Graveyard World

Espis Chapter 3: Into the Laventius Estate

The party returns to Phandalin with their hobgoblin prisoner, and spends the day in training, rest and recuperation. Varyk spends this time on an information gathering expedition, and overhears a few of the Redbrands plotting to silence him that night.

The party sets up an ambush, capturing three of these attackers and killing one. During the fighting, Dakarai, a lost vagabond, warns Urllexin to approaching enemies, and is welcomed into the group. Clues on the bodies of the prisoners lead the party to discover that the mayor was killed at some point earlier in the night.

The next morning, interrogation of the prisoners leads the party to discover that the Redbrands are hiding out beneath the Laventius Estate, to which they find two entrances. Qelline Alderleaf and her son being kidnapped raises the stakes, and the party enters the catacombs beneath the estate, fighting their way, room by room into the heart of the Redbrand base of operations (with the help of a few good berries).

While there are mostly humans and a few Bugbears camping in the ruins, Varyk does come across a dangerous lurking Nothic, and promises it the staff of the wizard Glasstaff if it leaves the party alone.

We left the party interrogating a drunk, just before discerning that the room they are in sits opposite Glasstaffs quarters.

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Espis Chapter 2: Arrival in Phandalin

The party travels to Phandalin, chased for a while by Klarg and his goblins, before successfully arriving in the town and delivering the goods they were escorting and receiving their payment. They travel to the local inn for the night, where they hear a number of rumors and receive a number of opportunities;

  • Lorna followed up on a lead and found out from the halfling Qelline Alderleaf that the druid she has been searching for is currently living in the town of Arboron.
  • Sister Garaele asked Kharl to visit a banshee out at Old Owl Well, and gave him a comb to present as a gift.
  • The party found out about orcs raiding from the east, which there is a bounty on.
  • The party was asked to rid the town of the Redbrand faction by multiple parties. Varyk overheard from a group of members that the group answers to a wizard named Glassstaff and appears to answer to the Black Spider.
  • The party was asked by Hudson to maintain pressure on the goblin attackers, hunt down Grunden Rockseeker, find out what is going on and who is behind it, and find his sword, Laventius’ Bane.

Before acting on any of these opportunities, the party waits until night and returns to the goblin hideout, with the intention of defeating Klarg and finding out where Grunden Rockseeker might be held. After a rough skirmish at the front of the cave (the goblins having set up more defensive structures in the previous day), the party reached a stalemate with Klarg, who had holed away in a well defended cave.

Divining from conversation and hints that the ‘Black Spider’ that Klarg serves might be a dark elf, Varyk tricks Klarg into believing that he is a friend, and gets them to reveal that they came from a place called Cragmaw Castle. The ruse is discovered when Klarg’s wolf smells Urllexin, but before they can react, Varyk engulfs them all in flame, while Lorna and Urllexin shoot from the shadows.

Varyk stabilises Klarg and ties him up for further questioning, and the party loot his treasure chest and discover a lost shipment of supplies bound for Phandalin.

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Espis Chapter 1: The Goblin Ambush

For a variety of different reasons, and with different goals, a party of adventurers escorts a caravan of supplies to the town of Phandalin, where they hope to meet Gundren Rockseeker, a guild leader and prospector.

Half a day from the town, they are ambushed by goblins, and find evidence that Hudson Abadeir of the Crossroad Knights has been captured and taken to a nearby hideout. Following tracks left by the goblins, Urllexin leads the party to a cave entrance.

Lorna scopes out the cave, leading to the capture and integration of a hapless goblin watchman, who tells them that Gundren has been kidnapped and taken to King Grol, who the goblins in the cave report to. The party also become aware that Hudson Abadeir is inside, held in the ‘eating cave’.

The party charges in, avoiding wolves and narrowly avoiding a water trap designed to repel intruders, and after a flawlessly executed ambush manages to rescue Hudson, who is furious at his capture and the loss of his sword, Laventius’ Bane. He offers the party a reward for getting him safely to Phandalin, and the party, exhausted and injured, agrees.

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Arkenreln Aftermath

The events that happened in Arkenreln during the battle with Cherintanos and the Lich are muddy, but had a few obvious effects on the world at large.

While the Lich was defeated, it appears that Cherintanos managed to ascend, becoming a shapeshifting, undead god that continues to be a source of fear for the entire world. Atrius, unwilling to let this stand, left on a journey to master a new form of shapeshifting and to find a way to destroy Cherintanos for good.

Gripped by religious ecstasy, the armies of Overcairn declared Recrentius the true ruler of Arkenreln and the High Prophet of the God of Bloody Light, and have since began transforming the realm into a religious state.

Arvahnt, disgusted by this turn of events, channeled the power of The Gnarl and severed Arkenreln’s connection to the Nameless Forest, returning it to the Outer Reaches, where she remains as it’s protector to this day.

Nobody quite knew what became of Eilyac, who seemed to be pulled into a dark portal at a pivotal point during the fighting, seconds after preventing the Lich from casting a dark spell on the lodestone of Overcairn. Many of those who were close to death during the fighting noted that they saw his grinning face in their dreams, seconds before being stabalised or healed.

Either through political or mystical means, the supplies of Negative Energy from Arkenreln dried up, meaning that anti-magical devices throughout the lodestone network quickly became far harder to maintain, leading to a golden age for arcane trickery.

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Arkenreln Chapter 6: Retaking Overcairn

The party returns to Overcairn, which is a city in chaos. The Caster of Shadows, a mysterious crime lord, has come out of hiding after the creation of the Tantail Tree destroyed the underground network her spies used to transport goods.

The party joins up with resistance fighters, defeats an ambush of the Caster’s shadows, and begins planning a counterattack to retake the castle that the Caster has made her home. While Recrentius whips Overcairn’s soldiers into a religious fervour and leads the army against the massed Shadows, the rest of the party sneaks into the castle in an attempt to cut off the head of the snake.

The party succeeds in their mission, and begins the process of readying the city for an undead invasion from beyond the fleshwastes.

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Highhaven-in-Solitude Chapter 2: All Problems Can Be Solved Permanently By Killing Gods With Almost No Provication

After successfully infiltrating Jaitus Kalo’s forces, the party, joined by a local druid, Vulptic, discover Kalo’s true plan. Kalo, who has rejected godhood, intends to break into the ice dome which acts as a portal to the realm of Xaviara created by the impact of the Abyssal Crown and use the power of his Lastember ring to steal the gods power for mankind.

Breaking away from Kalo’s forces after their ruse fails, the party escapes into the portal, finding themselves in a dense steamy jungle. At the center of the jungle, they find an ancient rusted city, suspended by chains over an abyss, and they crawl over it, enter the castle, and face a weakened Xaviara.

Humble Hank, previous wearer of the Abyssal Crown, breaks his mental chains to Xaviara and kills the god, ruining Kalo’s plans and destroying any influence that the crown still had upon him.

Upon leaving the city, the party was captured by, and quickly befriended by, a tribe of orcs that called the jungle home. After a night of feasting, the party partook in a hallucinogenic mixture designed to create a berserker wrath, and when they all came to they were on the front lines of a battle between the orc tribes and Jaitus Kalo’s forces.

The party dived into battle, eventually engaging Kalo himself. After an intense fight, Kalo, ceding defeat, swore vengeance on the party and accepted the godhood he had been rejecting, entering Ascension. Though worried for what this might mean in the future, the party celebrated their victory, and their recovery of the device Kalo was using to hold Highhaven’s lodestone portal closed.

The party returned to Highhaven, where connection to the outside world was re-established, and the party were revered as heroes.

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Highhaven-in-Solitude Chapter 1: Two Men Fall From the Sky, Ruining Everything For Everyone

Breaking the stillness of a cold, icy evening, Magicami and Humble Hank fall from the sky leaving great trails of fire in their wake. When they come to, they are alone in an icy wasteland, with no memory of recent events.

Hours earlier, the sellsword Hudson Abadeir, knocked prone in a bloody ambush while working as a bodyguard in the city of Highhaven witnesses a group of robed figures take control of the crystal lodestone at the center of the city, teleporting it from the subtropical Espis onto an unknown glacier.

After rescuing Magicami and Hank and leading them into the city, Hudson reports to the city council, who task him with hunting down a powerful amulet that is required for the lodestone to work, before the city freezes and starves. The trio scour the city, which is tearing itself apart looking for food, warmth, and someone to blame and eventually use a magical compass fashioned from Hudson’s ancestral sword to home in on the location of the magical amulet.

Travelling deep into the old keeps beneath Highhaven, the trio suprise, overpower and take the robes of a pair of powerful mages. Sneaking into what appears to be a base of operations, Magicami is terrified to recognise the powerful Archmage Jaitus Kalo as the leader of the mages. Maintaining their disguises, the trio load up a caravan with magical equipment and supplies and ride along with the group as they leave, carving a route deep into the ice that now surrounds the city.

After emerging from the icy tunnel, the party sees the caravans destination – a Crystal meteorite that has crashed into the glacier not far from the city. A icy spire that seems to be rebuilding itself, even as they approach it…

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Arkenreln Chapter 5: Returning to Overcairn

Arvahnt awakens in the mountains one morning after a prophetic vision. Reciting it to the party, the group becomes concerned that a lich has revived the powerful chimeramancer Cherintanos with the intent of marching on Overcairn. Consulting the Book of Laws, Recrentius concludes from this that the phylactery Arvahnt possesses simply taps into a greater well of power concealed somewhere else, and makes a vow to destroy Cherintanos.

The party is cautious in returning directly to Overcairn, taking the opportunity to stop in the town of Norge to recuperate, forge new armour and weapons, and prepare. Eilyac visits his old friend Silent Randy with Atrius to learn all he can from the Atlas of Arkenreln, and picks up the gist of the language after a couple of weeks of study. Sacer the Irascible uses the down time to drink, gamble and generally carouse around the run-down town, picking up rumours that Overcairn is in a bad state, overtaken by a criminal cartel run by the mysterious Caster of Shadows.

With the threat of Cherintanos looming, the party finishes their preparations and begins the long journey back to Overcairn, travelling overland to avoid bandits on the road. After a small skirmish with a trained Boarcupine on the main road, the way is clear to re-enter the city, and see what new dangers it holds.

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Arkenreln Chapter 4: Rebinding the Book of Laws

In their quest to cleanse the library of the bloody god, Eilyac is killed, and unbeknown to the party makes a deal with Death that when the fate of Arkenreln is in the balance, Eilyac will act to cause destruction, or be forced to become Death himself.

Eventually, Azenkazahel is defeated, and Recrentius begins the long process of rebinding the Book of Laws. Recrentius rebels from the idea to add their own interpretation to the Laws, and doubles down on the Old Ways.

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Arkenreln Chapter 3: Library of the Bloody God

Having completed her task, as promised Arvahnt takes Recrentius to Nink, who tells them that if they want a new Book of Laws, they will need to travel to the Library of the God of Bloody Light, where a mighty press exists that will allow the book to be rebound.

The party travels out of Arkenreln and into the wilds, braving bad weather and fierce monsters, eventually making their way into the library, which has been corrupted by a powerful chaos druid, Azenkazahel, who is intent on the Book of Laws never being rebound.

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