A Time of Darkness

Part, the Third

Having slayed the Weir-serpents, our intrepid adventurers search the caravan and discover two survivors – and heaping amounts of gore. Using magical and possibly necrotic arts, we learn from the gore that the caravan was set upon and searched roundly but the only thing they seemed to take was the beautiful (on the inside) daughter of the Duke of [place needed]. Her amulet seemed the most suspect material object and it’s wealth or it’s magic seemed the object of the weir-serpents antics.

Using his years of scholarly devotion and book knowledge, Janvier was able to discern a subtle 4-foot-wide swarth of trampled undergrowth that led away from the carnage suggesting that some of the weir-party has fled. The game was on.

[Matty’s Vampire] was able to scout ahead with the aid of his enormous hooters. For two miles, the party warily tracked the Weir to a suspicious grotto whereupon our changling shifted into an appropriate disguise and boldly entered. The Duke of [place] and his porcine steward guarded the entrance while the party followed. A great conflagration ensued and our party both triumphant and architecturally-savvy defeated the primal urges of our would-be snake sacrificers.

Rescuing a lovely (on the inside), 400-pound, bearded royal and her amulet revealed surprisingly little and even less magical but her father, the Duke of [place] was grateful none-the-less. The royals and their entourage accompanied the adventurers back to the scene-of-the-boat only to learn that they had no piers and alternate transport to Galloway would be needed.

Part Two

The intrepid party travels uneventfully to the nearby lake, from which a long navigable river winds to the ocean. Upon locating a likely town they seek out a ship, eventually finding a suitable one in the S.S. Madison. Through hook and crook they maneuver the captain into taking them on board in service, where he plans to cavort with their mage and disguised changeling. Sadly, he awakens each morning not having remembered a thing about the previous nights exploits, but is convinced that they were legendary. This is largely due to the sleeping potion he is given by the “two” ladies.

They learn of a mysterious cargo onboard, which they initially cannot locate, but later learn is likely a large tribute or token of faith from one city to another.

Upon arriving in Neptazar, the major port of call encountered enroute downriver, they are intrigued by a magical curio shop. They enter a building larger inside than out, with a singularly peculiar proprietor, where they buy various situational and dubious magical items. The cash register is looted secretly for several gold and a strange wooden coin, carved with a mouth.

Outside, the group takes notice of mysterious items in a wagon and captured agents being escorted to the town government building. They pilfer a map from the cargo which highlights an incident with a caravan in a mainland location South, near their island destination of Gallway. In a bar room conversation they learn that a search is on for them from the seat of the Republic.

Downriver further yet, the adventurers decide to debark Madison and head for the caravan site due to a powerful sense of guilt from their warpriest, who feels it is connected to his actions on his journey in Part One. They tie the ship’s anchor to the docks in a novel underwater maneuver – only possible by a Warforged – to buy time to make the excursion.

The caravan is tracked from the map site, easily enough, to a small valley littered with old wagon debris… and the missing caravan, There are numerous bodies laying around, some possibly alive, and a shattered wagon. The group is attacked by were-serpents, whom they are able to defeat with some effort. They end the chapter resting and anticipating the search of the lost caravan, and hopefully aiding the survivors.

Part One

Upon starting the game, the party instantly finds itself in a large hexagonal room with six columns supporting a high and darkened dome… and a dragon!

They battle the hostile beast until it is well and fully bloodied, at which point it transforms into the legendary wizard, Claudius, who was last seen seventeen thousand years earlier. He uses an insidious relic, which hovers like two pyramids joined at their apexes and set counter-spinning. They learn that he is sealed in the lake of the capital of the Ever Realm, Aerthro.

They suddenly wake from a dream, each party member located in a distant corner of the Realm, with a compelling urge to seek the party in the capital. Six journeys converge on the seat of power and the party learns that they must reclaim six relics — one from each division of the republic.

Upon traveling outside of the city, they are accosted by a party of elves led by a striking and dangerous female. The newly formed adventurers exert their mettle with aplomb, and end by taking a well deserved rest. And a bit of loot.


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