Monday, March 12, 2012

Chapter Seventeen - Calm Before The Storm

Session was held 28th of January at the Altar of Games

Asbravn's streets were full of grief.
Governing the City
As the new dawn rose over the city of Asbravn, the ones who survived the perilous night were able to witness the full scale of devastation. Bloodstained streets glimmered like rivers of ruby as our heroes wandered around the city. Although terrible price was paid, they were still seen as liberators, and the battle against the Red Dragon  was remembered for generations. Cidela Pepperpath had rode to the city at dawn and joined the heroes company as they were to begin re-organizing the governance in the city. Newly promoted Count Anthrop vowed to assist our heroes in their struggle to stabilize the mangled city and by his initiative they arrived to Asbravn's Chamber of Commerce. The old wooden building had survived the blazes of dragonbreath and swarming undead and while the keep was reconstructed, it would serve as the center of governing. High Merchant Massime Rodour welcomed the new rulers to the Chamber and showed them the great table known as the Scale where they should hold their "court".

As they made themselves comfortable around the Scale, a former captain of the cityguard marched in. He presented himself as Erga son of Ereg, grandson of Egra the Trollslayer. He pledges to form the new cityguard with eighty surviving guardsmen who aren't too loyal for king Osander II. Our newly elected governors didn't oppose this proposition and thus Erga returned to the streets to stabilize the chaos. After enstablishing the city guard, our valiant heroes retired for a lunch and a nap in one of the surviving inns. The Velvet Weight served fine meals and warm beds for our dragonslayers, and they slept a little while Count Anthrop continued on the management tasks.

Later on the afternoon, Count Anthrop dragged our dreamers back to the newly established court. There they had to execute some justice, as Antrhop presented them several crooks from Lord Protector Mornburgs old court to answer for their misbehavings.
Death to traitors!
Our new judges condemned ex-bailiff Fraknar Anderser and his collector Jalivar to be executed, along side with torturer Two-Tongue (who tortured Jared and Arius a year ago) and Stygon, a priest of the Bitter Lord. They were to meet their end at next high noon.
Speaker of Mornburg, Salvard Greybridge, official Nemerd Stonetower and widow Lady Marin Mornburg were condemned to imprisonment until their negative point of view would be drastically changed. Sorceress Dacatrin (who battled against them just a day ago!) convinced Melkor to be better left alive, as her services would be much of use, so she was declared as an ally.

After pronouncing the sentences, Antrhop presented several vacancies to be filled. Our homebrewn lords appointed bloodhound mercenary Huss the Hound to be the new constable. Valiant Ser Albaster Typhion vowed to serve as a non-corrupt bailiff, while Walther Purpletide, familiar sage (the last apprentice of Ulverus the Wise), promised to act as an advisor.
Misha & Sasha
Count Anthrop volunteered to act as the new Speaker and High Merchant Rodeurs lawyer Uddard Blackcaster was elected as the chamberlain/senechal to advise our heroes in legal matters.
 New chamberlain Blackcaster promised to present several legal issues during next morning and advised our court of kings to take a rest. And so they ought to do,but old trader Geodyf Mirnov stormed in to the courtroom with his two dazzling daughters. Fortune in his eyes, the oldtimer tried to pitch his daughters Misha & Sasha to our city-liberators, but only Douglas took the bait.

A whack straight into forehead,
that makes a beheading remarkable!
After a full night of debauchery. our heroes struggled to get up to see yesterdays convicts to be executed. Because the city had no executioner anymore, Arius was forced to deal his own justice, as he was the most capable swordsman around. Beheading's were done without any errors and Mornburgs crooked administration was finally dealt with.

Kingdom Come

After the justifiable public killings, our lawmakers returned to the Chamber of Commerce to pass some laws and edicts. Newly appointed chamberlain Uddard Blackcaster had prepared several important articles. Thus they ordained:
  • The Kingdom of Free Darnon was founded 23rd of May 1373DR. With his legitimate claim to the throne, Arius was humbly crowned as Ariendur, King of Free Darnon.
  • Pleas of aid were send to Cormyr, Waterdeep and Baldur's Gate. 
  • The Church of the Bitter Lord was banished as heresy and all worship of the forsaken god will lead to trial. Old religions like Lathander and Chauntea were restored to their former standings.
  • Mornburgs hidden treasure that was found from the Keep Asbravn will be spend in repairing the keep and the city
  • A messenger was send to Hluthvar calling Dortherion to march the army of Free Darnon down to Asbravn, as recoil of some sort was expected from behalf of King Osander II. 
  • Pardons were promised for the prisoners of war that are willing to join the Free Darnon
  • It was also decided that the surplus wealth from Mornburgs stash would be spend in Scornubel. The heroes would venture there personally to make necessary arrangements with local administration in order to buy weapons, equipment and rations for the citizens of Asbravn.
It wasn't mentioned in the official records that our brilliant posse would also make some personal purchases of magical sort, and also a quick trip to town of Triel in order to meet up with trusty henchman Lot and to dig up the Cube of Tybor that was hidden there months ago. 

Here the artist was somewhat mistaken,
the attempt was made with a dagger, not a spear,
although the two are easy to confuse.
After the lawmaking, High Merchant Rodour took our heroes for a short walk around the city. Despite the city's general turmoil, many wished our heroes well while they paced through the streets. They even met familiar faces such as Brella Cempwood who had bestowed them with Hero, Arius's dog that currently was in Triel with Lot. While on the streets, one of the Mirnov daughters addressed Arius and they broke up from the delegate to have a private conversation. Neither of them knew that an assassin was lurking nearby, and the first attempt for Arius's life was made. The assassin however botched his big moment and our young King sliced the bastard in half with his legacy sword, Ilbrandir. Merry tale for the assassin to tell at the ferry.

The new dawn arrived with dozen hundred soldiers from Hluthvar as Dortherion arrived with haste. They had few units of reinforcements with them, such as a brigade of halfling slingers from Corm Orp. While our heroes prepared to leave for Scornubel, Dortherion and master mercenary Karman Fatta was to stay and organize defenses in Asbravn. Dortherion also told about the intel reports suggesting that King Osander II had only his mercenary armies to move towards Berdusk. All the Blackhelms were still in Iriaebor and thus a serious menace lingered near Asbravn. 


After they had dealt with the last governance issues in Asbravn, our bold adventurers saddled and strode towards the village of Darkshallows. They expected a nostalgic reunion with the villagers that they once saved from peril, but the cruel forces of King Osander had preempt our adventurers, and only death and suffering waited in the village. Our fellowship which was accompanied by Cidella, could only behold with sadness as every single villager hang from a noose in the branches of ancient grey oak. Day later, our travelers arrived to the Crossing of Hastur, and later that evening they stayed the night at Tremeld Sinivihta's Foresthouse Inn at the border of Reaching Woods. The old innkeeper warned our journeymen( and women) from new dangers lurking in the woods. Some being of immense evil wandered around the forest, leaving only trail of dead vegetation, trees and animals behind. Slightly discouraged, our wayfarer slept their night with caution, and after the daybreak they plummeted to the woods.

Return to the Cube
Arius after his upgrade/extreme make over/pimp my knight
As the innkeeprer had warned, the forest indeed possessed an atmosphere of evil. In the midway of the forest trail, our heroes finally found something quite alarming. Two dozen dead men lied scattered around the road, and a trail of dead grey trees diverged from the path. They all seemed like their life force had been sucked out of them, and with great caution our travelers continued towards Scornubel. Even though the signs were there, they arrived safely to Scornubel. Captain Kluskan of the cityguard, the Red Shields, introduced our heroes to the ruler of Scornubel, Lady Rhessajan Ambermantle, who was appointed shortly after the United Murderes - crime syndicate was erased from the city (by our heroes of course!) Lady Ambermantle recognized them as the sole rulers of Free Darnon and agreed with terms of trade with them. While the wagons for supplies were to be organized, our dear merchants marched to the shops to boost local economy with theirs tremendous hoards of gold. Fully upgraded and equipped, they still had time for the supply-wagons to be ready, so they decided to fetch Lot and the Cube of Tybor from Triel.

After full night of sleep at the Jumping Jugs, our heroes rode to Triel. The journey only took half a day. Village of Triel was the same as it used to be, although a strange stone statue had been mounted in the middle of the village. It didn't taka long to our fellows to recognize the statue to be Hashim, their old friend who was killed in Triel. Touched by the memorial, the moment soon turned to joy as Lot run to them. As the reunion took place, many memories where shared and laughter was heard all across the village. The village chief, Elvar the Grainlord soon joined the heroes, only to be terribly insulted as he found out that our braves were not the men they had told him ages ago. As a strong supporter of King Osander II regime, The Grainlord asked for the fake-diplomats to leave.

Artists view of the atrocious look of the Vasuthant
Our political plotters decided to obey Grainlords request (which was completely unheard of, given their eagerness in violence) but they first went to the house where the Cube was stored. Lot was slightly disappointed from the turn of events as he had savored great reverence within the village. Nevertheless, the cube was still buried untouched in the basement of the house, and as they dug it up, Melkor received strange message from the Cube. The old wizard assured the rest that the cube was just happy to see the heroes and downplayed the importance of the message. As they were making their way out of the house, Elvar the Grainlord appeared once more, carrying a amulet associated to Alzarseth, the Red Wizard. The bitter chief insulted the heroes and as he cursed them, great darkness descended from the sky. Terrible undead known as the Vasuthant attacked. Battle was grievous as many innocent villagers died, as the abominations life sucking powers did great damage to anything living around it. And to top this, the thing altered time itself. But don't you worry world, the champions of Light were near as this gargantuan evil erupted, and with amazing expertise of our good guys, the unholy creature released by the evil red wizard was destroyed.

And this my friend, was the first thunderbolt of the storm that would change the face of Darnon forever.

Wednesday, January 18, 2012

Chapter Sixteen - Night When The Kingdom Was Engulfed By Fire

Session was held 4th of January 2012 at the Altar of Games

Constantly warping darkness and void surrounded Melkor. He had been suspended in this state of nothingness for ages, or so it felt. Actually it had been mere seconds ago when the purple worm of Alzarseth died and sucked everyone into the void in it's death throes. But suddenly Melkor heard a sound, a distant voice,calling..

Lord of Vision
Xul-Molor in his alien cell.
Melkor regained his consciousness and found himself trapped in a small cell with the rest of the fellowship. Old and crazed  man stood in front of him. His clothes were tattered, face unkept, but yet he showed marks of exceptionally high intelligence. Man introduced himself as Xul-Molor, a planar walker and astral traveller, magically trapped into this small cell. As the rest of the party slowly woke up, Xul-Molor explained that they had been lost in time and space, but he saved them from that harsh destiny with his astral beacon. Most of his planar magic had been suppressed by his captor, but he was able to uphold the beacon. The old star traveller told how he was trapped into a astral web and later auctioned to his current captor, Kularqoroth the Seer. Now that he had summoned the heroes from the void, he would finally be able to escape. He explained how they would have to find his belongings as they are needed for planar travel, and firstly they would have to knock the alien-like cell door and call for Yig the Jailer. 


Promise of freedom was enough for our heroes, and they soon began executing Xul-Molor's plan. Yig answered the call and as the mighty off-shoot of a demon and a grimlock opened the cell door, soon-to-be-prince Arius plunged on it. They exchanged some blows and eventually the monstrous guard was dead. With Yigs keyring, our brave heroes searched through the rest of the jail-section and witnessed terrible scenes of torture and forced magical mutations. They found only one captive alive and sane, but he charged towards the exit, only to meet his end in the mandibles of terrible UMBER HULK! Our escapees landed their avenging strikes on the huge monstrosity, but it summoned an ally, an another one, precisely as terrible. These creatures gazed confusion into Arius but luck was on our heroes side, once again.  They continued to push onward, and after short leaps over abyssal chasms they reached their goal, the lair of Kularqoroth the Seer.

Kularqoroth
As they forced themselves to Kularqoroths hidden chamber, they realized that they were facing a beholder! The buoyant aberration proved to be an elusive little bugger as it floated beyond swords reach, firing it's deadly eye rays, targeting everyone.
Even Melkor had to use more advanced tactics with his spells, first running out of the antimagic cone projected by beholders central eye, and then firing his own spells at the monster. Finally the bulb was dead, and Xul-Molor was able to recover his delicate apparatuses of planar travel. But before they could escape from the grande chamber, one urgent case of healing magic had to be applied on Douglas, who had turned to stone by Kularqoroths devilish eye ray.

Douglas, looking like he was meant to look.
 Luck was on their side once again as Xul-Molor proved to be one nifty magician, and he healed Douglas with his amazing spells. This act of gratitude had some intriguing side-effects as our dexterous rogue had his old appearance back, lost almost a year ago in a process of resurrection! No longer did Douglas look like a charismatic Rashemenian swashbuckler, now he was plain old Berduskian scumbag! In an instant they also understood the consequences of this transformation, as they would have a lot's of explanation to do to all their allies and contacts who knew only the old Douglas. The possibilities of anonymity were also acknowledged, as none of their enemies would know the search for him now. Douglas did not reveal whether he was glad to have his old looks back or not, but the others didn't have the time to ask, as Melkor rushed them to travel through the planes once again!

Battle for Asbravn
aka
 How Melkor cleansed the city of Asbravn


Xul-Molor urged everyone to form a circle, and with quick words of arcane meanings he took them to a trip back to Darnon. The strange wizard brought  them to Asbravn, to the chamber where the pair of Soldengraads Rippler had been, where they should have gone upon stepping to the mirror. With swift words of farewell the astral traveller wished luck on their side, and hoped to see them again someday and disappeared, leaving our heroes alone in a closed chamber with half-dozen guards. Well, the guards were nothing that they could not overcome, as within the first seconds of their appearance, Arius launched his sword through the abdomen of one unaware guard sergeant, splitting the poor man in half. As the first blood was drawn, the battle soon escalated into a full scale carnage.

Dacatrin the Sorceress
Lead by Arius and his legendary legacy sword, Ilbrandir,
our liberators slayed their way to the grand hall of the Keep of Asbravn. There they were delayed by volley of arrows, two Asbravnian noblemen Counts Polewright and Gorlund  lead by Brother of the Black Cliff called Anthrop. They were backed by sorceress Dacatrin. Her magicks were almost even with Melkor, as she cast chain lighting and reverse gravity upon our brave party. As the battle ensued and blood was spilled, Lord Protector Gustaf Mornburg, who had been observing the outcome escaped, forcing our heroes after him. The sorceress was eventually defeated by Melkors magic, but she managed to escape. The two poor noblemen serving their lord perished in combat, but brother Anthrop managed to fight off the keen blade of Arius, and proposed an agreement. Thus he was known as Anthrop the Oathbreaker, and he even managed to haggle the title of count for himself by pledging loyalty for his new lords. Well, as the kingdom grows, one needs regents at the time of absence.

Encouraged by their new yet bit shady ally, the freedom fighters began pursuing Lord Protector Mornburg who had escaped to the roofs and walls of the keep. They experienced minor resistance as they purified their way to the rooftop of the keep. There, in the highest watchtower, The Lord Protector of Asbravn, Gustaf Mornburg performed a short obscure ritual with a solid gold pedestal depicting imagery of occult nature. This ritual proved to be a summoning chant, that activated the pedestal (given and instructed to Mornburg by Alzarseth, or so Melkor later reasoned). Flash of light turned the night sky into thunderstorm, and from the maelstrom a huge red dragon descended, puffing it's fiery breath on our heroes. The dragon, Merthoflagrion, began swooping around the keep, performing deadly flyby attacks. Quickly enraged (so quickly that for a blink of an eye he considered the career of barbarian instead of a prince) Arius climbed to the watchtower and slayed Lord Protector Mornburg. Even though  the oppressor of Asbravn was dead, that didn't solve the dragon problem, and the massive creature of immense power had to be vanquished in traditional methods. As even Melkor struggled to do any harm on the glorious archaic being, Arius and Douglas challenged the beast on hand to hand combat.

The red dragon tore horrible open wounds with it's mighty claws, smashed men to ground with it's huge tail, knocked it's opponents down with it's wings. But the bite. The bite almost proved to be too much for Arius. Only by sacrificing his trusty spiked small shield "Pinocchio", he managed to escape his ultimate end in the jaws of Merthoflagrion. The dragon was powerful, but even the strong may fall when they're facing an enemy that is fighting for their freedom. And so did Merthoflagrion, as it tried to escape, a final killing blow was landed, and the dragon plunged down from mid-air, crushing the whole entrance to the keep.

Arius battling Merthoflagrion,
drawn by one of the surviving guardsmen that witnessed the epic battle.
As the soldiers and guards were closing in the keep, Melkor remembered the Standard of the Fallen and ordered Arius to unfold and wield it. So he did, but little did he know what consequences it would have. The power of the banner was even beyond Melkors expectations. It's call was widely heard, and answered, to terror of many. It was so, that as the banner withered into nothingness, the vast armies of the dead answered to it's final call. Summoned by the call of the Fallen King, the occupants of the ancient catacombs under Asbravn, began surfacing, killing and slaying everyone that stood in their way. The living dead didn't attack the one's who cowered in fear, but everyone lifting a weapon against them received a death penalty. Aghast by the terrible mistake they had done, our poor city-conquerors couldn't do anything to prevent the massacre. Jared tried to channel divine energy into the what-was-left of the standard, but his efforts were in vein. Not until the first rays of light reached the streets of the city, the army of the dead was finally put back into the eternal rest. It is said that the cleansing of Asbravn took nearly a fourth of the city's population as casualties, many of them innocent.

Nevertheless, Free Darnon now held two-thirds of the cities of Darnon, although the one that was left, Iriaebor, was nothing like it's two smaller cousins. During the morning as our heroes were inspecting the terrible damages they had done to the city, a messenger arrived with a peculiar note. It had been spotted that the vast mercenary armies camping outside Iriaebor were put on the move, but they weren't coming north towards Asbravn, the armies began their march to west, towards Berdusk. Even Melkor was puzzled by this unexpected turn of events, but more than anything he suspected that the Red Wizard, the One-that-should-not-be-mentioned, Alzarseth, was behind this. 

But before any hasty reasoning's were made, our champions of Free Darnon decided to keep a 
DAY OFF!


Monday, December 26, 2011

Chapter Fifteen - Out Of the Ruins We Rise Forever, Into the Battle We March Together

Session was held 26th of November at the Alter of Games

Setting the Standards
A week had passed from the battle of Treeward, and the news of Captain Irongrave's demised had reached Iriaebor. The rebels who survived had moved their camp temporarily deeper to the Reaching Woods, where the heroes gathered around a campfire. Since the end of the battle, Melkor who had finally came back from his travesties, had kept his distance to the others. The rumor said that the wise wizard was preparing their next bold adventure, and once again, the rumors weren't exaggerated. Once again, his visions pointed to direction that none of the heroes were able to guess, as the mad wizard told the others that they were going after the Standard of the Fallen, a legendary banner carried to battle by ancient Arakhar, the Fallen King.
.
One of the rebels drew the meeting around the campfire. He slightly altered
the looks of our heroes to avoid prosecutions if the rebellion would go
awry, as all the meddlers would certainly be executed.
The wizard continued revealing his plan. After they would have recovered the magic banner from the ruins of Dakhet Mar, they would gather the rebels and march to Hluthvar. Melkor ordered Dortherion to spread a word of rebellion, "as hundreds of lights surround the city, rise against your oppressors, join the rebellion!", while they would be plundering Dakher Mar. The enigmatic old man also riddled how he would also claim Asbravn during the same attack. Many were left puzzled how the wizard could perform such a feat of conquest, but after all, Melkors pompous scheme was the last hope of Free Darnon.

Soon after giving instructions to those who were left to the makeshift-camp, the steeds of destiny galloped across  the plains of northern Darnon. They rode with the classic composition. First rode prince Arius then his mentor Melkor the Mighty. Their security advisor, Douglas the Nimble, followed Melkor, and lastly came Jared the Restorer, holy man of Lathander. Two days of aggressive striding trough the lands finally bought them to the cursed ruins of Dakhet Mar. Melkor explained the ruins to be the sole remnant of a ancient kingdom that ruled the Western Heartlands more than millenia ago. The Fallen King, whose tomb they were seeking was a legendary emperor who fought with five thousand men against an eastern horde of unimaginable size. The legend says that the king died, along with most of his warriors, but the horde was unable to topple the Standard of the Fallen King. None has ever discovered the tomb, but as always, Melkor was sure that luck would be at his side.
Ancient ruins of Dakhet Mar in a gloomy light.

Circling the ruins without a clear heading, the adventurous party of heroes came across a group of tents, sheltered among ancient monoliths. One man who was left to guard the tents attacked our heroes, taking Jared as a hostage, but teh brooding situation was soon resolved and the threatener captured. he revealed that rest of his group had gone under the ruins in order to excavate something that he refused to mention. At that time, Melkors spidersenses began to tingle, and our brave explorers descented under the ruins.

Karman Fatta
The journey through narrow shafts and ancient tunnels was at least perilous, but finally they reached the bottom. There were four explorers trying to break through the floor, as our heroes entered. Their leader turned out to be Karman Fatta, a mercenary (and highly successful according to his own words) who had insulted our braves over a year ago. It was only a matter of a little spark, that fueled their meeting into a  open clash, where, of course our heroes triumphed. Fatta was left alive and he swore to aid Free Darnon to enroll and train more soldiers. After dealing with the mercenary king, our heroes were able to delve deeper. Fatta had been able to ventrue to the doorsteps of the tomb of the Fallen King, and soon our heroes found themselves inside the tomb.

It was nothing like an ordinary crypt of the dead, nor catacomb. The tomb was immense set of traps that had been waiting for centuries to taste the blood of foolhardy graverobbers. It was Douglas's time in the limelight, as he cleared trap after another without being pierced, crushed, cut, incinerated, vaporized or disintergrated! They defeated waves of skeletons, horrid construct that bolted a mayhem of blades towards them and finally they were able to penetrate in to the inner sanctum where lied the remains of the Fallen King. And this time literally, as they had to break in through the floor, as the "x marked the spot".

What they witnessed as they descended into the inner crypt, was a huge cylinderical shaft in front of the sarcophagus of King Arakhar. In the middle of the shaft, several feets below the floor-level was the Standard of the Fallen, it's banner carefully bound. Melkor warned that without his order, the banner would not be unbound. But before they were able to claim the standard, the Fallen King released his one last trap, as three Helmed Horrors assaulted them. The ancient constructs were not the ordinary type, as they re-animated again and again, even tough our heroes continued to strike 'em down. It was Melkor who perceived to lift the lid of the sarcophagus, and he managed to pry it open all by himself! And thus they saw the gloomy lights in the eye sockets of the once mighty emperor, and by sundering it's head, they were able to defeat the helmed horrors for good. Without further ado, our heroic plunderers proceed to cash the check, as Douglas was magically transported into the center of the shaft to reclaim the standard. Once again they faced a menacing trap, but by Melkor's astonishing magics, Douglas was released in no time.

The Battle of Two Cities
Our fearless tombdelvers set their course back to the makeshift camp of rebels. Two days later, at nightfall, they reached the remnants of Free Darnon. While they had been away, hundreds of volunteers had joined the ranks of the rebellion, and reinforcements poured in at constant rate. People at the camp were preparing for the march that might turn out to be their last, but they were ready. Rarely has the people united so strongly against their rulers, and as the flame of justice burned in their hearts, our heroes joined the brave people, and began their march for freedom. From Hluthvar to Asbravn, and finally to Iriaebor, they followed prince Ariendur in his quest to take the throne from cruel tyrant Osander II.

As the army of the oppressed reached the walls of Hluthvar, hundreds of torches were lid. by this sign, Hluthvarians knew that they were to stand against the city guard. Weakened by the defeat at the Battle of Treeward, troops garrisoned in the city were smashed quickly, and contrary to their own king, those pledging for their lives were left alive. Melkor led his friends to the Keep of Hluthvar, where they had to wedge their way through the Iron Wall, elite soldiers clad in full plate. But near the hall of the Lord Protector Mornburg, they ran into regiment of soldiers. There a young noble with a shining armor of polished steel stepped forward to address our braves. Turned out that the young noble was prince Saldor, son of Osander II Grivald.
Prince Saldor in one of his promo potraits, quite a champ.
 He urged the heroes to route their troops out of Hluthvar, but before any further diplomacy was introduced, a beast that had broken loose from the dungeons attacked the regiment and our brave champions. Why there was a demon bound into the dungeons, no one knows, but soon that malevolent outsider was banished for good. Prince Saldor was captured and given to the angry mob, and our liberators followed Lord Protector Mornburg, who had escaped during the turmoil.

They found out that in his hall, behind his grand seat, was hidden a room with a surprise. There was only a strange looking mirror in the that tiny little room. Melkor identified the mirror as the rippler of Soldengraad, strange device of teleportation. In stressful situations, one has to make quick callings, and before they knew, Melkor pushed everyone into the mirror. Unlike Melkor has expected (he thought that the rippler was connected to Asbravn), our trans-dimensional travelers found themselves from the middle of a desert. All that they could see was landscape desiccated into scales. There was no sun, but still they felt the heat and light of direct sunlight, nor was there night. Only clear blue sky, scorched landscape and sun. But in the distant horizon they saw a glimpse of light. They took it as a benchmark and began walking towards it. As they finally  were reaching it, it disappeared and emerged directly behind them. Puzzled from the strange dimension that had captured them, they yet again followed the light, and it vanished. Melkor began to suspect that they were somehow trapped inside the mirror. They repeated this journey of theirs many times, until Melkor had enough and summoned Petreskobal, an imp that they were able to bind with it's true name.

Fearful creature advised them to keep on the direction, even tough the light disappeared. The hint proved to be successful as they pushed on and found a small red book, partially buried in sand. As they opened the book, all they saw was deep space. Suddenly the sky began to change, and the same infinite space surrounded them with it's distant suns and immense galaxies. And before them rose a figure of colossal size. The figure belonged to a mage with ultimate power, and as Melkor identified him as Alzarseth, the mage spoke to our little adventurers. "You chose to seek the power I wield, and thus you chose your own destruction" And with these words he changed into a gargantuan purple worm that attacked our  planar-braves. Luckily to our heroes, they had slain worms before, so killing the worm was plausible. The battle was grievous, but once again the ones whom we cheer proved to be victors.


But as the worm died, the surrounding space began to twist, spiraling towards it's toothy yet dead maw. It soon escalated, and our wormkillers struggled against a void that was sucking the whole dimension in it, but at some point, everyone has to bend, and one after another, the void engulfed them..


To Be Continued...

Wednesday, October 12, 2011

Chapter Fourteen - Misery & Sorrow at the Black Gates of Mor Shathûr

Session was held 9th - 11th of September at the Gustav's Hideout

Black Tower of Mor Shathûr
The sun rose as a grey behemoth as our heroes were penetrating deeper in to the Pass of the Setting Sun. It was first of december and a rain of hail was covering the black earth. Jared who had greeted the sunrise for his divine spells introduced the heroes to two local shepherds called Gudard and Blabbermouth-Benj. They told about the menace at the dark tower, how it was held by savage tribe of orcs called Gujat Kragor, the Long Tusks. These vile humanoids had tormented the pass since their rise to power, hampering the traffic at the pass to zero and reducing the land available for pasture to a quarter. Thus the shepherds agreed to help the Hope of Darnon, and showed a secret passage to the tower, once used by lusty monks of Deneir, as the main gate to the pass was overrun by the orcish horde.
Scruffy depict of Mor Shathûr.
It was made in haste as the danger was imminent.

When the night embraced the lands, our brave assailants proceeded to the secret entrance. The peasants returned to their herds, awestruck by magics performed by Jared who opened the large stone door blocking the secret passage with a single spell. Ancient tunnel led the party to a small meeting room, where a riddle of seven sins puzzled our heroes for a while. They passed it eventually and proceed onwards, eventually entering a guardsroom filled with orcs. Then began the violent bloodshed once again, and a sudden rush of death soon claimed the whole tower. The orcs of Gujat Kragor were fierce creatures of great might, as it were rumored that they mated with the ferociest of  mountain boars, at least if one's to believe the shepherds. Nevertheless, no orc proved to be mighty enough to resist the final punishment delivered by our glorious rampagers, and level after level were purified of the green menace.

From window slits of the higher levels of the tower our roughnecks saw that an another battle had ensued in the pass that the tower guarded. Unknown force of horseriders had attacked the orc camp, and the greenskins were getting beaten at the outside as well as inside of the dark tower of Mor Shathûr. Soon our heroes reached the top and encountered the horrendous leader of the tribe. "BIG MUTHAFUCKA", as it called itself, was propably the biggest orc one has ever seen, and its huge greatclub pounded Arius again and again. The struggle against the green giant was excruciating, but no orc were to spoil the great destiny that awaited our brilliant goodies and as the humongous bulk of the half-boar/giant/orc slumped down the staircase, they knew they were victors once again.

The Long Tusks also suffered a defeat outside the tower, and our braves met the horseriders. Their leader identified himself as Dortherion, a captain of one hundred riders from far north. They had rode in the name of Lord Alexander of the House Teudor, the ruler of the free city of Rhaum. Dortherion explained that Ariendurs mentor, Melkor the Wise had send a message to his Lord Alexander, and requested aid for the struggle of free Darnon. Thus the riders began their journey south, and luckily they found the heroes here. The riders of Rhaum also had company from another ally of Melkor, Balthor the Bothered, his old associate in magic and wizardy.

With these new allies, our brave champions of justice began their journey back to Treeward, the sanctum of refugees and rebels. Once there, Dortherion promised to begin training in martial arts for the commoners that are willing. Three war-smiths that had rode with him from the north also promised to teach the arts of weapon&armorsmithing for the village smiths, to increase the quality of equipment in the use of the rebellion. It should be noted that Treeward was constantly growing, as the need for change in Darnon grew everyday stronger and stronger. The village had allured several powerful figures to join, such as cleric Thendous Grayish, who shared spiritual guidance for the rebels. Man called Ralhold Silvermace had been selected to act as a village elder while the heroes were absent. Also, familiar barbarian, Baltrus the Hot-head joined the ranks of rebellion, chanelling his temper against the oppressors.

Howl in the Dark

Guulvorg
 Just a ten-day later, important guest arrived to Treeward. Thul Gilial was a scout from the elven kingdom of Evereska. His mission was to observe the kingdom of Darnon and areas near it, and now he came to warn the heroes from the terror that had arisen from the Sunset Mountains. Apparently, the death of the leader of Gujat Kragor had enraged the orcs. Thus the greenskins let loose a mighty beast known as Guulvorg. Thul Gilial urged the adventurers to slay the monstosity with haste, as it would certainly rend apart the unprotected villages east from Hluthvar.

And so the went, once again, and few days later, only some miles east from Hluthvar, the monster slayers arrived to small village of The Valley of Hluth. The night had settled and our braves witnessed terrible carnage, as several of the small villagehuts had  been torn apart, and dismembered corpses of the villagers lied scattered. Then a great howl broke the silence, and the giant beast attacked. Crossbreed of a worg and a dire wolf, the proportions of the huge wolf were unnatural. Nevertheless, if it bleeds, it can be killed, and so did our brave justifiers that they stroke down the vile abominations that the orcs had released for revenge, and the outskirts of Hluthvar had been saved.

Operation Leverage
Two weeks later, the heroes attended to a new affair that was mainly designed by Dortherion. They were to rob the armoury of Hluthvar, as the rebellion desperately needed more equipment and gold to fund itself. The strike was intended to be timed into the new years celebrations, as the city was less populated by the brothers of the Black Cliff, as the Cult of the Bitter Lord had a grande ceremony in Iriaebor. They were to use secret smuggling tunnels that ran under the city with the aid of freedom fighter-agents deployed earlier.

As the night of the New Year came, the Operation Leverage begun with a bang. Our heroes, Arius in front, smashed in to the well fortified armoury, cleaving down any resistance. Only true opposition they encountered was a commanding Brother of the Black Cliff, Captain Wormwood and his Defenders of the Iron Wall elite soldiers, who had grouped in to defensive positions at an arms vault. Nevertheless, their full plate armors and tower shields were opened like a tin cans, as our brave raiders pryed themselves through.
As the weapon-vault was secured, the aiding rebels begun to carry the arms out of the vault, to the smuggling tunnels, as the heroes focused their attention into solving a key-puzzle of a door that would lead into the inner-vault. Eventually the puzzle-mechanics were outsmarted, and our justified looters hit a motherlode, as the inner vault encased three chests of gold, one shiny magical mithral chainshirt and a peculiar item that resembled a deck of cards.

As they were carrying the chests out of the vault, sounds of battle ensued from the upper level, and the crude elevator to the vaults came crushing down. The party had to climb up via small staircase that were only accessible from the vault, and they found that the operation had been compromised. Dortherion and his men had barely fend off city guards who had tried to seize back the armoury. Thus the party and the leftover rebels dashed out of the armoury, rushing through the city alleys towards the entrance of the smuggling tunnels. Altough the route was short, many fell to the spears and swords of the pursuers. They had to force a  cave in at the tunnels entrance in order to escape, but the danger was far from over. Trapped into the dark tunnels, they began navigating hastily towards the exit outside the city. Then something went wrong. A creature attacked from a dark side tunnel, striking Douglas unconscious. Trapped in the cramped tunnels, Arius struggled to drive away the shadowy attacker, but before they managed to take a breather, they noticed that Douglas was missing, someone or something had dragged him to the numerous sidetunnels..

Sorrow at the Staggering Elk
As the shorthanded heroes finally entrenched themselves from the tunnels that might have proven to be one's doom, they proceed the the Tavern of the Staggering Elk that was located at the outskirts of Hltuhvar. In the case that something would go wrong during the armoury assault, they were to regroup there.
Douglas was still missing, and even though the operation achieved it's goal in gaining resources, many brave lives were lost. As the grand schemer and master executer of the operation, Dortherion took the losses heavily. Constantin Almert, who had supervised the transfer of the loot from the armoury to the tunnels, grieved after his long time hunting partner, Viril Massar, who was lost at the streets and alleys of Hluthvar.

Three days later, the main group of the participants at the armoury, left Staggering Elk. Lead by Dortherion, they headed back to Treeward, as our heroes were to stay and search for Douglas one last time. One might call it destiny, but a mule cart reined by old lady called Mirmos Sliver arrived to the yard of the Staggering Elk. The old lady asked from innkeeper Guysses the Sembian for a pitcher of water, as she was accompanied by two men in poor health. By whim, Jared paid heed to the conversation between the Innkeeper and the old lady, and he followed her back to her cart. There lied Douglas, looking gaunt, covered in filth. As the thief lingered between life and death, Jared used his divine powers, and restored the vitality back to the weathered rogue.


Luckily, Douglas managed to escape.
 As he was revived, Douglas told the others how he had woke up in a torture chamber. The torturer had asked him questions about the rebellion, but he had resisted the attemps, and eventually managed to break free and slay the man. After this he had escaped with another prisoner called Valvar. They had crawled through a narrow duct, full of sewage and contagious diseases. That explains his poor condition when Jared found him, and why Valvar had lost his life. Without the old lady Sliver, whom is to be thanked for picking up the two men to her cart, both of them would be dead.

Lord of the Hill 
Month and a half later the rebellion, known also as the Free Darnon faction, had gained major foothold in the northern parts of Darnon. Still a constant menace lingered as mercenaries streamed to Darnons capital, Iriaebor. The force that camped at Iriaebors outskirts could easily crush the rebellion, but for some unknown reason no movement of that sort had been noticed, and that worried the leaders of Free Darnon the most. But they were not the only ones with worries. Dundast Greygoblet, the halfling villagechief of Corm Orp had turned to the heroes for assistance. He and his entourage of his kin were overthrown by bunch of hill giants. And now he wished to get back to his village by the hills. The adventurers could not say no to the miserable littlelord, and so they headed north, through ice and snow that now covered the once so lush plains of Darnon.

Hill giant brothers Knuffa, Tor Tor and Rummaruk had enslaved the halfling villagers, and enstablished their lair to the villages centre. As our giant-slayers spied and work on their tactics for slaying them, they noticed an increase in giants number, two giants from the Anauroch desert had came to greet their distant cousins. Our brave slayers were not boggled by this, and decided to launch their attack to liberate the villagers. It is no common secret that fighting against giants is a hazardous task to do. This our brilliant braves were to find out, as the great clubs wielded by these potent yet imbecile slavers hammered down onto them. As brutal as the clash was, the humongous intruders were beaten and their northern kin driven away. The villagers who had endured the exploit of the giants cheered and began to organize a massive celebration for their liberators. The heroes, who were exceptionally modest this time, presented the village to its chief, and returned back to Treeward, knowing that they had gained new, yet small, allies.

End Of It All
It was 8th of May, 1373DR, and our dear adventurers rode along the treeborder of Reaching Woods. Arius, Cidela, Douglas and Jared had made a trip to Scornubel where they had visited the markets and shops in order to update their equipment. At the same time they had paid a visit to Mordiggian, the boss of United Merchants, or United Murderers as some knew them. It should be noted that Mordiggians tyranny at Scornubel no longer bothers city. And so, after this succesful campaign to neighbouring free city, our jolly lot were returning home, to Treeward.

Their ennobled state of mind soon changed into concern, as one of Constantin Almerts rangers, Ralfar, rode against them. He carried a message of most tremendous importance. The base of Free Darnon and safe haven for the refugees, Treeward, was under attack! Ralfar explained that with the morning mists, few hours ago, a large army commanded by Skull Rider Overlord, Captain Irongrave, had sieged the village. Also during the night, a great magical wall was conjured to the treeborder, in order to prevent the refugees from escaping, companied by antimagical barrier that blocked Balthor from sending the heroes a message of distress. As a skillfull rider, Ralfar himself managed to slip out before the King's Army closed in, and begun the search for the heroes, as their aid was desperately needed.

They rode along with the wind, as every moment was closer to the destruction of Free Darnon. Although their ride was a noble lunge through miles, they arrived too late. The battle had commenced without them, and the rebellion was losing in every single field. The struggle had taken place in a opening in front of the village, and even though the forest gave some cover for the rebels, the vision was horrendous. The well armed professional soldiers of King Osander II hacked down  masses of inadequately equipped rebels, and as zealous as they were, they didn't stand a chance. Only the men of Rhaum, who were led by their brave captain Dortherion, managed to fight back. But they toiled in vain, as the Brothers of the Black Cliff slayed men like pigs. There are no words that can describe how those vile servants of the Bitter Lord killed and dismembered their victims that day. In the middle of the battlefield was a large wagon, from where three poles towered towards the sky. To these poles, three tortured figures were bound.

Shocked by the slaughter in front of them, our fateful heroes plunged their mounts to the ranks of the enemy, striking down every single Black Helm, Skogarrim Mercenary, Bitter Lord fanatic and Skull Rider who crossed paths with them. Their fury was only increased as they saw how Balthor The Mage was mortally shot down from the sky with a powerful arrow of the Bitter Lord, where he was pouring his fire evocations down onto his enemies.



Even though they began their chivalrous charge in the lance formation, soon only Arius was advancing towards the head of the snake, Captain Irongrave. The others were hindered on their way, thus leaving the half-elf prince to face the menace alone. Just before reaching Irongrave, a  sudden blast knocked Arius and his horse to the ground. As he forced himself up he saw how Irongrave held Dortherion from his throat, as the minions of the Skull Rider Captain stabbed Dortherion again and again. Arius threw himself against the Captain of the Black Cliff, challenging him to a duel. As gallant as he was, Arius struggled against the Hammer of Doom, a powerful warhammer that was given by the Bitter Lord himself to Irongrave, his loyal servant. Jared tried to reach Arius to aid him, as he saw the upcoming doom, but too late. A powerfull blow knocked our brave prince prone, and as Irongrave was to deliver the finishing strike, a flash of bright green light occured. The Skull Rider Captain quailed in pain, and with a terrible cry, the champion of evil fell dead on the ground. And lo, on a hills surrounding the battlefield, stood Melkor!

The Return of Melkor
As Captain Irongrave was slain, the forces of King Osander II began to shatter. Melkor had summoned celestial dire lions to his aid, and soon the army was driven back. Only the Skogarrim barbarians and the fanatics of the Bitter Lord had to be killed to the last of them, so blinded were they by their lust of blood.

Finally the battle was over. As the cold drizzle drummed faintly the armors of the ones who fell, it was obvious that only the most lucky ones survived that day.In addition to the countless who had given their lives in order to defend the Free Darnon, Melkors old friend, Batlhor, had been slain. Hot blooded half-orc barbarian Baltrus was also killed, but severly wounded Dortherion managed to see another day, as did 32 of his men. Constantin Almert lost his eye as he led his rangers agains the back ranks of the enemy. In addition to him, only four of his men survived. Constantin also found out that one of the three figures bound to the pole-wagon was his friend Viril. They had tortured him to reveal the location of Treeward, and he had most likely been alive when the battle ensued.

Not even the return of Melkor gave consolation to the ones who survived, as months of hard work, not to even mention the lives lost, came to nought. And the worst part was that sacrifices like the battle that day, were only prelude for all the grief that was yet to come in order to liberate Darnon from it's tyranny.

As the night drew it's dark curtain over the scene of sorrow, our exhausted warriors sat around a campfire to hear what Melkor had to tell for an excuse of his long absence. The Wise Wizard told a magnificent tale how he had ridden to the shore of the Sea of Swords, where he had entered the ponderous vaults of Candlekeep. He had researched for ways to use the Cube of Tybor for their advance, and he was convinced that they could supress the powers of Alzarseth, the Red Wizard, who reigned as the archmage of Iriaebor. This would grant them an great advance in the battle for the throne. Melkor also told that he had used lot's of resources in order to gain new allies for their cause, and he felt that he had been quite succesful in that. Dortherion expressed his doubt that Free Darnon would never be able to restore it's ranks, as many good men had fallen that day. But the others who had travelled with Melkor before, saw a familiar glow in the eyes of the beloved magician, and it marked for yet another foolhardy adventure!

The enigmatic mage chuckled silently, slowly smoking his pipe.

Monday, July 18, 2011

Chapter Thirteen - Why To Be Just The Hero Of The Century When One Could Be the Legend Of The Millenium!

Session was held 15th of July at the Altar of Games

Life without the Wizard

Arius fitted a traditional Berduskian noble outfit,
only to find it too tight around his belly.
It had been over two weeks when Melkor left the others for his quest of personal power and wisdom. The others had struggled across Darnon while dragging the bony corpse of Jared with them, and reached Berdusk. There a High Priestress of Lathander the Morninglord had resurrected Jared in exchange of bringing back the Font of the Rising Sun aka the bowl. But before their first quest without the brain, Arius had to perform the second ritual of his legacy sword. Whilst Arius was rubbing coal and mercury to his fine blade, the others auditioned and hired a free-writer to keep track on their adventures and later on, to write up a complete biography in order to make some serious amounts of gold.

This responsible yet profitable task was assigned to certain Kaius Sapphirequill (yours truly) and he began his tremendous work by listening the complete story so far, told by the rest while Arius was wanking some enchantment on his sword.

As Arius completed his ritual, everyone were ready to began their journey to the Purgatory, burned down village some miles west from Iriaebor. There were rumored to be a man called Syrralt, ex-priest and traitor of Lathander who had stolen the Bowl for his own dark deeds. The heroes were to capture and bring justice on him, and to return the bowl to it's righfull owners. As Melkor was still missing, it was decided that Cidela Pepperpath would act as substitute for now on.

Journey to the Purgatory began with unconvential measures. Our braves loaded their mounts to a barge that was destined to sail up the river Reaming all away to the Sunset Mountains. Master of deception, Douglas, disguised our riverfaring posse and their mounts, and none of the authorities questioned these "miners" and their "beasts of burden". Journey via the river went well and our strike force stranded few miles before the Purgatory to close with it by feet/hooves. On 23rd of August 1372Dr  they began approaching the Purgatory, known as the village of Orp Sarkan before it's fiery demise in 1368dr when the Skull Riders rode in, slayed and burned the whole village.
The Purgatory, one can't wait to have a vacation there!

Everything in Purgatory was in ruins. Only stone foundations and charred structures remained. In the middle of the village was the market square, place where a great massacre occured four years ago. Dozens of stakes stood there, with charred, impaled corpses of the villagers still hanging in them. Our heroes were disgusted and upset from this heinous massmurder of innocent people. No signs of Syrralt were seen, until they discovered a tent hidden inside a ruined house. Their investigations at the tent came to sudden stop as unidentified riders approached the market square. Our defenders of justice hide themselves and eavesdropped the riders, who were mercenary vanguards lead by a Skull Rider. Fifteen men began patrolling the ruins, some of them Kothians, some Skogarrim, and five of them Blackhelms, Darnonese soldiers.

Our magnificient hiders continued to hide, and investigate the tent, and they discovered strange writings and trigonometric diagrams that depicted a certain location in the ruined village. Carefully inching to avoid the soldiers attention, they moved to the location and found a basement. Inside it they discovered a ropeladders that descended into a narrow chute. By using these ropeladders, they soon found themselves from a underground passage. Eventually the passage came into a halt and opened into dark underground cave. They saw glimpse of torchlight from the otherside of the cave, and witnessed how Syrralt tried to join into Undersea-God-Cult of fishmen, Kuo-Toa. The situation provoked combat, and a scaling began. Our seekers-of-lost-relics had quite a nuisance from Kuo-Toa harpoon-men who hurled their weapons with deadly accuaracy. Nevertheless, the bug-eyed seamen were bout to suffer a defeat, when the unexpected happened.

Curiously, the Kraken stripped Arius and clad him a loincloth!
From the middle of the cave, where a 50ft wide pool of underground water lied, rose a tremendous monster, a kraken, a creature of immense size and diabolical intelligence. The kuo-toa began shrieking "It's Moolowik the Hoarder" and the balance of the battle quickly changed, as the gargantuan entity began amassing both Kuo-Toa and our braves with it's 60ft long tentacles. Quick in wit, our bold warriors began an expeditious retreat, as Douglas managed to nick the bowl. The Kraken, Moolowik, caught Arius as he was running into the passage, but instead of eating him straight-away, the masterbrain proposed a deal to our dim-witted prince-to-be. Arius agreed with the giant-squid, and he was released to live another day. He only had to promise to bring a steady supply of human sacrifices to the abomination, and the creature would crush the riverharbor of Iriaebor when the heroes would try to seize the capital. Forthright suggestion don't you think.

Like the rat leave a sinking ship, our heroes escaped the Purgatory and began their trip back to Berdusk. And soon the Font of Rising Sun was back in the goldring-rich hands of the worshippers of Lathander. And then, yet another adventure unfolded for our heroes.

Change in Order

While our proud adventurers were in Berdusk, Cidela Pepperpath's father, General Almatheus Ochrefield suggested that they should open up the border a little bit. What he meant was that the heroes would infiltrate the borderstation Morihig, which was located at the great gate that dominated the landscape. This gate was the only way through the massive bulwark, and the camp Morihig was the main base for the soldiers stationed in the guardtowers of the bulwark. Inside the camp, they would track and assassinate General Traaghar, a evil man in responsible of many unnecessary deaths of civilians trying to leave cursed Darnon. His demise should open his post to Colonel Erebald who Ochrefield knows to have sympathies for the rebels, and much lesser thirst for blood, unlike the current commander general Traaghar.

To execute the change in order, the schemers left Berdusk and disguised themselves through the gate. While
Dash-line is the way in, dot-line is the way out.
they walked through the camp they observed everything that could aid them on their mission. After the camp they stayed in a shack village known as Hope's End. It had spontaneously sprung up after the construction of the Great Bulwark as many homeless refugees were denied to leave Darnon, so they stayd and camped near the gate. From the misery of Hope's End our soon-to-be-assassins survailed the camp, learned the basic schedule of the camp, including the changes of the watch, and took careful note on the personal customs of General Traaghar.
 
Finally as all the in's and out's, cons and pro's were mapped, our vigilantes begun to move. They assaulted four soldiers patrolling at the Hope's End and escorted a coal cart to the camp. Cidela was to drive the cart, and as they would close the inner gates, a cart wheel would broke to cause distraction. Douglas managed to jury-rig the wheel perfectly and the distraction went as planned. Cidela coloured it futher with her womanly virtues.

Cidela used pair just like these.

Our braves crossed the campbridge to the southern portions and stayed hidden inside a tent, until the time was right. Approx. 2.am Douglas began to sneak towards the HQ. He climbed to the Generals window with the aid of Jareds air walk spell. Luckily the general was asleep, although just faintly, and Douglas performed the notorious Coup-de-Grace, and the assassination was done. They escaped the camp by going out to meet some local girls, and the gateguards didn't notice their hoax. As they left the camp, they forced the whole shacktown of Hope's End to escape with 'em, as they knew that when the murder would be discovered, a great deal of violence would rain down on the civilians.

After the incident at the Morihig borderstation, our heroes once again crossed the Crossing of Hastur, from where they met commoners who were willing to join the rebellion. This oppinion was shared by many that they came across and one led to another and our alpha-rebels found themselves from village of refugees known as Treeward, located in the northern parts of Reaching Woods. There they stayed for three months, instructing able men and women in the secrets of martial warfare. Many were ready to sacrifice themselves for the better tomorrow, and our humble revolutionares soon understood that Darnon was changing, and the moment of truth was closing rapidly. Familiar foresters, Constantin Almert and his sidekick Viril Massar, continued to hone the skills of their upcoming rebel army, as the heroes were needed elsewhere. A call of distress came from the Pass of the Setting Sun in the eastern borders of Darnon, at the Sunset Mountains. There the Order of The Black Cliff had outsourced the responsibility to direction thats atrocity triumphed even the infamous Captain Irongrave. Place where the evil lurked was called Mor Shathûr.

Man Called Tree
It was mid-november and our fellowship proceed towards the city of Hluthvar. Day before it, a curious incident occured. On a small hill lied a rustic cabin accompanied by a weathered tree with dark red leaves. This aroused our adventurers attention. They rode past four gravestones and at the cabin they found one yet to be buried. A skeleton of a man rested on a small bench nect to the cabin door, holding tight on a rusty sword. Before our dear anthropologists managed to search the cabin for loot, a deep whispering voice caught their attention. In the old tree was a man, chained to it. He was old, grey and his skin was rindy as the tree. Bark had covered over half of the chain around the tree, and was slowly engulfing the man itself. Man was bent to the shape of the tree trunk, and his bones were clearly dislocated. The man told our heroes how he had been chained to the tree over a lifetime, as his captor rested under the first and most worn-out gravestone, near the cabin. Man who's skeleton rested near the cabin was his last guard, and the grandgrandson of his captor, Alestur Grimmoir.

Man Called Tree, as he called himself, had murdered and raped Alesturs young wife somewhere around the late 1240's. Rightfully enraged, Alestur had fastened him around this tree outside their homevillage of Hluthvar which now was a city. There he sworn to see the Man to wither and languish until the end of his miserable life, as death would be to pleasant for a murderer like him. Fed only to keep him barely alive, the Man outlived Alestur, who's son Sarmald continued his fathers duty. Eventually Sarmalds son, Farmald put his father to rest and continued his grandfathers calling. But the chained man lived on, and the decades turned into a century. Eventually, Alesturs grandgrandson Haravald, last of his dried out lineage, died somewhere around 1350's and the Man Called Tree was left unguarded. He believed this to be a boon, as none would feed him anymore. But he didn't die.

Man Called Tree suspected that the tree had something to do with it, as he recalled the leaves to be bright green when he was tied around it. Now the leaves were blood red, and Man Called Tree was sure that the wretched plant had grown roots inside him. He asked the heroes for amnesty, and hoped them to strike the rusty blade of Alestur through his heart into the rotten core of the cursed tree. Although he showed no signs of regret, the heroes agreed to do so. Man Called Tree's last wish was that the adventurers would bury poor Haravald who had died in watch over two decades ago. And as the blade reached the trees core, Man Called Tree finally had his rest.

After burying Haravald, the tree dropped it's first red leaf, that slowly floated to Haravalds grave. Our scales of justice continued their journey and left the site that had confined four generations in a one act of revenge, and continued towards the pass of Setting Sun. They passed Hluthvar, a small city that was just a village when Man Called Tree had done his heinous act, and decided to liberate it as soon as Melkor would return as they had heard that great terror was practised in there.

And as their mounts hooves struck lightning, the darkness of the Pass of Setting Sun rose before them, and the darkness had a name,
MOR SHATHÛR