Unite the Rings of Power

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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The Hag and the Wood Nymph

You set off following Varan’s Lode Stone. Soon you realize that you are being shadowed. You stop and come face to face with a Verbeeg hunter. He challenges you to escape his hunting party. They give you a running start. You manage to escape them. The chase has led you to a glade where two women are quarrelling.

Lacief tries to intercede, but the wood nymph attacks and the other woman transforms into a hag. You fight the two of them. When the hag is bloodied, she summons her Fey Spitter Spider guardians.

Clive suggests that the hag might know the location of the Rod of Frozen time.

Somehow you manage to make peace with the hag. She is a pact hag. She offers to make a pact with you. She will provide you with the location of the Rod of Frozen Time if you retrieve her sister’s ritual book, which was stolen by Yababa the bog hag. She warns you of Yababa’a crocodile.

You agree to retrieve the ritual book for her. Each hag has warded their realm against the other, so Bogumel cannot retrieve it herself. She give you a map to a bog about two days journey away.

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Spriggan Camp

As you chase the elf (or whatever it is) through the woods you come upon a camp in a clearing. Suddenly you are lured into the camp by floating white lights, which you quickly discover are Will-o-wisps. Your sounds bring spriggans rushing from their tents and they attack you. One of the spriggans grabs Clive, who has fallen under the spell of the Will-o-wisps.

With some quick manoeuvrings you bring down the spriggans and Will-o-wisps and rescue Clive.

During the fight, an Autumn nymph exchanges secrets with Varan. In return for learning that Varan has recently visited Bahamut on Celesia and that the party are in the Feywild seeking one of the rings of power, she tells Varan the following information:

“The Prince of Frost can be imprisoned by the Rod of Frozen Time.”

And:

“You can reach the “Fortress of Frozen Tears” by finding the “Everwinter Portal” in the foothills of the Mountains of Frost."

After a short rest, Varan uses his Lodestone of the Planes to find the distance and direction to the portal. You conjure your horses and start heading North West.

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Knights of Taur-nu-Fuin

When you get back to your rooms at Panhorn’s Inn, Clive warns you that it will mean disaster for your quest to reach the Prince of Frost if the Eladrin find out that is where you are going. Archfey are like demi-gods, and the Prince of Frost is a very mean spirited entity.

When you rise in the morning, the Eladrin knights, led by Singollo, the Captain of the Guards, is there to meet you. You tell him your cover story that you are pursuing a Tiefling that you suspect has gone to the Fortress of Frozen Tears, the palace of the Prince of Frost.

Singollo is horrified and believes that you have been misled. He is certain that the Prince of Frost would not be involved in any way with the Tieflings from the Natural World. Any such suggestion or rumor of such could bring ruin on Taur-nu-Fuin. Singollo implores you to return to your own realm and re-examine your evidence. He tells you that it would be impossible for what you suggest to be true.

You convince him that you will return to the Natural World through the portal by which your came.

Lorindol allows you to leave the city. Lindorie waves to Varan and tells him that she will never forget him. Perhaps it is for her that you are being spared and allowed to leave.

As you leave the city and head back south to convince the Eladrin that you are indeed returning home, Duor spots a spy, probably an elf, following at a distance, matching your pace. You chase him into the woods, but lose him at a clearing where you discover two tents.

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Banquet in your honour

Lord Lorindol, Lady Elendrae, and their daughter Lindorie host you at a banquet in your honour for the services that you provided to the city. Your challenge was to meet the social expectations of the Eladrin nobles and not give away the real reason that you are in the realms of the Prince of Frost. During the conversation, you are pressed for how you came to be at Taur-nu-Fuin and you convince your hosts that you are pursuing kidnappers who have taken a noble lady from your town and a priestess of Sahannine.

During the meal, Phaneroy, the Pixie Warlock, and MAdrae, the Eladrin Twilight Encanter enter the banquet hall, but they do not spot you.

At the end of the evening, Lorindol pledges to send some of his knights to aid you in your quest.

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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!

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