Unite the Rings of Power

The Siege of Taur-nu-Fuin

You arrive at the Eladrin city of Taur-nu-Fuin just as the guards are closing the gate for the night. You convince the guards to let you in. They direct you to the Gnomish section to find a hostel.

You find a hostel that has some space. You take two rooms and then come down for dinner. During dinner Duor notices that the floor appears to be vibrating as if something very large is coming towards the city.

Soon it is discovered that the city is under attack. Fireballs come over the walls, smashing buildings and setting them on fire. You hear a woman screaming that her daughter is trapped in a nearby building. Duor and Varan enter the burning building and rescue the girl. Unthawed heals her.

You begin to escort the woman, who turns out to the be wife of the mayor of the city, and her daughter to the siege command centre when another fireball lands nearby knocking the woman out.

You manage to find the command centre. Mayor Lorindol is grateful for your help and promises you a reward. You convince him that you want to help with the battle, so he gives you a token of passage and sends you with a page to the guard tower.

At the guard tower, you are allowed up to the battlements where Lacief and Unthawed disable two of the catapults and Varan kills the orc that was driving the battering ram team causing the goblin slaves to scatter into the night. Caty finishes the battle with a devastating warlock attack!

Watchpost of the Twilight Incanter

You follow the unicorn for the better part of the day. She leads you along hidden paths and routes that you would not have known to take. Clive is amazed that you have not encountered any hags or other dangers of the Feywild.

Late in the day you notice a small, ruined temple on a nearby hilltop. The unicorn appears to be making straight for it. When you arrive, you find a partially crumbled temple with a tree growing in the middle of it. The unicorn begins to drink deeply from a silver pedestal that seems to contain water. No matter how much water the unicorn drinks, the level in the pedestal does not change.

When Duor approaches the pedestal, the unicorn pushes him away with her head and makes a gentle warning noise. After a minute or so of drinking, the unicorn begins to browse the long grass that surrounds the temple.

Duor again approaches the pedestal and ties to touch the water. This time, an Eladrin appears in the temple and tells him to stop. She calls guards to restrain Duor. Very quickly the situation worsens as the Eladrin, who calls herself Madrae, the Twilight Incanter, accuses the party of being Fomorian agents.

Soon the party are in a battle with the Incanter, her two Spriggan Withering Touch guards, and a shambling mound (which was what the tree in the temple turned out to be).

After the two spriggans are killed, Varan uses his diplomacy to settle the situation and convince Madrae that the whole incident is a misunderstanding. She agrees to let you go, but swears vengeance if she learns that you have lied.

She warns you off the temple grounds and suggests that you make for Taur-nu-Fuin, a nearby Eladrin City before nightfall. The unicorn appears to know the way and walks off, leading you into the woods.

A long time ago when the Earth was green

Clive leads you to a glad where a Unicorn guards a pool. As you try to win over the Unicorn, you are attacked by pixies, including a very nasty pixie warlock named Phanroy. Whenever you fight back, the Unicorn disapproves and walks away from you. Once you finally convince the Unicorn to go with you and move it out of view of the pixies, you fight them off and drive them away. Phanroy swears his revenge.

The Unicorn leads you away giving you safe passage through this part of the world.

Gnome and Spriggan ambush

Working your way north, you come across a road ahead. Before you can reach it you are attacked by a band of gnomes with two spriggan giantsouls that are spoiling for a fight. They mean to rob you but soon discover that they are no match for you.

After watching you dispatch his friends, the gnome entropist named Shaumon surrenders to you. After squeezing him for information, he reveals that he works for a creature named Drexel, the leader of his village of bandits in the Caverns of Gore. He won’t take you there.

Clive says it is a waste of time to go there and recommends letting Shaumon go and just pressing on.

Battle of the Pixies

When you teleport from Senaliesse, you arrive on the border between the realm of the Summer Queen and the realm of the Prince of Frost.

You discover a battle between blue clad and green clad pixies. Unthawed crashes through the bushes and scares off the blue clad pixies. There are many dead pixies of both colours strewn about. You find one who was being tortured for information. After reviving him, you learn that his name is Clive and that he works for Tiandra as part of the border patrol. The blue pixies had crossed the border in search of the Seal of Frost, a device that they use to contact the Prince of Frost. Clive is certain that the seal was stolen by Xivorts.

Once Clive learns of your quest, he offers to accompany you and help you avoid trouble as much as possible and to help you find your way to the palace of the Prince of Frost. He suggests finding a unicorn to guide you as far as it is willing, because they are particularly good at avoiding the worst areas.

You set off north with Clive.

Arrival in Senaliesse

You arrive on a teleportation portal in Senaliesse, the city of Tiandra, the Summer Queen (one of the mightiest Archfey and wife of Cirdan).

Cirdan and Olowe greet you, but it is obvious that Tiandra is the one in charge here.

She tells you that the Prince of Frost, an Archfey in an adjacent territory, has the human ring and is using it as part of his plot to freeze the Natural World into a permanent winter.

Treaties among the Archfey prevent any actions or incursions on Tiandra’s part. It will be up to you to penetrate his territory. She warns you not to reveal that you are coming from her territory. She also warns you that the Feywild is far more dangerous than the Natural World and that creatures and things that are benign in the Natural World might not be here in the Feywild.

She invites you to spend time rejuvenating in her city and to shop for items that you might not be able to pick up elsewhere. She says that when you are ready, she will teleport you to the borders of her territory.

Curufin's Quest: The Final Encounter

You work your way up to the top floor of the tower and discover Anton Azaer in the middle of a ritual to commit the souls of Lady Markelhay and Resilmae Starlight to Imix.

He is protected by a force field that turn back all attacks.

He is guarded by gargoyles that resurrect when they are destroyed.

Grundelmar manages to thwart the ritual and Curufin and Delphinia kill Anton Azaer.

The quest is a success.

Curufin's Quest: Deception of Morigana

You work your way to the second floor of the tower and discover two Flamespikers that appear to be performing a ritual on Ressilmae Starlight. In reality, it is the Succubus Morigana attempting to deceive you.

Morigana kisses Curufin and dominates him. Fortunately, Delphinia and Grundelmar are able to kill the Succubus. You have one more level of the tower… will Ressilmae and Lady Markelhay be there?

Curufin's Quest: The Cultists of Imix

You cautiously approached the ruins of the Tower of Dunkar. Delphinia determined that the main doors are locked and trapped and that the trap was particularly risky to try to dismantle. You decided to climb up on to a recently built wooden balcony that overlooked the crumbling ruins.

From the balcony you determined that there was a large number of Imix Cultists carrying out some sort of ritual. The cult leader stood within a fire that did not burn him. The face of Imix would occasionally flash in the fire.

Grundelmar opened the fight by teleporting the cult leader away to another dimension while Delphinia and Curufin opened fire on the guards and the cultists. Both guards burst into flames and ran towards the balcony. One made it to the foot of the stairs, setting it on fire.

Curufin and Grundelmar climbed down into the fortress and began fighting with the cultists and additional guards. The guards were dazed an so could not burst into flames when they died. The cult leader retuned from the beyond but was dazed by his ordeal. He tried to confer a blessing on his followers, but a few well placed shots quickly brought him down.

Just before the fire on the balcony brought it down in flames, Delphinia climbed down to the ruins. With the entire cult finally dispatched, a search of the ruins revealed a secret escape door, but no obvious way into the tower apart from the main door.

Delphinia discovered a devious fire trap on the door. Her first attempt to disable it got her scortched, but on her second try she successfully shut it down. Screams are heard from the tower above.

The Blessing of Bahamut

An old female Dragonborn Cleric greets you after your fight with Trixzi and Grud. She tells you that Bahamut and Kuyutha have requested an audience with you in Bahamut’s Temple at Mount Mertion.

Kuyutha is the best known of the exarchs of Bahamut. She is the Bahamut emissary to the dragonborn race. Kuyutha was the last of the greatest dragonborn paladins of the long lost empire of Arkhosia, and she saved many of the surviving dragonborn clans after the fall of the empire. For her deeds, Bahamut rewarded her with a divine spark. Kuyutha now lives in Mount Mertion (one of the seven mounts of Mount Celestia), training a new order of dragonborn knights of Bahamut.

Tyagi the cleric calls down seven metallic dragons who act as mounts to carry you to a teleportation portal in the far north that you will use to go to Mount Mertion.

Upon your arrival, you are taken to a great palace and meet Kuyutha and an old man with seven canaries flying about his head. The old man remains quiet throughout the encounter, but carefully regards each of you when you speak.

Kuyutha said:

“Greetings adventurers. I am Kuyutha, exarch of Bahamut and the last Paladin to survive the destruction of Arkhosia. We have a common purpose, to reestablish the great Lawful Good empires of old and drive back the influence of evil. For this purpose I am training a great army of Dragonborn Paladins.

“When I witnessed your deeds for Nowe (Cirdan) in freeing Fallcrest and Winterhaven from the scourge of Golbins and Kobolds, in stopping Kalarel from opening the rift to the Shadowfell to release Orcus upon the world, in retrieving the Eladrin Ring and prince Olowe, and now in stopping the Mind Flayer from enslaving the Dwarven race and in retrieving the Dwarven ring, I wanted to recruit you to join my order of Knights.

“But Bahamut has another offer for you, support for your quest to retrieve the remaing rings. Bahamut does not interfere or intervene in the activities of Middle Earth, but does reward and support those whose deeds are aligned with her goals.

“If you agree to continue with your quest and, while doing so, uphold the virtues of Lawful Goodness, Bahamut will help you as she sees fit.”

Wunthal, a high priest of Moradin visits Unthawed and conveys his thanks and a blessing from Moradin on the quest. He proclaims that there is no other dwarf more worthy to bear the ring than Unthawed.

Kuyutha tells you that the Human Ring of Power has been located in the Feywild, in the hands of the Prince of Frost.

After a day resting in a garden on Mount Mertion, you agree to abide by the tenets of Lawful Goodness. Soon you are escorted to a teleportation portal and are sent back to the natural world.


I'm sorry, but we no longer support this web browser. Please upgrade your browser or install Chrome or Firefox to enjoy the full functionality of this site.