Supply Line Disrupters
Torch and Vek


Soran sent the adventurers to attack a bandit out post. The bandit out post works for the Miners and interferes with supply routes for the rebels.

The group split in two and created a diversion by having a part of the group pose as travelers/suppliers and take carts down the valley route.

The rest of the group attacked the bandit cave from above its location. The managed to kill most of the bandits in the cave and they captured Vek and a young red dragon that they hope to train.

The group in the valley took more damage but managed to kill most of their attackers but Torch slipped away.

They found a psionic blade.

Underground City of Arkon
Joining the Rebels


The adventurers made it to the hidden valley where the Rebels would be able to contact them. From here, the adventurers were able to visit the famous underground city Arkon.

Arkon is a massive underground city where anyone can come and many do. Its heavily fortified and many an illegal activity takes place.

A massive wizard’s tower sits in the center of the city with a sub-elder black dragon wrapped around its top.

Nix showed up at the hidden valley and the group had to hurry to a nearby valley and aid some of her people that had been attacked. They killed most of the attackers but a fleeing drow set of some kind of earthquake affect that opened up a spreading fisher in the valley under the group and they had to scramble to not fall into the fisher. Many of the bandits were swallowed into the fisher. The group made their way back to the hidden valley and found that Soram had arrived. He showed them a secret entrance into the caves they had stayed in and they used the underground old dwarven highway to get to the rebels current mining camp.

Blackstone Mine is an ancient mine once run by a famous dwarven miner named Corage. The dwarves have long since left this mine and it is in disrepair but still shows the strength the dwarves had for mining.




On the way to the monastery, the adventurers wound up and through valleys on a steeply exposed road side.

While camping, during the early dawn light, they woke to the sound of hoof beats. They found a spooked horse in full armor and wearing the symbols of Donblas.

A few of the team chased the horse down and few of them followed the trail that lead a ways up the road and then followed a side fork.

The fork lead to an seemingly abandoned mill with a small overrun village. Bodies of both humans and humanoids littered the place. Inside the mill, the team found a small entrance to some cave systems that the humanoids apparently didn’t find. They took some left supplies and searched the grounds for anything useful. They did not find the paladin but did find that some of the humanoids had lived and had taken off up the valley floor and into the mountains.

The group reformed and made the decision that their goal was to get the War Chest of Innana to the monastery and to not become distracted.

They made it to the monastery and were able to stay a few days there to regroup, resupply, and to meet with the mage. Some members of the party took the opportunity to study in the library and some chose to meet with the monks that guard the library and practice their martial skills.

The Fire of Ardea
To Die for a Brigand


The characters woke to a fire in three places around the town. One at the bottom of the valley, one in the market and one in the near by forest.

The characters head out to the fire in the forest and found a town tower outpost on fire. There were four bodies but everyone else was missing. The followed the obvious trail and trailed the brigands and their prisoners for miles. They spotted one of the brigands look outs and captured him. They convinced him to walk into the brigand camp and distract them while the characters launched a surprise attack.

Eventually, the characters managed to defeat the brigands and managed to capture two of them for questioning. They killed both the leader and their toughest fighter, an Ogre.

Two characters were killed. The druid and a fighter.

The brigand that served as their distraction was also killed.

They returned to the village, keeping the prisoners at the tower outpost for questioning. They also rescued most of the guards and the other people that lived at the tower.

At least one brigand escaped.

They found a note on the leader that confirmed that there was a meeting at Break Neck Ridge at the new moon in three weeks and that this leader they just killed planned to be there. The note told him he was doing well with his collection of slaves…his quota…and to keep it up!

When they returned to Ardea they discovered that their hotel had been attacked and that someone had tried to steal the War Chest. The three giants and the characters that stayed behind defended the chest.

The managed to borrow enough money to raise everyone but will have to pay interest. They ended up staying an additional week in the town to recover.

On the way to the Town of Ardea
To save a child


The group traveled from the city toward the Monastery in their endeavor to escort the War Chest of Innana to the Monastery so that the mage there could add more items to it.

On their trip, they ran into a couple of burning carts and one of them with screaming horses attached. They rushed to rescue the screaming horse and found a youth and his younger sister hiding in the long grasses. The youth shot at the group with a light cross bow. The young girl was shot through the gut with a bolt.

The clerics worked on the girl and they moved both to their own cart. The story the youth told was that they were attacked by some brigands and that the brigands took all of their possessions and took off with their parents.

A few of the team trailed the brigands and came upon the children’s parents both dead. The trailed a bit further and found off in the distance an old tower that over looked the valley. They couldn’t get very lose to it without revealing their position but were fairly certain that the brigands went toward the tower.

They met up with the group and moved on. That night their camp was attacked in the dark of the night by brigands and their war dogs. After a viscous fight, and a few characters down and close to death, they managed to kill the brigands and the dogs…they did save one dog and the druid took over its care.

A patrol from the local village showed up and helped take care of the bodies.

To the amazement of everyone present, Nico summoned a pixie and she healed the little girl with white lotus.


The group spent a few nights in the village to recover and buy supplies.

Travel to the Kingdom of Ateste
Ship Ahoy

The characters begin their adventure in the Twelve Kingdoms, the Empire of Vandemyr.

The characters spent two weeks in the Kingdom of Parma, in the Duchy of Savona, in the city of Vetere. They were guests of Duke Ettore Revel. He is the sponsor of the War Chest escort.

During the two weeks, characters prepped themselves, fought in the local arena, became acquainted with one another, and accomplished some research.

Three additional invitees joined the crew. Two half-gray-elves, a male and a female, brother and sister duo came out of the forest of Divindell, a sylvan trading forest. It is rumored they heard of the wood elf Lothiriel’s task of escorting the war chest and took off after her. A dwarven cleric arrived ready to wield his sacred hammered-axe (but not as excited to go anywhere by boat).

The retinue met Captain Trip, captain of the Carpathia. Trip is a charismatic captain flying Empiric and Parma flags. The Empiric Flags means in shipping standards that Captain Trip is a trusted captain of a empiric ship-of-the line and has free reign to dock at any of the twelve kingdoms ports.

During the voyage, the Carpathia came upon a crippled ship, the Eclipse. The Eclipse had survived and escaped the attack of a pirate ship called the Furious Fish. The Furious ghosted them for three days and on the third night they attacked. They were first attacked by five spirits (shape shifters) that swam between the two ships and boarded the Carpathia. They managed to kill the healer, the summoner, and a Serrin (mentalist) and the captain. With great speed, the Furious over took them. During the fight, the attackers took their Nogal, the sea-sprite that allows them to navigate the deep ocean.

An alchemist traveling on the Eclipse launched an attack at the Furious. He managed to spread an acidic fire that took out the landing ramp between the two ships (and also managed to destroy the masts of both ships). This allowed the Eclipse to escape but just barely.

Some of the pirates of the Furious were left on board the Eclipse and they fought a retreat to one of the lower holding bays and blockaded themselves inside.

Some of the retinue joined some of Trip’s men and they scoured the Eclipse. They helped those needing healing and they reinforced the doors to the hold. The pirates asked for food and water (this was four days after the attack).

Trip wanted the pirates taken to shore and questioned. So, they provided some meager rations through the loading hatch.

The Carpathia tugged the Eclipse to the nearest port and left her to the local magistrate and resumed her travels.

Upon arrival at Hostilia, the characters noted that the port was one of the largest any of them had seen. It included a dwarven sea wall with matching light houses and a deep port.

The docks seemed an example of a well oiled machine. The military has its presence almost everywhere, including the docks. The ships are all searched and their paperwork all meticulously reviewed. All visitors to the docks are recorded before they are allowed entry to the city.

Once past the entry to the city, the group made its way to the Chard Phoenix.


A hotel known for its ale and tobacco products and for its loyalty to the Omicore. An agent of Omicore, Nico, will meet the group at this hotel within a week of their arrival. Omicore will add support materials to the war chest and Nico will provide an escort to the Monastery of Terni (famous for its sages and library).


The group has an opportunity to get to know Hostilia while waiting for Nico’s arrival.

Players are asked to do what they can to ask most questions by Thursday so I have time to pull things together for them by Sunday.

Miniatures, a Mat, Books, and some Walls
Gaming comes to life!

Everyone thank Mr. Peter Adkison for the use of his massive playing mat, an army of miniatures (quite a few seem to be dwarves), some cool terrain and walls and reference books to help it look more like I know what I’m doing.


Goblins, goblins, everwhere
Sand Squid!


Our intrepid adventurers begin their climb to fame and fortune (and if they can accomplish something along the way, all the better!)

The Duke arranged for some initial arena fighting in which the players could test their mettle and learn how one another fight (and for our new gamer…come to understand how a typical round my go).

The character team included a barbarian, two fighters, a druid, a rouge and a fighter-magic user.


They fought a group of seven goblins. Four fighters, an archer, and two shaman types. To complicate matters, one of the shaman didn’t seem to do anything but lend his abilities (somehow) to the other shaman and between the two of them, they summoned a sand squid. A creature that sort of swam under the sand of the arena and lashed out with tentacles at the player characters. They summoned a new one every round.

After a long battle, the characters killed most of the goblins. After critically wounding one of the shaman, the barbarian rushed the last shaman and demanded in surrender. With a successful rush and intimidate, the shaman did surrender and dispelled the summoned creatures.

We found out that staying on task is important to gaming at a faster pace. We found out we don’t recall all the rules all that well and have some work to do.

I realized how tough it can be to play a druid.

I can’t wait to get some of this stuff under our belt, move things along at a faster pace, and work to keep distractions down and minimum while keeping folks engaged.

Thanks to all the players. I can’t wait to see our story unfold!

Hired by Duke Ettore Revel
Blood Oaths

The Duke Ettore Revel is a wealthy noble that has hired the party to provide armed escort of a large, magically sealed war chest.


In preparation for this escort duty, The Duke requires that you attend the local military games and practice your various skills in the arena. He has arranged for you to work together to sharpen your skills previous to your disembarkation.


The Duke will require everyone in the group to take an oath of service. These are common in the area in which you live. This is similar to an employment contract. It’s two way. By taking the oath the Duke makes guarantees to your families or guilds or churches or debtor to pay a modest amount to them should you die. This happens under specific conditions. If you actually escort the war chest and accomplish the task but one of you dies in the process or dies on the way home, then the Duke will pay the death fee.

Be prepared for game day on 4-19-15 to take at least a turn in the arena.

If we manage to have the characters prepared and have accomplished the prep for disembarkation, the characters will leave for the first part of their journey.

Additional Players
Two more into the drink

Met with two possible players today. I’ll add their names at some point. They’re experienced players and one of them DMs and seems to like the creative and world building end of things.

One of them likes to play diplomatic characters. At least that was my take-away from our talk.

I believe we’ll end up with a Paladin and a Fighter. They can tell me different. They’re going to work on their characters and we’ll go from there!


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