Dalun

Heroes and Exiles

The Party: (Donnus, Valus, Koradus, and Aldrick) arrived in Northwater on June, 29th of the current year.

The refugees were safely escorted into the city where they dispersed. The group began to make their way toward Northkeep to meet with the the Earl.

As the party walked through the city Donnus’ amulet began to buzz and six portals of demonic origin appeared. Six chitinous demons leaped out of the portals. The party fought valiantly to protect the innocents around them, but some were eviscerated before the group could save them or distract the demons. The party managed to destroy one of the unnatural beasts before the other disappeared in a red magic mist.

The party, broken and bleeding, is taken into custody by the city guard and escorted to Northkeep. The party is led before Earl Barrond and the court where they are accused of summoning the demons. The Earl pardoned them, and recognized them as valiant heroes for their efforts in freeing the refugees and battling the demons.

However, in the same breath he explains that villains or not they represent a danger to the town of Northwater because they somehow attracted these demons. The Earl declares that they must leave the city, but that they will be granted an audience with the Earl’s advisor, Dauthir, to attempt to make their case before they leave the city.

After they are removed from the Earl’s court they are escorted, ostensibly, to Dauthir. However, their guards deny them audience with Dauthir.
They attempt to bind the party for the trip out of the city. Most of the party acquiesces, ready to leave the damned city, but Aldrick resists.

The guards bludgeon Aldrick senseless, nearly killing him in the street before they allow the group to carry him out. For a silver piece the party had their belonging returned by a vagrant boy.

A lone rider approaches them as they leave the town. The rider wears only a simple brown cloak, but he reveals himself to be the Earl’s adviser, Dauthir. He says that he wishes to speak to them, despite their banishment at the Earl’s order, for the good of all of Northwater.

Fearing that the party’s enemies may be around he ushers them into a nearby tavern and they gather in an isolated booth.

Dauthir explained that the party had been marked. He believed that our battles with the devils caused us to “stink of the hells”. this caused us to be targeted and seen by demons, and become accidentally involved in the cosmic battle between the forces of evil. He stated that this taint must be cleansed.

Donnus revealed his unorthodox faith (which can be viewed here)

To remove the “stink of the hells” we must return an item of power to it’s place of origin and destroy it there. The Amulet of the Centaur Chief was put forth as an item of power which could have the effect of removing the taint from us.

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Centaur Battle

The group was joined by Valus Thayne.

The group, with the help of some nomads and a few armed refugees, engaged in in a large battle with a centaur war-band.

Highlights:of the battle:
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Eldhiron broke the initial spearhead with a wall of nausea and then caused widespread confusion and disruption by calling down a storm of blinding dust.
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Donnus carved his way through numerous enemies as he fought his way to the heart of the battle.
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The centaur chieftain-shaman appeared at the forefront and was met in combat by Koradis. With help from Valus and a nomad the chieftain was slain, causing the centaur warband to break and flee as the situation turned from an all-out battle into a rout,

Following the battle, Koradis heroically rode through the night seeking aid in the form of food, water, and medical supplies from the nearby castle of the nearby lord. The rest of the group stayed and kept watch over the vulnerable refugees. The following day Koradis returned with a wagon full of supplies for which he was forced to trade his beautiful Bregohar steed.

The group decided that they would make the journey to Northwater with the refugees and ensure their safety along the precarious road.

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Before We Began Again

Here’s an update on what had been happening when we left off:

-Mysterious cultists speaking Infernal (language of devils) have been linked to the slaughter of animals and string of kidnappings
-Tharon, son of Earl Berrund of Northwater, has disappeared and the Earl is offering a substantial reward for his safe return
-The warring Horse Lords (noble houses of the Bregohar) and the nomads of the Wild Steppes are at it again and rumor is this conflict could escalate into war… they always say that though.

What you guys accomplished:

-Broke into the cultist-held manor in Northwater and slew a number of evil cultists attempting to commune with hell
-Entered a swirling red portal that lead to a hellish realm of brimstone and fire and destroyed a fortress of vile half-monster men as well as Lidevak, their leader
-Once the keep collapsed, so did the portal dropping you and a number of refugees off somewhere out in the Wild Steppes of Burnordraath

Some important things to remember:

-Earl Berrund’s son, Tharon, was absent from the group of rescued prisoners and is thus still at large (and so is the gold reward)
-The manner in which the cultists were using as a home base was called “House Raven” by the locals
-Liertan was once an angel who ventured into hell to avenge a friend and was defeated, he was since fallen from grace

and most importantly…

He who was bound, will be set free.

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Welcome to your Adventure Log!
A blog for your campaign

Every campaign gets an Adventure Log, a blog for your adventures!

While the wiki is great for organizing your campaign world, it’s not the best way to chronicle your adventures. For that purpose, you need a blog!

The Adventure Log will allow you to chronologically order the happenings of your campaign. It serves as the record of what has passed. After each gaming session, come to the Adventure Log and write up what happened. In time, it will grow into a great story!

Best of all, each Adventure Log post is also a wiki page! You can link back and forth with your wiki, characters, and so forth as you wish.

One final tip: Before you jump in and try to write up the entire history for your campaign, take a deep breath. Rather than spending days writing and getting exhausted, I would suggest writing a quick “Story So Far” with only a summary. Then, get back to gaming! Grow your Adventure Log over time, rather than all at once.

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