Harken's Heroes

Falling Leaves, Part 3
Wait, he's a drow?!

During a hard fought battle against the Shadar-kai chainfighters and their disguised mage, Razvahn Mazlay, the mage called for a truce to plead his case. He explained to the party that seers of the Ebony Guard had seen the vision of Orcus assembling the mirror shards and knew it was an ill omen. When they learned that the Elder Librarian had died they realized that the Demon Lord’s forces were trying to discover the Raven Queen’s true name.

Falling Leaves Part 2
What is going on around here?!

Deciding to wait until nightfall to investigate the Assassin’s Guild, the party headed to Karitas Tavern in the Artisan district. There, they saw some interesting creatures singing karaoke, including a duergar and an orc, a quartet of succubi, and a pair of ettins. After talking to Lornleaf and checking out the portal to other dimensions in the back of the tavern, they decide to head to a nearby theater to investigate the makeup they had found. Scarab and Ganassi discovered that it was probably purchased at the Star and Dolphin Coster and D’kar discovered a latent love of theater.

Falling Leaves Part 1
Welcome to the Fey Wild!

After their time in the Astral Plane, the party was sent to the Murkendraw Swamp in the Fey Wild. They followed Mot and Ganassi north toward a river, encountering and evil hag and her pets on the way.

They spent the night with Mot’s parents at their bakery, before heading up the river to the Twilight Sea. Once there, they transported the baked goods on a magical Swan boat over the sea to Astrazalian, the City of Twilight. On the journey they learned that the Elder Librarian had recently died and that they were in the process of electing a new one.

After delivering the baked goods and going to check out the city’s Grand Library, the party ran into Alyssa Rennanalden, Ganssi’s mother. Though the reunion was chilly between the two, the rest of the party was warmly welcomed. They also were introduced to Arkenndar, her companion. The eladrin wizard offered to pay for their stay in the most expensive Inn in town.

While Scarab was checking out the town, the party enjoyed dinner at the Inn. The next morning they were summoned to meet with Lady Shandria. The party resisted, but when they found out Scarab was a suspect in two murders committed over night, they went along willingly.

The Lady explained that the murder victims were both candidates for Elder Librarian and that she needed them to investigate. With everything going on with the city’s defenses and the power struggles of the eladrin nobles, she needed the party’s help.

The group agreed and gathered information from both crime scenes. Only time will tell where the clues will lead them…

Drowning Sun Part 3
"Big Demon Bastard!"

The party cautiously entered the Tombs of the Fallen warriors and defeated the remaining undead desecrating the Sunken Temple of Pelor. Bosephus opened the door to the treasure room and found a cache of awesome magical weapons. They also saw a large mural of strange symbols. As they made their way out of the temple, the ritual to raise it was completed and it slowly made its way to the surface.

When they arrived at the entrance, they discovered a pathway leading back to shore. When, Kel’thuzad and Alphonse Glimguardian saw that they had failed to recover the powerful artifact, they used a portal to escape to the Shadowfell. In their place an Aspect of Orcus emerged and moved toward the party. Seeing his friends were in danger, Glurp charged at it. In mid-leap, the power of the partie’s gods joined to enhance the little goblins attack. His strike obliterated the massive demon and the nearby area.

It was the last thing the party saw before being whisked away to the respective dietie’s homes in the Astral Plane.

Drowning Sun Part 2

The party continued deeper into the tempe, fighting some grusome monsters in the depths of the cleansing chamber. After exploring the priests chambers and the infimary, they encountered a bunch of frozen undead creatures in the chief priest’s quarters. They gathered some supplies and proceeded into the Central Chamber, where they worked on a puzzle to open a door into the temple’s inner sanctum. They fought a strange brain in a jar and some traps, before using a beam of sunlight to finish unlocking the door and proceeded to the inner area of the temple. Two large statues attempted to bar there way, but Mot used the Song of Breaking to make short work of them. Using rubble from the statues to weigh down a pressure plate, the party entered a room dominated by a massive icon of Pelor. This turned out to be final test of the god, which the party managed to deactivate. We’ll see what awaits them below the altar…

Drowning Sun
"Shiny, you aren't so shiny any more."

The party’s work in Thunderspire finally accomplished, they set off to their next destination. A few (mostly) eneventful days later and they arrived at Glimmer Mine, the small town next to the Glimmer Lake. Seeing it captured by cultists, they party decide to sneak in through the sewers and use a magic scroll to enter to the lake itself. They make their way across the lake bed, fighting their way into the entrance of the temple itself. There they find an altar room desecrated by the forces of Orcus, but Bosephus quickly cleanses it for use by his friends. What other dangers lurk within the sunken Temple of the Sun Father?

Liberating Thunderspire
"I'll castrate your sons and impregnate your daughters!"

The heroes attacked Brugg, quickly bringing the massive ogre down with some of their most powerful attacks. After opening the secret door to the hidden teleportation circle they headed up to the tower of Zaamdul. There they faced an enemy from their past, a shadow version of the mage Kalarel. They destroyed him and his zombie minions and then entered a large chamber. There the wizard Paldemar confronted the party and tried to stop them from interfering with his plans to flood the Nentir Vale with a necrotic sea. Though the fight was difficult, they eventually triumphed! Bone-weary, they returned to the Seven Pillared Hall for some rest and to wrap up some loose ends. They soon were presented with another chance at adventure.

Finishing the Well and Returning to the Hall
Not Gendar!

You continued your exploration of the Well of Demons, looking for the final item. In a hall with twisted, moving pillars, you found it, along with a host of demons. With a fighting retreat, you recovered the Bell and headed back into the Proving Grounds. The party split up and activated the traps and creatures there. After a tough fight against a demonic minotaur, their health was restored and they entered the Inner Sanctum. There they discovered the last missing Mage of Saruun, along with some orcs and a Bronze Warder. After a pitted battle against the orcs, you were victorious and recovered a spherical key. The key led you back to the Seven Pillared Hall, where you found a pitched battle already in progress between Brugg’s minions and the citizens of the Hall. The party joined the fight, for better or worse…

Welcome to the Well!
"It's a god roll off!"

The heroes quickly vanquished the zombie dragon and rescued five of the six missing Mages of Saruun. After learning of Paldemar’s plans, they followed their only lead, heading to the Well of Demons. They endured a trial to gain entry to the area, where they fought a group of orcs. The party explored the Proving Grounds before beginning the three trials in the area. So far they traversed a room of trapped magic mirrors and barely survived a chamber filled with demonic blood.

Clearing the Hold and finding some trouble...
They hate Brugg so much!

The party cleared the rest of the Horned Hold, rescuing the slaves from their orc, devil, and duergar captors. They safely escorted the group back to the Seven Pillared Hall and returned Gendar’s rod to the drow. Scarab and Glurp checked out Rothar’s Taproom for any interesting rumors and to keep an eye on Brugg, while the rest of the party headed to the Halfmoon Inn for a much needed rest. Unfortunately, the ogre had other plans as he led a large group of his cronies to arrest the heroes and put them into The Pit. Ganassi was stripped of his possessions before being incarcerated to await a death sentence with the others. After a few hours rest, the party attacked their jailors and were about to escape when the Ordinator Arcanis cleared a path for them to flee. They narrowly avoided Brugg before being transported into the Tower of Saruun, where Orontor, the last mage in the Hall, aided them and asked for help finding the other mages. The party set off to follow the maps they found in the Horned Hold, locating the Deep Stair and arriving at the Sea of Shadows. There they discovered five of the six missing mages, but also something more sinister, as a zombified dragon swooped in to attack!


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