Crown of Dust

What Came Before

This is a place holder for all the things that came during levels 1-7. Edit it and add any recollections you have. Please tag your recollections in some way so we know who is talking, nobody delete anyone else’s recollections. I will go through and summarize from time to time.

Sam


Joe’s Recollections

I’m writing these out and adding to them as I recall details.

-Start of the campaign

We were all part of a caravan, traveling in a large wheelhouse along with cargo when we were hit by unseen forces in the middle of a sandstorm. Disabled and without transportation, we huddled down, waited out the storm, and then made our way towards Tyr (with two children in tow).

-House Shom

-Hidden Face (the first shard of the crown of dust)

-Trouble in Kled

-Travel to (some town I can’t remember the name of right now)

-Recover half of a book from cultists in a tomb or underground dungeon

-Go through portal

/Joe’s Recollections
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Session #1 Plane Hopping
Enter the Shadowfell

We return to our heroes falling ala Dr Who through time and space, landing in a dark old growth pine forest at dusk.

Environment: 50 degrees, Perpetual Dusk, Old growth pine trees surround. The smell is dank, mildewy , lighting makes everything seem washed out and blah (Light sources are half effective range). A real sense of doom and gloom pervades everyone within minutes.

  • Donv, Ziir’luh, And Joe come out of the portal. No Alex. After a bit of searching around a fresh trail is found. The party sets out in pursuit of the Foulspawn they followed to this place and the book they are supposed to recover.
  • A two hour pursuit leads to a river valley with one of the foulspawn on the other side looking quite dead.
  • Upon inspection a battle ensues with 3 Shadar’Kai chain warriors and a gloomblade. The gloomblade escapes into the woods when things turn in the players favor.
  • A short distance away a road is found, and an Inn straight out of medieval germany “The Inn of the Last Hope”. A rousing evening of revealry is had with the Proprietress Sasha, her assistant Kelvin The Dwarf, and the Inns current occupants a group of Vikings led by one Erik The Red.
  • After a nights rest, and a pointer towards the nearest town the group sets out for “Deneith” a small settlement two days travel to the north. Kundarak the Fixer is the contact Sasha has sent them towards.
  • A thunderstorm slows progress, and after only traveling a quarter of the distance to Deneith the part takes refuge in a small cave built into a bluff face.
  • Durring the second watch the party is beset by more Shadar’Kai, the gloomblade from before leading, only this time he has brought more force and a Mad Wraith to even the score. A surprise attack leaves the party defenseless. As Joe surrenders we leave the party with Ziir’luh and Donv running into the woods the Mad Wraith following close behind, and Joe being escorted away towards an uncertain future.
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Session #2
Rumble down in penis town

After last session, our hero Cauldrons has been taken captive by the Shadarkai hunting party. They took Cauldrons to their town while sending a wraith after Quinn and Ziir’Luh, which the pair defeat.
Cauldrons is chained to stakes in the center of town and brutally beaten and demeaned even as he acts kindly towards his captors. The entire town mocks and defiles him.

Meanwhile, Vig, having been ported into the shadowfell quite a distance away from the rest of the party, had been taken captive and is forced to fight in a gladiatorial pit for the amusement of the Shadarkai and their leader. Doing well against all contenders over the course of two days, he becomes a favorite and is looked upon favorably by Shadarkai Steve, who runs the fighting pit.

Quinn and Ziir’Luh, having defeated the wraith, set off after the hunting party in hopes of rescuing Cauldrons. They’re able to track them easily and find their way to the outskirts of the Shadarkai town as Cauldrons is taken down from his stake and brought into the cave that holds the gladatorial pit.

Cauldrons is given his equipment as he is taken down to the gate of the pit. As the gate opens, Cauldrons recognizes Vig and lets off a warning shot in an attempt to show Vig who he is. Vig charges in and reigns in his weight at the last moment, making the hit look real but not damaging Cauldrons. Vig says in a low voice ‘Take a fall’ to which Cauldrons replies ‘Hit me’. Cauldrons fires a few lances of light past Vig’s shoulder in an attempt to make their combat look real. Vig leans in and slams Cauldrons on the ground. Vig lays into Cauldrons, at first with his axe, then with his hands, but only does enough damage to make it seem like he is dealing death to Cauldrons. At last, Cauldrons goes limp and Vig stands and roars in victory at the crowd.

While this is going on, Quinn and Ziir’Luh use the Shadarkai cloaks that they had got from their previous encounters with other Shadarkai, and attempt to sneak into the town with another Shadarkai hunting party that was returning. As everyone in town is excited about the games going on in the pit, the pair easily slips into town and heads into the cave. Seeing Vig in the pit, Ziir’Luh sends him a telepathic message, letting him know they were there and asking what they should do. Vig asks them to prepare to leave and meet them near the ramp.

Shadarkai Steve opens the gates and his minions move forward to haul Cauldron’s corpse away. As they drag him past the gate and up the ramp, Vig charges Shardakai Steve, killing the minions and downing Shadarkai Steve easily.

Running up the ramp, Cauldrons and Vig engage the two guards with Quinn, while Ziir’Luh runs out to free the vikings chained to the same poles that Cauldrons was chained to. They go to work arming themselves and firing the camp. Cauldrons then vows to take 100 Shadarkai heads as a show of the wrath of fire to the un-repentent and vile Shadarkai. He will slaughter the village, but first the group must escape and tend to their wounds.

Ziir’Luh and the vikings have set fire to the village and taken out the guards in the tower gate, letting our heros escape.

On the run and being tracked, our heros, along with their 4 new viking friends decide to set an ambush to try and get the Shadarkai off their trail and discourage them from following. Placing the Shadarkai head on a javelin and staking it in the ground, the heroes take to hiding places in the trees. When the 5 Shadarkai following them see the head, they cautiously spread out, preventing the ambush from working well. In the end the Shadarkai still met their end and their heads were taken. 3 of the Vikings lost their lives in the fighting but the one that survived valiantly decided to stick with the heroes.

Realizing that there were likely more following them, the heroes decide to move forward and set the same ambush. This time, better prepared and with a modified plan, they trap the Shadarkai and cut them down. The last Viking loses his life in a blaze of glory, but all 6 Shadarkai lose their heads in retaliation.

From here, our heroes decide what to do next…

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Session #3 - On to Denieth!

Stirring after a rest (escaping and setting ambushes is hard work!) our heroes set out to Denieth to meet up with Kundarak.

On the way there at a crossroads they come upon a group of about 10 undead escorting 20 chained human slaves. They decide to try jumping them from behind once they’ve passed onto the forest trail leading off from the crossroads. Half the undead stayed to fight the adventurers while the other half continued on. However our heroes sliced through them quickly enough to catch up with the other half. Each protaganist played their role to a tee allowing for the group to dispatch all the undead with minimal harm to themselves or the slaves. The slaves are freed from their shackles and 2 went home while 18 joined Cauldrons’ cult.

Most of the group is not interested in supporting these hangers on, but Cauldrons manages to scrap up enough provision to keep them alive while the group continues to Denieth. Once outside the village Cauldrons and his minions set up a camp while the remainder of the group heads in to the village to the Merchant House.

In the Merchant House there are three barkeeps; Nyth (halfing!!!), Lanoor (Elf), & Indel (human). Food and drink is procured while they wait for Kundarak. When Kundark shows up he is not in the best of moods, primarily due to the “army” camped outside the village. The topics of portals and the “half book” are broached and he insists there’s nothing he can do to help us. He suggests we talk to Jubal Ngo, owner of What The Pho? in Gloomwright. He also “invites” the group to spend some of their gold in town.

Kundarak also notes that the way to Gloomwright is fraught with danger. The mists can transport one to the Domain Of Dread. The marsh is terribly dangerous, so much so that one should take a barge through it if one wishes to live. And finally he notes that Vistani Gypsies “steal children”.

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