The Campaign
A few notes...

This adventure has been going on for several years, I’m going to try and recount how it began, but it may take some time to fill in the old blanks. The current data will probably be filled in fist from the party’s notes, but those do not date back to the beginning. Please be patient.

The Story so Far...
Our adventurers meet

We begin in the city of NePalm.

A group of strangers awaken. they are in a room with three stone walls, and one wall of iron bars. A few of them vaguely remember a bar fight.

The group consists of Hod the Half-orc fighter, Everlle the Halfling monk, Serlone the elven rouge, Xailina the half elven ranger, Izzi the elven wizard, and Brother McTavish the human cleric of Zenwroth.

The guard, for the group had landed themselves in a jail cell, approached the cell. He informed them that they were being held responsible for the destruction of a pub. This was a serious matter, for the pub was a favorite hang out for adventurers and had some rather rare and expensive drink and decor. Te party became swiftly aware that they could not hope to pay the damages, and would be forced to hard labor until their debt was repaid.

However, there was a second option. A mysterious figure, well know in town but unknown to the group, had offered to pay the damages if they would agree to enter a contract for and adventure. They agreed to meet with the mysterious man.

The group was escorted out of the jail to the upper class part of town. They were led to the largest, and best fortified, mansion on the block. The guards escorting them stopped just outside the door, and a butler appeared and shepherded the group inside to a dinning hall. the group sat at the long table and the mysterious figure entered.

The mysterious man gave no name, but explained that he required a party of adventurers to take on a quest. The quest was to find and retrieve the twelve lost artifacts of the gods. Everlle wished to know what was in it for them. To make the job more appealing, the party would be allowed to keep any treasure they found along the way. this was acceptable to the group with the exception of Everlle, who had no desire for wealth. Therefor the mysterious man pointed out that Everlle’s only other option was to languish in jail. With some pressure from the rest of the group, he relented and signed on.

There first lead was for the Book of Vernos, which was last seen at a temple in a town a short distance away known as Verswen. The party disembarked on what they had no idea was going to be a long and difficult journey that would take them years to complete.

Quest for the Book
the adventurer begins

The adventures leave for the town that holds the temple the artifact was last seen at.

Along the way they run into a bard named Kelren. He is a Sher’Kai, a race the party have never seen or heard of before. He joins the party in search of adventure.

When the party reaches town, they rent a few rooms at one of the inns. Xai and Isi take one, and the guys take a second. During the night, sounds can be heard in the ceiling. There are rats in the small attic space, and the party is determined to eradicate them. Everil is sent out the room window and onto the roof. he gains access to the attic, and faces a wererat. Battle ensues, and it is defeated. However, Everil contracts rat lycanthropy.

The party acquires the Coin Purse of Many Things. The first item they pull form the bag is a brick. Serlone pulls an alligator which attacks the party. upon defeating it they find an amulet around it’s neck. It is the Amulet of I’m not Dead Yet. The party gives it to Everil. The alligator is taken to the armorers shop. He turns it into three pairs of masterwork boots. Hod takes the skull and attaches it to his shield.

While exploring the area outside of town, the party encounters Sargent Upta, a goblin, and his men. While they are victorious, Upta manages to escape. The party finds little and returns to town.

In town, Kelren is invited to play at a local club. The party goes and has a good time. As a thank you gift, the owner of the tavern gifts them with a bottle of strange purple wine. It’s Wild Magic Wine, and every time it is drunk from, a wild surge goes off and something strange happens. Hod begins to experiment with this wine, resulting in a small pair of vestigial bat wings.

They venture out again, and after a time they run into Upta and his forces, this time he has been promoted to Lieutenant. After a long and drawn out battle, they defeat him a second time, and once again he escapes. Once again unsuccessful in finding anything, the party returns to town.

The party finds a shady merchant who will pay for the capture of Upta. They once again face the goblin, now a General, successfully capture him and are rewarded richly for their efforts. they also collect five of Upta’s daggers. They are marked Made in Pit of Despair.

The party meets up with a wandering Hexblade who joins their party.

The party is inadvertently summoned by a wizard whom some call Tim, who sets them a small task and rewards them for it’s completion.

The party journeys to the Pit of Despair, which is located in the foothills of a mountain a few days journey from the town. there are several caves, one which leads into a forest filled cavern with a lake in it’s center. The trees are sentient, and inform the party that the water from the lake will cure lycanthopy. Everil is cured.

Another cave leads deep into the Pit of Despair, which contains a mine of wild magic stones. The party travels deep into the mind, discovering fiendish traps and horrid monsters. They prevail, and eventually find themselves before the man who runs the Pit of Despair, a balding middle-aged sayter. The brick Hod pulled from the coin purse of many things is given to him and they are given a clue to the book and are teleported out.

They follow the hint given by the sayter and find the hidden and deserted ruins the book is rumored to be in. they venture in, find brain bending traps and a few monsters, before finally finding the book. they beat a hasty retreat to the town, where interesting news awaits them.

To the Stars!
What do you mean they're not here?

The party returns triumphant to the home of their Mysterious Employer. They are shown in and directed back to the room with the long table. Conversation is heard behind a closed set of double-doors.

Stealthy eaves dropping reveals the voice of their employer arguing with someone. The voice of the stranger is irritated and female. She seems to be very unhappy with something the Mysterious Employer is asking of her. His response is she owes him a favor and this is how would have her repay him. They begin moving toward the door and the group resumes innocent poses at the table.

The door opens revealing the party’s mysterious employer in the company of a young woman in a black frock coat and a wide brimmed hat with red feathers in it. She has long black hair and an irritated expression. She is introduced as Captain Slayer, and the party’s employer’s name is finally revealed as Mortiferous.

Mortiferous congratulates the party on retrieving the first artifact. However, concerning the other artifacts there is both good and bad news.

Someone has gathered all eleven other artifacts. Unfortunately, they are no longer here.

The party’s confusion is only deepened as Mortiferous explains the thief made his escape in a spelljamming ship. The party is expected to pursue the thief in Captain Slayers spelljammer, the Bloodwyrm

At this point, Everal and the hexblade take their leave, unwilling to travel off-world. Izzie is sucked up by a blue rift, and Kelren declines as well, his adventure is planet-bound.

After they leave, the now smaller party is presented with an item, the Amulet of Artifact Finding and proceed into Mortiferous’s back yard. There, floating 50 yards above the ground, is the Bloodwyrm. The ship is bone white with markings in midnight blue. A ladder decends and the group climbs aboard.

The party then learns why Captain Slayer capitulated to Mortiferous. She inherited this ship, as well as most of it’s crew. However, that crew has just retired, leaving the captain with only two. The first is her first mate and the ships cook, Roth, a good humored Gnoll. The other is Nathaniel, the Quarterdeck officer, a Nezumi. Mortiferous joins them on board, he is coming with not only to advise the party, but to round out Slayer’s crew.

The party is subjected to a two week training course during which they learn how to work the ship, and adjust to space.

Serlone and Xai do not adjust well to space

Adventures in Space!
Monster and Aliens and Neogi Oh My!

The Party journeys off towards a spaceport the Amulet of Artifact Finding indicated as the place to start.

They do much exploring of shops and bars, finding strange new things and odd looking people.

There Travels reveal a Colonel Condor, who reveals the name of the thief they pursue, Bugair! He also gives them his business card, with a list of shops they might get discounts at for knowing him.

He points them in the direction of Bugair’s next stop. The planet CataruCataru is known throughout the galaxy for it’s trade in religions and religious artifacts, it is likely that Bugair plans to unload his cargo there.

The Bloodwyrm leaves port, heading towards their new destination. Some snooping around the ship by the party reveals that Captain Slayer is a smuggler, dealing in hard-to-get spell components, particularly of the undead variety.

Along the way, they stumble across a small, heavily damaged spelljammer. On board is a Druid and his tiger animal companion. Upon rescuing him from his failing craft, he chooses to join the party on their quest.

The party’s next encounter is also a damaged spelljammer, but this one is very large, and it looks to have been abandoned for years. The Bloodwyrm comes close enough to refresh it’s atmosphere, and the party departs o investigate.

Once on board, they descend into the hold, and find the ship is infested with undead. They engage in a fierce battle, and manage to defeat them all. They find some treasure in the wreck, and a small barrel that apparently at one point was used to seal a hole. they return to the Bloodwyrm and Captain Slayer stores the barrel in the warded part of the cargo hold.

They travel on to CataruCataru without incident.

They land in the capital City of CataruCataru, MagnoCataru. Upon investigation of several shops, they find an artifact! The Spiked Chain of Zenwroth is purchased by the group, and Brother McTavish takes it to replace his rather mundane weapon. While wandering around they run into a gnome wizard who is a follower of Requari who agrees to join them on their quest.

While looking for other shops, they find and armorer of sorts, who’s name is on Colonel Condor’s business card.

Ferizino is a loud, flamboyant, excitable man with a taste for the absurd and armor that looks like clothing. The armor he finds for Hod resembles a croc-skin trench coat and pimp hat, with frilly white shirt and black pants to match.

The druid wound up with a purple zoot-suit, and the wizard with a miniature Dick Tracy outfit.

Ferizino also asks the party for assistance in sabotaging his rival. The party finds this suspicious and presses for details about the dispute.

It turns out that Ferizino and his rival were lovers, but recently Marscaro has turned away from Ferizino at the pressing of Marscaro’s suspicious adopted sister, who works at a near-by temple. Ferizino is in a rage over being left, but would rather be reunited with Marscaro than sabotage him. The party agrees to investigate in return for discounts on the armor, then leaves to investigate other shops.

At Scarpelo’s Religoius Emporia, they acquire several fantastic items, including the book set [[Encyclopedia Religica]. Scarpelo offers a set of locater rings if they agree to investigate strange happenings at a temple, the same temple that Marscaro’s sister works at. They discover using the Encyclopedia Religica and the Book of Vernos that the beneficial god of wealth portrayed by the temple is only a front for an evil god of destruction, known for bringing great disasters.

While preparing to enter the temple, Hod runs into a human Wizard at a bar and has an interesting conversation before they part ways.

The Party, consisting of Hod, McTavish, Serlone, the Druid and the gnome wizard enters the temple. They explore, finding their way to the basement. In it’s depths, lurking, waiting to be released on the populace of MagnaCataru, is a Manticore.

The party does battle with the foul creature, Hod nearly dying form the conflict. The party manages to defeat the monster, but just barely. After it is slain, the temple began to collapse. The druid and gnome wizard are crushed to death by falling rocks, and Hod and McTavish carry out an unconscious Serlone.

Meanwhile, Everlle finds himself sucked up by a blue energy rift and deposited onto the lap of a female wizard.


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