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Game Date Summary
2/3/511 The Iron Door—Game 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 Tribe—Game 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 leader—a 10-foot ogre—charges 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 Outcast—a 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 arboretums—tended by vile creatures—whose 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.
 
 
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