Those who fight

Spirits and blades


With the decision made to move against Azgoduk in the north and remove him from his command to drive the Legion of The Shattered Hands into chaos. The party used powerful new magic Dross had learned to travel quickly along forgotten pathways through the darkness. Although the passage seemed easy enough Gompers and Ayla seemed touched by something.

Near the town of Trell the party made camp in a dense, sprawling forest and investigated the town and Azgoduk’s camp to the north. After attacking a few patrols in the area to test their strength the party pulled back to the forest and made plans to gain access to the fortress.

That night a forest nymph named “Guardian” attacked their camp and attempted to capture Narcissa and drag her into the dark, Thanks to a quick reaction by Ayla and Abraxis they drove the spirit off and saved their companion. However their troubles weren’t to end here as the very next night they discovered the source of the dreams which have been plaguing Ayla and Abaraxis as a huge, winged deamon crashed down into their camp and quickly they realised they were out classed and fled into the trees. The great beast had trouble pursuing them through the dense undergrowth and they took shelter in a deep cave.

Following the cave down into the earth to escape the reach of the beast the party came across a disturbing scene, more than a hundred bodies – human, gnomish, orc and halfling – lined the earthen walls, pinned by roots of the trees above and seemingly drained of their lifeblood. With trepidation they continued down until the came across the nymph “Guardian” who was in a move convivial mood than at their last meeting and explained it’s purpose – to protect the spirit “Forest” who resides lower in the caves. It was Forest who commanded her and the denizens of the forest to collect the living to provide the forest with nourishment in the drought.

After speaking with Forest – an earth weird who survived the sundering – the party came to an agreement: they would find a way to unblock the underground rivers which had been diverted when Azgoduk set up his camp in the mines, thus restoring water to the forest in exchange for information on how to enter the mines and help from the spirit to hide rebel forces in the forest in the future.


Eager to leave the forest behind Narcissa and Chompers volunteered to infiltrate Trell and pin down the broken stories from Forest of secret entrances to the mines. The town was easy to enter once past the patrols, swarming with human mercenaries, orcs, goblins, bug bears and the other forces of The Shattered Hands they blended in quickly. Their efforts lead them to some of the few surviving older residents of Trell who recalled stories from their youth, spent living in a now abandoned fishing village to the north, of silver being found at the entrance to some caves along the coast. Caves only accessible by sailing down a treacherous gorge which not even the most experienced sailor would try to sail.

Before they could leave Trell Narcissa received an order from the Circle of Skulls it read “Adar of the blood razor tribe must die tonight”. With no choice but to obey she and Gompers found lodgings in the town and made their plans. After buying their way into the orc camp with wine they had procured from the outfitters Narcissa located Adar in the commanders tent and laid in wait until he was unguarded and then she struck, killing the only two orcs left in the tent in their sleep. From one she recovered a token which was later revealed to be from the tribe of The White Mother.

With masterful deception and a silver tongue Gompers managed to place the blame of the killings to Oren who had that night left his store, the outfitters, and fled into the night to escape persecution at the hands of the orcs and goblins in town. Gompers took over the undesirable role and used his new position to ferry the rest of the party into town as labor.
They quickly prepared a plan to restore an old boat at the fishing village to the north while keeping the locals off their back by running the business well.

Soon they left, taking useful supplies to leave behind for rebels, and took the skiff to the Pelurian sea. They located the gorge and after a night at anchor waiting for the tides they made their run. Sixty meter unforgiving stone cliffs loomed on either side of them as they plunged in, the waves threatened to smash the skiff to pieces and then do the same to them when in the water but thanks to Chompers masterful sailing they made it through safe and entered the caves.

Here they quickly went about their business, destroying the systems which blocked the waters of the under ground rivers and locating Azgoduk but there was an interesting turn of events. After eavesdropping on a meeting with Azgoduk and his commanders it seems that he is loosing populations due to his conservative troop movements and choice towards tactics over blunt force. His concern for his troops has lead the party to believe that perhaps he is part of The White Mother or perhaps just a very competent commander. Either way they plan to speak with Azgoduk before attempting to kill him as he would make a powerful and unexpected ally.

Victory, but what now?

Through hard fighting the party brought down their enemies at the bridge, but they found Isiah was not among them. A quick search revealed that Isiah had gone ahead, with a sizable force of orc’s to root out The Hunter’s main base while the small group dispatched the party.

With haste they set off after Isiah, tired and battered they came upon his trail but saw no sign of a large force moving through the area. Tracking him north The Hunter’s loyal men set a dangerous pace and when the party were exhausted and demanded rest tensions ran high and after a brief argument and a proposal by Fiver to leave Ingham and his friends to their fate the party let them go into the night.

The next morning, picking up their tracks, they soon found that the tracks were split and deciding to follow Isiah instead of Ingham. Soon coming across a strange sight, three bodies hanging from a tree by the coast, the party cautiously passed by this but were ambushed not far along the coast of The Ardune.

Isiah struck hard with his bodyguard, well equipped with enchanted armour which turned away blows and potent weapons which drove the party back, quickly putting them on the back foot. Dross’ magic seemed of little effect and things seemed dire as the party faced a foe tougher than most and only with great skill did Abraxis managed to fell Isiah’s bodyguard, driving his blade through a gap in his armour and rendering his leg useless. Isiah fought on doggedly, driving for Dross even as blows rained down onto him. Out numbered five to one he was brought down and finished.

Strangely there was no sign of the fist of Orcs which were supposed to be with them and perhaps it had all been a trap to lead the party into Isiah’s hands. With Isiah’s death The Hunter agreed to join with our heroes and The Warden’s and seems restless to get back into the action personally.

Now the party will pursue their plans to kill or remove the Orcish General Azgoduk and thus bring chaos to the Shattered Hand’s legion, loosening The Shadows grip on Eastern Erenland and allowing The Wardens to get their men and weapons in place for the people to rise up and the real fight to begin!

Strange stories have reached the party of a group of masked killers acting in the name of “Dross Shetland” attacking orcish patrols, supply trains and even legates in local towns. Usually these attacks left many innocents dead and indeed towns burning. Stranger still, strong magics have been employed in these attacks and they are likely to draw the attention of Legates and perhaps Master Kerberos himself as he still hunts the party. Worse still these attacks are likely to bring reprisals to those villagers who survived the violence and any who survive those wont be likely to support our heroes plans for the future.

The Hunter and the hunted... But who's who?

Undertaking their second objective towards lighting the fires of rebellion in Erenland, the party set out to locate and recruit the Hunter, a mysterious ex-legate. His knowledge of the Church and the Shadow’s hierarchy is considerable and should be of great help in taking the fight to the enemy.

However, in joining forces with the Hunter (or is that the other way round?) the party has placed themselves in the path of Legate Redeemer Forstall, a powerful adversary tasked with bringing in the Hunter dead or alive. Knowing that such an enemy will not be deceived for long, our heroes have decided to remove the threat of the Legate Redeemer, proving their integrity to the Hunter and their dedication to the cause, along the way.

To this end, the party has created a (hopefully) adequate ruse, in order to lure Forstall into a (hopefully) adequate ambush. While not exactly a mastermind’s plan, the party hopes it will be sufficient to see the Legate dead so they can turn their full attentions to the Orc Warlord Azgroduk, and the mysterious Master Kerboros.

Now, in the calm before the storm, and as the Shadow’s agents converge on Erenland, our heroes must prepare themselves while they still can. for even if they manage to defeat the Legate Redeemer, in doing so they will have thrown the first punches in what will be the fight of the century.

Erenland Gazetteer 2
Murder! Madness! Mayhem! When will the horror end??

Hot on the heels of our troubles at the guild of weavers and before any justice could be brought against Garth Moorstoop’s killers The Bluff erupted in unparalleled violence on the day of The Prince’s birthday!

Sources from inside The Temple have it that a resistance cell, united under the banner of “Dross “The Boss” Shetland”, were responsible for the chaos caused last Thursday! These resistance fighters were to be arrested but turned tail and charged into the thronging streets. These stories of “The Boss” were later confirmed when Horik Bellard unveiled a tapestry for the prince which had been defaced by the same group.

Marl Hogsworth, A local butcher, described the terrifying scene as the rebels charged through his business pursued by the city watch.

“Well I heard this commotion down in the yard, there was chickens squarking and people shouting and pigs squealing…I look out my window and catch sight of three goblins dashing under the pig bridge, that’s what we call the brige we move the pigs on, and then four or five fellas and maybe a lady chasing them…I swear I saw one of them punt Old Samos, my prize winning rooster! But then these bastards stop and come back and they knock down my pig bridge!! Oh you should have heard the noise, all those hogs with broken trotters…”

The last time they were seen they were leaving town on a stolen wagon and there have been no leads to their whereabouts since. Little is known about the identity of these blackguards but one of the bodies found at the arrest site matched the description of those who attacked the guild of weavers.

One thing is for sure, these dangerous folk are still on the loose and this reporter now plans to take to the trail and track their movements! With my trusty steed and my quill and parchment I will send weekly dispatches back to the offices of The Erenland Gazetteer for you, the good citizens of Erenland, to remain informed.

This is Edmond Edmondson, roving reporter for the Erenland Gazetteer, signing off.

Session 2 22/4/2011
Why does it Dross when I pee?

With all their goals accomplished and the tapestry about to be unveiled at the prince’s birthday party Dross, Chompers and Narcissa chose this time to make their escape.

Turning to Harald Travesse for assistance he readily gave them a way out of The Bluff, not wanting their names to be linked to his when everything went awry, or at least so he said.

However, Erik the Travesse retainer, had ascertained their true identities and had gone to his master and the legates with the information. He was instructed to bring the party to a warehouse owned by the Travesse family, under the guise of them joining a wagon train soon to leave the city and here they would be apprehended and brought to Izrador’s justice.

Erik’s plan did not pan out as he expected, his attempt to implicate The Bellard family with the parties activities was noticed by Isiah Forstall a legate and cousin of The Bellards. He took over control of the investigation and went to Harald who chose to cut Erik loose to save his own skin.

The arrest failed when Erik snapped, cornered and hopeless his street fighting instincts took control and he launched himself at the enemy. While they were distracted Chompers set fire to the warehouse and the party made good their escape.

As they made the streets they were met by Narcissa and some of her allies from the Avenging Knives and they made a mad dash through the streets to run down three messengers who were dispatched to have the gates locked down. Their actions roused The Drake from its watch atop the keep and soon the streets were cleared as its dark shadow swept over the city. Although there were many civilian casualties luck on their side the party commandeered a wagon and took to the country.

From here they set out for Rill, a small troubled town in the south east of Erenland. Here they found Ayla in the care of Goss, a Warden of Erenland dispatched to make contact with the party and meet with an important elven emissary. Locating the elves was easy as they found the party first and soon Abraxis Quickblade joined the group. After a brief scuffle with Oren, a local brigand and alchemist, which resulted in the death of most of his men. They forced him to no longer supply the town’s people with his addictive alchemical substances.

From here they traveled west, tracking the movements of The Hunter in the hopes of catching up with him and forging an alliance. Their hunt took them through several villages and they found that few were willing to discuss the topic and those that did gave contradictory information. Following information across The Ardune they have tracked the most recent stories to Dorgo’s Dell, a small town above Mithleen. Enroute they encountered a group of twenty Orcish slavers who had a single human captive. Following the party have found a large slaver outpost on the shore and inspection has shown them to have many Halfling slaves.

Now they wait, deciding weather to attack and try and liberate the slaves and the human captive or to forge on and hope that there was nothing important left behind.

Erenland Gazetter
The streets are not safe!!

Murder! Vicious killers stalk the streets of Badens Bluff!

Last night the watch came upon a most disturbing scene outside the weavers guild house. Six men have been found murdered in what is being described as a drunken altercation by the authorities but this journalist has seen the carnage first hand and believes that foul play is at hand! A witness has described the violence as extraordinary, six armed and tough guardsmen taken apart by half their number. The witness, who wishes to remain anonymous, said he would have raised the alert sooner but was terrified that if he showed himself he would soon find himself amongst the dead.

Old Garth Moorstoop was among the murdered, found opened from navel to sternum by a vicious knife wound. Due to retire in just a week hence Garth was known to be a friendly and reasonable man, what kind of monster would visit such violence upon a well loved member of the community such as him? If those who perpetrated this heinous crime are reading this, know that Garth’s widow weeps for your actions.

Who indeed is responsible for these deaths? What was there for them to gain from this butchery? Nothing has been found amiss in the guild house and thus it seems to point to personal vengeance or perhaps the work of some criminal gang bent on anarchy. Or perhaps misdirected resistance reprisal killings?

Witnesses describe the three assailants as men as of most unwholesome appearance. A grim, scarred fellow carrying a knife and smile like an open wound. A burly, sackcloth clothed ruffian wielding a chair leg and a lanky fellow in bright minstrels tights and a ridiculous three tiered hat who was wielding a whip.

If you know anybody who matches these descriptions go at once to the watch as the sooner they are arrested and brought to justice the sooner we will all be safe.

This is Edmond Eddmondson of the Erenland Gazetter signing off.

Session 1 27/02/11
I was trying to knock him out...with my knife.

After weeks of careful planning, subterfuge and restraint the party finally put their plans to defame and shame the Bellard family into action.

After scaring away the famous cook, Christian Rochae, which the Bellard family had hired for their soiree Dross then used his influence to install Chompers as the new cook for the party. Chompers, not daunted by his lack of cooking skills, took command of the kitchen and consummately fouled every dish and took his exit through an upstairs window before he could be held accountable for the possible poisoning of the noblemen and women present.

As the sounds of horror and churning stomachs reached into the night Narcissa took her chance and slipped into the Bellard mansion to collect evidence of some of the families dirty dealings. However, her search was cut short when she ran into Karl Haymaan on a similar mission from the Avenging Knives. Karl had taken the distraction the dinner party provided as a chance to steal vital information from the legate Isiah Forstall’s room in the mansion but he ran afoul of Forstall’s astirax and was on the verge of death when Narcissa found him. He thrust the stolen journal pages into her hand and with his dying breath bid her take them to Jen Alamasi.

Chompers and Narcissa then proceeded to track down the Avenging Knives leader Jen in the sewers beneath the bluff and after almost being torn apart by the filth encrusted Fell which inhabit the underground they passed on the information contained in the crumpled journal pages. It revealed that Isiah Forstall had come to Erenland to hunt down a renegade legate who goes by the pseudonym “The Hunter”

The next phase of their plan saw the party locating and then attempting to steal or at least deface the great tapestry which the Bellards had commissioned for the prince. A monumental work, it showed the prince as the rightful heir to the seat of Baden’s Bluff. In an attempt to draw the guards away, Lance and the other Travesse retainers assisting the party picked a fight with the guards at the warehouse. This escalated out of hand when one guard, in a desperate attempt to defend himself, pulled a dagger and seconds later Elriks’s filleting knife was dripping with red gore and all six guards lay dead or dying on the ground. Needless to say Narcissa and Chompers had ample time to deface the tapestry and slip away before more guards arrivied.

Their tasks almost concluded the party have gone to ground to avoid the shadow patrols, now increased in number, however they have yet to find any evidence to implicate the Bellard’s with the attacks on the Travesse caravans. They have little time left as in only two days the tapestry will be shown before the court and over The Prince’s own name, "Dross “The Boss” Shetland" is now crudely painted.


Crown of Shadow Campaign – Dross, Narcissa, Daedradys and Evana

Successfully navigated the continent, survived an attack by the Legate Jael, and delivered the scroll containing important information (the process to smelt and forge Mithraal) to Aradil, the Witch Queen of Erethor.

Iron top – Dross, Narcissa, Daedradys, Evana, Xan and Chompers

The party saved the villagers of Romsey and the Halflings of Iron Top from the hands of the Orc commander Barrak the Scarred. They succeeded in cleaning out the mines below the old Dwarven forge of Iron Top and have turned it into a rare haven and smithy. After fighting a tactical retreat through the hills near Romsey, killing scores of Orcs as they went, the party and their Halfling allies fought a pitched, do-or-die battle, against the remaining enemy. However, when they brought down a cliff face on Barrak and his legion they unwittingly unleashed a powerful force which had been trapped in the mountain aeons ago.

The Library and Polaliel – Dross, Narcissa, Daedradys, Evana, Xan and Chompers (and introducing Ayla)

The party were tasked by Kol Anarch of the Wardens of Erenland to find an ancient library somewhere in the region of the Ardune lake, rumored to be in the city of Mithleen. They also hoped to find knowledge there which would lead to information on whatever it was they had released and help them contain it.

However after Daedradys and, later, Ghompers were captured by the forces of Sanhoori, the party became lost and had little hope of finding their way to their missing friends. Since their departure Xan had suffered painful headaches which always accompanied a strange voice in his head, this voice offered him information on the location of their friends. Using these directions they managed to free both Farstride and Gumbleton as well as the strange barbarian girl, Ayla. This rescue attempt was not without cost however, with Evana falling to the enemy under overwhelming numbers, and presumed slain.

Pressing on with their mission, the party discovered the whereabouts of the Library after making a deal with the vampire, Matthias. They managed to get into the Library and discover the books they sought before barely escaping alive after being attacked once more by the implacable Sanhoori and her minions. In the ensuing fight, the spirit offered Xan a deal, his strength for assistance and it manifested physically to aid their retreat. During their escape, in an attempt to kill Sanhoori once and for all, the party tripped a trap, flooding the Library and, apparently, drowning all within.

Escaping from Mithleen with their prizes, the party encountered Matthias and his spawn, and gave him the information he sought. In the following weeks, the spirit which had provided such ready assistance so far revealed itself to be the same as which they freed in the Kaldrun Moutains, the outsider Polaliel. It beseeched them to undertake a spirit journey so it could communicate with them more easily. In this journey it asked them to find a suitable vessel for it to possess, in return for ancient knowledge of the arcane. This vessel was a young girl, who would become a powerful channeler whom Polaliel could share bodies and help to protect her from The Shadows hounds. Assuming the guise of servants of the Shadow, the party removed the girl from her village and traveled with her, deep into the Ashenfeld, a harsh and dangerous place warped by magical energies. There Dross began a ritual to install the spirit of Polaliel into its new vessel.

However while this ritual was taking place, the tenacious Sister Legate Sanhoori, attacked the party once more, under the cover of both natural and magical darkness. A frantic battle followed, in which Ghompers took revenge for the torture he suffered at Sanhoori’s hands, ambushing the Legate and shooting her with an envenomed cross bolt. Severely weakened by wounds and poison, and with her minions slain or dying, she fell easily to the powerful magics of Dross, who had completed the ritual and returned to assist the party.

With Polaliel once more wreathed in flesh, it began to share his arcane knowledge with Dross, after ensuring that no harm would come to the girl it possessed. The party returned the child to her village and then traveled back to Iron Top, to deliver both knowledge and hope, to the Warden Kol.

After rest and debrief, he then outlined plans for a course of action far beyond anything they had previously undertaken.

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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