Barrier Campaign

Epic Log 007
Family Tree
The party finds themselves teleported into an ancient shrine to Ioun, set inside a great tree. They quickly encounter a cadre of assorted characters and soon learn they are in Sanctuary. Sanctuary is a refuge for outcasts among the elves, it is home to Elves, Half-Elves, Hunans, and even a gnome. The party sends word to the queen of the elves, requesting a meeting. While they are waiting for said meeting they get to know the local populace. It is here they learn about the complicated family tree of elven royalty, surmising a connection between Lady Meren (the Queen), Miriam Dale (the patriarch of Sanctuary and of mixed heritage), and their now benefactor… the Pale Lady (Serianus Sylvastior). A meeting is arranged and the party sets out to try and woo the favor of a Queen. The party keeps it cool, not stepping on any toes while Li Thun rolls an abundance of Critical Diplomacy checks. After a brief fight with a Dracoliche to prove their metal, the party leaves the High Temple of Merenia with the blessings of the Queen (everyone got a cool item of their choosing and a magical ring of disguise – the Rings of Aerio Sade). With that business concluded, the party is escorted to the edge of Elven territory to do the business of stealing… books!
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Epic Log 006
War of the Gods

Just a days travel out of Sarad Agon, just as the party reaches the Snake; A great portal opens up in the sky. Out of the portal pours all manner of undead monstrosities; all seemingly hell bent on devouring the party. As the party attempts to flee this undead onslaught, another portal opens and a great wild slash rips through the army of darkness.
Thus begins the 3rd God War. The party attempts to flee the horde of undead still chasing them, all while the gods battle above them. The Pale Lady single handedly battled Praxis, Messa Yiel, Balin THorm, and the Even Handed King; nearly killing Praxis and Balim Thorm.
After Gulgath showed up (attacking everyone) did the Devourer begin to awaken. Sensing this, Jungen Thul appeared and shouted down the contestants; chastising them for tempting destruction by the Devourer. After some quick words with the Pale Lady, a truce was achieved; the Pale Lady and the party left with Jungen Thul to his personal divine realm.
There the party rested and entered into talks with the Pale Lady with Jungen Thul acting as mediator. The Pale Lady presented the party with a few choices, none desirable to the party. The Pale Lady left; back to her own realm, leaving the party some time to think upon their choices. During the down time, Li Thun had a party with many of the bards that inhabit Thul’s realm; lots of drinking and music, but with no hangovers. While the party commenced, Scin wandered about and found herself before the Forgotten Tomb. She climbed the steps and read the inscription, and upon returning to Thul’s palace was greeted by Jungen Thul. He told Scin a story of a great betrayal by someone who is probably the Box aka… Father.
Scin informed the rest of the party and they all looked at the inscription, each of her friends understanding it differently then she or anyone else understood it. They thought on this and went to sleep. The awoke the next morning when the Pale Lady returned for her answer. Upon arriving to the parley, Jungen Thul offered both parties an alternative. To the party he promised to essentially get the Pale Lady of their back as well as offering to stop helping Satune with his doomsday project and to not come to Maegar’s aid when the party finally fights him. All that he asks in return is that the party use the a powerful magical artifact to record their reading of the inscription on the Forgotten Tomb. The party agreed and after a brief discussion with the Pale Lady, so did she.
So the party placed their hands on the device and their memories were recorded into it, with only some slight memory loss as a result. Thun then gave the device to the Pale Lady and then stodgy as she removed his heart and absorbed his power, thus becoming the most powerful god of Yaheim. Thul’s realm merged with her own, and the many species of plant life in Thul’s palace wilted and died, turning to sludge before the party’s eyes. Giddy with her newfound power, she forgave the party for their past transgressions against her greatness, even going as far as to transport the party to the elvenlands for their intended dialogue with the Elves.

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Epic Log 005
Making Enemies

Upon entering the monster’s lair, the party encountered a spirit, she told the party of a great betrayal that happened here. She then offered to aid the party if the party would aid her. She and many other spirits guard this place from any who would seek to wield the power of the most powerful artifact inside, a magical cup of undeath. Unfortunately Borax Tain has corrupted the spirits and they now serve him, she worries that Tain will use the item. A deal is struck; she will keep the corrupted spirits at bay while the party kills Borax Tain. Once destroyed, then the party will retrieve the cup so she may destroy it. After a fierce battle and more then a few temptations, the party defeats Borax and surrenders the cup to the spirit; whom then destroys the evil chalice.
The Pale Lady is extremely annoyed by this, and the party has made some enemies, but fulfilled one part of the Riddle ‘Slaying a great enemy’.
After that, Tom shows up with some info:
Mur Huan and an Elven contingent is in Haven.
Tom has acquired the first set of books (from the Academy) and now heads to the Bridge in order to check out a ‘sad and lonely scholar’.
He claims to be making contacts and headway towards acquiring the other books.
The party offer him another deal, one to help them sell all the silver ingots they found after defeating Borax Tain; they get 20% of all the profit if he can move the silver into platinum.
After this, the party has decided that before heading back to collect the Trapezohedron from Copperbottom, they are going into the Elven Forest in order to fulfill another part of the Riddle; make friends of old enemies… or die in the attempt.

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Epic Log 004
Making Friends

With the aid of the Demon ‘Tom’, the party knows the location of one Borax Tain. They seek to kill Tain in exchange for the Shining Blue Trapezohedron. At his front door they encountered a party of Vampires (inc Evergreen); the party opened fire. After a scrum, Evergreen’s minions left her alone, but the party was injured, so they called for parley. After a brief discussion, they came to an agreement, the vampires were only interested in a cup; they would not interfere with the party as long as the party let them have the cup. So the party made quasi-deal and entered the lair of the Devil without further harassment by the undead.

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Epic Log 003
The Bargain

During their journey to fulfill a contract with Copperbottom, the party finds themselves deep within the palace of Ash. Their they find a demon, one who is willing to help them for the party’s help in releasing him. They made a pact and sent ‘Tom’ off to try and collect info and some items pertaining to one of the riddles, the one about the books.

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Epic Log 002
The Riddle is the Mission

Satune is out for blood, and it’s only a matter of time before the finish the party off. But the box has given them a blueprint for defeating Satune… in the form of a Riddle.
Three Secrets; to understand power, a scholar’s study of books, and secret known only to one.
Three Items; A powerful item lost to honour or gold, the heart of your own blood, and the blood of a legendary creature.
Three Tasks; Make friends of old enemies, a simple show of force, gain the help of a god.

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Epic Log 001
Paragon to Epic

Sneaking into the most guarded facilities in all of Satune is a tall order, but doing so when the enemy knows your coming is more difficult. After sneaking into the heart of Firehold, they released the emperor’s prisoners before their souls could be devoured. They managed to rescue half of them before being forced to flee through a magical portal to a far off island where the prisoners can start anew. The party then received a mission… an epic mission.

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Chapter 53 14/2
Hammond Mein

Using the airship ‘Lady of the Night’, the party and associates travel to the Hammond Mein; the land centered around the divergence of the great river into the rivers Blood and Destiny. They are on a mission to gather intel on their enemies at Kangthorn. They avoid the central areas around Kangthorn in favor of visiting the smaller settlements to the south of ‘The Blood’ river. It takes a bit, but eventually they find some answers in the small settlement of Marg. The chief of Marg tells them of a war brewing between two chiefs in the north.
So’Drag and So’Divk, brothers; now make war upon each other. It is rumored that So’Drag is stronger, but So’Divk has been receiving support from Kangthorn; an army of Kangthorn wyverns keep So’Drag from using their own wyverns against So’Divk. He doesn’t know the nature of the conflict, but this ‘support’ by the Kangthorn is unusual. In the past the capital has been content to let other chiefs fight there own battles. Many of the outer kingdoms of Hammond Mein view this conflict and the capitals support as suspicious.
Journeying deeper into the Hammond Mein, the party decides to visit So’Drag personally. Through diplomacy and using there magical ring of detection, the party tracks down a source of demonic influence. They decide to act, but are caught before they could get to the bottom of the mystery. They are quickly captured and imprisoned in the dungeon; with Greyfalcon (Scin) being interrogated a bit. Sometime during the night, So’Drag’s wife ‘Disa’ visits the party and asks some questions, the answers she receives leads to her investigating the claims of demonic power for herself.
Shortly after she departs, she returns and releases the party; having discovered the truth about these demons first hand. Disa and the party then talk her husband So’Drag into seeking reconciliation with So’Divk. She and Viper journey alone to So’Divk in order to bring peace to the two brothers. They return successful, both So’Divk and his court are free from demonic influence and the support of Kangthorn has been politely returned.
With this new information and only two major players in the region (besides Kangthorn) left to investigate, they decide to visit the reclusive and powerful ruler of Talisoka. Though not the largest kingdom, the ruler of Talisoka is rumored to be a powerful wizard. An Orc mage is rarer then an Dwarves one.
Note: Talisoka is the name of the kingdom, the citadel/capital of the kingdom, and the man himself. Such are the naming conventions among the Orc.

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Chapter 52 14/1
Formations in the Black

The party heads north to one of the outlying fiefdoms in hopes of getting more intel on Kirthon and his plans. They meet the Blackclaw tribe, a tribe of orcs that have settled the lands around an ancient dwarves fortress. The chief of the tribe (Irgir) is an old orc who seems much beloved by his people. The relative safety of the fortress has allowed these orcs to prosper, but this prosperity has always been envied by it’s neighbors, though now it seems that Kirthon is plotting against them directly. Irgir is not worried though, for it would take ten thousand orcs and a river of blood to take this ancient structure from the tribe.

After checking the king for demonic taint, but feeling the presence of a demon nearby; the party enlists the king’s aid. They convince the king to allow them to test his subjects, a slow process, but one that yields results. The wife (Mist) of Irgir’s 2nd son (Vaitus) appears to have the taint. Because there was no proof possible, Mist was exiled instead of slain. The party then decides to split up. Greyfalcon and Darkling leave to track Mist while Hot Dame and Dogga go see the local shaman and make contact with the dropship.

At first her trail is slow and easy to track, but then she picks up tremendous speed. Though easy to follow, she gains time on the trackers. The tracks lead them to the outskirts of a family settlement, the party convinces the Orc family to be tested, but they find that one of their number is missing. Drops of blood and a cold but barely followable trail their only lead. The trackers manage to track a new set off tracks leading back to the Fortress, they trace them to back to outskirts of the fortress where they enter a farm recently abandoned. They lose the tracks as they head to the Fortress, but they suspect the demon is now back inside.

The visit to the shaman turned into a visit from a god (Gulgath) to be precise. Gulgath (through the Shaman) informed them of the demon threat to the land, telling them the heart of the infestation lies deep within Hammond Mein. The god then tasked the party with dealing with the abominations. The encounter was frightening and left the shaman estate that her god had spoke through her, and also physically changed. Parts of her looked older, while parts looked younger. Her right hand was replaced with a bird like claw. There is no telling what has become of her mind as she was not the most stable of people to begin with.

As Grayfalcon and Darkwing reached the fortress they met up with Dogga and Dame. The proceed into the fortress and once inform the king of their discoveries. He agrees to let them test the people again and though it takes all day and most of the night; the party finally finds the demon hiding among the peasants taking refuge in the fortress. Before they could deal with it, it self destructed leaving no trace.

The party then reports back to base for a rest and to plan their next phase. They are given a box of 10 prototype stones and asked to field test them. They meet up with the Dwarves trade caravan, and teach the ritual to the local mage “Mushi the Mage Extraordinaire”. Though strange and a bit silly, he none the less seemed to grasp the ritual (he was provided with his own stone). From there the party gathered some Orc allies and plan to gather information about when and where to strike. The Caravan route and timetable is known, with nod delays, they will reach Kangthorn in a little under 3 months.

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Chapter 51 13/3
Magic Stones

Viper enlists the party’s help with his duel vs Longclaw; they enter a ritual which allows them to help Viper without seeming like they are helping. Such duels are always one on one, but Viper feels that such cheating might be necessary to fight such a powerful demon spawn.
The battle goes well but drags out, the party are one by one removed from the ritual, but Viper seems to be holding his own; though Longclaw doesn’t appear to be injured much. Hot Dame (Li Thun) notices the ancient circle the duel is taking place in has powerful magic on it, and after successfully deciphering is basic meaning and function bring the stones on line.

Both duelists continue their struggle in the circle while the magic of the stones build. Longclaw is finally made to reveal it’s true identity when it switches back into it’s true form. The spawn of Utharias tries to convince the gathered orcs to accept the demon as it’s leader, while Viper tries them to rise up against the demon. The diplomatic battle reaches us standstill and it seems that Longclaw now has gained the advantage in the fight by splitting into two parts.

But just as things seemed dire, the ancient magic in the stones activates and several spirit dwarves appear in the arena and proclaim the demon a blasphemy and warn the orcs not to further break the treaty between them. They blast both viper, the demon, and Greyfalcon (who pole-vaulted into the arena earlier). After the light show, the demon was vaporized, Viper appears fine, but Greyfalcon was copied.

The war between the clans is over and a replacement chief was chosen from among a different family. The party learns that the spawn had the Longclaws building wyvern aviaries, a strange thing for the clan to build as they have no wyverns; most likely a preparation for invasion. Viper gives them a special stone and accompyning ritual that should allow the party to see if anyone they meet are actually Spawn of Utharias. The party then set off back to base to report what they saw and to deal with Greyfalcon comatose double (one that only he can interact with). The party rests as they plan their next move, all except Greyfalcon who moves his double to a safe location. The stone is loaned to the Bright Dwarves, whom study it in an attempt to duplicate the magic.

From there they take off further north into wine country. They manage to find rumors that the king of this place has been acting strangely as of late, so the party venture to the north of wine country to locate his city. After finding some outlying villages, the party was invited in to see the King (a one Kirthon). After reaching the border to his city, the party thinks this is probably a trap and decide to rendevue with the ship instead.

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