The Chronicles of Etinerra

Eastern Borders - A Deeper Delve
Dul's account of the trip into the Dwarven Mines

Once more, I decided to venture past the gates of this town with Kjeld the Cleric, and Duzain, the Elf who knows a little of everything. We acquired the services of two hired hands; Azok and Chin. Azok is an able-enough man, and Chin is a handsome beast of a woman who has obvious affections for our own Duzain. I guess they don’t call them “the fine-folk” for nothing.

After our recent enlightening but not exactly purse-filling trip out into the woods, all of our pockets were a bit lighter, so we decided to hit the mines this time around. If nothing else, we hoped to find something shiny to sell back in town.

On our trip down to the mines, we ran in to a bit of a kobold issue, so we had to take the long way, but eventually we made it without incident.

Navigating using Kjeld’s map we found ourselves deeper in the mines than I had been before, although Kjeld seemed to recall some of it from one of his previous adventures.

The first notable experience we had once we were deep in the mines, was a run in with a giant frog. Our group dispatched the frog with ease, and something compelled me to gather up it’s remains, as you never know when a very large and very dead amphibian may come in handy.

We wandered around for a bit and came across an opening. Everything about this opening was screaming “Ancient” to all of our senses. So of course, we dove in. Well, quickly we found traces that we were not the first group of adventurers to explore this ancient place. We came across a massive room with carved pillars, and three doors on the opposite end. The pillars had some terrifying carvings of Dwarven faces in agony. On one wall of this corridor we spotted an opening, that at first looked like it could have been caused by an explosion from a nearby room. We decided to take a look, and we found something none of us expected. After crawling through a small passage, we came into a somewhat spherical area with what appeared to be a cowering statue in the center. After a bit of investigation (I poked it with a stick, to the terror of my companions), I decided it didn’t pose a threat, but to make sure, I attempted to decapitate the statue as the rest of my party backed it’s way toward the entrance (to get a better position to help me in case of a fight I am sure). I fumbled a bit with my sword, touched the statue to brace myself, and a great stone creature reared up in front of my eyes. Duzain attempted to communicate, but his attempts proved futile for even he does not speak the language of giant rock monsters. We found the creature neither a threat or a source of information, so we moved along.

We headed back to the main corridor, to investigate the three doors. Kjeld recalled that one of these doors may have been successfully opened on a previous trip of his, so we first decided to focus on the other two. While attempting to open doors, we were confronted by a few shambling undead Dwarves led by what appeared to be a spherical automaton, possibly crafted by these dwarves when blood still ran through their veins. After the scuffle, Duzain’s best attempts at picking locks were met with failure, so we pushed through the previously unlocked door.

We came through a room slightly illuminated by glowing runes. We recognized them as being Dwarven, but the shapes meant nothing to any of us (my life as a ranger has never compelled me to study the old dead languages, but at times like these I would seriously consider trading my tree-climbing abilities for a bit of old knowledge). We moved along, dealt with a few more undead Dwarves and another of their spheres and eventually came to the climax of this little adventure. We came upon a statue (and this time around we were fairly certain it was just a statue). This statue seemed to beckon us, like it was asking for something. I can’t reveal all of my secrets here, dear reader, but let’s just say the statue and I made a fair trade, and I found my something shiny to leave these mines with.

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Eastern Borders - Tangling with a Bearowl

Aah! Adventurers! Last night was a great victory for the forces of Light and the power of the Elves! The heroic adventurers Dul and Douzane (a fearsome duo), traveled with their hirelings Azoq and Chex (the brother of Chin) east along the road until we came to the great bridge. Upon hearing something moving under the bridge, and remembering the fearsome tales of danger, our party turned south into the forest. After camping for a night and traveling further south, we came again to our Lost Mines.

Upon coming up to the hill which hides the mines, we saw sign of a recent battle. Kobold bodies were strewn like matchsticks upon the fresh snow, blood everywhere. A trail of blood lead to a natural cave on the south side of the hill, a cave that hid a great foe. Douzane climbed up the hill above the entrance to gain a surprise advantage against the foe, while Dul, Azoq, and Chex lured the beast into the holy light of day. What sight beheld our eyes but a giant 7 foot grizzly bear with the head of an owl. A BEAROWL!

It caused a panic in the less than stalwart hirelings, and they broke their line. Chex ran up on the hill drawing the Bearowl’s attention to the hiding Elf, forcing him to lose the chance for a backstab. With a claw, claw, and a fearsome bite, Chex met his end, his skull crushed. Dul fled into the woods, and Azoq, perused by the Bearowl ran up onto the hill and around it, all the while chased by the monster.

Dropping his sword, and drawing his bow, Douzane took aim. The Bearowl caught poor Azoq in his hug, but with a cry of “all power to the Elves” the first arrow from the Elven bow took the beast in the face, driving straight through its skull, stunning but not killing the beast. Azoq escaped, and the next two arrows drove into the beast’s shoulder and jaw, driving the creature to the ground and to death.

A single handed victory for Douzane the Elf, against a foe five times stronger than he! Yet he couldn’t have done it without his team mates running around in a panic, generally distracting the beast. After that the team proceeded into the cave finding a series of caves and a host of treasure!! Thousands of copper and silver coins, gems and other arcane devices. Since the caves are clear now (for the time being), it might make an excellent place to camp and rest. Cheers all around for the heroic adventurers!

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Eastern Borders - Braving the Ruins

Being a report of Darius, Cleric of Enonia

By the Light, things are looking up, despite this damned and ill-omened rain. I had thought my first journey from Enonia a failure, but the information we brought back—that the ancient mines are now filled with a monstrous horde—was worth something to Marshall Roen. With these funds I was able to prepare myself for a second trip into the wild, this time at the orders of the Marshall himself. Our party—a hardy ranger, a fierce littleling, a rogueish looking man (whom I didn’t quite trust) and two newly joined adventurers—journeyed to the East, seeking a ruined inn which Roen had asked us to win free from monsters. Along the way, we were beset by giant spiders, and the littleling proved true the stories about his race by destroying one of the foul beasts without breaking stride. After skirting a bridge the ranger explained was guarded by a dangerous beast, we reached the inn at last and descended into the cellars below. We explored a small part of the cellars, and killed a number of goblins in a running battle. We also discovered a store of treasure in a locked box which the shifty-looking one was able to open with ease. With our supplies running low, we retreated from the cellars, only to encounter a band of kobold fighters engaged in their own invasion of the inn. I believe the kobolds mistook us for goblins, and our battle was fought in such a way that they couldn’t have seen our faces clearly. If so, good. Perhaps when we return to the inn, the kobolds and goblins will have finished each other off. I pray that this will come to pass.

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Eastern Borders - Inn it to win it
A Very Bloody Spring in Enonia

Thus began a very bloody spring in Enonia as the rain set in and the Kings announcements reached the ears of the public. The commission milled indoors awaiting the kings new years message with the rest of the township. In his message to the people of Enonia his majesty declared that he could not afford to send his armies to the frontier quickly gathering groans from the villages. His majesty encouraged his humbled subjects to continue to work hard for the kingdom finally wishing his people farewell by instructing the people to leave any strange announcements for the lords of Enonia.

Throughout the morning rumors spread amongst the villagers speaking of a Silver Sphere in the Crystal Tower a lost tower that sunk beneath the south Dalewoods. Earlier that day Anya and her thugs were paid to visit New Hope, a city to the South that is believed to be lost to mankind. It was also sighted by Dul “Lone Ranger” of the wild that the kings rangers were in the area working on behalf of some unknown purpose.

The commission set out. Winter paladin of faith unknown, Caston the brave, Dul of the wild range, Darrius of the light, Joran the female littleling and her guard, Irem the rouge, and Dolf the little helper set out towards The Dalewoods Wayfarers Inn. With hopes to discover more treasure in the contested Inn. Along the way to the Dalewoods inn the commission was careful to avoid “Fathers” bridge, and visiting the “black patch” an unexpected earth quake occurred.

(Concept rendering of what The Dalewoods Wayfarers Inn looked like before before the doom of man destroyed it)

Those of the light faith felt chaos and darkness fill they souls. The party treked on to a familiar camp site to ensure reaching the inn quickly. Soon into setting up camp keen ears alerted the party of whistling in the depths of the forest. Thats when Dul the Ranger then spotted it. Climbing high into the tree tops Dul surveyed the area looking for the origins of the strange whistling to witness a Crystal Tower floating high above the tree tops. As the party debated the meaning of this event the whistling came closer and to camp as Izil played along with his hunters horn to match the melody and tune of the whistle. The trollkin had arrived to play their music in harmony with their friend. They sat with the group, enjoyed winters candy and sang the party legends of old time. The song took our party out of their bodies illustrating what lies in the darkness and most of all what The Striped Wizard is after.

See full size image Once morning wet in the commission left for the Inn and came upon it mid afternoon. The party moved in with confidence as goblins that they encountered put up a resistance to claim the inn as their own. The commission fought bravely storming the Dalewoods in and slaying the Goblins of The Green Fist. Irem’s Moltov coctails singed goblin lackeys and Caston the brave’ fire brand dealt righteous justice to the orcs but for as much of a match as the commission was for the green fit the same was true for the commission. The battle of the 4 way intersection divided the party and threatened the lives of 3 in our party. Irem was wise and quick enough to heal them while the rest of the party tended to the orc leader. In the end it was Caston the brave who stuck down the green fist raiding party leader. As the orcs withdrew so did the commission knowing that victory, at least for today, was theirs.

Making it back to town the commission reported their findings to the lord, Sir Yinivax,and were paid for their efforts. Thankful that the adventure cost no one their life the commission went their separate ways once more to live for the moment and revel in victory.

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Eastern Borders - One Million Goblins

My travels took me to Enonia. After days of solitary travel, introspection, prayer, and
scourging of my flesh with barbed wire and a cat-o’-nine, I was ready for a mission. And for
my sins, they gave me one.

The bad news was that the King would not be sending troops to help these poor people. The
good news was that there were people in town who were better than the King’s men. I joined
up with 7 others, an auspicious number…

Dolph the Littleing; full of surprises, a fighter and mage. Izil, a skilled fighter tired of
living on the streets. Castin, a powerful fighter with a disturbing penchant for flaming
oil. Myself, a humble paladin, and barely that after the incident that nearly stripped me of
my calling. Jorann, a female cleric encased in enough armor to stop a siege tower and
protected by her silent men at arms. Dul, a dangerous and efficient ranger, and Darius, a cleric of The Light. Both were familiar with the surrounding area. Irem, a thief and apparently proud of it. At first I considered ways to set him on fire, but he soon proved he was not an ordinary thief.

We set off for the goblin’s fortress. On the way there, an impossibly rare and disturbing
earthquake shook the earth. It brought with it feelings of despair and fear. When it ended I
found myself on the ground with the taste of copper in my mouth. Darius was pale. We kept
moving.

An incident in the woods where we had to camp for the night surprised us all. The Children
of the Troll found us; they were entranced by Izil’s horn, and delighted by the candy that I
gave them with the stipulation that some was for their Father. They shared with us what they
knew of the Crystal Tower, which Dul had spied moments before from a treetop perch, and
showed us The Dark by means of a visual hallucination. The Dark was their name for a hideous
creature with bony plates on its head and tentacles where its face should be that they
promised would soon arrive to our world. It is good to know your enemy.
I failed in making them understand the difference between good and evil, however, which made
it impossible for me to rest the remainder of the night.

Around midday we reached the goblin fortress, or “inn” as those with me insisted on calling
it. A large rambling structure, only partially mapped by members of my party in previous
visits. I took the front rank with Dul and we charged in, down a steep flight of stairs. To
my surpise, the goblins showed military sense, and had posted sentries armed with shortbows.
They let loose their arrows but we were upon them quickly. Dul dispatched his in a lightning
flurry of blows and moved further down the hall; mine proved more resistant, but soon died
horribly. Castin replaced me in the front rank and pushed on into the fortress with Dul.

Goblins were dying left and right. We soon found ourselves in an intersection of hallways,
subject to a deadly crossfire from goblin archers. We broke off into teams and killed more
of the hideous gobbos, but they kept coming. They just kept coming. It was dark and not
always possible to fight effectively. Dolph went down after taking many wounds. Darius
collapsed shortly after. Jorann was out of healing spells and one of her men was near death.

During a fighting retreat with Izil I was cut down. I’m told the following, that Irem saved
all three of us by binding our wounds; without that, nearly half the party would have died
in the putrid-smelling darkness. Dul threw burning oil at the goblin captain and his elite,
Izil and Jorann fought to keep them at bay, and when all looked bleak Castin slew the goblin
chief. This threw the gobbos into disarray and they fled. Gathering up the wounded, the
party made camp in the woods and Jorann healed Darius. Between the two of them, they saved
me and stabilized Dolph, but the little one remained in a coma until we reached the temple.

It was a source of dark amusement for me to see the faces of the town guard when we arrived
the next day, covered in blood, goblin excrement, and organ meat. Luckily, they did not fire
upon us.

I was left with this thought regarding the forces of evil, of chaos, of the dark here in our
lands. We must kill them. We must incinerate them. Goblin after goblin. Kobold after kobold.
Camp after camp. Army after army.

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Eastern Borders - Harold's Journal

Winter had been a busy time for Harold Trotter, ever since he saw his first white mouse in Enonia. Kee the Elf had observed him chasing a cat soon after that, but there had not been time to stop and explain the strange event or the fact that these subtle portents meant littlelings were spying on Enonia. It had taken some time for Harold to track the spies out of Enonia and as far as the Town of Cheddon, where he learned which house from the Direlands the spies originated. Satisfied that the spies were not allied with his old enemy, Sarumort, Harold camped out the remaining winter months in and around Cheddon before his return trek to his adopted home of Enonia. In particular, he felt some adventuring with his old companions would be a welcome spring vacation – as well as a source for replenishing his personal funds.

It was refreshing to see that any day spent lurking around the Mug and Pot Tavern was still a chance to see familiar faces. Parabellum, Kee, Aramin, and the ever-silent Ragnar were on hand – with a host of unfamiliar faces as well! It seemed the mercenary company Harold had tried to help found had floundered during the winter months and Aramin was now more of an unofficial leader to a ragtag band of explorers than anything else. There was also talk of some remarkable events that had occurred while Harold was away in Cheddon. An earthquake? A floating tower over a lake? A striped mage? Hmm, that made Harold a little nervous about his own clothes, but no one else seemed to notice. But what really took Harold by surprise was the sight of another littleling amongst the company!

Harold quickly overheard this other littleling went by the name of Randy. Was he another spy? Or worse, Sarumort in disguise? Harold vowed not to take his eyes off this “Randy”, even if it meant taking another trip to the old dwarf mines. Harold had always hated going to the old dwarf mines and long since thought they were played out for valuables, but there was much talk around the table in hushed voices of some quest and of dark ones that needed to be stopped there. Oh well. Perhaps Harold could find another secret treasure room down there after all.

The woods around the mines were as busy as ever with the Kobold-Goblin War – Harold and company seemed equidistant from the far-off fighting the whole half-day march to the mines. On one occasion, Harold was able to pull Randy aside and talk to him about what their sharper ears
heard and Harold was pleased at the results of the truthfulness test he put Randy through.

Everyone at least half-expected an ambush, so it was a welcome surprise when they were the ambushers, coming across a score of kobolds who looked like they had just lost another fight. Much time was spent parleying with the kobold sergeant, so much so that Harold was soon siding with those who hung back but quietly whispered that maybe killing these kobolds would have been a better idea. Having a squad of kobolds recovering behind you while you dungeon delve did not
seem like a great idea to Harold, but that is what they did anyway.

Harold’s chief concern was for his trusty donkey, Hermione. The company had only one other pack animal amongst them, a mule, so the mule and donkey were led down into the mines and left in the first large cave.

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X marks the spot - Gambler's Curse comes to Izil
"Eastern Borders" There's always a price...

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“That Gypsey!… Vanir!?, help ”/campaigns/the-dark-ages/characters/50481" class=“wiki-content-link”>Izil bring curses upon her!" Izil realized Gina put something in his wine. The black X on his face meant that she plans for him. Her attraction might become fatal to her if she does not pay her debt to Izil. If Gina wanted something from Izil, she would send someone to come for him. Her beauty was so unique, so radiant, that Izil wondered if she was the white wizard. "uuughghghghg…Izil now know Gina’s tricks Izil will have her".

A night of carousing throughout town brought Izil more knowledge about Enonia. Interestingly, at the Mug and Pot and other taverns that Izil could afford (The Eagle’s Alehouse close to center of town, The Fox’s Flagon (north) and Sword and Flagon (south), the bards sang songs about foolish adventurers who’ve braved the wilds, to win some gold and glory, but also songs of those whom had found brutal death. To Izil, these sounded suspiciously like stories of the travels that Izil and his fighting companions have taken! If Kjeld was here to hear their adventures together.

Interestingly, whilst at the Eagle’s Alehouse, Izil heard that Anya and her band of hoods have not be heard from since they left for New Hope a fortnight ago.

The night pressed on and Izil passed food and drank to the other patrons. A nice tip to the most beautiful one of the bards, Gina, brought stories of the Sithasten Mountains. “Uuuuummmmm??…she thought resting on ”/campaigns/the-dark-ages/characters/50481" class=“wiki-content-link”>Izil‘s lap. She whispered low into Izil’s ear as he took a large swig of wine, “They are a long sweeping range of mountains stretching far to the north and bordering the eastern edge of Valenia far to the south and continuing on to the Oceans. Beyond them are foothills and more forest and the wild lands – some of which is held by the littlelings. From ”/campaign/the-dark-ages/wikis/enonia" class=“wiki-page-link”>Enonia, they are roughly a 10 day walk to the east".

Before Izil hit the floor Gina held his head against her breasts. “There were villages around ”/campaign/the-dark-ages/wikis/irecia" class=“wiki-page-link”>Irecia, but nobody has been to the mountains in memory and it’s not known if any villages survived". “”/campaigns/the-dark-ages/characters/50481" class=“wiki-content-link”>Izil be warned for it is said that in the Days of the Doom, orcs and goblins swept from the mountains to overtake the lands – and worse creatures as well. It is also said that giants and dragons also inhabit the mountains. Nobody has gone there in 2 generations, as nobody wishes to cross the Bestial held lands". “Buh-bye beloved” was the last thing Izil heard when he hit the ground.

Izil‘s risk to woo Gina the Gypsey to Izil’s bed ended in mishap. The gambler’s mark left upon his face made it very clear. What was not clear is whether it was Gina who placed the mark upon his face.

Izil

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Treasure or Trust
Requisition this magic knife out of my back

Spring in Enonia has not just brought ruin or danger, but new adventurers as well. One of those new adventurers, Valen the Elf, came to the Mug and Pot with tales of a hunting lodge and a magic knife. The hunting lodge, located east of the Monastery of St. Eggyx was claim to a local hunters guild and lost two generations ago to the darkness.

Valen’s tale moved the local heroes of Enonia and found allies in Izil, Dolf, Joraan, Irem, and Dul. Valen’s good intentions convinced the party that adventure was to be had and the heroes agreed to help Valen in his journey to reclaim the knife.

Valen invited Dul “The Lone Ranger” to accompany him to the older part of Enonia to meet with the sad man named Johann who had shared the tale of the hunting lodge and the Magic knife with Valen. Johann explained that the knife was a family heirloom and passed down for generations from a time when it was given as a reward for his ancestors fight against the Dark Ones. 20 years ago his Grandfather had left on a hunting trip and both he and the prized blade were never seen again.

The heroes headed out on a miserable rainy spring day to find Johann’s ancestral knife and claim any other treasures the wilderness might offer. As they traveled through the ranges toward the monastery rain beat against them and warnings about the Spider Queen echoed through their head. Around mid day the party came upon the monastery and entered the woods searching through the Dark Woods late in the day into the evening.

Darkwoods clearing and goblin encampment

As the adventurers set-up camp in an improvised and abandoned goblin clearing they ate and decided to continue their search the next day when the weather cleared. Again Dul’s keen sense of the wilderness predicted the rain would be lighter and the lodge would be found as the party stumbled upon an old path that crept it’s way through the forest.

Dul’s keen direction sense lead the party to a clearing where the lodge lied quiet amongst the belly of the forest. Cautious as ever Dul stopped the party and informed the party of the lodge that lie ahead. As Irem began to move forward Dolf stopped him boasting of his experience stealth and stepped ahead of Irem. As Dolf crept through the forest even the dim witted Izil could point pointed out Dolf’s way through the forest as he approached the lodge. Quickly Dolf was out of sight as he turned the bend and entered the clearing. Death lied about the outside of the cabin as bodies from generations ago lay on the ground with roots and weeds coving their bodies. They had no clothes to distinguish who they are or what business they had there. It was there alone in the clearing that Dolf decided to test his mettle.

Dolf knocked an arrow and let it land into the body of the dead only to find that it was one of the damned! Two undead scavengers sprang to their feet and Dolf sprang back to the party where a quick battle was won and victory was to be had. Cautiously the party regrouped and combed the edge of the clearing to make sure no more damned lied about literally preventing stumbling over four more damned who liked in the tall grass. The party continued to comb the outside coming across a pile of bodies in the back of the house which were lit on fire using oil and slain quickly with blades. The battle was swift and the damned dispatched quickly. All that lie left was the cabin itself.

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With windows open and doorway ajar the party spied the insides of the building to find 6 more of the damned face down on the floor. The party prepared their attack shooting an arrow through the door and into the damned awakening them. The damned did not stand a chance, death by a firing squad and one damned in particular (donned in rusty ring mail) meet his end when Dolf launched a magic missile toward it. The ensuing melee ensured that the party was safe from the ravenous claws and bites of the damned. In the heat of battle they lost sight of each other for an instant and Dolf the rouge located and swiped the knife and its scabbard from the rusty ring mail protected damned.

In victory Izil took the bold of the damned and painted tribal tatoo’s across his body and face praising Vanir for the opportunity to battle and the wealth won from the day. The lodge was searched, minor items of interest were found as the insides of the lodge and it’s attic where cleared. Once the party was sure they were safe they camped in the attic somber about not finding the ancient knife heirloom to Johann. In the morning as the party set back towards camp they wondered what happened to the lost knife put thankful again that some of the wilderness, (at least for now), was claimed for humanity.

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The Teachings of Inlaw from the 25th Day of Spring

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We headed east out into the woods skirting the troll bridge only to “almost” run into the troll out for his daily constitutional. Reached the vast field around Irecia about mid day of the 2nd day of travel. Headed south trying to spot a rumored mine. Spent the 2nd night just inside the edge of the woods where we were attacked by very GIANT crows on first watch. We ate crow the next morning.

Continued our search towards the south east then back north swinging further out into the plain. As we got almost back to the Enonia-Irecia road we came across a deserted farm hamlet. One building overgrown with man-eating vines. We had just gotten somewhat recovered when a dozen skeletons erupted from the earth. The clerics sent them running.

We spent the night away from the hamlet but a little further east. The next day we went south again. About mid day we came upon a stone tower with only one visible entrance. After breaking down a magically locked door, we encountered an imp (perhaps) guarding the inside on the 2nd floor. The imp was far more interested in being released from bondage than guarding any treasures. The second floor has 4 doors. The two center doors lead into a dinning room which may have been magnificent once, but is no mostly decay. Unseen servants rushed to take our cloaks and have us seated. With an effort we exit the room with one corroded silver goblet. The 1st and 4th doors appear to be magically held. When webbing started appearing on the stairs, we decided to leave. We forced marched home bearing that tarnished silver goblet and a few giant crow feathers as our only treasure.

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Towering above the rest
A foray into "Death's Tower"


Alarms and commotion meet the townsfolk and heroes of Enonia at dawn. The alarms mustered the the best knights out Eastgate past the heroes of Enonia Inlaw, Soteria, Douzane, Valen, Joraan, Kjeld and Izil who banded together to venture towards the wizards tower in the distant plains of Irecia.

As the heroes headed out of town their attention was called to the Floating Crystal Tower: about a 1/2 mile north of the main road. What was distressing about the Crystal Tower was that it was now the edge of the Dale woods floating, inching ever so slowly towards Enonia. Marshall Roen and his knights bravely rode out to encounter it. Yet, they were unable to establish communication with anyone who may have neen in the tower.

Kjeld, Izil, and Douznae briefly meet with one of the Marshall’s lieutenants sharing their knowledge about the Crystal Tower. Once the party offered their expertise they pressed onward to the East.

The heroes pressed towards the Derelict Wizards Tower reaching it at sundown. They picketed their ponies and mule to the ground and spent the night outside. In the morning the party awoke and inspected the door that was breached from their previous visit. Unfortunately, the front door had been repaired and the party battered their way in only to encounter a thick magical fog that saturated the inside and out of the tower. The stairs were still webbed from their previous escape and smartly the adventurers torched the webbing lighting it on fire to clear the stairs stairs. As they went up the stairs some sort of confusion spell impeded the adventures from going directly to the doors they wanted to Investigate. In the process we provided much entertainment for the guardian imp. The heroes finally found their way to the left most door and battered their way in. Once the door was ajar Douzane encounter some sort of undead creature which attacked and was defeated swiftly by Kjeld.

The room also some sort of magic spell prevented that prevented the part from lingering near the door into the room. The room, a bedroom was in extreme disrepair had a mirror, which was promptly covered, plus one other door. A third door was discovered when the mirror was moved. This door was guarded by explosive runes, which blew up when Valen attempted to read then.

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Valen and Barney, one of Joraan’s loyal followers died in the blast. Several others were injured and Douzane lost his spell book to the fire. Additionally, the mirror was shattered. Since we believe that the mirror had entrapped the wizard of the tower, it is Inlaw’s belief that its distruction caused the death of said mage, whom the party never meet, and released the guardian imp, for the imp was not seen after that event. The party spent the night inside this room demoralized but optimistic that there was treasure to be found. To add insult to injury the second door in the room lead to the toilet. The 3rd door, no longer guarded by runes, led to a study. A crack in the wall had allowed the elements to destroy almost all the contents held inside the library’s shelves. However, the adventurers did discover one scroll and 4 potion bottles. While the scroll remains unidentified the party tested the potions and believe that (do not know) that they are:


  • DWT 1 – Find treasure/Gold

  • DWT 2 – Slow

  • DWT 3 – Clairvoyance

  • DWT 4 – Etherealness

  • where DWT stands for derelict wizard tower

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Having the procedure down to travel throughout the tower the party checked the door at the far right only to discover an empty room, and a secret door. The secret door lead to a room filled with confusion gas and to another door. This door lead to another empty room with a well that lead downward into a deeper and depth less dungeon. Daunted, the explorers collected their ponies, mule and limped their way back toward Enonia.

Shortly after getting back to the road but before they got into the woods, the party encountered an orc scouting party. 5 orcs mounted in full armor, horses in barding sounding a horn came out of the woods from the direction of Enonia, heading towards Irecia. At the sound of the horn, The explorers quickly left the road and hid in the grass. Luckily, they did not see the party, and the party did not attack them; they were in no condition to punch our way out of a paper sack.

Fatigued by poison and disheartened party made it back to Enonia without further incident minus 3 of their original group, and badly chastened by their plight of coming home empty handed

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