Grull's Companions

Return To Irolo, 13 May 2011
Unhappy Homecoming

Thunderheart is pregnant, so the company detours to Ah Shu to give her and her pups a good home. Thunderheart leaves the group. Our heroes arrive back in Saltham Shore nearly five months after they departed. Neither of the two ships, nor their crews, are in the village when the company arrives. The alewife, Bellamy, gives Elphaba a message left here by Lady Langwurt’s handmaiden, Lillian, warning her that she has been forced to run because Sharena’s betrothed, Randarath Khrom, has arrived in Farnth and is actively seeking his fianceé. Bellamy tells her that the bumblebees showed up the following day looking for Lillian, and she fled on the Alkax, with the Sea Ghost as escort. Neither has been heard from since then.

The group learn that a strangely glowing ghost ship patrols offshore at night for about a week now. Grull buys a small fishing boat from one of the locals and the party sails out to meet the white, glowing ship. It is the Sea Ghost, with Father Jobo using Guiding Light to make the ship glow in the evening. He was concerned that the bumblebees might decide to seize the ship, were it found in port. So he awaited the companions’ return, confident that they would figure it out.

Father Jobo’s story: Leaving Saltham Shore, the two vessels made their way south along the coast, away from Valicia. As soon as they crossed into Basidrun waters, however, they were set upon by a huge pirate ship. Severely outmanned, Ferd elected to sacrifice himself and the Alkax to the pirates, so that the Sea Ghost could escape and seek help. Unfortunately, this meant that Lillian was taken as well.

The party sets out for Basidrun to try and locate the whereabouts of pirates in these waters. First stop is Chendrek, first village on the coast south of the mouth of the Shaanda River.

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As The Wyrm Turns, 4 February 2011
The Dragon's Secret

Dragon

The Coven wants the company’s help in stopping a dragon threat in the Snowthorn Mountains near the Valicia-Keldravia border. Two villages of nomadic Hlastroi barbarians have already been destroyed. Gemma (Flying Broomstick) remains with the company, the remaining witches depart. The heroes come upon the village of Woodfield immediately following the most recent dragon attack. A local lord, Jarl Ambergris, arrives with troops. The party talks with the lord and taaleh Lawt Farday, and discovers that another village, Eidelfarn, in Keldravia, has also been attacked by the dragon. The company travels there to investigate.

Arriving in Eldelfarn, they find the town militia being drilled by their kapitan, Wolfgang Junker, against a scarecrow dragon. The heroes also meet Bella, seamstress and witch, moving out of town; Shep, her despondent boyfriend; taal Viktor Knoblach; farmers Dirk Gardner and Ludwig Kemperer; the Bürgermeister, Luca Braun; and the blacksmith, Blackie. Investigation reveals that Lord Dieter Junker of Kirchhoff is Wolfgang older brother and their other brother, Gerhard, is shalan at the temple there. Bella does a card reading and reveals that the next dragon attack is to be at Count Skoremdaarl’s Black Rock House, certain to ignite a war between Valicia and Keldravia!

Arriving just in time, the company sees the dragon touch down in the edge of the nearby Black Moss Forest. As the heroes approach, they see it fly away towards Black Rock House and the village there. They charge into the woods and find shalan Gerhard Junker, apparently in control over the dragon. They break his hold on the dragon, who returns to eat the priest and flies away.

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Escape From The Sunless Realms, 7 January 2011
Out Of The Dark

Back on the lake, the company elects to follow the flow of the current, hoping that it may lead them to an exit. The cavern narrows to a swift-moving tunnel, complete with rapids, crocodiles, and giant frogs. Finally, the companions come into a large, swampy cavern, where they are attacked by a water elemental. They discover that the elemental was summoned by a water-based nature spirit. Breaking through the wall of the cavern, the water hurls the company over the Arturon Falls and crashing into the lake below. The companions are rescued by members of the Coven of D’yos. Their leader (?), Gemma, foretold that the group would fall from the sky at this precise moment and location. They need the Companions’ help, except for Adso, whose fortunes “take a different path.” Adso leaves the company.

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The Sunless Realms, 5 December 2008
Trapped In The Dark

Dark_Elf_2.jpg

Having fallen from a collapsed stone arch dozens of meters above, the Companions find themselves plunged into a huge cavern filled with mycetons, great shambling humanoid fungi. After defending themselves from the monsters and rescuing Ogbrek, they discover that there is no way to climb back up to the dwarven city.

Trapped!
Trapped in the Sunless Realms, the companions search for a way out. Along the path, they encounter giant lizards and giant spiders, before coming upon a wight eating corpses of dark dwarves and human zombies.

The Forest Of Darkness
The party comes to a huge underground cavern containing a forest and a large lake. After dealing with carnivorous trees, rootlings, and ratlings, the party encounter a large fortress which they avoid, but discover a secret entrance via a mysterious voice in Merina’s head encouraging her to rescue him.

The Dark Elves
The company stealthily enters the fortress of the dark elves, Celendril, via a secret entrance into the temple of the spider queen. They discover a gate which leads to some other, even larger, dark elven stronghold. They manage to rescue not a person, but an intelligent, telepathic sword named Kesh. They also manage to collapse the dark elven gate while escaping. Grull obtains a Blackblade here, and Fayette acquires a magic boat.

The City In The Dark
Setting out across the lake, the heroes meet up with some creatures calling themselves “uthosa,” who wanted to trade. The company trades several daggers for some information about what directions they could travel in, and what dangers lay in those directions. Setting forth, they discover a beach with giant crabs on the far side of the lake. A few days further on they discover the City in the Dark, a vast underground metropolis with orcs, goblins, ogres, hobgoblins, dark dwarves, dark elves, ratlings, undead, humans, and only the gods know what else lives there. After some inspection, the group discovers Jun-jun, a pakasa, lured away from his homeland to the fabled city of Aarn by a wizard who captured him and transported him here. The group agrees to let him travel with them. They manage to escape from the constabulary comprised of orcs and an ogre city gate guard, and flee this obscene place.

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Gashearth, 14 June 2008
Snowed In

At the end of the fall, on the trip back to Valicia, the company found themselves trapped in an early winter’s snowstorm in the Valician Pass. They were rescued by Longknife Strongarm from the city of Gashearth. Forced by circumstance to winter in the dwarven city, Longknife and his wife, Brita, ask the heroes to search for their son, Ogbrek Strongarm, when he goes missing. They discover that he has been learning the craft of cryptmaking from the ancient cryptkeeper, Durm. Ogbrek has been working on a crypt for his soon-to-be “late” great-grandfather. The party enters the empty crypt and finds a collapsed wall revealing a cave complex beyond. They discover Ogbrek on the far side of a chasm across a stone bridge. As they try to reach him, the bridge collapses, plunging all into the inky blackness below.

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The Gorthundan Steppes, 12 April 2008
Trial By Combat

Wolf 2

Adso rejoins the company. A grey wolf, Thunderheart, comes to find Benwolf. She tells him (and Elphaba) that the druid that guards their forest is in trouble and needs help. Thunderheart joins the party. On the Waymeet-Tirion trail, the group meets a dwarven caravan led by Longknife Strongarm. The party then encounters a Gorthunda caravan led by Marcus’ old friend Roshor. Afterwards, the company proceeds to the Gorthundan Steppes only to discover that the druid has been murdered by goblins, with a haphazard attempt to use two corpses in heraldry to frame the Blue Wolves tribe. They go to the city of Waymeet, where they seek answers, acquire the dead druid’s magic cloak, and travel out to sack a goblin camp, where they rescue a Kumasian warrior, Merina, who joins the party.

Returning to Waymeet, the companions are captured and framed for the murder. Bulgan, chieftan of one of the largest tribes of Gorthunda, the Blue Wolves, challenges Grull to combat until evidence comes out implicating the rival tribe, the Emerald Drakes. Bulgan tries to offer what help he can without risking his standing with his people, but Marcus is forced into a wizard’s duel with Xanthan, an opponent mage from enemy tribe chieftan Odenggam’s camp. The wild mage suddenly discovers that he can throw fireballs, and roasts his opponent, “proving” the party’s innocence.

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The Secret of Saltham Shore, 26 January 2007
The Unearthing Rite

skeletons.jpg

The companions run across a broken down wagon on the road. The injured driver gives them a pouch of silver with the promise of more if the party delivers the cart to the village of Saltham Shore. After delivering the wagon, the heroes discover that both a shepherd and the Lord’s son have mysteriously died recently along with several pigs and sheep, and a small cargo ship has run aground on a sandbar nearby. The ship is supposedly haunted, so the company investigates at night, finds pirates aboard the ship, named Alkax, and while they kill the pirates, the necromancer on board dives over the side and escapes. The heroes follow the trail to the cave complex the remaining pirates are using. They kill most of the pirates, but the mate buys his life and freedom for the release of the captive Lady Sharena Langwurt and her handmaiden, and the party returns her to her father, Count Linder Langwurt, in Farnth. There is much rejoicing, for now the wedding of Lady Langwurt into the royal family can commence.

The Citadel in the Bog
Count Langwurt asks the company to find the secret base of the Unearthing Rite in the Grey Bogs. Traveling in the swamp, the heroes encounter a tribe of Seshurma. After threatening to enslave Grull, Neu fireballs the lizardmen. Following the battle, the group captures a Seshurma, Ssluruk (nicknamed Quack). He tells the heroes where a mysterious abandoned dock is, which leads them to the citadel. They take Quack with them (cameo by Breez). The party confronts hundreds of zombies and a handful of necromancers. Afterwards, they return to Farnth, where a great celebration is held in the companions’ honor. Neu leaves the party to return to the tomb of Rakoss in order to further his wizardly studies. Adso leaves the party.

Gotta Get Back In Time
Lady Langwurt comes to the heroes with a problem. She does not wish to enter an arranged marriage, royal family or no. The companions agree to allow her to run away from Farnth with them. Adopting a new identity, the druidess Elphaba joins the group. The Alkax encounters a time eddy out on Lake Beralka which takes our heroes back in time 2500 years to an ancient city. They rescue a priest dedicated to Saaltus and his traveling companion, and barely escape a closing time loop in time to return to the present. Father Jobo and Guen join the company.

The Sinister Secret of Saltmarsh
The company travels north along the coast, and encounters yet another village with a so-called haunted manor. Marcus does not like stirges. They clear yet another group of pirates out and capture yet another ship, the Sea Ghost.

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Beginnings, 21 July 2006
The Tomb Of Rakoss

Crazy ant

Grull, a self-exiled former Drakine Commander from Basidrun, and his new friend, the amnesiac mage Neu, found themselves in the halfling town of Tirhaven, just over the Myradon River and the Valician border, just inside Keldravia. In a halfling inn, looking for rumors of work for hired guards, they ran across several others seeking the same goals: Fayette, an elven archer who, afflicted with wanderlust, had spent several decades traveling here from Elvenholme; Marcus, a young Erqigdlit who used to travel with caravans along the Waymeet-Tirion trail and now found himself on his own; and Adso, a rogue and errant cleric of the High Church. A bar fight ensued, at least in part because a halfling named Norb clocked Marcus in the back of the head with a beer mug. During the fight, which spilled outside, Neu fireballed a farmer’s wheat field across the street from the inn.

Goblins!
Once the dust settled, the motley group of wanderers, now before the authorities in the personage of Tirhaven’s mayor, was ordered to go rid the town of a band of goblins that had been preying upon them of late as recompense for the farmer’s field. The improvisational adventuring company bearded the goblins in their den, Neu nearly killing Fayette while fireballing goblins, and successfully returned to Tirhaven. And thus, Grull’s Companions were born, although it would not be known by that name for some time to come.

The Tomb of Rakoss
After some time, the company learned of trouble in a small village named Ah Shu. There, they defeated zombies (despite Fayette’s accidentally shooting Grull in the back of the head), but encountered an unusually cold phenomenon. They traced it back to a hidden tomb, the last resting place of Rakoss the Undying. They negotiated the traps and monsters therein, including giant ants, a stone golem, and a manticore. For their booty, they discovered Foebreaker, a powerful named sword which was given to Marcus; the Ring Of Perspicacity, given to Grull; the Ghost Grip Glove, to Neu; a shirt of unreal elven chainmail, for Fayette; and a spellbook belonging to the deceased warrior-necromancer Rakoss. To this day, his companions are not sure that Neu was not somehow affected by the spirit of the evil general Rakoss.

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What has gone before:

Beginnings 21 July 2006
Grull, a self-exiled former Drakine Commander from Basidrun, and his new friend, the amnesiac mage Neu, found themselves in the halfling town of Tirhaven, just over the Myradon River and the Valician border, just inside Keldravia. In a halfling inn, looking for rumors of work for hired guards, they ran across several others seeking the same goals: Fayette, an elven archer who, afflicted with wanderlust, had spent several decades traveling here from Elvenholme; Marcus, a young Erqigdlit who used to travel with caravans along the Waymeet-Tirion trail and now found himself on his own; and Adso, a rogue and errant cleric of the High Church. A bar fight ensued, at least in part because a halfling named Norb clocked Marcus in the back of the head with a beer mug. During the fight, which spilled outside, Neu fireballed a farmer’s wheat field across the street from the inn. Once the dust settled, the motley group of wanderers, now before the authorities in the personage of Tirhaven’s mayor, was ordered to go rid the town of a band of goblins that had been preying upon them of late as recompense for the farmer’s field. The improvisational adventuring company bearded the goblins in their den, Neu nearly killing Fayette while fireballing goblins, and successfully returned to Tirhaven. And thus, Grull’s Companions were born, although it would not be known by that name for some time to come.

The Tomb of Rakoss
After some time, the company learned of trouble in a small village named Ah Shu. There, they defeated zombies (despite Fayette’s accidentally shooting Grull in the back of the head), but encountered an unusually cold phenomenon. They traced it back to a hidden tomb, the last resting place of Rakoss the Undying. They negotiated the traps and monsters therein, including giant ants, a stone golem, and a manticore. For their booty, they discovered Foebreaker, a powerful named sword which was given to Marcus; the Ring Of Perspicacity, given to Grull; a shirt of unreal elven chainmail, for Fayette; and a spellbook belonging to the deceased warrior-necromancer Rakoss. To this day, his companions are not sure that Neu was not somehow affected by the spirit of the evil general Rakoss.

The Secret of Saltham Shore 26 Jan 2007
The companions run across a broken down wagon on the road. The injured driver gives them a pouch of silver with the promise of more if the party delivers the cart to the village of Saltham Shore. After delivering the wagon, the heroes discover that both a shepherd and the Lord’s son have mysteriously died recently along with several pigs and sheep, and a small cargo ship has run aground on a sandbar nearby. The ship is supposedly haunted, so the company investigates at night, finds pirates aboard the ship, named Alkax, and while they kill the pirates, the necromancer on board dives over the side and escapes. The heroes follow the trail to the cave complex the remaining pirates are using. They kill most of the pirates, but the mate buys his life and freedom for the release of the captive Lady Sharena Langwurt and her handmaiden, and the party returns her to her father, Count Linder Langwurt, in Farnth. There is much rejoicing, for now the wedding of Lady Langwurt into the royal family can commence.

The Citadel in the Bog
Count Langwurt asks the company to find the secret base of the Unearthing Rite in the Grey Bogs. Traveling in the swamp, the heroes encounter a tribe of Seshurma. After threatening to enslave Grull, Neu fireballs the lizardmen. Following the battle, the group captures a Seshurma, Ssluruk (nicknamed Quack). He tells the heroes where a mysterious abandoned dock is, which leads them to the citadel. They take Quack with them (cameo by Breez). The party confronts hundreds of zombies and a handful of necromancers. Afterwards, they return to Farnth, where a great celebration is held in the companions’ honor. Neu leaves the party to return to the tomb of Rakoss in order to further his wizardly studies. Adso leaves the party.

Gotta Get Back In Time
Lady Langwurt comes to the heroes with a problem. She does not wish to enter an arranged marriage, royal family or no. The companions agree to allow her to run away from Farnth with them. Adopting a new identity, the druidess Elphaba joins the group. The Alkax encounters a time eddy out on Lake Beralka which takes our heroes back in time 2500 years to an ancient city. They rescue a priest dedicated to Saaltus and his traveling companion, and barely escape a closing time loop in time to return to the present. Father Jobo and Guen join the company.

The Sinister Secret of Saltmarsh
The company travels north along the coast, and encounters yet another village with a so-called haunted manor. Marcus does not like stirges. They clear yet another group of pirates out and capture yet another ship, the Sea Ghost.

The Gorthundan Steppes 12 April 2008
Adso rejoins the company. A grey wolf, Thunderheart, comes to find Benwolf. She tells him (and Elphaba) that the druid that guards their forest is in trouble and needs help. Thunderheart joins the party. On the Waymeet-Tirion trail, the group meets a dwarven caravan led by Longknife Strongarm. The party then encounters a Gorthunda caravan led by Marcus’ old friend Roshor. The company then travels to the Gorthundan Steppes only to discover that the druid has been murdered by goblins, with a haphazard attempt to use two corpses in heraldry to frame the Blue Wolves tribe. They go to the city of Waymeet, where they seek answers, acquire the dead druid’s magic cloak, and travel out to sack a goblin camp, where they rescue a Kumasian warrior, Merina, who joins the party.

Returning to Waymeet, the companions are captured and framed for the murder. Bulgan, chieftan of one of the largest tribes of Gorthunda, the Blue Wolves, challenges Grull to combat until evidence comes out implicating the rival tribe, the Emerald Drakes. Bulgan tries to offer what help he can without risking his standing with his people, but Marcus is forced into a wizard’s duel with Xanthan, an opponent mage from enemy tribe chieftan Odenggam’s camp. The wild mage suddenly discovers that he can throw fireballs, and roasts his opponent, “proving” the party’s innocence.

Gashearth 14 June 2008
At the end of the fall, on the trip back to Valicia, the company found themselves trapped in an early winter’s snowstorm in the Valician Pass. They were rescued by Longknife Strongarm from the city of Gashearth. Forced by circumstance to winter in the dwarven city, Longknife and his wife, Brita, ask the heroes to search for their son, Ogbrek Strongarm, when he goes missing. They discover that he has been learning the craft of cryptmaking from the ancient cryptkeeper, Durm. Ogbrek has been working on a crypt for his soon-to-be “late” great-grandfather. The party enters the empty crypt and finds a collapsed wall revealing a cave complex beyond. They discover Ogbrek on the far side of a chasm across a stone bridge. As they try to reach him, the bridge collapses, plunging all into the inky blackness below.

The Sunless Realms 5 Dec 2008
Trapped in the Sunless Realms, the companions search for a way out. Along the path, they encounter mycetons, giant lizards, and giant spiders, before coming to a huge underground cavern containing a forest and a large lake. After dealing with carnivorous trees and ratlings, the party encounter a large fortress which they avoid, but discover a secret entrance via a mysterious voice in Merina’s head encouraging her to rescue him.

The Dark Elves
The company stealthily enters the fortress of the dark elves, Celendril, where they discover a gate which leads to some other, even larger, dark elven stronghold. They manage to rescue not a person, but an intelligent, telepathic sword named Kesh. They also manage to collapse the dark elven gate while escaping. Grull obtains a Blackblade here, and Fayette acquires a magic boat.

The City In The Dark
Setting out across the lake, the heroes meet up with some creatures calling themselves “uthosa,” who wanted to trade. The company trades several daggers for some information about what directions they could travel in, and what dangers lay in those directions. Setting forth, they discover a beach with giant crabs on the far side of the lake. A few days further on they discover the City in the Dark, a vast underground metropolis with orcs, goblins, ogres, hobgoblins, dark dwarves, dark elves, ratlings, undead, humans, and only the gods know what else lives there. After some inspection, the group discovers Jun-jun, a pakasa, lured away from his homeland to the fabled city of Aarn by a wizard who captured him and transported him here. The group agrees to let him travel with them. They manage to escape from the constabulary comprised of orcs and an ogre city gate guard, and flee this obscene place.

Escape From The Sunless Realms 7 Jan 2011
Back on the lake, the company elects to follow the flow of the current, hoping that it may lead them to an exit. The cavern narrows to a swift-moving tunnel, complete with rapids, crocodiles, and giant frogs. Finally, the companions come into a large, swampy cavern, where they are attacked by a water elemental. They discover that the elemental was summoned by a water-based nature spirit. Breaking through the wall of the cavern, the water hurls the company over the Arturon Falls and crashing into the lake below. The companions are rescued by members of the Coven of D’yos. Their leader (?), Gemma, foretold that the group would fall from the sky at this precise moment and location. They need the Companions’ help, except for Adso, whose fortunes “take a different path.” Adso leaves the company.

As The Wyrm Turns 4 Feb 2011
The Coven wants the company’s help in stopping a dragon threat in the Snowthorn Mountains near the Valicia-Keldravia border. Two villages of nomadic Hlastroi barbarians have already been destroyed. Gemma (Flying Broomstick) remains with the company, the remaining witches depart. The heroes come upon the village of Woodfield immediately following the most recent dragon attack. A local lord, Jarl Ambergris, arrives with troops. The party talks with the lord and taaleh Lawt Farday, and discovers that another village, Eidelfarn, in Keldravia, has also been attacked by the dragon. The company travels there to investigate.

Arriving in Eldelfarn, they find the town militia being drilled by their kapitan, Wolfgang Junker, against a scarecrow dragon. The heroes also meet Bella, seamstress and witch, moving out of town; Shep, her despondent boyfriend; taal Viktor Knoblach; farmers Dirk Gardner and Ludwig Kemperer; the Bürgermeister, Luca Braun; and the blacksmith, Blackie. Investigation reveals that Lord Dieter Junker of Kirchhoff is Wolfgang older brother and their other brother, Gerhard, is shalan at the temple there. Bella does a card reading and reveals that the next dragon attack is to be at Count Skoremdaarl’s Black Rock House, certain to ignite a war between Valicia and Keldravia!

Arriving just in time, the company sees the dragon touch down in the edge of the nearby Black Moss Forest. As the heroes approach, they see it fly away towards Black Rock House and the village there. They charge into the woods and find shalan Gerhard Junker, apparently in control over the dragon. They break his hold on the dragon, who returns to eat the priest and flies away.

Return To Irolo 13 May 2011
Thunderheart is pregnant, so the company detours to Ah Shu to give her and her pups a good home. Thunderheart leaves the group. Our heroes arrive back in Saltham Shores nearly five months after they departed. Neither of the two ships, nor their crews, are in the village when the company arrives. The alewife, Bellamy, gives Elphaba a message left here by Lady Langwurt’s handmaiden, Lillian, warning her that she has been forced to run because Sharena’s betrothed, Randarath Khrom, has arrived in Fanth and is actively seeking his fianceé. Bellamy tells her that the bumblebees showed up the following day looking for Lillian, and she fled on the Alkax, with the Sea Ghost as escort. Neither has been heard from since then.

The group learn that a strangely glowing ghost ship patrols offshore at night for about a week now. Grull buys a small fishing boat from one of the locals and the party sails out to meet the white, glowing ship. It is the Sea Ghost, with Father Jobo using Guiding Light to make the ship glow in the evening. He was concerned that the bumblebees might decide to seize the ship, were it found in port. So he awaited the companions’ return, confident that they would figure it out.

Father Jobo’s story: Leaving Saltham Shore, the two vessels made their way south along the coast, away from Valicia. As soon as they crossed into Basidrun waters, however, they were set upon by a huge pirate ship. Severely outmanned, Ferd elected to sacrifice himself and the Alkax to the pirates, so that the Sea Ghost could escape and seek help. Unfortunately, this meant that Lillian was taken as well.

The party sets out for Basidrun to try and locate the whereabouts of pirates in these waters. First stop is Chendrek, first village on the coast south of the mouth of the Shaanda River.

6 Aug 2011

24 Sep 2011

Sailing To Chiref 5 Nov 2011

In Search Of The Golden Dragon take deux 3 Dec 2011

In Search Of The Golden Dragon take troix 17 Dec 2011

The Chase Is On, part un 17 Feb 2012

The Chase Is On, part deux 17 March 2012

Coconuts 12 May 2012

George and Martha 26 May 2012
In Frajele, the companions are approached by a local shepherd, a young male Drakine. He has heard the heroes help people with problems, and he needs help. George is missing! Of course, George is a giant lizard. Elphaba talks to George’s friend Martha (yep, another giant lizard). George loves eating grapes! So they find George in the vineyard, threatened by a pack of wolves. They convince the wolves that there is easier prey elsewhere. George is saved!

Happy Father’s Day? 20 July 2012

Stop The Duke’s Big, Fat, Redneck Wedding 6 Oct 2012
Sailing up the coast, the heroes set course to Saltham Shore. Making their way overland to Fanth, they use disguise to sneak their way into the city. They have arrived on the day of the nuptials. They have to work their way through the crowds to the cathedral, sneaking in the side entrance onto the cathedral grounds, and into a storeroom in the wing of the building down from the main temple. In the storeroom they find ceremonial robes for the wedding. Elphaba, Merina, and Fayette use them to disguise themselves and reconnoiter through the cathedral (although Fayette is forced to leave her beloved longbow behind). Grull, Marcus, and Jun-jun are stuck in the storeroom awaiting their return.

Going To The Chapel 16 Nov 2012
Elphaba, Merina, and Fayette meet a doddering old priest, Vener Agee, archoth of the cathedral and the priest who will be conducting the wedding ceremony. Lady Langwurt knows the old priest, as she met him not only on affairs of the county, but when she was a young girl seeking her studies in life. The archoth (then only shalan) interviewed her prior to recommending her to the local druidic circle. He is of very poor sight. Does he recognize the lady, despite her disguise? If so, he hides it well, and speaks in cryptic terms.

Meanwhile, Grull, Marcus, and Jun-jun are forced to hide among the crates as a party of bumblebees passes through the storeroom. This would appear to be Randarath Khrom, 23rd in line to the throne of Valicia, his retinue, and the groom, Count Linder Langwurt of County Irolo. They pass through without noticing the heroic trio, and leave. That was close! Now, where did Jun-jun disappear to this time?

As the distaff heroes attempt to return to the storeroom, they come to the attention of several women of the Valician Guard, who take them away. The bridal party is about to arrive, and these female attendants need to help Lillian prepare for her wedding. The plan is for her to arrive, and almost immediately be walked down the aisle!

Jun-jun returns to the storeroom with a Drakine kilt and a battleaxe. The Drakine’s Regal Axes are in attendance for the wedding, and now Grull has a disguise to look as if he is part of that group. The trio decide to set out from the storeroom to try and find Randarath and convince him of the folly of the wedding.

The women meet Lillian, but are unable to communicate with her because of the presence of the guardswomen. The cathedral bells sound that the ceremony is about to begin!

The fellows come up the rear stairs of the wing to surreptitiously reach Randarath and Count Irolo, but as they enter the hallway, they see the heir and his retinue at the far end, headed downstairs to the main chapel. They attempt to catch up, but the retinue enters the temple as the heroes come up behind them.

All of the Companions are able to position themselves wherever they want in the crowd before the ceremony begins. Fayette’s mysterious stranger suddenly approaches her, hands her his staff, with instructions on how to use it. It suddenly becomes a longbow, and the elven archer repairs to the choir loft. They note at least two individuals that they know in the crowd: Lord Jarl Ambergris, met in Woodford while the company were looking for a dragon; the wandering Drakine bard, Pokrath, on the dais playing his instrument for the ceremony; and the mysterious stranger Fayette has caught glimpses of over the months, now very obviously of elven ancestry.

The soft stringed music plays, and the ceremony begins!

Fate Of Irolo 30 Nov 2012
The male bridal party: Count Irolo, the captain of the Valician Guards, and two guardsmen, enter from an anteroom at the side of the temple. The music flourishes, and the doors at the entrance of the chapel open, revealing the bride, Lillian, and her four guardswoman retinue. King Khrom’s vizier sits in the front row. The ceremony proceeds until the inevitable “Does anyone object…” line, when the doors at the end of the chapel burst open, and a Valician Guardsman mounted on horseback charges up to the altar. He announces that the city is attacked! Three armies, one of men, one of the lizardmen Seshurma, and one of the frogmen Ran-Tari, surround Fanth!

The guardsmen leave, as do the Drakine’s Regal Axes. The guardswomen are left behind to protect the bride. Guests hastily exit. Chaos is the order of the moment. The opportunity is now! The heroes rush the dais and the King’s wizard. The wizard teleports away… to the choir loft, unawares that Fayette is in hiding there! She puts two arrows into his neck, and the mage falls from the loft to the chapel below, stone dead.

Battle of the Five Armies 14 Dec 2012
Five armies: the lizardmen Seshurma and frogmen Ran-Tari from the Shaanda River delta swamp, and an army of men who live in the cities along that great river, facing off against the Valician defenders of the city and the mercenary company, the Drakine’s Regal Axes. The handmaiden is saved, but the city is under siege! Grull and Marcus sortie out from the city to leverage their personal relationship with the Seshurma to try and negotiate a settlement. While the Seshurma cannot speak for the other two attacking armies, they let Grull know that he still has a few short hours before the attack is scheduled to commence.

Meanwhile, Elphaba and Randarath discuss how neither one of them wishes to be wed, and that they have been pushed by forces outside of their control.

On Lake Beralka 11 Jan 2013

On Stranger Tides 15 Feb 2013

Szarvasia Detour 29 March 2013
The Sea Ghost stops in the city of Banska-Morav, at the mouth of the Ordring River, and just across the border into Szarvasia. There they meet a man named Ivanov, who has a caravan he is trying to get to the capitol, Velkathy-Tashan, and needs a group of experienced professionals to see to its safety. The party accepts, and meets the other partner of the caravan, a female Erqigdlit named Sasha. Halfway between the two cities, along the Beralka Road, the camp is set upon at night by a group of religious fanatics with poisoned daggers, two giant poisonous snakes, a pair of priests devoted to Mordak, the god of death, and a poisonous Serpent Demon. The companions are nearly destroyed by the onslaught; Fayette, Merina, Jun-jun, and Sasha are gravely injured, many teamsters died in the defense, and the team is sore pressed to get the caravan to the capitol.

The Golden Throne 3 May 2013
Meeting some of King Boldisar’s senior officers and nobles, the company is permitted to reside in the castle for several weeks while they recover from their wounds.

  • Grull meets a couple of the castle’s warriors, and drills with them, learning advanced techniques in disarming opponents.
  • Elphaba meets the Warden and the archoth of the king’s forest, the Vaas Presova, where she has an odd meeting of all of the forest’s enchanted creatures; centaurs, a treeman, fae, a forest spirit, minikin, a dryad, a unicorn and a pegasus. All are aware that a great evil is descending upon the land, and the fae are leaving this world for their own. What this means is not clear.
  • Sasha begs Marcus to take a sack of coin to a local address, where he meets a small Erqigdlit boy, Sasha’s son, Sparky. He defends the lad from several local bullies, but gets him kicked out of his residence in the process. Marcus takes him to the castle. As soon as Grull discovers the circumstances, he offers Sparky to join the Companions as his personal squire.
  • Maril brings Fayette a gift of hand-carved leather greaves and vambraces to supplement her armor.
  • Merina finds that the palace chirurgeon met her father, because he has previously seen the tattoo she and her father both wear.

After three weeks, the company has recovered, and has their long-awaited audience with King Boldisar. Fayette learns that she and Maril are related, they are both from the Illurifir line of elves. The King tells them that the stones that they delivered to him were pieces of a long-lost artifact, a gate that would open to the realm where the Demon Prince of Foulness dwells. It is best to leave it here in the castle, lest any should try to use it to wreak evil upon the world.

The Spear of Vergaine 21 June 2013
Father Jobo has found a dwarf, Simeon Strongknife, who wishes to take passage aboard the Sea Ghost as far as Dyvnar, in Umbr. As the ship prepares to set sail, Grull receives a message that draws him away. He will catch up with the party in Helvoca, Mircasëa in a few days. After several days under sail, the company encounters a damaged ship, the Black Eagle, split nearly in half on a sandbar only a day short of Helvoca. The few survivors tell our heroes a harrowing tale of attack by the Keldravian Navy and the fabled Lake Beralka Kraken! The attackers seemed to think the destroyed ship was transporting the legendary Spear of Vergaine. Hey, what’s in that box the dwarf brought aboard with him?

The ship makes port in Helvoca, and the group promptly get in a bar fight with a group of Keldravian Naval crew and the survivors from the Black Eagle. Grull arrives just in time to make the brawl short.

The Kraken 12 July 2013
Impressing the stranger they met in the bar into service as a method of keeping him out of the hands of the local constabulary, Tarot joins the company. Within a couple of days, the ship is set upon by a Keldravian Naval vessel and the Kraken! Tarot, who speaks with animals, discovers he can communicate with the Kraken, who follows the orders of the holder of the conch shell the enemy mage wears. The forces are split fairly evenly, and the mage aboard the enemy ship breaks off the fight. As they do, the “Keldravians” are revealed to be sharthak, the shark people. The Sea Ghost is damaged, however, and limps the remaining distance to Dar Enroqe.

Loose Ends 9 Aug 2013

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