The Sundering

A Random Encounter Part IV

As we pick up with our intrepid adventurers again they have settled into town and found a place to winter through one of their contacts. The house is being cleaned and prepped for the group as they finish a few tasks before settling in.

Rauker and Neil are set to deliver to a small heavily engraved box to the King’s Steward Tiramyr. The box has designs of one of the old gods, Tynerion all over the box. The box is empty, and only large enough to hold a small book.

After wading through several functionaries, and an inordinate amount of waiting Rauker and Neil are graced with Tiramyr’s presence. He glances at them and the box. Dismisses them out of hand, and orders the box destroyed. Rauker is disappointed at this and picks up the small box, says “Catch!” and tosses it at Tiramyr.

The box glances through Tiramyr’s fingers as they sizzle and blacken from the briefest of touches.

“Get out of here before I have you killed where you stand.” Tiramyr says through clenched teeth.

Rauker and Neil take the advice and promptly leave the waiting area, and head straight toward one of the sages in the city who they were supposed to report Tiramyr’s reaction.

Rauker and Neil are obviously followed the entire way there.

They report their findings and are about to be paid, and then they inform the sage that they were followed.

Um, what?!

The sage packs everything he figures he will need for a life on the run, and offers our intrepid adventurers a doubling of their payment if he safely makes his way to the nearest gate.

The sage, Rauker, and Neil make their way to the gate and payment is provided. Neil and Rauker get their third platinum bar for this delivery.

Neil and Rauker take refuge in a friendly noble’s manor until their followers decide to be elsewhere. The day has been filled with waiting.

Neil makes his way back to his winter home, and Rauker heads back to his inn room. Both are content to lose themselves in the crowds of a big city. The night is uneventful for both, but the morning is a different story.

Neil is greeted to breakfast by the smell of smoke and fire wafting from down the street. A wagon has been lit aflame in the distance, and another at the other end of the street.

Several uninvited guests have decided to pay Neil and his friends a visit. The group is dispatched over the next several minutes, but serious injuries are taken by several of the characters.

The attackers are all wearing similar armor and have very standardized weapons.

One of the attackers stayed back and slunk away as the characters took the upper hand.

Rauker made his way to visit the group later in the day, complaining about having to find a new inn after he was thrown out of his old one where he slaughtered defended himself against several attackers.

Now boys and girls, the moral of the story could be something along the lines of don’t be the messenger, they tend to be killed, or know the what and why of what you are delivering. But it isn’t. Instead it is this. When you are paid 3 platinum bars for a job that normally pays a few silver, the job is more than a simple delivery.

A Random Encounter Part III

As we pick up with our intrepid adventurers again they are provisioning in town and preparing to leave for a festival in the next town.

Cloaks, tents, and other sundries are picked up and prepared, and our dwarf, Carreg is doing a little book shopping. In the shop he finds a book on the local sages, some Kitra children’s tales, and a book that just calls to him. That book is bound in red leather, large and heavy, and has a silver inlay of a skull with horns on the cover.

The book is pretty easy to read, and Carreg is eager to start reading it. Carreg notices while reading the book that the lights seem a little dimmer, and food is just a little blander. He puts the book down to read it someplace a little more quiet, a little more private.

The group hits the road and notices an abundance of traffic as lots of people are leaving to go to the same harvest festival that the characters are interested in attending. Campsites abound on the side of the road as night falls. The characters make camp, and stop for the night. By that campfire light the Carreg pulls out his book and starts to read. The book is compelling, and he rushes through the book. In what feels like just a few moments he is 1/2 through the book. Everything around Carreg seems darker, a bit dulled. He pulls himself away from the book and puts it down.

“Read me, Finish me” he hears as he stuffs the book back into his pack.

During the night he dreams of the book, and of what secrets it may contain.

The next day passes, and the road is a bit quieter, but still abundantly filled with people. The characters make camp again, and Carreg feels compelled to bring out the book and read again. This is a bad idea. Carreg tells his traveling companions that the book has been calling to him. The rest of the group soaks the book in oil, and tosses it into the campfire. This too is a bad idea. The campfire explodes! As the fire explodes it briefly makes the shape of a large man with wings. The characters are showered with rocks, fire and other debris. The book is at the bottom of the fire-pit and undamaged.

Other travelers come over to see what has happened and to see if they can help. The characters blame the dwarf’s cooking on the large fireball, and for the dwarf’s rather singed appearance.

The characters travel onwards and reach the next city the following day, and Carreg is hearing a whisper of “Read me, Finish it, FINISH IT!” as he walks along. The group splits up as Carreg and Neil head towards a sage to find out some information about the book, and Rauker and Kerian look for lodging in the city filled with revelers.

The sage they find can help. He looks at the book, and he has a desire to start reading it too. He shakes it off and tells them that the book must be bound in iron. The dwarf is led to a forge and the work begins. The book is bound in four bands of iron, and each blow of the hammer on the iron is another hammer into the very nature of the dwarf. He feels the pain the book is feeling. The book is screaming through a whispered voice “Noooo! Stop! No!” Carreg completes the forging and the book, even after being put in the forge of a blacksmith has suffered no damage. The cover, now bound with iron, is not even singed. Just caged.

The book quietens. The whispers are still there, but as if heard from a half room away. The whispers change from “Read me!” to “Find him! Look for him.” Carreg has given the key to his chest to Neil, so that he can not get to the book easily.

Neil finds some people he trusts and asks if they may know anyone who might be able to deal with a problem with the book. After a bit of thought, he gets an answer. Asimon. He is to arrive in town the next day. Neil’s friend doesn’t like dealing with the guy, but he can probably deal with it.

“Find him! Look for him!” Carreg is allowed to travel freely through the festivities, and he is searching for someone to take the book. Carreg spends the entirety of the day searching for a proper vessel. That night Carreg’s rest is fitful, disturbed. Images of his companions bodies lying around him dripping with gore, as he sees his reflection smiling, and coated with blood.

Kerian, Carreg, and Neil meet with Asimon in a small private room in the back of an inn the following day. Asimon is a very imposing man. He is over 6’ tall, and muscular. His hair is best described as salt and pepper, and he is wearing all dark colors except for his cloak. His cloak is a very pale grey, and has embroidered a set of black wings completely down the back. The wings can not be described as bird wings, nor bat wings, but simply angry.

“What?” he intones as the characters enter the room.

Carreg speaks “We have this book we need to deal with.”

“Fine. You will do as I say, and ask no questions till I am finished. Close the door and lock it. Give me the key.” It is done as commanded.“Give me a hammer and something to break these bands”. It is done.

With four swift strikes the book is released from its bonds. Carreg hears “Not him! Not HIM! No! nothimnothimnothim nonononono!” Asimon opens the book and starts to read. In a matter of moments he is halfway, then almost finished with the book. The room visibly darkens, and the air feels thick, suffocating. The room darkens to perfect black.

The group blinks away the darkness and sees a large muscular, blackened, winged individual with flames licking the tops of his wings stand there. Their eyes focus and the image has changed. A large man with flaming red hair and orange eyes now stands behind Asimon with his head down.

“Is he, is that?” sputters Carreg.

“Did you not ask to be free of the book?” Replies Asimon. “You are free of it now.” And as Carreg looks at the book, it ages into a pile of dust on the table.

Neil grabs Carreg and Kerian who have moved towards the door. “Thank you, never saw you, goodbye.”, as he rushes the others out of the room.

Carreg and Kerian ask aloud, almost in unison “What did we release on the world?”

What indeed…

Now boys and girls, the moral of the story could be something along the lines of making sure you know what you are requesting, or sometimes the solution is worse than the problem. But it isn’t. Instead it is this. When someone takes care of your demon problem for free, what did you really pay?

A Random Encounter Part II

Our band of intrepid adventurers have left the port city, and have decided to take an ancient road. It is a faster and more direct route, plus will have far fewer authorities that may want to follow.

Over the course of several days our group has made several discoveries. Mostly about themselves.

Our group has figured out the following:
That the group has somehow survived in the world in spite of themselves.
They do not know how to track, how to hunt, how to fish, or how to cook.
Our group is a dwarf, two humans, and a cat who turned out all to be city folk.

Several small, furry, and smelly goblins have fallen prey to our heroes’ swords over the past few days, but traveling through untamed woods the group quickly learns that there are creatures that are far larger, and far more fearsome.

Over the course of one very long day our heroes hear something nearby that a small group of goblins awakened, and is now chasing them across the landscape. Our heroes for some reason did not rise to the challenge of rescuing the hapless goblins.

A fight avoided, and our heroes are feeling fairly smug.

The next fight finds our heroes over dinner. The smell of cooking food draws out big, ugly, green, and hungry.

The large humanoid is smelly, nasty, fights with claws and no weapons and has forgone even clothes. It pauses as our heros scatter from their food, and starts to chomp down on the seared fish.

A quick and viscous fight ensues, swords out, and the creature is quickly felled. The stanky flesh doesn’t even have a chance to cool as the characters start to pack up and move onwards.

Big and ugly decides this is a good time to get up. He’s (and yeah, it is a he), a little bit grumpy about being sliced and diced and wants to exact a little bit of revenge.

Our heroes are a little unnerved as something that has ‘died’ decided to get up again. A few quick swipes of swords, axes, knives and anything else that’s handy quickly put the monster back on the ground.

“Stop if from getting up again! Behead the damn thing!” the thief humbly requests.

And our cat warrior pulls out a sword that is almost as tall as himself to comply.

Time to break camp and leave, now!

Our heroes pound what is left of pavement on the ancient road, but, But, BUT

It can’t be. Looking behind them a large, ugly, and VERY VERY grumpy big ugly is trying to run down our intrepid adventurers.

Now boys and girls, the moral of the story could be something along the lines of know what you are facing. Be prepared, know your enemies. But it isn’t. Instead it is this. Of all the skills that one may know and learn, sometimes it pays to be able to run, fast!

A Random Encounter
A Random Encounter

Our band of intrepid adventurers arrived in the port city after a long, and dangerous trek.

It was time to resupply. Replacement weapons, bandages, herbs, and if they could be found – some healing potions.

That is where our encounter takes place:

Carreg and Rauker trek over to the marketplace, and find several merchants who sell general supplies. Many of the vendors have a wide selection of snake oils. Guaranteed to cure all ills!

Cures halitosis!
Cures baldness!
It is a hair remover!
Heals what ails you!

A small shopfront is chosen away from the hustle and bustle of an otherwise busy marketplace.

In steps our heroes(???) who promptly block the front door, and pull the shutters closed.

Rauker inquires – “I’m interested in some healing potions.”

The proprietor responds – “I have several right here! A bargain at any price!”

“Do they work?” answered quickly, maybe too quickly with “But of course.”

“Lets find out.” and in one deft and swift movement Rauker drops a knife into his hand and has sliced the poor shop owner’s arm. He bleeds profusely.

“Let’s test the potion.”

The shop owner uncorks his healing potion, and drinks down the contents. The man quickly clasps his arm trying to stem an ever increasing pooling of blood.

“Those don’t look very effective.” says Rauker as the body falls to the floor.

“Anything you need in here, Dwarf?” Rauker asks as he quickly surveys the shop. He takes the coins behind the counter, and a few things as he makes his way through the back room and out the back door.

Now boys and girls, the moral of the story could be something along the lines of know who you are working with, know how to evaluate goods, or even know first aid. But it isn’t. Instead it is – don’t roll poorly.

The shopkeeper rolled poorly. His crafted potions were faulty. And he failed (tragically) a luck roll.

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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