Dispatches (2022/2/16)

Broken Eggs Pt. 1

Rikishi, Acidum, Leomaris and Aravor headed down a path, following the cameltracks left by the Brightcrew, finding themselves in an enchanted forest, seemingly untouched by the seasons.

Navigation proved difficult, until they cleverly found a way to negate the illusory magic, discovering they were not alone. Jhanna, a tall, gorgeous and wise woman from far off, greeted them, showed the way out, and offered them work when they defeated Stinous..

Pressing onwards the adventurers found a camp, and a crypt, as well as a book speaking of the exploits of Agravil the Seer, who sought to create living machines..

Will the group aid Alham, leader of the Brightcrew, or will they harness the living machines for Tiheg.. time will tell..

Return of Sen

To be added

Dispatches (2021/11/17)

The Tree

The Adventurers went forth into the high hills, misty and dark. They sought a ritual, a man chanting the forbidden tongue, and intent on bringing naught but destruction and death upon the land.

Yet the path was arduous, malignant forces prowled the roads, pushing, pulling and influencing, a mist crept ever upwards, threatening to choke the brave heroes.

It was then, they met its source. An old Dwarven hero, enslaved now to the will of Stinous Armenthous. From him they learned much about Darrius, the squire to Stinous, and his plans, they promised to free the old Dwarf, who only laughed, and wished them luck.

Rest was found however, by a yet untouched grove, an axe-shaped tree. The adventurers returned home soon after, preparing to return at a later date, and stop the ritual which had been prepared nearby…

Lighthouse Tremors

the group journeyed to the construction site, where a light house was being erected for the 14th time. Upon arrival they began their investigation for the source of the tremors. Their investigation lead to them to tunnels, found by a druid hired by the company. the source of the tremors and continual destruction of the lighthouse was a group of Bulettes. Our brave heroes managed to vanquish these ravenous creatures! construction of the lighthouse will resum soon!

Dispatches (2021/11/10)

The Snake

A clear few days, and an adventure to go on. Azaros, Trak-Tor, Delyor and Rikishi went out past the hills and mountains discovered before, deep into the primordial forests, where the rumours of Elves live, and nature holds a grip not before seen on the Island.

It is there, in a valley, they met Kruk the Orc, an old chieftain, now taken to herding rust monsters around a strange, huge metal arrow tip jutting from a riverbed. He, after clever positioning by the adventurers, revealed the location of the lake of their desire, and choice wording kept any hostility at bay.

At the lake they found a great challenge, the escaped Hydra rested in the night, yet a host, led by The Three Brothers, wights under Stinous Armenthous, arrived to claim their lair in the lake…

The Hydra nearly fell, but for the intervention of our brave heroes, who snuck into the tower, and destroyed the ancient icy magic that dwelled there, though at great cost to themselves…. The Three Brothers lay defeated, not to plague the lands around Tiheg, and the Hydra was left in its habitat…

Magical Lake

A magical lake was reached after traversing a new magical thicket labyrinth, followed by some trials to proof our adventures were friends of the forest. Leo was cured and then the lake ”disappeared” according our intrepid adventures … no really…

Dispatches (2021/11/3)

[enige vertraging, wil be uploaded asap]

The Arena

The adventurers were herded into the old Dwarven arena, outfitted with many different appliances and hazards, while crowds of goblinoids gathered around them. They were told of the different options available to them, temporary equipment and tools, so they may survive the fight in the pit. The tokens were spent, and preparations made.

The fights were brutal, wolves dragged heroes to a watery grave, only to be thwarted at the last moment, wounds were taken, assassinations performed on those foes that stood before our heroes, and the first round was won.
Yet that was not the true danger, from the depths of the area, smashing through all barriers and obstacles, came a Gorgon, a great metallic bull, hell-bent on the destruction of those in his path….

Through great strive, and the loss of one of their companions to the Bull’s horns, the beast was laid low, and the Arena conquered.

Dispatches (2021/10/27)

Magische Storm

Terwijl het op de Dock van het havenstadje druk is, staan de schepen er rustig bij. In de verte, zwarte donderwolken die de zon blokkeren. 5 avonturiers staan klaar om de zee op te gaan. Zonder al te veel moeite komen ze aan bij de Sharkfin, Een groot schip dat al bij zee klaar is en deze avonturiers best mee wil nemen, tegen een juiste prijs. Voordat de sharkfin van wal gaat spreekt een van de avonturiers met een oude zee man. Hij geeft aan dat hij zeker weet dat de storm magisch is en geeft dan ook, aan deze groep helpers, een hulpstuk mee. Het is een spellscroll met een dispell magic spel. Alleen te gebruiken op een voorwerp als je dit voorwerp ook echt aan raakt.
Na een rustige boottocht, gezelligheid aan boord en het nodige eten rusten de avonturiers voordat ze ruw verstoort worden. De storm is toch dichterbij dan verwacht en het is nu of nooit om te zorgen dat het schip storm klaar wordt en alle hulp is welkom. Als echte zee lieden laten de avonturiers zich van hun beste kant zien. En, met de nodige guidance, maken ze zich gereed voor wanneer de storm ook echt hit.
Golven slaan tegen het schip, water komt hoger en hoger. De wind is ruw en de mast wordt dan ook van links naar rechts geslagen. En helaas, ondanks alle inspanning van de avonturiers, slaat de boot om en eindigen ze allemaal in zee.
De avonturiers worden wakker op een rif wand bij een scherpe rots. Op zo’n 70 ft licht de hull van de sharkfin, bijna als pristine sloep. 35 ft daarvoor echter, jagers die op het wrak zijn afgekomen. Een grote blauwe staart siert elk van deze 2 monsters in het water. Met grote tanden en lange klauwen. In een attempt om langs ze te zwemmen klinkt het armor van Qan dof in het water en na een snelle encouter waarin deze jagers onschadelijk worden gemaakt, klimmen de avonturiers op het makeshift schip en neemt de stroming ze mee.
De stroming brengt ze naar het oog van de storm: een onnatuurlijk, bijna vliegend schip wat lijkt alsof het volledig heel is. Nader onderzoek blijkt dat dit een illusie is en nadat de avonturiers een dagboek vinden van een oude kapitein lijkt de illusie wel op te houden. Een hatch onthult een beneden deck volledig gevuld met mist en wanneer de avonturiers hier in lopen worden ze aangevallen door 4 ondoode bemanningsleden van dit schip. Nadat dit gelukt is en ze nog dieper af weten te dalen in het schip vinden ze een magische steen, vastgezet in het schip. Met behulp van de dispell magic scroll verlaat het licht de ruimte en begint de boot te zinken. Gezamenlijk klimmen de avonturiers weer uit het schip en op hun eerder gevonden makeshift raft varen ze weer terug naar de kust, verhaal doen vanuit de opghelederde hemel boven dit gebied van de zee.

Meer Magische Takken

We kregen te horen dat de houthakker weer eens problemen hadden met het bos. We zijn gaan lopen naar het bos daar kwamen we levende (jonge) boom, die we besloten Groot te noemen, tegen. We hebben gesproken met hem hoe we het probleem konden oplossen we moesten weer naar de spider cave.

Dit keer waren een paar spiders magical infused to dat ze konden verdwijnen en opnieuw tevoorschijn konden komen uit het niets. We zijn via de boven ingang naar de spidercave gegaan waar we veel grijs-groene monsters zagen met weer een kobold op hun rug.

We zagen een grote magical stone dat de grote groene monsters wilde hebben dat vast zat in een deel van het grote web. Er waren mushrooms dat een soort van giftig poeder uitspuwde dat we herkende dat brandbaar was. Na dat we veel monsters hadden gedood zagen we dat ze heel graag de steen wilde hebben maar Leo, de wood-elf Rogue, gooide een touw naar Groot en sprong recht op de steen af. In de steen zat een magische voice dat vroeg dat hij sterk wilde zijn hij zei ja oke. Daardoor werd hij heel sterk en kon hij de steen vast houden waardoor Groot hem om hoog kon trekken alleen is Leo nu minder slim. Toen hij net uit de cave was gooide Daymor een fakkel er in en ontstond er een hele grote steek vlam. Groot nam de steen aan met hooi om zijn handen daardoor kreeg hij niet het zelfde probleem als Leo. We vroegen hoe wat dat konden oplossen en we moeten nu naar een speciaal meer dat Leo kan helpen.

Dispatches (2021/10/20)

Thermal anomalies (Guild master report)

The party was sent to investigate strange shifts in temperature and weather patterns. The party found a strange shard that harboured strange weather effects at the first location. The second contained a larger stone. The last location was also being searched by a sea hag, the nearly scared our party to death.

In the heart of the third anomaly, they found what seemed to be a frozen statue. After combining the two stones and pacing them in a cavity on the statue it came to life. After some time the being began to take shape of a dwarf. The creature remembered how to talk and soon also remembered where it came from.

The being is named Brynn and he used to be a wizard in the city of Water-deep.  He was attempting to make golem that would protect his larder and keep the food fresher due to the temperatures.

Unfortunately the spells went wrong and he became the golem he so desperately wanted to make. Frank, a master of the guild took Brynn under his stead, believing he could be of use to the guild.

Takken Problemen (Report by your loving rogue)

We werden als een party op pad gestuurd om er voor te zorgen dat de houthakkers weer kunnen houthakken.

We waren naar een groot bot in het bos gelopen daar zagen we levende takken. De monk wilde praten met de levende takken, maar de rogue zag dat er nog meer waren dan alleen de takken. Er waren grote grijze reus-achtige met een kobold op zijn rug.

De monk probeerde te praten met de takken, maar de groene monsters dachten er anders over en vielen aan. De rogue hitten hem hard met een pijl. Er gingen een paar jonge takken down, maar toen we een van de grijze reuzen dood hadden, blies de gevallen kobold zichzelf op en rende de andere weg.

We hielpen de takken en praten met hem/haar over een plan om weer hout te mogen hakken. Hij/Zij oke als we alle kobolds doden in de grot.
We gingen naar binnen en kilde alle kobolds, maar vonden ook een draken ei, die we probeerde weg the sneaken maar toen we boven kwamen stond de groteste van de takken klaar om het ei te krijgen. Alleen de monk probeerde met het ei via andere kant weg te sneaken maar dat ging niet goed. Na het overhandigen van ei, afgesproken dat houthakkers enkel aangewezen (oude/dode) bomen zouden hakken en nieuwe bomen ervoor in plaats zouden planten, in ruil voor stoppen vijandelijkheden en vrije doorgang door bos.

Deepdelving

Over the span of two weeks a group of six adventurers fanned out over the hills close to Tiheg on request of the Goliaths under Esteban. There they faced down a large, grime-covered Hill Giant, dispatching the creature posthaste, and continueing into the depths of the Old Dwarven Fortress.

The accursed magicks wore heavily on the minds of those that entered, and a few challenges had to be overcome to proceed, it was only when they encountered the Ghost of a Dwarven bard, and helped him write the stories he could note down no longer.

His help revealed the location of an armoury, and a great undead spider in the caverns, which’s defeat secured the silvered bolts in the Dwarven storage for the guild, yet the ritual deep inside the cavern was completed, and the brave adventurers were forced to retreat, the alliance with the Goblinoids shaken by their ‘failure’.

Dispatches (2021/10/13)

Sen, “the Dungeon Master

The sudden apparition of the the strange mansion has lead to the discovery of a strange new foe, Sen. A group of brave heroes went to investigate his domain and find out the fate of the missing scouts sent by the guild. Once inside the building, Sen introduced himself as “The Dungeon Master” who travels the realms to create the ultimate dungeon. A chaotic dungeon crawl followed and our adventurers rushed through the challenges to face Sen head on! Sadly Sen got the jump on our heroes and Sorsha passed away. After the fight Sen and his magical dungeon disappeared. Should anyone encounter Sen or his dungeon DO NOT ENGAGE. REPORT HIS WEARABOUTS TO THE GUILD IMMEDIATLY!

Iron Rain

A group of six brave adventurers set off from the Town on a quest to meet up with a group of Goliath tribesmen, on the way they encounter fey creatures inhabiting the recently cleared forest, and decide to leave them be.

They hide the night, but during the day find themselves lost, struggling against a Hill Giant who saw them as a snack, this hill giant was dispatched posthaste (Yes, seriously, they killed a hill giant, I was shocked as well).

Finally, the Goliaths were found as they heard the commotion, leading the group to find the entrance to the Dwarven fortress, its exploration awaiting.

Dispatches (2021/10/6)

The eye of the tempest (a report by Morok Blackwater, halfling entrepeneur)

A group of Hardy adventures is tasked by the guild to investigate a strange phenomenon that has taken place about two weeks ago. A massive explosion has been seen in the wildlands not far from the settlement. And eve since a massive magical maelstrom can be beheld from afar.

The group heads out to investigate this mysterious phenomenon. And upon arriving in the middle of what used to be a dense forest they can see a massive vortex consisting of swirling debris. that is constantly being struck by purple lightning. in the center of it, they can vaguely make out glimpses of seams to be some kind of massive structure.

They witness a ravished wasteland mighty oak trees trees have been sucked into the maelstrom. At the edge of the forest, they can see twisted and deformed trees leaning toward the vortex. They can feel ominous otherworldly sorcery is at work here.

Whilst they are witnessing this strange mysterious event the group is attacked by a giant spider. Thecourageous adventurous skillfully and swiftly destroyed a spider with well-has now lost his soul placed arrows fire bolts and gracefully placed stabs from their swords.

After a short investigation, they can see a spider thread waving in the wind entering the maelstrom. One of the party members chopped off the legs of the spider some fashions to them into a set of climbing gloves.

And easily being able to navigate the spider’s web without getting stuck.

After some further investigation, they decide to secure themselves together with rope, and as a group endures the punishing winds of this terrifying maelstrom. above them the can see massive purple lightning strikes huge boulders and the remaining of torn trees are swirling in the giant vortex.

They managed to push through the wall of wind and debris with minimal damage.

One of the party members gets disoriented and is hit several times by some flying rocks.
but the group manages to pull him through the wall of wind.

They have managed to enter the maelstrom and can now clearly see a disturbing spectral. a massive crater has been punched into the ground and enormous chunks of rock and vegetation floating above them in a spiral. in the middle other vortex the can see a huge chunk of earth slowly rising upwards with purple lighting strikes hitting it vigorously. Whatever is causing this strange event has it’s origin at the top.

The group starts making their way up the rocks helping each other along the way some of them are on the lookout for danger the other ones carefully guiding the steps of the other party members so they don’t slip from rocks.

During their journey upwards they are attacked by another giant spider. But the grou quickly is disposed of this thread.

As they are getting closer to the top Some of the party members are beginning to hear voices in their heads. whispering to them “release me set me free”. One of the party members decides to listen and communicate with the strange voice and is rewarded with a mysterious energy that quickly replenishes empty spell slots.

The rest of the group feels an the unusual energy of power and anger.

When they reach the top they can see a giant humanoid creature consisting of mutated vegetation purple crystals and rocks. When they get closer they can make out the tormented face of their friend who has fallen in battle a few weeks before.

Half the party is incapacitated by this horrible apparition and for several turns is not able to attack. The rest is trying their best to attack the demonic creature. During the battle one of the party members almost turns against the group but is persuaded not to attack the group. The demon is strong as the group must use all their energy to finally defeat the creature. One of the adventurous manages to critically wound the monster as it explodes in hundreds of chunks of rock and vegetation knocking everyone to the ground.

The huge structure slowly begins to collapse as the maelstrom begins to disintegrate. The group takes a lot of damage with several people in the group nearly dying. Luckily the gods have other plans and the group lives to see another day.

But one of the adventurers is not so fortunate to have angered his god. He is no longer a goodly priest of a benevolent God. But forced to obey the bidding of mysterious and dark energy and has become a soulless warlock.

The eye of the tempest / Stone Trouble (short version)

Some adventurers destroyed a magical tornado (that turned their weapons temporary magical) by killing a telepathic mutated plant-crystal golem, preventing it from escaping into the sky. A cleric sold his soul to whatever entity housed the Golem and became warlock instead.

Gerommel in de Duinen

Als er gerommel klinkt uit de duinen zijn de boeren meteen paraat om alarm te slaan. En zo lopen 6 avonturiers onzer guild de donkere tunnels binnen. In een wirwar van gangen gevuld met rare, lichtgevenede paddenstoelen, spinnen en spinnenwebben en de nodige mentale inspanningen lukt het ze door te dringen in een kamer waar een groot gat naar beneden leid. De put wordt bewaakt door Drow, gemene elven sprekend in een vreemde taal. Na het onschadelijk maken van de drow en andere problemen die zich in de tunnel bevinden, melden de avonturiers zich terug bij de guild. Guildlieden snellen na hun bevinding naar de tunnels om deze volledig onschadelijk te maken en alle eventuele andere bewoners geen kans te geven zich verder te nestelen.