The Kingdom Below

Chasm? I hardly know him!
What do you get when you stick a wizard, a rogue, and a whole mess of Goblins in some catacombs?

Who was there? Travis and Nate.

We last left our heroes having just rescued Hearthaven’s priest of Nethys from a cultist and her goblin minions.

Thinking quickly and using their impressive skills of obviating, the party moved the priest to his quarters where they found several healing potions. Using one on the priest to revive him, the party learned that several more cultists had entered the catacombs below the temple. The priest, a poor liar, told the party that the cultists were after the valuable spells and artifacts kept therein.

Thanks to the guidance of a spell provided by the priest, the (smaller than usual) party soon caught up with some more goblins trying to batter their way through a locked door. The shifty little creatures presented a serious challenge to the close-combat-challenged rogue and wizard, but still fell eventually to a well placed Ray of Frost and some truly unfortunate flailing with daggers.

With the goblins down the heroes were still presented with the locked door in front of them, but thanks to some patience and nimble fingers from Blergk the heroes were soon on their way.

Finally, after navigating the catacombs for some time, the party found something new: an ornate tomb with a sarcophagus at its center and a cultist standing over it. Wasting no time, the party launched a surprise attack. After some magic, a bad touch in Blergk’s no-no zone, and yet another well placed Ray of Frost, the cultist was vanquished.

Upon inspecting the room, the party found a trap door beneath the sarcophagus leading further down into yet another tunnel. This tunnel, however, was short and straight, leading to a closed door.

As the party approached the end of the passageway, they heard a battle cry from the other side of it, “For Norgorber!”

This was followed by the sound of explosions. Magic explosions.

As the party eased open the door and prepared to meet whatever was on the other side in combat, they were surprised to see Og, the Orc they had been sent after, standing in the mouth of the cave that lay behind the door. There were also a number of cultist chunks on the floor.

Og explained that he was on a quest to find something that would give him the power to free his people from their servitude under the banner of the Bloody Hand. After rebuffing the party’s attempts to follow him out of the cave, Og eventually was forced to reveal his prodigious skill with magic, using a fear spell on Blergk that was so strong that the rogue soiled himself (rolled a natural 1 on his will save) for the second time that day (the first time was a failed big to distract one of the goblins that he faced earlier).

Before Og disappeared thanks to the use of an invisibility spell, the party saw that he had left the cave and descended into the chasm, at whose base the cave mouth opened.

The story so far...
Some stuff happened and not all of us were here for it.

A quick synopsis of the events so far…

The party awakened in the cell of an ancient castle, stripped of all but the most basic equipment. They broke out in short order and began to work their way out of the castle only to run into a group of weak, weak orcs who they quickly subdued.

After a quick sweep of the castle dungeon in which they were trapped, the party bedded down for the night only to awaken to find that their orcish captives had snuck out in the night.

The party hastened to leave the castle, climbing up out of the dungeon and into the castle’s ruined courtyard, surrounded by collapsed walls. The party were met with a shock, however, when they found the a squad of soldiers standing over the corpses of the group of orcs.

The soldiers, who wore the insignia of a bloody hand on their armor, seemed to be spoiling for a fight but were dissuaded thanks to some quick talking by the party’s rogue, Blergk. Rather than going to battle, the party was soon charged with hunting down an orc named Og, one who had deserted the horde of the Bloody Hand. With little else to go in on this foreign land, and promises of riches fresh in their minds, the party set out to the west in search of the town of Hearthhaven.

After three day’s march and a brief delay thanks to some rather inept bandits the party arrived at Hearthhaven, a small but well-fortified city on the far side of a monstrous chasm which stretched off into the distance as far as the eye could see. A bridge, old and well made but worn down by time, stretched across the chasm, where the party met their first denizens of Hearthaven.

The bridge’s two lazy guards were soon joined by their commander after the party decided that honesty was (mostly) the best policy. After some diplomacy was employed, the party were allowed into the city by the now bemused guards.

Seeking shelter for the night, the party headed to the Cliff Top Inn, an establishment that catered to travelers in better days. After getting some rest, purchasing some supplies, and annoying the surly old innkeeper, the party headed to the local temple of the god Nethys, where the guards indicated they could start their search for Og.

On arriving at the temple, however, the party was confronted by a cultist and her retinue of goblins. After some heroic pew kicking by the paladin and getting stabbed by the barbarian (plus some less than heroic hiding by Blergk) the party’s enemies were vanquished.

Among all the dead bodies and general carnage lay the temple’s priest, slowly bleeding out on the floor. Ganeh, seeing a priest of his god in peril, slid across the floor to stabilize the old man and, as the healing powers of the god of death and magic flowed through him, the session ended.

Welcome to your Adventure Log!
A blog for your campaign

Every campaign gets an Adventure Log, a blog for your adventures!

While the wiki is great for organizing your campaign world, it’s not the best way to chronicle your adventures. For that purpose, you need a blog!

The Adventure Log will allow you to chronologically order the happenings of your campaign. It serves as the record of what has passed. After each gaming session, come to the Adventure Log and write up what happened. In time, it will grow into a great story!

Best of all, each Adventure Log post is also a wiki page! You can link back and forth with your wiki, characters, and so forth as you wish.

One final tip: Before you jump in and try to write up the entire history for your campaign, take a deep breath. Rather than spending days writing and getting exhausted, I would suggest writing a quick “Story So Far” with only a summary. Then, get back to gaming! Grow your Adventure Log over time, rather than all at once.


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