Unite the Rings of Power

Mossy Box Canyon
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Land of the Lost

As you travel, you encounter many perils from beasts and plants. You discover a valley that you have to cross that is filled with behemoths. It takes all of your skills plus Varan’s uncanny powers of diplomacy to get past a spirehorn, a bloodspike, a mace tail, and two bone crowns without provoking them into a fight.

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The Isle of Dread

After your boat has sunk, each of you has found yourself in the the water unable to find your companions. Each of you finds some wood in the wreckage on which to float and tries to get to shore.

It turns out the the fog has a beguiling power. None of you are sure of where you are or where you are going, but eventually you all make it to shore alone.

Each of you encounters the yuan-ti tribe who lives at this part of the island. Varan and Unthawed make quick friends with the yuan-ti and are taken to their village in the trees. Duor remains hidden and follows a year-ti patrol until he spot Unthawed entering their village, and which point he feints and illness and is taken in also. Caty is also found by yuan-ti and befriends them, but is far from their village, and so is taken to a guard house. Lacief is taken prisoner by the yuan-ti and locked in a cell with two others—Andronus and Lyrindel.

The party from Mithrendain has also shipwrecked here and are all lost and searching for each other.

When Caty arrives at the guardhouse, she discovers Lacief and the Mithrendains. She convinces the yuan-ti to release them, vouching for their characters.

Varan, Unthawed, and Duor pass the night in the yuan-ti village where they learn of the yuan-ti’s fight against the Su and the power that holds the tower of Halkith. In the morning, Caty and Lacief arrive at the village, and together you all meet Zennar the yuan-ti leader.

Over the next week you hone your skills and make a plan to attack the Tower of Halkith.

You will travel with a yuan-ti tracker named Sseemuss while the yuan-ti army circle around the island to the other side of the tower to create a diversion.

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Kraken!!

You set sail with Captain Falconseye. After a couple of weeks at sea, earning your keep by making repairs to the Falconseye, you are put into your own boat that has been in tow, and you head into a fog bank towards the Isle of Dread.

The fog is very perilous and seems unaffected by the winds.

Soon you spot the island itself in the mist, but you find yourselves among the rocks.

Your boat shudders and is grabbed. Soon tentacles are flying out of the water. Most of you retreat the the crows nest rather than face the Kraken to kill it swiftly. This is your ship’s undoing because without distractions, the kraken continuously attacks your ship. Although you finally defeat the kraken, it has destroyed your hull and you are going down.

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Falas

In the town of Falas you meet another party of adventurers. After gaining their trust you learn that they are also heading to the Isle of Dread. You agree to work together to obtain passage to the island. You split up and head out into the town to find a boat to take you.

You put a deposit on a small craft that you hope to get towed to the island by the Falconseye.

You then head back to the Inn to wait for the arrival of the Falconseye.

When you reach your room, you are ambushed by an Eladrin knight dressed in the colours of the Prince of Frost. He attacks you with an owl bear and a group of quicklings. After defeating them, you realize too late that the other group of adventurers has sailed without you. Their message has arrived too late to allow you to reach the pier in time.

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The Portal

Near nightfall you arrive at the portal. You investigate it and discover that only magical beings can pass through the portal. Lacief discovers that she must shroud you in a spell that makes you appear to be fey, but it works only on magical creatures.

Yo Yo, the Horse of Xarn, changes size and opens her body to accommodate Duor, Varan, and Unthawed. Laceif then casts her spell and the party pass through the portal.

You find yourselves in a black stone room. A representation of the portal is etched on the wall behind you. Duor discovers a door that leads to a short and narrow corridor. When you open the door at the end of the corridor you discover that you are in a temple of the Raven Queen. A priestess conducts funerary rites over a shroud wrapped corpse. She notices you and motions for you to be seated. After an hour or so the ritual is over and the body is carried away.

You approach the priestess and ask where you are. After some convoluted answers, you discover that you are in a temple of the Raven Queen in a coastal city known as Falas, on a peninsula that is the last landfall before reaching the Isle of the Dead, which is still several hundred miles away. You ask to speak to someone more knowledgeable about the portal and about traveling to the Isle. You are directed to Zzinnin, a old drow. He tells you to go down to the docks, but warns you that you are unlikely to find a ship that will take you where you want to go.

You walk down into the city and meet a nautical carpenter named Seahorn Graveltoes. He is a helpful and friendly gnome who tells you that you are unlikely to find passage to the Isle of Dread, but if anyone will take you anywhere near it, it will be Captain Grace Falconseye. Her ship, the Falconseye, passes by the Isle on its regular route. The ship is due in port any day.

Seahorn also recommends the Glimmershore Inn. He says that Lanril Glimmershore will probably have rooms. The best part is that her inn is next to Samuel Adams’ brewery.

You go to the inn and secure a room for the night. There is only one room available because it is high shipping season. You are initially seated in the back alley and served your lunch and beer, but you are drawn into the main dining hall by a most beautiful singing voice. Unthawed, along with the rest of the crowd appear mesmerized by the songs of a satyr.

The satyr sits at a table with several other people who are all, obviously not sailors.

There his an eladrin woman clad in a white, off the shoulder dress, a woman with skin that looks like wood grain—a hamadryad you surmise, a human barbarian, a human woman dressed like a gypsy, and a sly looking gnome whom you only see when you look directly at him.

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Travels with Wolverine

You set off with Wolverine the gnome riding with Caty. You follow Varan’s lodestone through tall grass until you come to a river. You spend some time looking for a place to cross. Once across the land slopes sharply upward in very steep, rocky, craggy terrain, with gnarled trees.

You carefully pick a path upward, being watchful for displacer beasts.

All along the ride, Wolverine asks many questions and becomes more and more nervous about facing the Prince of Frost. He begins to try to talk you out of it, saying that there is no way that Tiandra meant for you to undertake a journey to the Isle of Dread. He suggests that you turn around and head back to the summer realm to report your finding and receive further instructions.

You resist his suggestions, but he becomes more insistent. Finally as a group you tell him to leave. At that moment, Duor spots a dragon circling and Caty suddenly notices that Wolverine is no longer behind her. You spot an old and withered looking eladrin standing above you on a rock. He is clad completely in black. His skin is the whitest you have ever seen on an eladrin.

You all fall asleep on your horses.

You awaken on your backs on a frozen plateau. You can feel the icy cold penetrating your bodies.

The Prince of Frost’s face appears above you in the sky. Looming large. He laughs and tells you that he captured and tortured the real Wolverine who had been sent with messages for you. He assumed his identity so that he could discover the nature of your incursion into his realm.

Duor manages to wake up and discovers that the icy plateau was only a dream. He wakes the others in time to see a dragon far off flying north with the Prince of Frost on his back.

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Verbeegs on the Hunt

You wake up in Yabbaba’s hut, eat a hearty breakfast and set out over the ridge. With two days travel you reach Bogamel’s hut. She appears behind you, takes the book and vanishes. At first you believe that you have been betrayed, but then you remember that Pact Hags always keep their word. You search her empty hut and find the map to the location of the Rod of Frozen time.

Unfortunately, you learn that the rod is locked away in the Tower of Halkith on the Isle of Dread, a place from which few have returned. The tower is guarded by Su, tribes of wild primates that have been corrupted and driven insane by Halkith before he disappeared from the Isle of Dread long ago.

Somehow you must get to the Isle of Dread. A journey that you estimate will take you two years by land and sea. Caty suggests that Varan try to use the Lodestone of the Planes to try to locate a portal that will take you to the Isle. You begin to follow the Lodestone through the woods.

As you approach a glade, near a river that comes from a spring, you detect the sound of large creatures pursuing something. As the sounds come closer you hear voices speaking in giant. They appear to be hunting a gnome.

Clive spots the gnome making his way through the grass towards some dense trees. Clive recognizes his clothing as belonging to the people of Tiandra. Soon Verbeegs, possibly the group that hunted you earlier, arrive and begin searching the area near you for the gnome. You manage to cross a bridge unseen and teleport into a copse of trees where you can remain hidden from the Verbeeg. Lacief uses her magic to continually detract the Verbeeg, giving the gnome a chance to hide.

It is not long, however, before the jig is up and the Verbeeg realize that they are being fooled. You try to intimidate them into leaving, but they’ll have none of it. A fight breaks out and the Verbeeg ringleader is killed. The others fight each other for control of the group until the trickster shows his power and takes over. But it is for naught. You overwhelm them, killing all but one who flees with his life.

The gnome comes out, gives the password to Clive, and tells you that he is a spy for Tiandra, working for the Western Guard, and that he was caught trying to infiltrate Taur-nu-fuin. The Verbeeg have been hunting him for three days.

At first he is reluctant to go with you on your quest for the Rod of Frozen Time. He says that he is a spy, not a fighter. He is even more reluctant when he find out that you have to go to the Isle of Dread. Finally he agrees to join you and go as far as the portal that will take you to the Fortress of Frozen Tears. He is not willing to face the Prince of Frost.

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Yabbaba and the Crocodile

You travel up and over the ridge that separates the valleys of Bogumel and Yabbaba. As you enter Yabbaba’s valley, you are attacked by a vengeful Phaneroy and his pixie warriors. They remain in the trees to avoid your melee attacks. Just when you think that you are about to defeat them, an old woman appears holding a spellbook. She destroys Phaneroy, then begins to taunt you.

You follow her down to a road and are immediately attacked by three feyspitter spiders. You defeat the spiders.

The old woman with the spellbook leads you down the path towards a hut. It is apparent that the woman is a projection. As you walk towards the hut, two Chuuls attack you. During the fight Clive is teleported away, presumably by Yabbaba. You beat the Chuuls then approach the hut in the depths of the swamp.

A deep pond blocks your path. As you approach the pond, an enormous crocodile leaps from the water and grabs Unthawed in its jaws. You do heavy damage to the crocodile which draws out the bog hag. She seems to focus her attacks on Lacief. Eventually she shape-shifts to look just like Lacief then tries to drag her into the pond.

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