Enter the Vale

Burial Chambers #2
And Then There Were Four.

Attempting to find a route back the way they came, the group noticed a faint fog filtering into the room. As they moved closer to the original room from where they entered, the fog thickened. Blythe, using her detect magic spells and spellcraft abilities was able to discern that the spell was a permanency of Solid Fog. Krosh trying to feel his way through the fog, was able to follow a circuitous route along the walls, but unable to locate the exit, as if the door had been resealed.

Investigating the dwindling magic coming from the sarcophagi, the group decided to open a couple of the graves. Finding nothing of note, other than remarkably well preserved mummies, the group decided that it was best to not desecrate the well kept dwarves.

Electing to explore and find a safe spot to rest, the group decided to go west, where not too far into the burial chambers they encountered a room with a peculiar feature. In the middle of this chamber was a large four-sided pillar, atop a square base lined with dwarven runes along each side. Carved along each side of the pillar itself where other sets of dwarven runes. Using her magic, yet again, Blythe was able to determine that the runes, as well as the pillar were a locking mechanism.

Before proceeding on, they decided to try and get some rest, as a good majority of their energy and abilities were spent fighting just moments before.

After their rest, Krosh noticed that four large objects had been pried from the pillar, one for each side. A quick inspection of one of the nearby rooms revealed a large round plate, roughly 12 inches in diameter, that seemed to match the holes in the pillar itself. Deciding that these plates needed to be reinserted, the group continued to search each room, leaving Maximillion and Alexander to watch the pillar with the first plate.

A few rooms over, the group discovered a quote comical argument between an orc, kobold, and goblin. A closer inspection, Krosh was able to determine that these three bore a strong resemblance to the three from the dreamscape world in which they met with the three mysterious beings.

After listening in, Krosh was able to determine that the Kobold was translating for both the goblin and orc, while cursing sporadically in dwarven. Very clearly intelligent, he decided to let the group know, and they began planning an ambush. After a lengthy debate on how to act, the group decided on a particularly well-thought plan, but upon returning to the chamber which held the three monsters, the group found that the room was empty.

A couple chambers down, the group found the three, with the gobln lying in wait. The battle started off fierce, and these three seemed particularly more capable in their tactics and abilities than anything the group has faced thus far. After killing the kobold, and the orc, the goblin dropped his weapon and surrendered.

At this point, he became severely docile, answering all questions that Krosh had for him, and even offering to assist them if needed. Getting all the information he was going to, Krosh dispatched the goblin. Upon searching the bodies, Pat was able to find some nice gear and weaponry, far beyond anything they had encountered to date, and Blythe’s use of her magic also came in handy, revealing these items to be magically enhanced. The group divided up what they could based on who needed what, and set about to look for the remaining plates.

After a long, arduous search of the entire crypt, the group was able to find all four. Using a bit of logic and luck, the group placed the plates back into the pillar, which immediately began glowing with a bright white, light emanating from the runes. The pillar itself began to rotate, grinding stone upon stone, and a blue light began to pulsate from the pillar, engulfing it in what looked like magical flame. The stone crumbled from the center of the pillar, and the ground shook violently. In the center of the pillar was another blue gem shard, glowing fiercely of its own accord. Krosh went in to scoop up the blue shard, but before he could get it into his bag, it shot lightning quick to Blythe and imbedded itself into her arm.

Pain shot across her body, and her skin began to grow taut as she began to glow with a white glow of her own. The tattoos across her body pulsated in rhythm with the pillar. A crescendo of screams filled the chamber, both male and female. A loud burst filled the room in a white flash, and then suddenly it was quiet. The pillar had ceased moving, and the group could hear more rock against rock as the entrances to the chambers opened. But missing from the room were both Alexander and Blythe, while Max lay in a crumpled heap on the floor.

Burial Chambers, Re-evaluating.
New players have entered the game.

The group backtracked the Sanctuary chamber in pursuit of the missing duo of Hazel and Nekel.

On the other side of the dying bonfire, amongst the torn limbs and broken bodies of the riot that occurred after the death of Cleaver stood an unknown female Tiefling, with a sword aimed directly at a body lying at her feet. Krosh, quick to end a fight before it began, fired an arrow that sailed wide and clinked against the stone wall beside her, with a stern warning to not follow through. Unflinching, the Tiefling smiled an evilly toothy grin, stabbing downward in a quick thrust

Turning to bolt through the passage on the side, the Tiefling paused to drop something at the body’s side. Muad’Dib was quick to cast Faerie Fire, surrounding the fleeing assassin in a purple glow, as she made to escape.

Krosh Jenkins, approaching the body, recognized Cedric, the cleric they had met back at the tavern and who had become separated from the group when Krosh inadvertently tripped a trap that caused a cave in.

Cedric was almost unrecognizable in his current condition; having been beaten and bloodied a good deal.

Looking to pursue, Maud’dib dashed to try and keep up with the fleeing Tiefling. As Krosh passed by the deceased Cedric, the object dropped at his side drew his attention. Blood drained from his face, and terror gripped him momentarily. He recalled quickly the rumors and songs of a deadly band of assassins who were so aptly name the Night Parade.

Known for their prowess in assassinating their marks expertly, the group confined themselves to the shadows, making themselves known and seen only to toy with their prey before delivering a fatal blow; the only sign of their passing being the signature marks they left in their wake, elegantly crafted masquerade masks. Seemingly mundane, the masks served no purpose other than to instigate and taunt the local authorities. Rumors suggested that only those of the Parade would recognize their own work, and to carry one almost certainly invited their wrath.

Recovering, quickly, Krosh proceeded to follow the Tiefling, nearly setting off a deftly hidden trap. Able to quickly back away, Krosh was able to move back without setting off the tripwire; all the while the Tiefling rounding the corner and making good her escape.

A quick discussion between Blythe, Maud’dib and Krosh proved prudent as they grabbed one of the heavier remaining logs from the bonfire and set the trap off. Taking time to allow for the tanglefoot goo to dry, they returned to the deceased Cedric. Maud’din called upon his healing powers, but to no avail, Cedric was truly gone, and short of a wish spell, or true resurrection spell, there would be no bringing him back.

Pathion took an immediate interest in the mask, and aptly put it on, enjoying the emerald green jeweled studs that decorated the elegant craftsmanship. Searching through Cedric’s belongings, the group acquired: 2 gold pieces, 1 silver, and 4 copper. Also in his purse were 3 gems (presumably, those pilfered from Gems and Baubles, prior to the building blowing up). On his person were also 2 potions of cure light wounds; as well as a Medallion of Cayden Cailean about his neck.

Losing the trail of the Tiefling, and Hazel and Nekel, the group decides to continue on through the tunnels. On the other side of the Sanctuary Chamber is a large room with four sealed sarcophagi equally mirroring each other, one in each corner. Along the wall are crypt shelves, each one five feet wide, and 4 feet tall, lining upwards in columns of ten.

Within the room are bodies, and remains of many dwarves, some seemingly deceased of natural causes, others looking to have been ripped apart. First glance looks as if this scene hadn’t been disturbed in decades, as the bodies were remarkably well preserved, almost mummified in the areas that were not skeletal remains. It’s also worthy to note that the remains in this chamber are seemingly those of civilians, possibly women and children; all dwarvish in stature.

The door to the north is sealed shut, while the door to south broken inward in a shards of splintered wood; and the one in the west missing completely. Another deeper inspection of the room, revealed some of the bodies had been removed, or were entirely missing. Almost as if the longer you stared at it, the more the scene revealed its secrets. What remained of the door that was broken in, was a thick piece of wood, indicating that whatever entered was large, and powerfully strong.

Looking through the doors to the west and south, revealed mirror images of the design, and Krosh’s knowledge of dungeoneering confirmed what had already been suspected. They had entered into the dwarven crypts, which meant that the main city was not too far off. Blythe begins to detect a type of magic coming from the sarcophagi, but after telling the group of its weakening properties, opts to leave them alone.

Something through the western door spooks Maud’dib and his bat, Glider, enough to where the gnome casts dancing lights in the room. However, it doesn’t have a huge effect, as the rooms are very well lit, having lit torches placed in sconces towards the “ceiling” of the crypts, seemingly everburning.

Entering into the west chamber, a quick scout of the three open doors reveals another set of mirror images, and Krosh begins mapping out their progress of what he sees, so that if they need to backtrack they can. There are also bodies in this room, but not as many, and these are very clearly warriors, defenders possibly; the equipment is so sold that its not worth inspecting. Moving quietly, the group overhears faint whispering coming from the chamber to the north. A quick listen in and the group is able to determine the presence of a single goblin and kobold.

Following the conversation, with some quick translating, the group is able to ascertain that there are three bosses, presumably leaders of the respective tribes, and that they answer to the “Mistress” who keeps a pet, which terrifies the goblin beyond any sane means, but holds a sort of awe with the kobold, who refers to it as a “baby.”

The group infers that the Mistress refers to the Mysterious Femaie Vampire from their dreamscape episode, but are lost as to what this “pet” might be. A well placed shot by Pathion catches the Kobold by surprised, and kills him immediately. Using his brute size to intimidate the remaining creature, the goblin becomes compliant, answering whatever questions the group asks.

The goblin is seemingly terrified by this “pet” and though he wants to tell the group what it is, he can’t seem to overcome his fear to get the words out. He then tells the group that the Mistress is uniting the bosses in an effort to carve out a home where they don’t have to live in squalor, as they’ve done in the past; but he doesn’t trust her. he also indicated that there are more like her in the main city, that she is not the only of her kind.

Historic knowledge of these Halls have shown that in the past when the Dwarves were enslaved, there was a vampiric menace behind it. Its possible that the previous adventuring party that had set the dwarves free had not finished off the vampire, and perhaps she had returned to finish the job.

The group decided that it was best to not instigate a battle with the vampires in the city and their “pet.” Krosh quickly killed the goblin, much to the chagrin of a clapping creature from the unmonitored door to the west. In their interrogation of the goblin, the creature had managed to watch most, if not all, of the scene unfold. Clearly, at one point Dwarf, the creature now in display was mutated, changed, and no longer reminiscent of any natural race of Golarion.

The creature asked the group to come quietly indicating that the mistress just wanted to talk to them. The group rebuked, and opted to run, leading headfirst into an ambush of goblins, kobolds, and a single orc. The dwarven vampire attacked head on, accepting each hit with a snarl and a laugh, flashing fang whenever possible. Using claws to attack, it rushed Krosh. Maud’dib summoned an earth elemental to help, but it proved to be ineffective; while Blythe and Pathion dealt with the humanoids from the rear.

A few failed attempts at biting Krosh caused the creature to attempt to parley again, in which it offered to allow the group to keep their weapons, but would have their hands bound. Choosing to fight until the end, the creature attacked full force. Noticing the group was hurting, and not wanting to kill them, the creature beckoned the group,

“Come, children, the Mistress is waiting… and if you decide to run, you’ll find your path blocked.”

and the remaining kobold backed off and disappeared into the south chambers.

More questions, Death of an Ally

While recapping the events of the honorable fight with Cleaver; Pathion Stardust was able to locate a hidden cache laden with supplies: 20 rations, 3 flasks of water, a quiver of arrows (20) a pouch of bullets (10). Also inside this cache of goodies were three Potions of Cure Light Wounds, and a Wand of Cure Light Wounds.

It was during this time that the group noticed the blue gem shard reacted not only to Alexander, but to the tattoos scattered across Blythe’s body, causing them to glow in a similar color. When moved away, the gem faded to grey, only to reignite when brought close to Alexander and Blythe, though the crystal did not pull to Blythe as it did to Alexander.

During a closer inspection, Pathion was also able to find a cleverly hidden switch along the wall. Carved from the rock itself the craftsmanship was very clearly dwarven, but the intricate work connecting it to whatever device it initiated was something more elven in nature. Pressing the button unleashed a power AoE spell that engulfed the rooms in a purple glow.

A quick spellcraft check and detect magic revealed spells to be Stoneskin and Arcane Lock. The bar and door behind them disappeared, and appeared solid rock, encasing the group, for all intents and purposes, inside a giant rectangular cube.

A sense of serenity came over the group, peaceful and inviting. There was no malice sensed, and this came across as a sanctuary. Some quick deductions decided that this place was meant as a last ditch effort, a last stand place, meant to separate the mining operation from the rest of the Halls.

Deciding to rest and wait out the enchantments, the group fell into a deep slumber. But it was not a peaceful sleep. Dreams of a babe sacrificed on an altar surrounded by dancing, snarling green kobolds awaited them in their slumber before the image disappeared into a fog of white haze.

When the fog cleared, three beings, unknown to the group were arguing amongst themselves; words that most of the party were able to overhear. One was dressed in all white, grizzly and aged; the other in red, alluring and sensual, and the last in all black, gaunt and haughty. The argument grew heated, but during the course of eavesdropping, the group was able to discern that they were siblings, and had, if nothing else, indirect knowledge about the blue gemshards.

Krosh asked about the dream with the baby, to which the figure in white responded that the “baby had been sacrificed.” And that the paths chosen, and the choices made had put into motion a series of events meant to invoke a prophecy.

Krosh asked about the note he found from the defeated body of Cleaver, to which the beings responded with instructions: "To go west, you must first seek out the fair of the silver hair to the east (To go left, you must go right).

The “fair of the silver hair” are known to be the mysterious elvish people of the Fallenwood; the same forest, the outskirts of which, houses the entrance to these caves that the group initially started through.

Speaking in generally vague terms the figures did impart various knowledge. The group learned that they were chosen as potentials to restore the balance of the skies. One of three groups, to date, that had been chosen for this endeavor. It was indicated that some of the first group still lived, while it was alluded that the entire band of mercenaries that made up the second group were eventually killed to the last man.

When Blythe asked who they needed to seek out, the beings informed them that they were to look for the Witch of the Onyx tower. This tower is known to reside along the Eastern edge of the Forest of the Fallenwood.

When asked about the shards the group had been acquiring, the beings became especially vague; the knowledge they did impart is that the shards made up a large gem and that gem carries the power to restore the balance.

“Slay the Errant One and restore the balance. The count must be kept. The line must be restored.”

Maud’dib during the course of this interaction, became convinced that the beings they were dealing with in this dream were Gods, likely representatives of three of the many constellations that had fallen from the evening sky.

Having had enough, the figure in black demanded a Trial, to which the figure in Red agreed, and the figure in white reluctantly acquiesced. His only caveat was that his champions would not participate, at which point Alexander and Maximillion faded from view. Though, no longer participating, they were still able to watch the scenes unfold.

Pathion and Blythe were engulfed in a black glow, their skin draining to white, becoming taut against the skin.

Maud’dib and Krosh were in turn champions of the figure in Red, their skin and clothing turning to a fire that did not burn.

Elevating to a spectator platform the figures watched, as a white fog engulfed the group and then retreated leaving behind Kobolds. Looking upwards the group noticed three large gem shards in the distance, in which Maud’dib used his knowledge of the dreamworld to try and float towards. Though he gained ground, the crystal shards seemed no closer than they had when he first begun. The party was able to dispatch the Kobolds with minimal effort.

At this time the Fog enclosed in again and began glowing a red, when it receded, left in its wake were a number of Goblins. After defeating a couple, the red fog returned, and the goblins were gone.

The figure in black, angry, brought forth a black cloud of fog, and in its wake were three large humanoids. One Goblin, One Kobold, and One Orc. Individually, they were no match, but together, the group had to dig deep and discover new found abilities within this dream world. When defeated, the Fog threatened to come forth again, but rather than a solid color, it was as if the spectrum of light was battling with itself, and the fog emanated colors of all variations.

Surprised, the beings began chanting, and it seemed almost as if they were trying to stabilize this realm. Suddenly, a being materialized, female and very seductive; her smile condescending. When she cackled, fangs flashed, and everyone knew they were seeing a vampire.

It had been known that when the Mines were first shutdown it was because a host of vampires had moved in and enslaved the Dwarven people. Could this be the same vampiric menace?

The vampire was very nonchalant, and after taunting the three beings, she left the dream world of her own accord, beseeching the “chosen ones” to seek her out, and that she would be waiting.

The last words the group heard, before they were ushered out of the dream were, “Seek ye out the Fair of the Silver Hair. The Line must be Restored. The Count must be kept.”

When waking from their dream, the rectangular sanctuary was shielded no more. The doors on either side were both open, and missing were Hazel, Nekel, along with the gem shard that Krosh had acquired from Cleaver.

On the ground in a tidy pile were three other shards, seemingly placed there deliberately.

A quick tracking by Krosh indicated that Hazel had retreated back the way they had come through. Choosing to chase her down, the group peered into the previous room, with the bonfire still going strong. It was clear of any enemies, but the remains of a mighty battle could be seen, as blood and body parts were splattered and strewn about everywhere. In the distance, they were able to make out two figures, one a tiefling, the other unknown. Upon closer inspection they saw the unknown to be Cedric the Cleric, battered and beaten; a broken shell, barey alive, and towering over him was a female tiefling they had not encountered before. She snarled at them, dropped something on Cedric’s body, and stabbed downward with her sword. He gasped one last time as life left his mangled body. Krosh knocked an arrow and fired quickly, but the arrow sailed wide and hit the wall. While Maud’dib began casting Faerie Fire…

Dwarven Mines Underbelly
New Friends, Lost Allies

The dying orc’s cry for an alarm, though noticed, didn’t quite work out the way it was intended; hearing the scuffle of battle nearby, Krosh split from the main group into a side chamber to see what the commotion was. It would seem the orc’s back up had already found trouble in a mysterious Elf who’s quick reflexes, bravado and guns were more than enough to keep the enemies at bay. Attempting to assist, Krosh was quickly overwhelmed by a few well place hits, and had to withdraw momentarily to bind his wounds and stop a ferocious bleeding that threatened to leave him dying in an unknown, nondescript piece of land; a tomb of unreknown… no one would ever know of his disappearance.

Not one to let a couple of battle wounds stop him, he was right back in the fray, running full speed to finish the orc who had stuck him good, only to come to a surprise halt, in both his run and trash talking, as he rounded the corner and found his enemy lying in a pool of his own, with bone remnants and gore plastered into the wall behind him.

Having seen the effectiveness of the androgynous elf, the remaining goblins tucked tail and ran into a side passage. Wanting to continue on, but not wanting to leave the party, Krosh decided that he and his newfound companion were better off regrouping to try and heal up some wounds.

Using the last “pilfered” potion of cure light wounds, Krosh was able to get himself well enough to continue on. In this chamber, were the group was successfully able to silence the alarm, the group took quick stock of their surroundings.

In this chamber were four large piles of rubble and rock, no doubt debris from a mining operations that once took part in this immediate area. It didn’t look to have been disturbed in what seemed like ages; as a thick layer of dust had settled, and the air was thick and stale. Off in the distance, faint drums could be heard, but its origin was unknown. Pressing on ahead with Alexander leading the way, the troupe came into another chamber, smaller, with six tables stacked of mined ore. Not quite mithral, but more than silver, this ore was likely the unfinished product that the dwarves would refine into their goods, trade, weapons and armor. This also looked to have been undisturbed, almost as if the various clans of beastmen had no use for such metals.

Slowly working their way forward the group slipped into a narrow corridor with what seemed to be furnaces of varying sizes, the spot where the ore was likely melted into ingots, in preparation for whatever the final shape the ore took before hitting markets. There was a cold feeling to this area. If this was indeed a mine, and part of what looked to be the underbelly of the Halls of the Dwarven Mines, where were the dwarves? The walls were more deliberate in their nature, and less natural. Where the walls before had been almost constructed through natural and/or magical means, these were clearly mineshafts in construction.

As they made their way through the corridor, chiseled into the rock in Dwarven was a warning.

“The mines be cursed.”

The same warning that Blythe, Alexander and Maximillion had seen in their separate travels at what would be a road leading into the “Entrance” up on the surface.

The corridor them opened up into a rather large chamber, where placed on solid rock tables were long 2 × 4 ingots. Heavy as it was, each one looked to weight roughly about 50 pounds. and each table was stacked 6 feet high. This was very clearly the refined product of the smelters from the corridor before. Taking his hand and running it along a length of one of the ingots, revealed decades of dust, and even that quick run, revealed the silvery sheen underneath. It was in this room, that the drums could clearly be heard coming from the next chamber over.

Carefully, Krosh peeked around the corner to find something that wasn’t very common. In this room was a large bonfire, and dancing around the bonfire where untold numbers of goblins, kobolds, and orcs; each race clearly keeping to its own, but no doubt enjoying a festivity of some sort. Stealthily making his way back to the others, to tell them of what he saw, the group quietly managed to move the ingots into a position that would barricade the hallway.

Krosh and Pat, the elf, then went back to look at this strange gathering. With some quick thinking, Krosh fired a couple of the Goblin made arrows into the foray, and yelled out in Goblin a version of “Viva la Revolucion” One of the arrows found its mark in the throat of an orc, and an all scale riot broke out between the three subspecies. Wanting to wait it out, one of the orcs heard the sound of gunpowder. Gathering two of its allies, they made their way through the bloodbath of what was once a party of sorts, and launched an attack. Using guerilla tactics, the group hid behind the barricade, and peppered the attackers. During a run to gather reinforcements, Pat and Krosh were able to pick off two of the runners, with a third finally making it back.

From somewhere in the chaos came a loud voice, strong, sure and well spoken that called for, “Enough.”

After some assurances that they would not be harmed, the group agreed that Krosh and Pat should attempt to parley their way through. There was much discussion as to why these surface dwellers would invade their home unprovoked. Despite an attempt of bravado and flattery by Pat that did nothing, the leader, Cleaver, by name challenged Krosh and Pat to honorable combat.

If they win, Cleaver would answer their questions and allow them to pass through the chamber unharmed, however, wading through a mine full of goblins, kobolds and orcs, after instigating a fight that resulted in deaths of many, was not the most intelligent of decisions. Fail, and they would be cut down where they stood.

Krosh and Pat accepted the challenge. The battle was fierce, surrounded by many creatures, chanting and banging sword to shield against the orange glow coming from the bonfire in the background, and both sides took many vicious hits. A well placed shot by Pat dropped Cleaver to his knees, to which he grinned cockily, calling Krosh and Pat fools.

The stunned silence, deteriorated quickly into an all out brawl when the orcs standing behind Cleaver, finished him off by beheading him, no doubt trying to assume his place as leader of the clans. A quick rummage through his headless body produced a medium size pouch, and the group was able to navigate through the chaos, taking minor hits, but it seemed as though the beastmen wanted nothing to do with the group. Making it to the other side of the chamber, the group managed to get a metal door shut and barred, preventing any would be marauder from following. The sounds of battle, the dead and the dying, could be heard from the other side.

Caves in the Fallenwood #2
Crap, no going back now, i guess...

Upon entering the next chamber, on the other side of the dining room, a few things were noticeable to many who were paying attention. The hallways were obstensibly more structured than anything that came before. Where the caves, up, until now, were naturally cut and formed, these seemed more deliberate. The stone doesn’t look like it was cut through, but instead molded, maybe even melted into place. The sides were remarkably smooth, Light emanated from the rock, in a soft green glow, although whether magic or not, could not be discerned. It was reminiscent of some green algae that had been known to glow with phosphorescence of its on accord.

This chamber was less room and more corridor. Bones looked ritualistically placed in some areas, and in others were scattered about haphazardly. While it looked like something had scattered them in some areas, other piles looked like they were laid in a position of how the creatures died.

Scattered amongst the floor were puddles of murky, grey water. Upon first inspection, it looked like just that. Alexander moved on ahead through the room, and was taken by surprise when one of the puddles on the far end seemed to come to life of its own accord. Swishing and swirling, the ooze attacked, accepting every hit and dishing it out. Quickly, it seized control of the Eidolon, and proceeded to damage it to the point of near exhaustion. Each attack it took was dangerous, and each attack it gave was doubly so. No doubtedly, this thing was the very reason for the pristine condition of the bones strewn about in the hallway.

After moving to the next end, Maximillion dismissed his eidolon and summoned a great eagle, and sent it back to scout the other direction. Not too far away, the bird discovered a small white cat, mewing endlessly, but seemingly not concerned with the bird, completely unafraid.

After some debate with how to proceed, the cat with the coal black eyes, was taken in by Krosh, whom it immediately took a liking to. Moving into the next room, some loud arguing was heard by approaching goblins and kobolds to the left of a fork that cut west/east, seemingly each race arguing with the other in their native tongue. Bits and pieces of the argument could be heard. Using quick wit, Krosh and Alexander unlocked and pushed the cart, down the slight hill to take the approaching troupe by surprise, managing to take out four of the six approaching group.

After a quick inspection of the bodies, some loot and gear was recovered. Mostly basic leather armors, some arrows, shortbows and a few gold pieces.

Moving further up the new chamber to the left, a grave was discovered; in which the cat was inexplicably drawn to. After carefully and respectfully moving the markers, the cat proceeded to snuzzle up to the skeleton, almost as if it was a former master. Inspecting the body revealed a scroll case, glowing brightly with an unknown spell, and a purse with a large coin amount that the group decided would go into the group fund.

Moving further along, the group came upon the resting place of the crashed, and now destroyed, mining cart. Moving ahead, Krosh tripped a wire that sent explosives through the tunnel, breaking the roof and caving it in behind them. Nekel and Hazel were successfully able to dodge the debris, unharmed; however, Cedric got caught on the other side, and promised to find a way around hopefully by inspecting the other tunnel.

Continuing on, the next room over revealed a sentry post, and what seemed like a rest area complete with bedrolls/cots and a refreshing spring water fountain of some sort. After a good rest the group was ready to proceed on.

Moving into the next room were two enemies snoring loudly. A quick coup de grace on both the enemies ended that battle quickly, but not before one of them was able to get an alarm off.

Caves in the Fallenwood
Baby... get in muh belly!

After a convoluted chase, the ragtag group of adventurer’s followed the baby-thieving humanoid to its lair. Shortly after arriving, a small gnome by the name of Maug’dib, approached the group, and asked if they needed assistance. For the sake, of the missing child, the group quickly acquiesced, with very little debate. After all, most in the group were strangers to begin with.

After carefully inspecting the wrecked plywood door door, and successfully unlocking it, Hazel proudly strode inward. Not more than two steps in, she stumbled over a very well hidden tripwire, that resulted in an alchemist explosion causing moderate damage to herself, and those immediately around her; which resulted in Blythe distributing 3 of her six health potions. (1 of which remains for a total of 4 among the group, from the pillaged supply.)

Blythe, Cedric, and Krosh opted to guard the rear from potential threats coming from behind, while the main group pressed forward.

Proceeding carefully, the group came across a fork in the path, and opted to travel to the right, which led to a chamber that housed a ritualistically placed set of bones. Upon inspecting the ruined funeral pyre, Hazel encountered a Strange Emblem of the Tower (Variation) that she was not familiar with, and proceeded to show it to Maximillian.

Nekel, with the help of Maximillian thought it best at this point to cast detect magic, which drew their attention, not to the symbol, but to two other objects in particular; one located around the neck of Alexander, and the other inside the bag of Hazel. Maximillian, recognizing it, quickly grabbed for the object, nearly losing control of it, as it struggled against his strength to be released almost as if being magnetically pulled towards something else. Screaming for his father, Alexander returned from a quick scout ahead into the next set of tunnels, only to find the shard in the Eidolon’s hands, free itself from its restraint, and shoot into his throat, causing more shock than harm.

Inexplicably, the group didn’t investigate the matter further, choosing to press on in the search for the missing child. Time was beginning to run out.

In the next chamber over, the band of adventurer’s came across a mysterious lake, that looked to have been made from water seeping through porous rocks, in a rudimentary filtration system, similar in texture to volcanic rock. Upon scouting the waters, and filling their waterskins, Maug’dib noticed some coins in the water that seemed enchanted; a fact that did not escape Hazel; who quickly dove in after the group had decided to move on. Nearly drowning, she let go of the coins, and was able to return to the surface.

Upon further inspection of the chamber near a fork in the complex tunnel system, was a message carved into a decaying piece of wood in Dwarven,* “Beware. Danger, Turn back. To go forward you must go back. To go left, you must go right.”*

While contemplating the riddle, the group encountered a sect of goblins coming from the right fork in the tunnel, out of the chamber, and a sect of Kobold’s coming from the left. A quick inspection from Nekel, revealed that the sect was a different color variation of kobolds. After a quick skirmish, the group decided to pursue the kobolds, instead of the goblins, and continued through the tunnels. Hazel, then stepped on a pressure plate, and quickly stopped. After a many minutes of frantic disabling, she was able to reset the trap to its original state, and thus save the group from one of the many ingenious devices the kobold’s left in wait.

The next chamber, showed a 60 foot drop, with some holds carved into the rock, most likely used for tying rope to. The group did not investigate the drop and its cliff-face, but chose to press forward. The end of this tunnel, brought them to a door, where Hazel, inspected both and found no traps. The right door revealed a food stock, and supply area. Upon inspecting the left door, the group became pressed, when they walked in to a dining room of sorts, filled with kobolds and goblins, dining together.

Using obscuring mist, Nekel, was able to briefly confuse the attacking foe. After a few lucky hits on each side of the battle, the ragtag group was able to regain control of the fight, and dispatched enough of the enemy host to convince the others to break and run. The group is now in hot pursuit of this new lead towards the kidnapped infant child.

Enter the Vale
"We didn't start the fire..."

The town of Loudwater bustling with the comings and goings of a great many shady folk, fell latest victim to the plague of the goblin infestation that is destroying the Lands of the Grey Vale, one building at a time. After what began as a boring night of heavy drinking and rumor mongering at the Dragon’s Codpiece Inn quickly escalated into a devastating fiasco that left most of the town burned to the ground, with at least a dozen of the resident villagers dead, and the townsguard murdered in their sleep.

In what seemed like a game, Goblins and their “kin” set fire to the very flammable dwellings that made up the small village, and danced away in the moonlight at the destruction left behind them. Very clearly enjoying the spectacle of another town falling victim.

After the initial alarm, the townspeople bolted, and attempted to quell the flames, while an unlikely group, ironically, all new to the area, battled the scourge, all the while wondering where the townsguard was. Horns had been sounded, but the blaring was noticeably absent throughout most of the fight.

Some came to the town as friends, most as strangers, but recent events have cast certain prejudices aside, and an unlikely ragtag group of “heroes” formed to help stem the raid. Despite some heroic efforts to save the temple, the rest of the village seemed lost to the persistent flames licking up the sides of the most of the buildings.

Night cries of glee, and chanting, in a very recognizeable Goblin language, and something more reptilian in nature, permeated from the distance and appeared to be getting closer; the cries of a warband marching to finish the job, the scouts had begun.

Though able to save the temple, whether it was blind luck or divine interference, the group did inexplicably congregate near the Potions and Components" building, where it proceeded to blow up, luckily causing little lasting damage, other than to push some of the other characters into the nearby buildings, and ensure the destruction of “Gems and Baubles”

A heroic effort to bust through an unlocked door by Krosh, resulted in the free’ing of 5/6 horses, the 6th in a panic state, could not make it out in time.

A quick search of the inn’s motel style rooms by Hazel,, yielded emptiness but also reward. It was discovered that an empty crib looked to have been occupied at once point, and in the next room over, all manner of possessions had been tossed, leading one to believe that someone was looking for something.

It was at this moment that the piercing cries of a baby, quickly stifled cut into the night, through all the commotion, and a frantic mother searching desperately, begging anyone who would lend a hand to help her find her child.

Stealing into the night, was a single “goblinoid” figure, quick and silent, that led the ragtag group on a chase throughout the nearby wilds, and into the Fallenwood, more specifically the territory north of that owned by the Woodland Elves, west of three camp road, in its arms a frightened and muffled infant child.

**If I missed anything, feel free to let me know, and i’ll add it. Particularly, anything you want to let the group know about. This will cover the, “did I tell the group about anything, did I not?” questions that may come up later.

Character Creation
Level 1

Follow these steps to create the character.

1. Choose a Race

- Races in the Pathfinder Core books and accessories are allowed. The more exotic races will have a more difficult time in this world. Evil races are permitted, but keep in mind that there will be discrimination towards your chosen race.
- Races from the PFSRD are also available only with DM permission.
- Character templates are not allowed.

2. Choose a Class from the Pathfinder Core Rulebook, Pathfinder Advanced Player’s Guide or the Pathfinder Ultimate series. Be aware of favored Class benefits, your first chosen class will default as your favored class.

- Other Paizo/Pathfinder source material will be cleared on a case by case basis. (I understand there have been tons of released material recently.)

3. We will use the Fast Experience Point Total on pg30 of the Pathfinder Core Rulebook to keep the campaign moving quicker and allow for faster leveling.

-Characters will start at level 1.

4. Choose an alignment. You will be required to play your alignment, if in a restrictive class (Paladin, Monk, etc.) and follow your ethos if playing a cleric (otherwise your deity may not grant you divine powers when called upon).

5. We will use a point buy system to generate ability scores. Remember to assign ability points before any racial adjustments are calculated. We will keep it simple, you get 82 points to buy a 1 for 1 ability point and no ability can start above 18 or drop below 8 (prior to racial adjustments).

-If you choose to lower your Int or Wis to 8, keep in mind that you must play your character accordingly.

6. Choose feats and assign skill ranks. Feats must be taken from Pathfinder rulebooks and supplements. Outside sources will be cleared by a case by case basis.

7. Hit Points will be max for 1st level and rolled for every level beyond, any roll under a 2 (or under your con Mod) will be rerolled, with the CON modifier added on after, followed by any favored class additions.

-Addendum: You could also take 4, if you don’t wish to roll.

8. Optional Traits will be utilized. Choose two traits from separate categories. Any traits chosen will reflect the character’s history/background since they are granted to develop the character concept.

-Your character concept will also flesh out into the world that’s constantly in flux.
-You can only choose the traits if you create a character background.

9. Purchase equipment and magical items from Pathfinder material. You have two options to accomplish this task.

-1) You can create a character background and gain max gold for your level 1 class per the Core Rulebook.

-2) If you choose not to create a character background, you can only utilize the average amount of gold for your class.

10. Any questions may be addressed via email izikg12@gmail.com or on the forums here.

Welcome to your campaign!
A blog for your campaign

Wondering how to get started? Here are a few tips:

1. Invite your players

Invite them with either their email address or their Obsidian Portal username.

2. Edit your home page

Make a few changes to the home page and give people an idea of what your campaign is about. That will let people know you’re serious and not just playing with the system.

3. Choose a theme

If you want to set a specific mood for your campaign, we have several backgrounds to choose from. Accentuate it by creating a top banner image.

4. Create some NPCs

Characters form the core of every campaign, so take a few minutes to list out the major NPCs in your campaign.

A quick tip: The “+” icon in the top right of every section is how to add a new item, whether it’s a new character or adventure log post, or anything else.

5. Write your first Adventure Log post

The adventure log is where you list the sessions and adventures your party has been on, but for now, we suggest doing a very light “story so far” post. Just give a brief overview of what the party has done up to this point. After each future session, create a new post detailing that night’s adventures.

One final tip: Don’t stress about making your Obsidian Portal campaign look perfect. Instead, just make it work for you and your group. If everyone is having fun, then you’re using Obsidian Portal exactly as it was designed, even if your adventure log isn’t always up to date or your characters don’t all have portrait pictures.

That’s it! The rest is up to your and your players.


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