(as counted since the Day of Purple Sun). Yet at least one of them said they last remember it being winter, they deduced that they were now in the spring of 485. After this they had even more questions that they want answered.

After traveling through the forest they came to the other end of the valley and found a stream and a small cave that apparently was home to several drakes including a Rage Drake. Once they had overcome these beasts they were extremely tired and it was getting late so they decided to rest for the evening and find a way out tomorrow.

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Dirty Smelly...
Goblins!

The group continues on through the Gold door and immediately finds more Goblins. While fairly handily defeating this group two of the Goblins run and lead them down a long corridor that happens to have two pit traps just before it widens and a couple more goblins are waiting for them.

Though overcoming the traps and reaching the goblins was somewhat difficult the heroes manage to overcome them. After a quick breather to disable the pit traps and slap some bandages on their wounds the group presses on. They enter an area of natural caves and come across yet another group of goblins. Led by a Goblin Hexer this group give the Heroes more trouble after a rough battle our Heroes do prevail.

They do find a chest that contained a brooch, a pair of bracers and a small vial. Hoping that they have seen an end to these nasty filthy goblins the heroes take a short rest and press on.

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The Begining
What the Hell??!!!

Our adventure begins as our heroes each wake in a small stone cells with no windows or obvious doors. Each remembers going to sleep in a different place. Doors of the cells open and our PC’s meet for the first time. Each has only the clothes on their backs but soon notice their packs and armor against one wall and a locked door on the other. After several tense and confusing minutes the door swings open into a room. Then from one of the other three doors in that room come six armed goblins. Some of the PC’s retrieve weapons that are hanging on the wall while other proceed to fight barehanded.

Once this is over they continue out one of the other doors and find a hall with a door at the end and one in the corridor. Krihko decides to open the corridor door and out pour a mass of rats. The PC’s prevail though Krinko is afflicted with Filth Fever. They end up in a strange room with a magical fire pit in the center and two doors, one that is some back metal the other a Gold colored metal, that should lead out but they cannot open. After a long rest, that to some seems somewhat magically induced they awake and discover off questions appearing on the walls when they approach them. After they answer these questions about the History of Belshurr, and getting many correct, a handle appears on the Gold door…

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Welcome to your Adventure Log!
A blog for your campaign

Every campaign gets an Adventure Log, a blog for your adventures!

While the wiki is great for organizing your campaign world, it’s not the best way to chronicle your adventures. For that purpose, you need a blog!

The Adventure Log will allow you to chronologically order the happenings of your campaign. It serves as the record of what has passed. After each gaming session, come to the Adventure Log and write up what happened. In time, it will grow into a great story!

Best of all, each Adventure Log post is also a wiki page! You can link back and forth with your wiki, characters, and so forth as you wish.

One final tip: Before you jump in and try to write up the entire history for your campaign, take a deep breath. Rather than spending days writing and getting exhausted, I would suggest writing a quick “Story So Far” with only a summary. Then, get back to gaming! Grow your Adventure Log over time, rather than all at once.

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