Campaign Summary



Adventure 1

PCs: Barbarian (Pyromaniac), Rogue (Pacifist), Ranger (Devil Hunter), Wizard (Conjurer)

The adventurers all happen to spend a restful night in the rual but prospering town of Tilt near the north west ocean of Dy-Sheduka. However they are abruptly awakened by a cheering crowd. As they open their eyes the find themselves standing outside a huge iron door on the hillside. A strange man with white hair, black skin and pink eyes anounces them as heros of their town for they shall defeat the evil wizard Wee-Gee and the crowd gathers and they are pushed into the cave and the door is locked behind them. The adventurers find themselves in a cave that is poorly carved out of grey stone. Pillars in the room had been rigged to collapse but they had already been dissabled. In the dungeon the adventurers found that Shadar-Kai, grey human looking fey wielding spiked chains, were used as guardians, while the Kobolds were used to keep them in check. This did not work so well as Kobold corpses littered the halls. As they neared the end of the dungeon many of the party members were worn out and decided to take a break, but the psycotic barbarian who had gotten on the nerves of the others decided to venture deeper into the cave. That is when the barbarian found Wee-Gee, who quickly subdued the barbarian with a charm spell. Together they sat and smoked some devilweed while the other adventurers approached on their position. So the battle begun between the adventurers and the intoxicated duo. It was only a few moves before the battle was done and the adventurers had triumphed, breaking the charm over the barbarian and finding the key to leave the dungeon. Wee-Gee was taken captive and pressured for information. It was then that a vital bit of information was found. As it turned out, the man with pink eyes was the mayor of the town of Tilt and had some dealings with Wee-Gee. So the adventurers slept as Wee-Gee escaped into the night.

Adventure 2

PCs: Barbarian (Pyromaniac), Rogue (Pacifist), Ranger (Devil Hunter), Wizard (Conjurer)

When the adventurers reach the home of Avian, they find the door ajar. In this small house the carpet has been thrown aside revealing a trap door that has been opened. The rogue is cautious of this and decides to go down alone at first to scout things out. The halls are full of crossbow bolt filled kobolds with the occasional dead Bugbear here and there. So with everything clear the adventurers decide to go in deeper. They explore a few rooms finding a few live kobolds in the bunch, but they also find zombies near a strange message on the wall. The message reads of a quota of undead which Avian must deliver every now and again. Eventually the body burning of the barbarian escalates to the point where a single blunt arrow scores a critical hit and takes off his head. So as one PC dies another takes his place, and the adventurers encouter a planetouched paladin who As they delve deeper the adventurers meet the assassin Spazna who has been hired by unknown forces to end Avians life. This does not go well with the rogue and Spazna retreats to go deeper into the dungeon. The adventurers pursue and do not find Spazna but Avian himself sitting at a desk writing a letter. A few words are exchanged and the battle ensues. When the first strike Avian make nearly finishes the life of the paladin, the wizard shoots off a spell and runs to the previous room to study his books in fear. However, while the wizard studies he discovers Spazna hiding in the room and stuns her in order to tie her up. However, she quickly slips from her bonds and retreats. In the other room with Avian the battle does not go well, Avian's dark fists tear through the party but in the end he falls. The adventures with the knowledge they have understand that the laws of Tilt would instantly bring Avian to death so they travel all the way across Dy-Sheduka to get to Sacred Vow where he would be put to trial before Heironeous.

Adventure 3

PCs: Paladin (Overpowered), Rogue (Pacifist), Ranger (Devil Hunter), Wizard (Conjurer)

In the letter Avian was writing which would later be use as evidence in the trial, it mentioned that one of Avians cohorts, Donimer, who had betrayed him and was headed to East Killen-Port. The travel there took months over hills and through brush but eventually they arrived in the humble port town. There they questioned the townsfolk if by anychance they had seen Donimer and the adventurers quite easily found out that he had come to town in a huge iron cart lead by two large dogs. They also found out he had been arrested and was brought before the four judges of the Killen-Port jury on charges of petty theft. So the party had to take the boat to cross over to West Killen-Port and arranged to speak with the judges who told the party that Donimer had left to the north of East Killen-Port to go to Digama ruins. At that moment the wizard left and the party became three. They once again had to cross the sea and found the ruins of which were spoke. The ruins were guarded by human fighters with blank expressions who the adventurers managed to subdue. So they proceded down into the dark depths to find a dungeon with intricate carvings of demons along the wall. After much difficulty with fireballs and carrion crawlers they went up against gargoyles. The adventurers fought them to no avail for the gargoyls could absorb all the blows thrown at them and the party had to retreat by using a vial of darkness to blind their attackers. The adventurers had to find the wizards for without him they were lost and so they once again became a party of four. This time the wizards was there to sling spells at their foe and the gargoyls were felled. With that the paladin had had enough and left to join a band of bards. So the adventures went to explore a tunnel they had left untouched before, to their dissmay a tongue lashed out and grabbed the rogue and when the ranger tried to save the rogue it grabbed him too. They where flung into another room now with demonic grafts in the place. The rogue had a vicious clawed arm and the ranger had a new pair of demon legs. So the ranger set out of the dungeon to find a regeneration spell, and after much pain and using all his gold, he was free of the accursed appendiges. As the ranger returned to town, he found that the rogue had gone mad and the wizards had left. Alone he could not hope to survive so recruited the help of two other adventurers.

Adventure 4

PCs: Psion (Tank Mage), Ranger (Devil Hunter), Barbarian (Maximized Dwarf)

Together the adventurers once again went down into the depths of Digama ruins and crossed narrow ledges over deep chasms. A battle ensued with a hell cat, then at last they found the passage to a large room lit by a line of torches with a huge cylindrical glass container. Before the container was a shriveled old man in black armor too big for him meditating. As he did so the defensive ioun stone encircling the glass container were very slowly fading. The ground around the container was littered with hundreds of dead ioun stones but a hundred still remained encircling the container. In the container were thousands upon thousands of maggots squirming. The old man appears to be too buisy to notice the adventurers but the ranger shoots him with an arrow all the same. This leads to the old man giving the ranger a heart attack and the others agree to go get the old mans supplies for him if he would let the ranger live. So the adventurers go back to the chasm where they saw a corps down at the bottom and retrieve the leather case full of various organs. When returning to the old the the ranger shoots him again and the old man fills his body with thousands of needles. The adventurers are told the guards outside will pay the (which they had already killed) and the adventurers demanded double anyways. The old man revealed himself as Donimer and the battle begins. With much difficulty and error, the barbarian attempting to push the container down on the man only to find it was charged and getting fried by the ioun stones, the adventurers with many down party members and the ranger still full on needles emerged victorious. So they made camp and explored the rest of the ruins the next day. In one room they found a gnome, tortured to the point near death. When healed by a potion he told the adventurers that he had been sealed in here for over 50 years and that when Donimer came he tought he could at last leave. Instead he was interrogated about the soul pillar which he knew nothing of exept that touching it was impossible due to the ioun stones. So the adventurers found the gnomes equiptment and he rewarded them. The adventurers left the dungeon however not before a charging half-orc came at the down the stairs that were the exit. As it turned out the half-orc was named Sialer and belonged to the Skeverran guild and was in search of the regalia of good. Sialer had just come there to kill Donimer on the side but was glad the adventurers had done it first. Then Sialer asked the adventurers if they would arrange a meeting with him and the judges of Killen-Port as they had one of the item from the regalia of good and they hated orcs of any kind. The adventurers agreed and went forth to Killen-Port once again.

Adventure 5

PCs: Psion (Tank Mage), Ranger (Devil Hunter), Barbarian (Maximized Dwarf)

The adventurers once again arrange a meeting with the jury though for the barbarian and psion it is the first time. The judges refuse to allow a half-orc to negotiate however one of the judges sees this as an opportunity. She tell them she'll see the half-orc if they can stop her daughter from winning the Killen-Port tournament, for should the her daughter become a fighter, there would be no chance for her to be elected a judge. Upon exit of the courthouse the party finds a cloaked man who leads them out of town. As it turns out he is the pacifist ranger who had been in their party earlier and he is accompanied by the overpowered paladin and a small group of bards. The battle is short and adventurers victorious but wounded. As the tournament begins a small boy is assigned to inform the party members of their opponents and sabotage the competition. In the first round both the psion and barbarian win while the ranger is taken down to the loosers round. However, swiftly afterwards the barbarian and psion must fight one another knocking the psion out of the competition. The barbarians next round was his last as he fought against who the ranger recognised as Wee-Gee, who had become much more powerful than the last time they had met. In the end only the ranger remained and he fought all the way to the final round where he faced of with the daughter of the judge. The small boy had poisoned her to the point where she could barely remain concious but victory was not simple. When her sword which had bee sabotaged broge she went into a fury and revealed herself as a deva. She took flight which disqualified her from the tournament but all that was on her fading mind was to kill her opponent, the ranger. The party was forced to jump in and with all their pooled resources managed to subdue her. The ranger was awarded the first prize of an griffon's egg, a crown and a bit of gold. With that done the half-orc gave them a saints knuckle bone and went to meet with the judges.

Adventure 6

PCs: Psion (Tank Mage), Ranger (Devil Hunter), Barbarian (Maximized Dwarf), Favored Soul (Healer)

The small child who had help the party during the tournament approached the and asked for their help. The adventurers accepted and followed him to a small shack where a wizards in orange robe teleported them while the child stayed behind and waited. The party found the had been teleported to a luxurious mansion and in from of the stood an obese man a a group of adventurers in red and blue uniforms. The obese man geets them as the father of the small boy and tells them this is a competition that the winner would get the privilege of taking the boy to Scurge. The man then offers the adventurers ten thousand gold to give up but they refuse and the competition begins. They are forced into a dungeon and must make it further than the other team did. Even the first room proves to be a hassle as hurricane force winds blow while iron cobras attack. It doesn't get much better after that as they are swarmed by vipers down narrow corridors and they are attacked by a gelatinous cube over slippery terrain. The party is however joined by a favored soul which was discarded by the previous team when found too weak to continue. After countless traps, pits, monters and locked doors they at last reached the final room. There the opposing adventurer team tried to put a stop to the partys victory. There skills where unmached and if not for the strange red potions snuck into the rangers bag labled "INE" that could heal whoever drinks it fully but with dire side effects. After the party emerged victorious the wizard in orange teleported them back to the boy and the party set out.

Adventure 7

PCs: Psion (Tank Mage), Ranger (Devil Hunter), Barbarian (Dead)/ Monk (Also Dead)

The boat fare to cross the ocean this time had jumped for 1 gold to 100 gold peices as the adventurers buying and spending on magical items had destroyed the economy of the peacful village. After buying horses, the party traveled for several day until one day at dusk they were attacked by a huge pack of death dogs. Only the psion was left standing at the end of the battle and he managed to heal the ranger and Ine, however the barbarian was not so fortunate and died in agonising pain. So the next day the adventurers were joined by a monk which had been exiled from anothe plane. It was no more than a weak after that that the party was attacked again, this time by both death dogs and shadar-kai. The feild was obscured by smoke and despite killing a couple of enemies, they had lost the little boy. After a few minutes of traking, the party found he had escaped alone to a cave but the had been a small scuffle outside of it. They traveled down into the tunnel when they came across an open area underground, there before the adventurers was a cottage. As they went in it appeared to be much bigger, and they travelled across collapsing floors a through swarms of spiders. A journal revealed that a man had lived here once but his wife had eaten his eldest son. Swordwraiths proweled the way and the monk was knocked unconsious. This slumber become permenant as he was caught in the blast of a freezing psion power unleashed by the tank mage.

Adventure 8

PCs: Psion (Tank Mage), Ranger (Devil Hunter), Rogue (Magical), Favored Soul (Dead)/ Druid (Also Dead)

So the adventurers went for with and encountered the conjurer who had brought them two new party members, the rougue and the favored healer. So prepared, they opened the door to the next room overtaken by a puppy who wandered through. An old woman there peered over her green glowing cauldron and made the adventurers an ultimatum, they would bring he ten mortals in exchange for the child she had and she would not kill them. They found this appauling to their alignments and so a battle ensued. The woman cast a quick spell extending the room with her and the boy to one side and the adventurers and the cauldron to the other. They tried to fell her right there and now but she had erected an invisible field. Then cauldron came to life multiplying iself to five and rammed the adventurers spilling it's caustic acid all the while, killing the Favored Soul. Even after they though they had emerged victorious the goo and gass from the cauldrons gathered forming two mighty gaseous abberations from the cliffs of the first layer of hell. The adventurers had their flesh burn and their lungs fill with toxic gas and out of nowhere they pulled off a win before expiring. However now they were to fatigued to do combat anymore but still the woman remained alive behind the barrier. The party fooled the old woman by boasting of their strength and how she could not win. The psion cast a weak spell to hurt her mind behind the wall and she was forced to flee leaving the boy behind. Once again as the adventurers left the room the puppy ran through the door. They had left one room unexplored and so decided to look seeing the puppy once again curled up on the rug in front of a fireplace. Though the rogue tried to grab the young dog it got away once again as the fire errupted into a huge fire elemental consuming everything in it's path. With ease the party finished it off and left to continue on the travel to Scurge. They encountered a druid on the way who agreed to join their group. A few days passed and yet again they were attack by an invisible woman assailant with a cross bow. The ranger guarded the boy as a human shield and the druid took to the air to see the surrounding with his boots of levitation. He was unfortunatley shot down and died a horrible death before the psion caused her to flee by blasting at her with his powers.

Adventure 9

PCs: Psion (Tank Mage), Ranger (Devil Hunter), Rogue (Magical)

The next day an sweet melody filled the air behind a wall of flames. It captivated two of the adventurers leading them through the fire to harpies and a mask wearing woman who appeared familiar to the ranger. The adventures managed to send the harpies into a retreat and stopped the woman from reaching Ine but the battle did not end there. She opened up a flask releasing the horrendous and demonic Nalfashee who turned on the woman and sent her to the groundwrithing in pain. The adventurers found it to be an enemy in common with the woman and formed a temporary alliance to take the beast down. Before it was felled the demon summoned up two Vrocks wich extended the battle though in the end they found victory. The woman escaped into the shadows and the party in a few days arrived at Scurge. An armored man lied in wait for the and Ine slipped his ring to the ranger before all his items including a large amout of platinum coins were taken. So Ine led them into Scurge and to an unremarkable door which they entered.

Adventure 10

PCs: Psion (Tank Mage), Ranger (Devil Hunter), Rogue (Magical)

Down a long hallway the adventurfers go and they pass a familiar suit of ornate black armor. At the end did stand a man in robes with an glass eye who greeted them and said he did not expect them and that they were late. Through heavy iron doors Ine stepped forward and laid upon a grey stone slab which was surrounded by four men in robes. The man with the glass eye then proceeded by taking the twisted dagger and plunging it into Ine's chest turning the stone black. The adventurers became confused and the man with the glass eye told them to wait while he went to get their reward. Moments passed and the corpse of Ine arose telling the adventurers that he was blessed with power and that it had been used to seal the elemental furnace. The dagger had been used to temporarily dispell his immunity to magic in order for his powers to be transfered to the stone slab and he had used this lapse in his immunity to come back to life for a short while. With that he told the adventurers to flee through an underwater sewage passageway for an army was coming to slay them. Ine collapsed and the adventurers dove under the murky waters finding a grate which they smashed through and were swept away in the current. Luckily they managed not to split up and found themselves in the dank and odiforous underwater ways. Under the the foul waters did lie in wait a horrible ooze that dissolved the adventurers's cothes and flesh so they were forced to flee through another doorway. This did not stop the oozes persuit as the door dissolved but luckily by then they had regrouped and finished iff the beast. A waomn rife with disease sat in this new room with her dead child in her arms. The adventurers could do nothing to calm her so left, though not before the rogue secretly slit her throught and stole her clothes. They progressed further into the depths and found yet another underground waterway which the rogue swam down and too and small pocket of air where he found a treasure chest with a robe and a monster in it. The monster unfortunately was a Homunculus which injected him with venom sending him ito a deep sleep. The rogues cohorts became worried and went to his aid quickly dispatching the beast. So they continue into the darkness not knowing what lies ahead.

01-10 11-20

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