The Bloodstone Lands

The Hurly-Burly Brothers

One Sentence Summary: Wherein ogre bandits with monstrous pets threaten an escort mission to ensure peace …

Played by: JSW, GG, JW, ES, BF
PCs: Telinor, Chuck, Ahr Kahle, Mack, and Dumont

This adventure occurred just as the party was leaving the mountains southbound from Alderweg Keep escorting the chief diplomat of Ravens Bluff, Arvin Kathos to Procampur. Mack was picked up by an enourmous roc and left to die at the hands of 2 sadistic ogres and their pet giant scorpion “Chomper”.

  • The 15th adventure in the Bloodstone lands campaign.
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The Gauntlet

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One Sentence Summary: Wherein the company re-takes Alderweg Keep, rescues a captive giantess, and stems the tide of war…

Played by: JSW, GG, JW, ES, BF
PCs: Telinor, Chuck, Ahr Kahle, Mack, Dumont, and Callindra.

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This frost giantess was imprisoned by The Gauntlet in the depths of Alderweg Keep, prompting an attack on the keep by her mighty father.

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This huge and very angry frost giant led a small army to the gates of Alderweg Keep determined to retrieve his captured daughter.

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The Sentinel

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One Sentence Summary: Wherein the adventurers explore the land of Berghof to stop a murderer, destroy goblinoids, join with new companions, recover a sentient sentinel, and learn of an imminent danger threatening the entire region…

  • The 13th adventure of the Bloodstone Lands campaign.
  • Callindra re-joined the party for this adventure.

Villa!
This lovely lake-side fixer-upper was completely cleared of monsters top to bottom, and now likely sits abandoned and unclaimed.
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After defeating this crazed monstrosity that laired in the courtyard of the lake-side villa, the party used its strong, sharp antler tips to create a special spear, the Stantler.
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This bloodthirsty giant weasel, and its half-orc master, hit Chuck and the party hard before finally succumbing.
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These little little blueish goblinoids proved no match for the strong adventurers and their battle-crazed cleric Mack.

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Skulking Below

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So gray…so tight…

One Sentence Summary: Wherein the mercenaries destroy a thieves lair in the gray and tight sewers of Ravens Bluff

  • The 12th adventure in the Bloodstone Lands campaign
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A Cask Full of Troubles

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One Sentence Summary: Wherein the heroes defend their local Inn from thugs wishing to spoil the party…

  • The 11th adventure in the Bloodstone Lands campaign
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Citadel by the Sea

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One Sentence Summary: Wherein the adventurers explored the ruins of an ancient orc fortress, fought the battle very nearly their last, and found themselves carrying an unwelcome burden…

Summary of Adventure:

  • In Ravens Bluff, a crier was posting fliers and crying, “Here ye! Here ye! Employment opportunity for adventurers with the city! Interested parties report to Ravendark Castle at noon today!” The fliers simply say: “The Lord Mayor and Council of Ravens Bluff does hereby announce it is hiring experienced adventures for a short mission. Must be able to depart the city by noon tomorrow. Hiring at Ravendark Castle, noon today. 1,000 galleons per person. This First Day of the Third Ride of Nightal, 1356 DR.”
  • Once there, the party met Lord Chancellor Arvin Kathos, who announced the mission: “The city is needs to hire a group of adventurers for what should prove to be a very simple mission. It seems there is some sort of trouble going on up in Ylraphon. The folks there have apparently evacuated the town, and they drove this gentleman out with them. (he gestures to an old man who walked out with him. He is wearing a brown robe with a pushed-back hood, a white beard, and a bald head.). This is ”/characters/larduck" class=“wiki-content-link”>Larduck. Larduck was leading an archaeological expedition near Ylraphon when the town got wind that some sort of curse or plague had erupted from the ruins Larduck’s crew was excavating. Well, the people there are mighty superstitious about the ruins nearby, and when this rumor hit the town, they apparently all evacuated and forced Larduck to leave with them. Larduck was in town, not at the ruins, when the news hit town, so he doesn’t believe the rumor, and understandably wants to get back to see if his people are okay."

“As the Drawing Down becomes Deepwinter, the roads and waterways to ”/wikis/ylraphon" class=“wiki-page-link”>Ylraphon may soon be impassible for months. The first snows could come any day now. That’s why we need to get some people up there fast to try to help this archaeological expedition, if they need it, and to get the people of Ylraphon back in their homes where they belong."

“Of course ”/wikis/calaunt" class=“wiki-page-link”>Calaunt won’t help, so that basically leaves us. Larduck came here asking for help and the council has voted to give it to him. Your mission is simply to accompany Larduck back to his excavation site, help protect he and his crew if they need it, and make sure the area is safe so that hopefully the citizens can get back to their homes while they still can."

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At the Spottle Parlor

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The whims of the spottle toad is part of a good game of spottle.
One Sentence Summary: Wherein a invitation to share a fun game with the famous Bradbert Niss leads to a violent night to forget…

  • The 9th adventure in the Bloodstone Lands campaign.
  • Played by Telinor, Ahr Kahle, and Chuck.
  • Took place during the second ride of Nightall (second week of December, on Earth), shortly befroe the Feast of the Moon and the cold days of winter.
  • Party went camping east of town, near the Fire River, to relieve the monotony of studying and training for the previous month.
  • Invited to a game of spottle by the dwarf Bufred on behalf of Bradbert Niss, whose home was nearby in the side of a mountain.
  • Other invited spottle players that evening included Vansin, a cleric of Torm, Gergy, a chubby teenager, and Shkad, a lizardman warrior.
  • The evening got off poorly when Skhad began threatening Chuck during the game. A 40-year sentence would be given the DM for expecting the PCs to take threats from the NPC lizardman with some humor when the party had already twice been attacked by lizardmen in their young career.
  • Later Gergy would turn into a wearboar, and some hobgoblins would show up apparently under the impression that the spottle players were to become their slaves.
  • After a session that never found its intended humor degenerated into much anger and frustration, Bradbert Niss gifted a magical two-handed sword on the party if they would leave peaceably. The party did do, Chuck was given the sword, and the night is best forgotten.
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Travel back to Ravens Bluff

The party, now laden with treasure from the moor-tomb of Dalvan Meir, headed west from Tavilar toward the coastal town of Ylraphon. Without horses, beasts, and with little to no trial to follow, they kept a very low profile so as not to attract the attention of orcs in the mountains, monsters from the Flooded Forest, or other dangers.

The party safely reached Ylraphon and found it a quiet coastal town with a small port on the Dragon Reach. The party stayed for four days while recovering and waiting for a ship to Calaunt. The ship arrived and the party bought passage for a onbe-day journey to Calaunt. As you docked, the Teeth of Calaunt imposed an immediate 10% tax on all your wealth. Much wealth was missed by the Teeth, but the party imposed a 40-year sentence on the DM for the foolishness of bringing such negativity from the real world into the game, merely for a bit of realism.

Angered by the tax, the party bought steeds and left for Ravens Bluff via the Hlintar Ride almost immediately. You have a safe journey southward all the way to Ravens Bluff, hearing interesting rumors along the way, and enjoying beautiful late-fall weather.

Once settled back in Ravens Bluff, the party did some business:

  • Treasure was divided.
  • Shelka left the group, suggesting she would be using her time and money to train with her mistress and enjoy the fruits of their treasure.
  • Chuck buys a house in the Pumpside neighborhood of Ravens Bluff.
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Moor-Tomb Map

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A strange obelisk in the Flooded Forest was key to finding the tomb of Dalvan Meir.

One Sentence Summary: Wherein treachery and dissension magnified the mysteries and horrors encountered in looting a dead wizard’s tomb…

Travel there
The party took Blaern’s Trail from Calaunt northeast to Thindilar. On the Trail the party encountered a scouting party of orcs. Ahr Kahle and Lif slew three of them, and the party moved quickly to avoid the larger group of orcs camping nearby.

From Thindilar, the party traveled north and safely crossed the River Vesper at Viperstongue Ford. The party continued north on the well-traveled Cross Road, successfully taking the pass through the Troll Mountains until you reached the small town of Blanaer. From there, the party took a trail west to Tavilar, where the adventure began.

Into the Moor
The party hired Harvey and Wynne, two hunters and wilderness guides, to lead them into the Flooded Forest. The two men, with their two war dogs, led the party down a rutted and winding path into the moor. As the party was crossing a long rickety bridge over a river, they were ambushed by 4 lizard men, and the guides themselves! Shelka single-handedly slew Harvey, and the rest of the party killed the villains to the man.

The party continued forward down the path. Many miles into the moor the party discovered an old log cabin, which the party used as a base. After camping, the party went north, per their treasure map. On their trip they encountered two large man-eating plants that exuded an intoxicating aroma, and later a pair of ghouls. These monsters were dispatched with no loss to the party.

Lif traveled back to Tavilar but the rest of the party pushed on. They were rewarded when they found a strange 50’ tall stone obelisk, which gave the party the clue they needed to find the tomb they sought.

The Tomb of Dalvan Meir

The party cleverly surviving traps and solving riddles as they went, the party penetrated the tomb of the wizard Dalvan Meir. The party almost met their end when a stone guardian guarded the door forward by throwing people into a pool of acid. This challenge was overcome, but not before the tension and the clashing personalities and ethos of Shelka and Ahr Kahle nearly brought them to blows. Blundaar became incapacitated, unable to go further.

Finally penetrating to the crypt, the remaining party was surprised by a ghast who claimed it was Dalvan. It paralyzed Shelka, drew her into its hiding place, and began to eat her alive. Quick work by Telinor, Chuck, and Ahr Kahle let them get to the ghast, destroy it, and save Shelka before it was too late.

The party, with Shelka still unconscious from her wounds, emerged from the tomb with a horde of treasure, but soon found their last challenge would be the toughest. A group of 8 human bandits awaited them. Telinor, Chuck, and Ahr Kahle battled for their lives. Chuck going down from battling the numerous foes, but not before dispatching three of them. Ahr Kahle stepped up with the fight of his life, dispatching 4 bandits single-handedly before helping Telinor finish off the bandit leader.

The battle over, only the elves Telinor and Ahr Kahle left standing, the players heaved a sigh of relief. Chuck, Shelka, and Blundaar would be healed, and they would leave the moor with the first rich treasure of their careers.

  • The 8th adventure in the Bloodstone Lands campaign.
  • A ghast surprised the party in the crypt, and quickly paralyzed Shelka.
  • Bandits were waiting for the party to emerge from the deadly tomb with treasure.
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A Wrastle with Bertrum

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One Sentence Summary: Wherein a trip through Calaunt finds the party knee deep in seedy bars, dwarven bandits, and an ill-tempered troll wrestler…

  • The 7th adventure in the Bloodstone Lands campaign.
  • Played by Telinor, Shelka, Ahr Kahle, Chuck, and Blundaar.
  • This adventure took place at the Rattlesnake Inn, in Calaunt.
  • Party’s first run-in with the dwarf bandit Sherman Danglethumb.
  • Blundaar showed his incredible bravery and poor judgment by volunteering to wrastle Bertrum. He survived for three rounds before all chaos broke loose,
  • A group of halflings disguised as Sherman’s Dwarven Bandits tried to rob the place of the 2,000 g.p. prize offered to anyone who could beat Bertrum in wrastlin’. The real Sherman’s Bandits were present in peasant disguise, and a brawl quickly broke out. A magical horn was blown, throwing many patrons into uncontrollable, superhuman jumping. Sherman escaped with the gold, after he faced down Telinor in the side streets outside the Inn.

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