Giants and a message (pt 1)
Fire everywhere!


  • Decide to go after giants
  • Fight the elementals, meet Rrowthar
  • go to Ardent, meet Obanar
  • Fight Bullettes
The Kidnapping of Festuad il'Sook Pt 3


  • party fights flesh golems and spider tailor
  • party faces monstrosity, easily defeats thanks to Manfred’s sleep spell
  • difficult moral choices with Festuad. He was behind his own kidnapping. Get small penalty in court OR pay money to families. Lots of debate and intruige.
  • Landsmeet where choices are offered to save the Nentir Vale
The Kidnapping of Festuad il'Sook Pt 2
Tower in the woods


  • fight at the cottage, lady in disguise, Dirstav puts lumberjack to rest, lumberjack was a serial killer
  • fight in the mud, guy who replicates and explodes
  • fight at the top of tower, Halor beat bad by pig-man, ragnar in the pit with roaches, thrown roach barrels at you
  • party sleeps, Dirstav stays awake and listens to torture sounds
  • party decends, meets overpowered Hag – defeats her.
The Kidnapping of Festuad il'Sook Pt 1
The penalty for treason is death.

Lady Marissa Dunderly approached the brotherhood with a plea to help the kidnapped noble Festuad il’Sook. The heroes answered her plea and head off along the trail to his last known whereabouts.

They were ambushed by cut-throats, who revealed that they were hired by a red-haired half-elf man.

The party came across a caravan and found out Festuad was betrayed by his own men. They first talked to Ayn. A frumpy halfling, Ayn looks like a doughy ball wrapped in stained clothes. She has porcine eyes and a small mouth underneath a broad dripping nose. She was the cook for the caravan. The halfling was a devout follower of Erathis, and she saw Festuad as the antithesis of her faith.

She was paid by Joaquin Tantelroy to poison the caravan to allow the others to kidnap Festuad. She admitted this to the brotherhood after they smelt a chemical smell on her and interrogated her. She was paid 10 silver pieces for it. She named her other conspirators.

The party lead her away from the caravan, to the nearby woods. There Ragnarr drew the mighty Aecris and struck her down. The legal penalty for treason is death, and Ragnarr felt the need to do his duty.

Ayn named the other conspirators, three of which had left with Festuad.

One remained: Joaquin Tantelroy. When confronted, he admitted to being part of it, and to killing Festuad il’Sook’s two lovers in his tent because they were witnesses to the kidnapping. The brotherhood found a red wig in his tent – and the bandits that attacked them claimed to have been hired by a red-haired half elf. They confronted him about this and he also admitted to hiring the bandits. The party tied him up and left him in the care of Astalle Fruex, who seemed trustworthy.

The party picked up the trail, and left to follow the trail through the woods.

Chron...icles of Napina
Claws of Tyranny: Part the Third

The note would the adventures to the leader of the resistance, Valerya Mensa private room in the three pines. Through quick negotiations the adventures agreed to assault the towns keep, through an underground passage while the resistance – a token bunch of farmers and merchants, secured the town proper after the alarm had summoned all Venduul’s forces into the fortress. While it did please Mensa have her forces take part in reclaiming the town, she was dismayed at Ragnarr’s refusal to promise her control of the town once Venduul was dealt with.

Waiting to the fall of night to begin their assault, the Brotherhood took this opportunity to rest and mend their hurts. They also got one of the resistance to run to Signe’s hiding place and inform the sorcerer of the situation. Unfortunately, the eladrin was still battling his constant dread of the vast open sky, and would be unable to take part in the siege.

Chronic...... cles of Napina
Claws of Tyranny: Part the Second

Putting their faith in the cowering reeve, the band decided that they would put end to Lord Venduul’s reign of tyranny. Deciding to avoid a confrontation with the soon to be arriving second patrol, the prepared head off into the woods.

As the group left, Dirstav turned to Tamor, “What about yerself? How will you explain our harvest to the guardsmen?”

Bringing his hand to the nasty welt quickly forming on the side his head, “I’ll tell them bandits stuck. I am wearing the trappings of a battle, dwarf.”

“Dirstav!” Manfred’s harsly whispered, “It is time to make our departure.”

As a small crowd starting to form around the town’s gate, the Brotherhood made their way into the forest, away from the town. Leaving, they could hear the town’s peoples belaboured moans how this assault would spell their doom.

Chronic ..... cles of Napina
Claws of Tyranny: Part the First

With the foul magic of the Pyramid faulting after the defeat of Karavokos the five adventures found hurried quickly through a crack in the shattering keep. Dodging the tumbling slabs, our heroes were able to find a route to the outside! The Roughnecks had escaped the Pyramid!

The question now facing the quintet was where and when were they. From their vantage point high atop the Pyramid the adventurers could see themselves in the midst of a vast forest, with some mountains to the northeast. Halor with his keens eyes, thought the far off peaks might be the Dawnforge Mountains, and soon he and Ragnarr had decided on a route of travel.

Setting off down the side of the pyramid, the heroes’ decent was slow going as Signe – who had been trapped inside the Pyramid for far longer than the other four, began to cower at the large blue sky. By the time the adventures were at the bottom of the structure, Ragnarr and Dirstav were all but carrying the sorcerer. Signe’s agoraphobia had completely crippled the Eladrin, making all activity beyond walking impossible. His cowl pulled low over his face, and with Halor’s soothing words comforting him, Signe soldiered onward; his constant dread of the wide sky growing with each step.

With Halor tending to their shaken friend, this left Dirstav, Ragnarr and Manfred to find a way through the woods. As the hours passed the adventures began to feel a strange sensation was creeping over them. Hunger. It has been days since they had last ate, or even felt the need to eat. Manfred speculated that it was some part of the Pyramid’s enchantment that had sustained the band, and quickly made some notes on the topic, presumably for later study. As Ragnarr and Dirstav quietly argued over where they should stop and how far off they were from the direction Halor had set for them, Halor suddenly let out a high pitched whistle, alerting the others to some nearby danger.

Putting an end to his Pyramid Scheme

The party decided that after cleansing the Statue room of evil and being rewarded by the Wyvern it would be safe to spend the night. During the watch they noticed a hooded figure approach their location. Dirstav was just about to raise his voice in alarm when he saw that the hooded figure was none other than their new found ally [:Signe Milnar]!

The Hungry Dead

Refreshed and invigorated they decided to see what else this vile pyramid could throw at them. They left the small safe haven and opened the nearby double-doors.

A nauseating stench of death and decay wafts from the darkness ahead of you. The ceiling is barely high enough for the tallest among you to walk upright, and the darkness seems almost malevolent in its intensity.

This crypt was eerily quiet as the party walked through it. Acris’ light illuminated the darkness, showing niches containing centuries old bones of long dead warriors. Dirstav examined them to be sure they’d been sent to the Queen properly, and grudgingly gave it his approval. The eerie silence was broken by the creaking of a casket being opened – from the inside! Everyone but Halor was paying too much attention to the new sound that they failed to notice the tell-tale footsteps of rats approaching.

Foul Charnal Rats swarmed over them, their coats slick with the smell of death. These rats are so filthy and evil that just being near them drains your life away. The coffins opened and a pair of Wraiths emerged from them. Their dead flesh hung about their bones, but their eyes burned with hunger. They assaulted the heros with their soul reaping gazes.

Dragons know how to write?
Or, how I spent a ton of healing surges to hold back the Maelstrom and all I got was this paragon path

After the brief rush of having believed they had killed the vile Karavakos, had turned into a low of disappointment upon realizing it was a fake Halo, Ragnarr and Dirstav decided the hidden room. With the enchanted castle miniaturette providing an additional line of defence – should anyone enter the chamber and who whoever was on guard duty would pull down the curtain before closing the side chamber the group would rest in.

These plans were all for not, as the bands slumber was uninterrupted. Rising the next morning the group set out to explore the room, including the strange necrotic rock and weird castle. Before these could be serious investigated, another side chamber was opened to reveal a strange portal, which was sucking anyone who entered the room closer towards and presumably into the portal itself.

Portal and the Rock

Soon Dirstav and Halor were scrabbling to escape the room with the portal. Though the pull was quite strong, once the shock of the vortex was over the pair were able to fend off the suction and make their way back to the door.

The brief moment of excitement would have ended there had the portal suddenly flashed to reveal a swamp setting. The very air in the room as the humid bog air filled the chamber. The Roughnecks thought briefly that it maybe the way out of their prison, until a mud-caked figure crawled to the lip of the portal, moaning “Runnnnn…”

The figure’s voice triggered a hint of recollection in all members of the party, and it was Halor who realized the filth encrusted being to be there missing friend… Manfred. Relieved to see there friend, but heeding his warning both Dirstav and Halor quickly hurried out of the room, as Manfred managed to tumble out of the strange bog and back into the temple

Seeing the wizard struggle against the pull of the portal, Ragnarr began to a rope to throw to his friend, in hopes of pulling him out. Halor, peering around the side of the room entrance shout encouragement to Manfred urging him to quickly leave the room.

Manfred, obviously exhausted from his ordeal in the bog, was unable to scamper out of the room against the high winds of the portal. Nor was he able to grasp Ragnarr’s rope, which was blowing about chaotically in the portal’s vortex.

With Halor and Ragnarr caught up in rescuing Manfred, neither noticed Dirstav approach the large black rock, which oozed necrotic energy. Seeing a way to banish the foul rock – to what he hoped was another plane of existence – Dirstav spat upon his hands and grabbed the huge rock. Horrible magics assaulted the dwarf as he carried the rock towards the portal, the pain of which he was able to ignore. As he inched closer however, the sudden appearance of the tail end out Ragnarr’s rope from out of the rock broke his concentration and Dirstav drop the stone with a loud crash!

Still trying to get the rope to Manfred (the end of which was now in the portal), both the cleric and paladin, turned to see Dirstav picking up the evil rock again. Sensing the dwarf’s plan the duo quickly ducked out of the way as the unbalanced dwarf, carried his load past.

As Dirstav entered the room, the vacuum drawing him closer to the portal, Ragnarr shouted a for Dirstav to pause and rethink his plan… but it was too late, the fighter had heaved the rock in a path towards the portal. Time stood still as the obsidian boulder seemed to hang suspended in air, edging ever closer to the vortex.

The two wicked objects smashed into each other, a misted a storm of chaotic magic. Dark waves of energy washed over the room. Foul purple lightnings streaked out of the rooms only entrance, as the cleric, paladin and wizard could only way at its fearing the worst for their brash companion.

After the necromantic storm had subsided, the three peer around the corner of the chamber to see Dirstav retrieving his maul from the ground. Small purple arcs of electricity flashing occasionally in his beard, and his moustaches were flaired in wild directions, but beyond this the dwarf seemed unharmed by the tempests he has initiated. A small smirk twitched in on his lip, as he instructed his friends on how it “T’was the will of me Queen”.

Things we did (just getting the bullets out, feel free to fill in the details):

-Ragnarr, Dirstav, and Halor Edgewood found Manfred in a portal, and threw him a rope. After flailing weakly, he finally grabbed on and started to pull himself out. Then Dirstav tried to end the universe by combining matter and antimatter, but everything worked out fine.

-Then Ragnarr killed Karavakos. Or a reasonable facsimile of him. We were trapped in a room filling with gas, which we all breathed deeply while trying to figure a way out. Meanwhile, Manfred was stuck outside the room trying to figure out a way through the magical portal that had sealed the rest of us in. Strength prevailed over the gas pipes, and at last wisdom prevailed from the most unlikely of sources and the group started holding its breath. Dirstav thinking quickly, urinated on a cloth and held it to his mouth to prevent the gas from harming him. Halor did not have the heart to tell the dwarf his remedy would not stop the gas. Another unpleasant side-effect of Dirstav’s ‘remedy’ was demonstrating the true origin of the name Gnoll Stink Rum. The name coming from not the pre-consumption odour of the rum, but the smell it makes exiting the body! Manfred eventually opened the door (and magicked away the unholy smell from Dirstav)

Gas chamber

-We ended in a dark room full of Tomb Guardians and Vampire minions. We owned them all, and then trapped their tri-headed leader out in the open between us and a wall of fire. Upon defeating him, we realized that we’d accidentally unleashed a terrible dark power. It took all of our booksmarts to figure out that the 4 statues were puzzles that needed to be solved.



Not All Of Us Appear As We Do...
This Elf Aint Gonna Run

Last we the left the band, they had just defeated a group of cultist who betrayed the party earlier that evening. With the cultist leader securely tied up, the heroes sought rest in the cult’s crude barracks.

After a fitful nights sleep, Dirstav, Ragnarr and Halor awoke to find Sign had disappeared, but the black orb of Vyrellis lay near where the eladrin had settled down to meditate. Blaming the foul priest for their new friends disappearance, the heroes tried to interrogate Madraga. Madraga had no clue where the sorcerer had gone, seemed only concerned with the giving his brethren their final rights.

Angered by the disappearance, the three remaining members quickly discussed what to do with the priest. Ideas where bandied about; including execution, throwing him into the filth pit, and letting him go. Finally, the three decided to tie him up and leave him (forever- one does need to eat or drink in the pyramid) under some refuse in the cult’s lair. Finally, before leaving the foul temple the heroes said blessings to their gods and laid the foul humans out, so that their souls would rest peacefully.

Howls from Beyond

Leaving the cult’s chamber through a side passage, Ragnarr led the heroes down a hallway and into a most unusual prison. A huge vortex, raged around four stone statues (vaguely resembling Karavakos), making the room very difficult to enter. Inside the centre of the vortex, chained to the floor was a massive being – with the top half resembling a deformed teifling and the lower a writhing mass of tentacles. The tentacle abomination raged, tearing at its restraints, as the heroes entered.

Howling winds
Howling winds sweep past as you open the door to this chamber. Before you, a rushing vortex of energy whirls around the centre of the room. Within the vortex you can barely see the form of a humanoid figure. The figure struggles in place, as if trapped at the centre of this strange storm.

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