| Game
Date |
Summary |
| 2/3/511
|
The
Iron DoorGame 16, 11/7/2004
The heroes are bruised and nearly empty of spells.
Yet they press on. Why? Perhaps they each define what
a true hero is. Perhaps they are just dumb. Speaking of
dumb, it's just dumb luck that they discover the needle
in the haystack. Deep in the sinkhole they find the key
that unlocks "the iron door" emblazoned with
Durgeddin's rune. Beyond the door the heroes hear in the
distance what sounds like a hammer striking an anvil.
But before further investigation can be made they are
set upon by a band of evil "gray dwarves". |
| 2/2/511
|
Den
of LizardfolkGame
15, 8/22/2004
The rear chamber of the main entrance features
a grand stair plunging down into a natural rift in the
center of the floor. Hrothwulf accidentally sets off
a fire trap spouting vast amounts of liquid flame. The
rogue is the only one caught in the trap, but he somersaults
out of the conflagration showing only a few scrapes
and small burns!
The
descending stair is intersected by a cold, underground
stream. The stream pours down into a narrow cleft in
the rock. Kyra uses this opportunity to test her budding
climbing skills. A very wet climb leads her to a hidden
ledge where a short cave probably hosted a nest of "bloodsucking
birds". For her efforts, Kyra discovers a pouch
of gold coins and a short, tapered ivory wand.
Approximately
100 feet below at the bottom of the stair the party
reaches a familiar cavern discovered weeks earlier from
the secret entrance along the north face of Stone Tooth.
A splash in a narrow river warns that the odorous, lizard-like
humanoids encountered back then likely remain. The party
is determined to find any blades of Durgeddin, wherever
they may be, and so eventually enter what is believed
to be the lizard people's den. In all, a dozen or so
lizardfolk meet their end. In the climactic battle the
lizardman chieftain sets upon the party with his pet
giant lizard. The combined efforts of all the heroes
overcome the last of the lizardfolk, but at what cost?
No dwarven blades are discovered anywhere within the
den.
|
| 1/26/511
|
Great
Ulfe's TribeGame 14, 7/10/2004
Weary of the dangers deep below Stone Tooth, the heroes
retreat to the surface. A scouting mission around the
main entrance turns into a full-scale assault. What was
once a well hidden and fortified entrance for Durgeddin's
clan of dwarves is now a filthy orc lair. Initially, the
heroes make clean work of the porcine inhabitants. But
being that the lair is crafted from dwarvenkind has its
own perils. The combat is bloody, especially when the
orc's leadera 10-foot ogrecharges into the
fray with his two pet wolves. |
| 1/11/511
|
Mold,
Ooze and MushroomsGame
13, 5/15/2004
With their paladin raised from the dead, and
having met a half-elf cleric of Corellon Larethian named
Aelfwine, the now group of six heroes head back to Hurst.
From there they return to Stone Tooth and build a hidden
camp over a ridge to the east of the mountain. The heroes'
second foray into the mountain discovers vast, mist-filled
caverns literally overgrown with a giant mushroom forest.
Networks of caves and underground streams crisscross in
every direction. Bat-like, needle-nosed birds that suck
blood and pustulent russet-colored molds are just a few
of the cave denizens that drain the determination from
the group. |
| 1/2/511
|
Secret
Entrance to Stone ToothGame
12, 4/17/2004
The heroes celebrate the destruction of the
evil tree in The Citadel Under the Hill. But the rest
is short-lived. A master treasure finder joins
the team as they begin a search-and-recover quest on behalf
of a weapon collector named Althon Blehr. The location
is a lonely mountain named Stone Tooth... who's current
inhabitants are less than friendly. The paladin Keldon
StarCrosser is brutally mauled by a wild bear. Keldon's
friends cart his body over 100 miles to Telis in hopes
of raising him. |
|
12/29/510
|
Tomb
of the DragonpriestGame
11, 2/28/2004
The heroes return to The Citadel Under the
Hill to explore the remaining dungeon. Their final plan
is to destroy the evil tree deep in the heart of The
Twilight Grove, but instead the heroes uncover an ancient
tomb with an evil past.
|
| 12/26/510
|
Kobold
AmbushGame
10, 3/15/2003
On a return trip to Hurst the heroes' camp
is attacked during the night by a bloodthirsty band of
vicious kobolds. |
| 12/23/510
|
New
BeginningsGame
9, 2/8/2003
Kyra and her new companions return to The
Citadel Under the Hill to recover the bodies of her fallen
friends and to finish the task she started. |
| 12/22/510
|
The
Twilight GroveGame
8, 1/20/2002
Fighting their way past goblins and living
saplings, the heroes reach the underground sanctuary of
Belak the Outcasta twilight grove of thorny, overgrown
briars and ancient, crumbling walls. |
| 12/20/510
|
Dark
ArboretumsGame
7, 12/2/2001
Beyond a goblin common area the heroes
discover a series of sunless arboretumstended by
vile creatureswhose specimens are pale and sickly.
|
| 12/18/510
|
Descent
into the UndergardenGame
6, 11/18/2001
Following the defeat of the goblin king,
the heroes delve deeper beneath the sunken citadel in
search of Belak the Outcast. |
| 12/18/510
|
The
Goblin ChiefGame
5, 7/8/2001
With the recent leaving of the group's
druid, the party presses forward into the goblin-controlled
area of the Citadel Under the Hill. |
| 12/18/510
|
The
Rescue of Erky TimbersGame
4, 2/18/2001
Fighting their way past the entry to a
clan of goblins, the heroes discover the goblin stockade.
A captive gnome is rescued, and more information is revealed
about a druid called Belak the Outcast. |
| 12/16/510
|
DiscordGame
3, 12/30/2000
Internal conflict threatens to split the
party as they continue their subterranean exploration.
|
| 12/13/510
|
Clan
of the KoboldsGame
2, 12/3/2000
The party finds more than they bargained
for while searching for four missing adventurers in an
ancient citadel. |
| 12/12/510
|
Citadel
Under the HillGame
1, 11/5/2000
On their first mission, four heroes set
out for the quiet town of Hurst. With the goal to scout
out the area in advance of a larger elf migration, they
are soon embroiled in a search for four missing adventurers
thought to be lost in an ancient citadel. |
| |
Campaign
Background
After over a century of exile, Thellen-Dakkan
is welcomed back into the circle of nations. |