Logs

Logs

SettingCurrent CampaignGameLibrary

current LOGS now found in ADVENTURE LOGS
Adventure Title: Through the Necropolis of the Bīng Zú
Description: After discovering that the ghost of Katiyana was still directing the Morozko storm spirits to wreak havoc upon the pass, causing avalanches to block the party’s progress, they resolve to take another path. Blue Beak was familiar with an old legend that spoke of an underground way, but the path will take the heroes through an ancient necropolis.
    Downwards they venture, and find the entrance to the way, through the Gates of Uriah. But it seems a cult dedicated to Fumeiyoshi, an evil Mungish god had desecrated the burial site after killing or driving away the Bīng Zú, who followed Uriah, leaving vile undead guardians in the underground complex.
    Additionally, a tribe of barbaric Yeti live in caves adjacent to the Necropolis, and their leader, a great and mighty Yeti chieftain, as been possessed by the ghost of Katiyana. Just as the party has found a promising exit ascending out of the city of the dead, the Yeti hordes confront the party. Negotiations for passage are begun, and the Yeti are impressed when they are shown the armor worn by Shang Xu, a rival Yeti clan Chief.
CHARACTERS
Click
red bordered box
for session journal

CURRENT STORYLINE ~ ACT III

Having received the prophecy from the Oracle at Meridimnus, Kumori and his companions set out for Müng-li in search of the lucky fish. They have a long journey to make, first crossing the Caspian Sea, then daring the tyrannical Phthyan Empire as they make their way east along the Silk Road.

Adventure Title: Auspice
Description: The long awaited consultation with the Great Oracle of Meridimnus has finally arrived. The gift of the Arrow of Apollo to the temple has garnered a place in line, and Kumori has finally received the prophetic instructions for which he waited so long, and traveled so far.
CHARACTERS: Click
red bordered box
for session journal
Adventure Title: Damned Foreigners
Description: After a particularly deadly bar brawl with a quick-tempered barbarian, the adventurers set sail on The Westering Moon to follow their prophesied quest.
CHARACTERS: Click
red bordered box
for session journal
Adventure Title: Idols and Elephants
Description: Setting out aboard The Westering Moon for Phthyanopolis during a mild spring should prove easy sailing. But a newly awakened Afrikan Idol has other ideas. It wants to go home, and it calls in some allies for help.
CHARACTERS: Click
red bordered box
for session journal
Adventure Title: Murder in Phthyanopolis
Description: The Westering Moon arrives in Phthyanopolis, and as the adventurers disembark, they are approached by a man who offers them official papers that will allow them to travel through Imperial lands unhindered. The catch… They need to discover who murdered a Phthyan Senator’s wife.
CHARACTERS: Click
red bordered box
for session journal
Adventure Title: Investigation of the Domus
Description: The investigation begins, and the servants at the domus are questioned. A thorough search of the grounds was begun, and the party are forming ideas about who could have killed the Senator’s wife. During the search, a statue of Apollo animates, killing a servant before it can be dispatched. The missing Senator is found, and reveals the identity of his wife’s killer.
CHARACTERS: Click
red bordered box
for session journal
Adventure Title: Following Fehid / Aegyptus
Description: The culprit, an Aegyptian named Fehid was behind the fell plot, and when discovered, he used a demonic servant to flee back to his homeland. Some of the party follows him, but some remain behind, fearing to enter an unknown portal. Fehid is quickly dealt with, not expecting such pursuit, but now the heroes have a very difficult dilemma. How to get back home…
CHARACTERS: Click
red bordered box
for session journal
Adventure Title: Back From the Black Land
Description: Although Iz’Alma died from her demonic rider and lost a gift, she was given the Ceremony of Life once the party returned to Phthyanopolis, with Ian’s help. Ignatius raised the oracle, who seemed happy at the loss of her sacred gift, in exchange for being rid of the psychic parasite.
CHARACTERS: Click
red bordered box
for session journal

The intervening sessions/adventures will be added as time permits. As we approach our 100th session in the campaign, the catch-up work is very intimidating and time consuming. Please bear with me.


Adventure Title: The Frozen Monastery
Description: The lamp has struck again, only in reverse. The party finds themselves at an isolated monastery high in the wintry mountains of Kaidan. The monks welcome Kumori and his gaijin companions, but during the long cold night, screams are heard echoing throughout the compound. The heroes discover every last monk within has been massacred by a freezing magic, which also snuffs out any attempt to kindle flame or fire.
CHARACTERS: Click
red bordered box
for session journal
Adventure Title: Frozen Monks and Ancestral Swords
Description: Discovering what evil force is behind the horrific massacre, a desperate push is made to stop the Yuki-Onna before she completes the ritual which will allow her to remain in this world indefinitely. Unfortunately, she has raises the fallen monks into terrible undeath, and these clawing zombies stand between the heroes and this chilling villain.
CHARACTERS: Click
red bordered box
for session journal
Adventure Title: Ill Met in Cartenden
Description: The much anticipated reunion of Dusky and her beloved Calliope. It is festival time at Cartenden, but a sinister serial killer is generating fear throughout the city, a spreading terror which threatens to chase off the tourists, and ruin the city’s economy.
CHARACTERS: Click
red bordered box
for session journal
Adventure Title: Framed
Description: An investigation begins in earnest, and the sinister slaughterer (who has now been targeting clergy), uses his mental coercion to convince several borough guard captains that the party is to blame for the murders. Ignatius, in fear of his life, leaves Cartenden, called by Tinel on what he claims is a higher mission. Dusky enjoys her time with Calliope, too distracted to aid in the investigation.
CHARACTERS: Click
red bordered box
for session journal
Adventure Title: Hunting the Bogeyman
Description: With the ladies cursed to the lamp (Dusky still otherwise occupied), the men track the Bogeyman to the enchanted wood, where they encounter a (mostly) friendly witch who allows them passage through her lands for a price. A deadly battle with the nightmare ensues in its thorny lair, where it is defeated and its young boy captive rescued.
CHARACTERS: Click
red bordered box
for session journal
Adventure Title: Tidying Up and Getting Messy
Description: Wrapping up the terrifying events following the death of the Bogeyman, the party celebrates Cartenden’s annual Moon Melon Festival. A raucous time is had by all .
CHARACTERS: Click
red bordered box
for session journal
Adventure Title: Wake Up and Smell the Barbarians
Description: The party is escorted by an arrogant knight through his rich Drusan lord’s demesne. Believing they were under attack by a small horde of Jute raiders, the knight ordered the intruders slaughter. While a fight may have been eminent, the barbarian leader was slain and the rest fled. Dusky, having just discovered that Calliope was using her, and never loved her at all, sneaks away from the party, leaving only a good-bye letter.
CHARACTERS: Click
red bordered box
for session journal
Adventure Title: Crossings
Description: The mood dour with the loss of Dusky, the piecemeal party trudges on their way, not looking forward to re-entering Phthyan territory. They discover a new ally, fresh from the lamp. He is a drunk priest of Zheenkeef, Eulummachus, to proves himself extremely useful in forging across an unstable bridge high above a river gorge.
CHARACTERS: Click
red bordered box
for session journal
Adventure Title: Tricks and Ambushes
Description: The party trudges through the last of Aetrellia, only to be betrayed by who they thought was an innocent traveling companion to whom they offered assistance. The woman shifted into the form of a Phthyan officer and commanded three squads of centurions to attack the party. Once the shifter was killed, it was clear that the creature was sent from Kaidan to slay Kumori and his companions.
CHARACTERS: Click
red bordered box
for session journal
Adventure Title: Where Oh Were
Description: Finally leaving the Phthyan Empire, the party (only the male members – the girls were sucked into the lamp) travels through the Carpathian mountains, teaching Kaminari to fly while under the effects of Eulummachus’ Air Walking magic. They are hired by a local Rüs Lord to track down a wild and cursed killer. A powerful barbarian who transforms into a mighty winged bear!
CHARACTERS: Click
red bordered box
for session journal
Adventure Title: The Slayer of Children
Description: Arriving in a small pogost (fort), the heroes look forward to an evening’s rest and an early start on the Silk Road the next morning. But news of a madman killing children the day before has them unsettled. For this murderer was determined to be a holy man, and is now under the protection of the Church. Investigations prove dangerous, as the suspect behind all the evil is the local constable captain.
CHARACTERS: Click
red bordered box
for session journal
Adventure Title: The Wolf Awakens
Description: Having determined that Phoenix, the Aegyptian Captain is indeed some sort of horned demon, a confrontation is inevitable. This demon not only possess children, but it takes and consumes souls. The party retreats to the safety of the Church after it is discovered that Dorak’s soul has been stolen, and a fight with the local constabulary is imprudent until he can be outed for what he truly is.
CHARACTERS: Click
red bordered box
for session journal
Adventure Title: Setting Things Right
Description: While hold-up in the Church making plans to defeat the demon Guard Captain, the party is interrupted by the remaining townsfolk, demanding the release of the children, and the surrender of the outsiders. Our heroes oblige the angry villagers by accepting the goad and taking the fight outside the church.
CHARACTERS: Click
red bordered box
for session journal
Adventure Title: The Phallus Calls
Description: After taking the long way around a battle zone to avoid becoming entangled in Carpathian politics, the group encountered a new lamp-cursed member. Eulummachus has visions of an enormous… quest.
CHARACTERS: Click
red bordered box
for session journal
Adventure Title: Out of the Rain
Description: Taking respite from a violent storm proves dangerous for Kumori, as the dowager of the manor reveals herself to be a vicious vampyre.
CHARACTERS: Click
red bordered box
for session journal
Adventure Title: Not Without a Fight
Description: Dorak is called away by the Explorer’s Society, and the party continues on with out him. Keeping a hawk-eye on Borya so he gets into no more trouble, the party travels north and locates the phallus statue, only to discover it has terrible guardians – Scum Monsters.
CHARACTERS: Click
red bordered box
for session journal
Adventure Title: A Royal Dilemma
Description: After un-miring the statue, the party must transport it through dark forests and across treacherous mountain passes. Unfortunately, the great “Herm,” attracts mischievous and unwanted attention. Also, many have heard of its existence, or felt its draw, and desire the artifact for themselves. Prince Dmitri of Potsin and his barren wife are among those who desire to seize the great phallus from its escort, in hopes it will bless them with fertility.
CHARACTERS: Click
red bordered box
for session journal
Adventure Title: Chains
Description: A local witch sends an ‘emissary’ to seize the statue, threatening Prince Dmitri and his beautiful wife Varvara. This messenger is a Demon, who would rather attack than negotiate. After saving the royals and driving off the demon, the entourage are harassed along the road to Potsin, first by the witch’s deadly magic, then later by an ambitious Bishop, who wants to destroy the foul phallus and gain rank and status within the Church.
CHARACTERS: Click
red bordered box
for session journal
Adventure Title:Bend in the River
Description: Setting out on a prince Dmitri’s barge along the river Bozhskii, the party encounters an unusual Outsider who drags the barge ashore in an attempt to convince them to uncover the body of a long-dead priest who owed it payment. After dealing with the problem, the entourage finally reaches Bozhskii, setting up the shrine, and celebrating the new holy place. But traveling so closely to the phallus statue for so many days had its complications.
CHARACTERS: Click
red bordered box
for session journal
Adventure Title:Birds of a Feather
Description: A mysterious feathered stranger. Blue Beak the Tengu, emerges from the Lamp, and claims to be an ally from Kaidan sent to aid the heroes in righting the universe’s wrongs. Along with their newest barbaric half-Jute/half-Orc companion, they set out from Potsin, and traverse the Cathedral Mountains and finally pass from Rüs Carpathia into Kushar, with its infinite deities – but not before being set upon by a haggard and foolish band of brigands.
CHARACTERS: Click
red bordered box
for session journal
Adventure Title: Compass of Pain
Description: Excited to be entering her homeland, Smriti’s nightmares continue to plague her. They become worse after a strange hag approaches and warns the party they follow the wrong path. This oracle claims they will not find “the braid” if they continue along the Silk Road East. The night terrors ease as the party veers south, but this new road is treacherous and considered unsafe by the locals. It leads, they say, into the heart of the feared Drokari tribal lands.
CHARACTERS: Click
red bordered box
for session journal
Adventure Title: Here Kitty Kitty
Description: The Cave Giant wouldn’t leave well enough alone, so Kaminari, in the form of a giant raptor, swoops down on the villain who’d been stalking the party. One dead giant – once the party catches up. That night, a hunting group of snake-tentacled cat creatures nearly slays the party, their soporific breath catching Kumori while on watch. Luckily Blue Beak was also keeping an eye out, from the safety of Ian’s Sky Palace (rope trick spell). No lives lost, but it was close.
CHARACTERS: Click
red bordered box
for session journal
Adventure Title: The Stench of Evil
Description: Recuperating in the lair of the cat/snake beasts may not have been optimum, but it was the safest place they could find. Unfortunately, it also led directly to the underdeep, where the Dusk Kamadans (the cat creatures) had originated. Several eventful days passed, making recovery tedious and difficult. Then, with the passing of an undead army outside their cave, the group was nearly overcome by the stench of its evil, mists of insanity.
CHARACTERS: Click
red bordered box
for session journal
Adventure Title: Thou Shall Not Pass
Description: The adventurers face the inevitable battle against Mamī Jādūgaranī, a terrible Lich Sorcerer and her undead horde. The heroes reach the rickety bridge crossing the Sita River just as the sun was setting, and that was when the earth erupted with undead. If that were not terrible enough, the skies suddenly fill with terrible, mounted skeletal horrors. All seemed lost until the party was aided by a most unusual tribe of Drokari halflings.
CHARACTERS: Click
red bordered box
for session journal
Adventure Title: Thou Shall Not Trespass
Description: The isolationist Drokari do not allow strangers to tramp over their lands. The party is (semi-hostily) escorted to the Drokari camp where they are given audience with the tribe’s Guru, Abuston. There is a terrible misunderstanding, for the tribe requires all visitors to be unarmed and blindfolded. Of course, Kumori may not give up possession of Satori, and as tempers flare, one of the more hostile tribal monks provokes a duel. Valiantly, Kumori diffuses the situation, explaining the honor involved in the situation, and his bond with his sacred weapon. Apologies are given, and it is discovered that the tribe’s advisor, Wan-gou, a strange white dragon, had been misinformed. Wan-gou grants each member of the group a boon, and plans are made to travel to Arastar, an ancient monastery founded by the halflings and based on Boddoist tradition.
CHARACTERS: Click
red bordered box
for session journal

The intervening sessions/adventures will be added as time permits. As we approach our 100th session in the campaign, the catch-up work is very intimidating and time consuming. Please bear with me.


Adventure Title: We Will Meet Another Day
Description: Although it eats up precious time, the party suffers through chipping away at the walls of ice until they break free to pursue the Summoner Sorcerer. Unfortunately they must wade through the pack of devils, as well as some mentally altered monks before they can stop the summoning of the greater devil. Blue Beak has returned somehow, from the dead, and he is… changed. The circle of protection keeps him at bay, just like the devils. Smriti fouls the summoning but in the process, the cage keeping the greater devil at bay is ruptured, and the horrible creature is summoned, unbound and uncontrolled. This female spiked and bladed devil sneers and chides Kumori, stating that their next meeting will determine the fate of his entire land. Was she lying? Or was this some preordained catalyst to the broken wheel as Kumori knows it?
CHARACTERS: Click
red bordered box
for session journal
Adventure Title: Celebrated Heroes
Description: As the cleanup of the Arastapar Monastery begins, Kumori is whisked away to The Impossible Palace. The rest of the group, along with the monks, mourn the loss of so many of the Monastery’s followers, but also celebrate the recovery of many sacred tomes and the restoration of several lives via the Maker’s Gifts. The party are hailed as heroes, and each are given honorary status as Drokari Tribesmen. Escorted by four Shadowcat Riders, the party begins the long trek over the mountains and down out of Drokari territory, heading for the South Silk Road. They seek shelter in a long empty cave, a Giant’s lair, where they discover the former residents had hastily abandoned their fortified home, leaving behind now dead slaves, and a large cache of valuables.
CHARACTERS: Click
red bordered box
for session journal
Adventure Title: We Are Not Who You Think We Are
Description: Kumori is returned from the The Impossible Palace just as a band of Giantish scouts approach the abandoned lair. Thinking the party was responsible for the allied clan’s disappearance, the giants attack. Luckily Kumori and the others are able to convey the truth to the giants, who offer peace, as long as the humans leave. The next morning, the party leave the mountains, reaching the lowland valley, where they meet some villagers and their sheep. The flock are a sacrifice tribute to an overlord in the next mountain pass, one known as the Stone Witch. The party decides, although it would slow down their progress, to escort these herders through the treacherous valley. It was a good thing they did, for the group was attacked by two dreaded black Dracolisks, whose gaze turns their victims to stone, with vile acidic breath as well. It was a hard won fight, but the party survived with no one succumbing to the deadly attacks.
CHARACTERS: Click
red bordered box
for session journal
Adventure Title: Sheep for the Slaughter
Description: The party continues to escort the villagers and their sheep to the mountain fortress of the Stone Witch. Along they way they encounter a troll guarding a bridge, who accepts a sheep as payment for passage. Further up the mountain, many foul creatures, known as troblins for their troll/goblin heritage, harass the group. Ultimately, however, the party agrees to be escorted to the lair of the witch by elite troblins and stone giants. They discover the witch’s fortress to be an ancient monastery, which has been renovated with stone statues, the remains of humans and monsters alike that have been turned to stone. In her presence, it is learned that the Stone Witch is, in fact, a deadly medusa. Kumori does not abide with the witch’s attitude and compassionless use of people, including children, in her decorating. Combat quickly ensues.
CHARACTERS: Click
red bordered box
for session journal
Adventure Title: Run Like the Coward You Are
Description: The battle continues, but the Stone Witch retreated. Stone Giants are summoned, and quickly break apart their troblin comrades who’d been turned to stone, using their heads and other body parts as ammunition. Kumori, having had recent dealings with giants, diplomatically, takes the risk of approaching them in parley. The lead giant, NokNar, is impressed with the little man’s guts, and accepts the temporary truce. In order for Kumori to prove he is worthy and truthful, NokNar challenges the Samurai to a duel. First to pass out loses. Despite the heavy damage inflicted by NokNar’s huge club, Kumori’s prowess is inarguable, for in four swift blows, Kumori has leapt up, chopped off the giant’s ear, sliced into his arm, and finally plunged the wakasashi into NokNar’s heart, killing him. The other giant flees in terror, alerting the rest of the troblins of the great Steel Witch. The Medusa was not found, presumably fled as well.
CHARACTERS: Click
red bordered box
for session journal
Adventure Title: Horror Comes To Town
Description: The party descends from the pass, leaving the Stone Witch’s lair behind them, in the capable hands of ther troblin horde. The village of Karmai is not the boisterous and populated place they’d heard about. Instead it lie in desolation, reeking of death and disease. They soon discovered the reason for the village’s demise, a terrible creature that the villagers called ‘a tentacled horror’ had taken over the town, killing all those who came to her defense, and plaguing all who approached the creature with a deadly malaise. After a good amount of preparation, the party stormed the Hedman’s manse, where the creature was holed-up, eventually killing it and wrenching from it the source of its power, its death-black horn.
CHARACTERS: Click
red bordered box
for session journal
Adventure Title: A Game of Capture the Flag
Description: At a narrow section of the road, the party runs across a behemoth of a Jute barbarian, blocking the way. It is soon clear that a group of Jute Reavers have set an ambush for unwary travelers, and demand payment to pass. The party calls them brigands, but the Reavers claim they hold the authority of the Council of the Red Tribes, to patrol the valley road.. Negotiations open, and soon both groups sit around a roaring fire, sharing stories and strong drink. Neither group truly wished for a blood battle, yet both sides were disappointed that they could not test skill at arms with their rivals. The answer: a friendly game of capture the flag. In the end, nobody was badly injured, and the challenge was a draw, each team capturing their opponent’s pennants. To decide the tie, and for the stake of 1000gp, the leaders faced off the next morning. Kumori proved victorious over the Western knight-turned-Jute leader.
CHARACTERS: Click
red bordered box
for session journal
Adventure Title: The Dearly Departed
Description: The party is approached by an Al’Farai caravan master who begs a boon from them: Travel ahead, with haste, and retrieve the body of a recently deceased Explorer’s Society Venture Captain. The payment for this service will be to allow the party to accompany/escort the caravan east to Mung Li. The group agrees and races to recover the body in the next town, only to discover a group of lepers are presently preparing the body, and request the heroes come back at dusk to take charge of the body. When they return at the appointed hour, they discover that the lepers have long since departed – with the body. It is well into the night when the group finally catch up to the lepers, discovering that they are part of a wicked cult to a demon god of madness and misery. What do these lepers want with the body? It seems that there will be no negotiating with the fanatics, for the first thing the lepers do when found – is rush to attack!
CHARACTERS: Click
red bordered box
for session journal
Adventure Title: Leaping Lepers
Description: The fight with the lepers was tedious. They were not as squishy as expected. That assumption, combined with a few poor tactical choices, led to the deaths of both Kumori and Smriti. The rest of the heroes managed to defeat the fanatical cultists, worshippers of Lamashtu, demon goddess of madness and monsters. The body of Targos was eventually recovered, and taken to Jamilla. Kumori was restored at a local temple, his recent conversion proving handy, even if this death cost him one of the Maker’s Gifts. Luckily for Smriti, the old Caretaker at the Pathfinder’s Lodge knew of a traveling priest to Rāgarāja who was currently in town. In addition to the standard fees for resurrecting her badly burned and wasp-ravaged body, Hou Heng also required her to copulate with him, and produce his offspring who will, upon the child’s 10th birthday, be given over to a temple of Rāgarāja. Smriti reluctantly agreed.
CHARACTERS: Click
red bordered box
for session journal
Adventure Title: You Don’t Know All the Facts
Description: After the arrangements for Smriti’s resurrection, the group rides through the night to catch up with the Caravan. They arrive just in time to save the camp from a marauding 50 foot long scorpion. The next day, tempers flare as it is discovered that the boy who was being beaten by one of the merchants was in fact, his slave. Before matters could be settled, a sandstorm was spotted on the horizon. As the storm hit, biting wind and blinding sand were not the only things accompanying the storm. A group of goblin bandits used the storm to hide their advance, sweeping violence upon the rear part of the caravan. After the storm cleared, the body of one of the merchants was discovered, murdered. Afterwards, the caravan leader Jamilla was compelled to disclose a plot to lure out a suspect determined to ruin the reputation and economy of the South Silk Road through Monbad.
CHARACTERS: Click
red bordered box
for session journal
Adventure Title: The Harpy Shrine, or Siren Set-Up
Description: The slain Kazamir’s spirit found its way to the shrine, and though he lost a gift and suffers resurrection malaise, he rejoined the caravan. On the second day, following the base of the mountain range (as the road itself was still lost due to the sandstorm), the group discovered an ancient shrine infested by a triad of harpies. Although the matron escaped, flying off into the mountains, her daughters were slain. In desperation, deciding whether or not to flee, the harpies let slip that they were paid to attack travelers on the road. Not able to flee with their treasure, the harpies left it behind. When the party discovered the cache of recognizable weapons, along with several other clues, the party now strongly suspects that Gaspar Du Mer was responsible for hiring the harpies, and indeed is the one who’d been potting against Jamilla and Targos for years in an attempt to ruin the trade along the Southern Silk Road.
CHARACTERS: Click
red bordered box
for session journal
Adventure Title: Gaspar du Mer’s True Colors
Description: After meeting the newest victim of the lamp, Wikkit, and settling a judicial issue regarding two murderers accused by gift-reborn, the party reunited with the rest of the caravan on the Silk Road. Unfortunately, Gaspar, the weapons merchant, had gathered his horde of hobgoblin bandits, and ruthlessly attacked the party. Both Ian and Blue Beak were nearly slain, and Kazamir lost is third gift in a week, but the valiant bravery of the heroes turned the tide. Once Gaspar had been subdued, his hireling fled into the dunes like so many scorpions before the flame. Jamilla disclosed that she is not human, but a mystical Janni, and thanked the party for their help in keeping the trade route safe from the likes of the treacherous Gaspar. The trade weapons were given to Kazamir, and Gaspar’s loot given to the party. Gaspar himself is headed for a long and terrible life inside a dreadful Shengliang prison cell.
CHARACTERS: Click
red bordered box
for session journal
Adventure Title: Mending Fences and Bridging Gaps
Description: Leaving the Silk Road, the party sets out for the Clouded Path Monastery, and decide they need to locate a guide to lead them to the elusive and ancient site. Arriving at the small village of Kailin, an oppressive place, the frightened peasants direct the group to their headman and landowner Shui Han. It seems they need leave to simply cross his lands. Shui Han proves to be despicable, greedy and vile, and will not aid the party unless they complete a mission for him. He sends them on a quest to a neighboring rival’s land, in order to retrieve either a woman who was betrothed to him, or the statue his rival took in exchange for her return. Upon arrival, it seems that this supposedly duplicitous rival, Sing Mung, is actually a very decent man. Sing Mung reluctantly, yet honorably hands over the statue for return to Shui Han, righting the blatant misunderstanding in order to secure peace between the two landowners.
CHARACTERS: Click
red bordered box
for session journal
Adventure Title: Dark Tidings and Mountain Climbing
Description: Returning to Shui Han’s estate, the party finds every living soul, save the master, murdered. The ninja and sorcerer responsible left a warning. Through Shui Han it was recounted that the villains would stop at nothing to foil the Samurai’s plans, swearing to use past and future enemies against them. The heroes discovered no other trace of the murderers in the Black Valley. Shui Han and Sing Mung reunited with common cause, vowing to protect the region, using the Warrior Statue as a focal unifier. The party located two irascible farmers who took pilgrimage to the Clouded Path Monastery in their youths. Guided by the cantankerous rivals, a week’s trek brought them to the base camp before the mountain, where they were attacked by two ravenous snow leopards. Leaving the cowardly guides at the camp, following instructions, the party looks for several landmarks leading to the abandoned monastery.
CHARACTERS: Click
red bordered box
for session journal
Adventure Title: A Sticky Situation
Description: Following the path the guides described, the party is ambushed by hidden creatures that snared Ian in a sticky tendril and nearly ate him. These cave creatures gave the party a challenge, but were ultimately defeated. Continuing on – to the Path of Many Shrines – the party was once again caught unawares by a savage group of ghasts, who delighted in feasting on Smriti’s paralyzed person. It was quite a narrow victory, and Smriti barely survived. During the battle, Ian caught Ranya in a fireball, hurting her badly. She retaliated, as an impetuous 12 year old might, and shot him with her bow. Needless to say, the Jute girl received a very stern reprimand. The tension is high in the group, for neither conflict went well. Patience is short and tempers hot – and the day is not even half over. Will the group make it to the abandoned monastery by nightfall? And what will they find when they get there?
CHARACTERS: Click
red bordered box
for session journal
Adventure Title: The Clouded Path Monastery
Description: Climbing ever higher up the mountain, the altitude and thin air taxed the adventurers. As they approached the flagstone courtyard of the Clouded Path Monastery, two menacing Yeti exited the ruins of a once-mighty bell tower, fiercely attacking the party. The hero, Kumori, was nearly torn apart, but he and the rest of his companions managed to take down the mated pair of crazed monsters. Just then, the party noted loud sounds coming from within the main building, and Ian – in the nick of time – summoned his sky palace, and the party took refuge within. They witnessed the source of the noise, a Yeti larger than any known to man. When the beast discovered his two slain minions, a fury took him, and he hurled their massive bodies over the side of the monastery like they were no more than rag dolls. Luckily for the party, the behemoth Yeti didn’t have sense enough to keep alert, and they were able to slay it while it slept. In the Yeti’s lair, they found the Braid of a Hundred Masters – the first of six prophesied items needed for their ultimate mission to save Kaidan.
CHARACTERS: Click
red bordered box
for session journal
Adventure Title: Impassible Pass
Description: Having obtained The Braid of a Hundred Masters, the group descended from the Monastery to discover the early fruition of their efforts in aiding the Village of Kailin. Reaching the silk road, they discovered the pass over the Wall of Heaven was blocked by raging storms, caused by what the villager elders of Ichio believe to be Morozko Storm Spirits. The elders also believe that those spirits were summoned by a she-fiend who recently took residence in one of the Nameless Spires, commonly called The Storm Tower. The fiend has likely found a way to reactivate the tower’s magic and is responsible for the storms, which left unchecked will spread and destroy all of Eastern Monbad. The party reached the tower, only to find it guarded by a band of hoarfrost spirits. A pair of amphibious creatures flew from a sludgy freezing moat as the party crossed the causeway leading to the tower’s entrance, and poor Wikkit was knocked into the poisonous muck. Now the party has to cross a breach in the bridge just to enter the tower. Who knows what frigid dangers await them inside the huge, hexagonal basalt structure.
CHARACTERS: Click
red bordered box
for session journal
Adventure Title: Cold Reception
Description: A dangerous leap from the icy causeway to the the tower’s entrance was crossed easily enough. Waiting beyond the ominous hexagonal entrance lie several guardians. The first were terrible frost wights, who burst from snow drifts to attack Smriti. No sooner had the monk been joined by Kumori, when a horrid fungus monster sent out a blinding burst of light. Both Kumori and Blue Beak were swallowed by the plant and spat out wrapped up in cocoons, and two invisible ice creatures savagely attacked Otos, blocking him from the rest of the party. Eventually the welcoming committee were defeated, and the cocooned freed. Searching the tower, the party discovered a magical means of ascending its central shaft. Difficult to operate, but Otos found the right combination, and the party ascended the tower. A terrifying dragon-like creature known as a Rhemorraz awaited their approach, alerting the half-fiend villain responsible for activating the Storm Engine and summoning the Morozko storm spirits. The team, hindered by the terrific winds of the storm generator, defeated the Rhemorraz. But before they could deal with the fiend, they found themselves in the tea room of the Impossible Palace. The Lamp’s curse had them in its grip.
CHARACTERS: Click
red bordered box
for session journal
Adventure Title: Reinforcements
Description: After spending a week in the lamp, the party finds themselves back on the causeway before the tower. Kumori and Wikkit were absent, and the curse of the lamp deposited some of the party in the poisonous frigid sludge. A group of easily defeated Ice Trolls were waiting for them inside the tower. One handy fireball and they surrendered, but not before alerting the fiend to the party’s presence.

They quickly set Ranya to operating the magical lift when a summoned devil attacked, and the witch, flying outside, continued to harangue them with magical spells. As the magical elevator began to rise, the devil summoned an ally who plunged the elevator shaft into darkness. As it rose, a creature above, perhaps a dragon, was waiting for them, and flooded the elevator shaft with icy breath.

How will the heroes’ survive this battle with such odds, and in such an inhospitable locale?
CHARACTERS: Click
red bordered box
for session journal
Adventure Title: Reinforcements
Description: After spending a week in the lamp, the party finds themselves back on the causeway before the tower. Kumori and Wikkit were absent, and the curse of the lamp deposited some of the party in the poisonous frigid sludge. A group of easily defeated Ice Trolls were waiting for them inside the tower. One handy fireball and they surrendered, but not before alerting the fiend to the party’s presence.

They quickly set Ranya to operating the magical lift when a summoned devil attacked, and the witch, flying outside, continued to harangue them with magical spells. As the magical elevator began to rise, the devil summoned an ally who plunged the elevator shaft into darkness. As it rose, a creature above, perhaps a dragon, was waiting for them, and flooded the elevator shaft with icy breath.

How will the heroes’ survive this battle with such odds, and in such an inhospitable locale?
CHARACTERS: Click
red bordered box
for session journal
Adventure Title: Reinforcements
Description: After spending a week in the lamp, the party finds themselves back on the causeway before the tower. Kumori and Wikkit were absent, and the curse of the lamp deposited some of the party in the poisonous frigid sludge. A group of easily defeated Ice Trolls were waiting for them inside the tower. One handy fireball and they surrendered, but not before alerting the fiend to the party’s presence.

They quickly set Ranya to operating the magical lift when a summoned devil attacked, and the witch, flying outside, continued to harangue them with magical spells. As the magical elevator began to rise, the devil summoned an ally who plunged the elevator shaft into darkness. As it rose, a creature above, perhaps a dragon, was waiting for them, and flooded the elevator shaft with icy breath.

How will the heroes’ survive this battle with such odds, and in such an inhospitable locale?
CHARACTERS: Click
red bordered box
for session journal

Home


Characters button




Wiki Main Page