4E Farlanthia

Game One 4/18/09

Game 1

When we last left our heroes, they were trapped on a mountainside in the middle of a terrible thunderstorm. The road ahead of them is washed out, and goblins are spotted on the ridge!

Goblin Ambush

The caravan barely gets a warning as a pack of goblins descend upon them. Sir Duncan and Iladekonion are pulled with Degas and his men to defend the rear of the caravan, while the PCs are left to deal with the goblin forces in front.

The goblins attack en masse and Dierdre leaps out to meet them in panther form with claws extended. Sir Calidore and Anae are swamped by the little green buggers, and Na’Yumi duels it out with a Goblin Hexer. Calsar, Wyk, and Marid move through the shadows to slay goblins.

With a turn of bad luck, a series of hits from some hidden goblin sharpshooters bring Dierdre down to 0hp, and Anae rushes across the battlefield to lend Elohim’s aid. Na’Yumi slays the Goblin Hexer with an Acid Arrow (disolving it into a puddle of steaming sludge), only to be dropped to 0hp herself by a goblin Blackblade from behind.

Meanwhile, Calidore and Marid are finishing off the remaining goblin cutters and blackblades as Calsar and Wyk hunt down the few stragglers.

The Battle turns out OK for the PCs, as they are alive. Diedre has one strike against her, and Na’Yumi has two. This is going to be a long day.

After the Battle

All told, none of the Pilgrims were harmed. Three of the eight wagons were burned to the grown, with magical green fire, and very little remained. Worse yet, the PCs learn that Sir Duncan has been killed—and not by a goblin!

Upon inspection, it appears that Duncan has been stabbed in the back, and the blade was caught in his armor and left there. The blade belonged to Degas! Enfuriated, the PCs look for Degas, but he and his men have fled the scene of the crime.

The caravan is reduced to five wagons, and worse still, they have less provisions than when they started out. Certainly not enough to complete the journey through the mountains even if the road hadn’t been washed out.

Out of the Rain

Putting their heads together, the PCs discover the following:

  • There is a Ford in the Norwood that can lead us south
  • The Ford is currently washed out, we should try tomorrow
  • The Ford is usually avoided, for the high risk of traveling to the FeyWilde
  • Without Duncan, the people are looking for a leader. Calidore steps forward.
  • Duncan can be revived, but it will take a rather high level cleric.
  • The town of Tredville may be able to help us. At least they can put us up for the night.

So the PCs journey back to Tredville, and it is now evening, as the journey back was hard through the rain, damaged wagons, and mud. All told, it was only the Endurance of the PCs that kept them going.

Along the way, Calsar’s foster mother breaks down. Calsar, however, gives such a stirring and encouraging message that it not only lightens her heart, but also the hearts of everyone in the caravan.

No room at the Inn

Unfortunately, finding the caravan room at the Inn will be difficult. Like the rain drives rats up from the sewers and gutters, so did the scum of the Borderwood flock to this town during the storm. The town has taken on a completely different nature, and many people have boarded up their homes against the influx of ruffians.

The town is dark, amidst all the rain.

  • Flagon’s Fable: As the PCs enter this Inn, they discover that even the tavern floor is being converted into cots and mats for people to sleep. Even with a sob story that would break a Balrog’s Heart, the PCs cannot bargain for what doesn’t exist. The Innkeep turns the PCs away with a heavy heart.
  • Prancing Pony: The Prancing Pony, as the PCs discover, is nothing more than a pile of ash. It, along with the adjoing block of houses, have been burnt to the ground! This must have been one of the establishments hit by the fire this morning.
  • The Dark One’s Own Luck: This hard establishment doesn’t look like it will accomodate anything other than your purses and your corpses. As the PCs turn to leave, they are interrupted by two Strange Men.

”—I can smell it” one says as they approach the PCs.

“You there,” the other says, “What business do you have in the town of Tredville?”

“We are travellers,” says Marid.

“There was a knight with you earlier…”

Duncan” the other interjects, “Ah, yes… Duncan. What has happened to him?”

“He gave his life in defense of the caravan. We were ambushed by Goblins.” Sternly Replies Calidore.

SnarlThen it is true!” “Yes…”

They turn to leave, drawing their heavy broadswords. They bolt down the street and out of sight. Off in the distance, The PCs hear the blood-curdling howl of a wolf. It is only now, that the PCs notice the Inn has gone dead silent and all eyes are focused on them. Now would be a great time to leave!

Revenge is a dish best served cold.

As the PCs turn to go back to the caravan empty-handed, a scream erupts from a nearby alley. Looking down the alley, they see the a group of thugs beating up an Old man. In the glint of their torchlight, the PCs make out a face amidst the thugs – it is Degas!

“Revenge!” screams one of the PCs, as they rush the traitor Degas.

The fight is quick and brutal. Anae and Calsar are taken down to 0hp by archers. Na’Yumi displays her versitality in giving First Aid to Anae before unleashing a storm of magic! Marid’s powers come to light as his cursed enemies drop one-by-one and he moves about the battlefield, concealed. Dierdre and Calidore hold the frontline against Degas and his Ruffians.

Calsar, however, delivers a critical “Hunt’s End” and ends Degas for good. Degas will be wearing a nice new set of feathers right between his eyes at his funeral.


After the fight, the old man gets up and scrounges around for his belongings. He picks through Degas’ corpse, and retrieves a golden amulet. Those of keen eye, note that the amulet is that of a woman dancing in fire.

“Allow me to extend an arm of gratitude to you, fair folk. My name is Garid D’Man, but you may simply call me Garry. You wouldn’t believe what lengths these scum will go to for a copper or two. But ah, where are my manners? You are drenched to the core. Follow me, I have a manor on the outskirts of town where you can stay dry.”

“But we have a caravan as well, good sir.”

“Yes, ah, yes. You folks are with the caravan that passed through this morning. After the fire incident, I completely forgot! But yes, yes, I have accommodations for all of you. Let us walk and talk.”

The PCs and the caravan arrive at Garry’s Manor, unharmed and grateful for the dry house.

“Where is, ah, I don’t see that charming fellow with you. The Knight-Captian? Duncles? Dougle? ... ah! Duncan, yes, thank you. Where is he?” Garry asks.

After being told of Duncan’s fate, he shakes his head. “Ah, but that is a shame. I know a cleric that could raise him, if his spirit wished it to, but it is several day’s journey from here and not in the direction you good folk are traveling in. Please, let me take care of him, as you have taken care of me. I can see to it that he recieves the best care. Jalin?” He summons his assistant, “Gentle Repose if you would.”

“Yes sir.” Jalin replies, and gathers the necessary salves.

As the PCs approach their rooms to get settled in for the evengin, Wyk stops before his door. He sense a cold draft coming from the room beyond, and the creak of a floorboard…

Crimsonites in your Closet

Hiding in the rafters, a bunch of Halfling Prowlers dressed in Red Robes attack Wyk. He is struck by several poisoned crossbow bolts, and it is only seconds until he succoms and drops to 0hp. The rest of the PCs respond in kind, and attack the Halflings with prejudice! Anae delivers the final blow, running across the room, praying down holy fire, and administering aid to Wyk. One halfling escapes, but shifting into a wolf, Calsar hunts him down.

Wyk survives, but just. After some investigation, the PC discover that the Halflings were dressed in Crimsonite cloaks and one of them wore a Guildmaster’s ring. Wyk, you’ve got some ‘splainin’ ta do!

Prologue 4/4/09
The party assembles...

The Borderkeep

The first morning.

The town of Borderkeep is busy, being a primary tradepoint between the Seelie Elves of the Norwood and the kingdom of Norrel. the Border wood also attracts those not desirous of the clean city life of the Capitol, and so the keep has a general wild feel to it.

Its here, however, that a group of Pilgrims gather to make their final preparations to take the Journey South to Durein. some are here for Religious Reasos, some are starting a new life, some are here on a mission, and some others for reasons unknown. But what ever the reason, they have assembled to take this Journey together.

The caravan is headed by one of Durein’s best Knight-Captains, Sir Duncan McLeon. The caravan is eight (8) wagons in length, and as you are loading your things into the wagons, you get a good look at the other Pilgrims.

There is a Priestess of Elohim, with a small cadre of followers who are likely ” Prophesy Pilgrims .” And are betting on the fame of whatever prophesy the Priestess possesses.

An unlikely pairing, a Hoarfrost Elf who has a wild look about her, and a halfing whom you barely catch a sight of.

There is another Hoarfrost Elf who, you think, is moving south along with what appears to be his adoptive human family.

There are another five (5) families here, obviously migrants, of different heritages. They are likely victims of the shadow that plagues the Borderwood, driving pilgrims out of their homes.

Along with Sir Duncan, there is another knight of Durein, armed much lighter than the iron-clad knight-captain.

A sight to behold, two Eladrin! An elderly wizard, and someone who appears to be his apprentice.

And finally, there is a couple who primarily keep to themselves, and for good reason. A Tiefling scholar, and an Elf who appears to be his lover. They speak often in whispers.

Unfortunately, there doesn’t seem to be any sort of Guard for the caravan… and Sir Duncan seems to be getting more nervous the closer to sunrise it becomes. As you make the final preparations, he gathers you all together.

“Good Folk, I have been charged with the safety of this caravan, however I can not do this alone. The keep has refused to spare any of their soldiers, and the local mercenaries appear to not want anything to do with traveling south.

“It is not all so dour, however, I have hired a – Ah! here hey are now – a small company of rangers to guide us over the mountains. Degas, Hail and Welcome!”

“Hail,” replies Degas, “I apologize for the lateness of the hour in which we do arrive. Some of my men took longer to rouse than the others.” He motions to a thicker man, who is half drenched and still not quite awake. Degas’ other men chuckle at the comment.

Sir duncan turns back to you all, “We will, however, need some more guard after we leave the mountain pass. I know I’m asking a lot, but is there anyone here who will volunteer?”

The caravan is quiet for a moment…

“Knight Calidore, I know I can count on you.”

“Yes, you can.” Replies the young man.

“Priestess, would you lend us Elohim’s Aid?”

“If I can,” Replies the young woman.

“Anyone else? Anyone who has combat skills is needed to protect the rest of us. I wouldn’t ask except that I have no other choice.”

“I will do what I can to protect the caravan.” Volunteers the Elven Druid.

“The Scholars of Sarl are not without their tricks,” replies the Tiefling.

“We will offer what aid we can,” Says the old Eladrin Wizard, after whispering with his apprentice.

“I will fight for my family, and for these others,” Replies the white-haired ranger.

“Good, Good.” Replies Sir Duncan, “thank you all. Degas? Lead the way.”

“With pleasure,” the man replies.

The first evening

The trip through the Borderwood is uneventful, and night comes quickly as the freshness of the journey has quickened your step. That night, Duncan takes some time to familiarize himself with the groups tactics. He sets up a few straw dummies and asks the volunteers from this morning to display some combat prowess. Degas and his men go first, as a demonstration.

Two of Degas’ men display some rather hard two-handed sword attacks, and while they seem impressive, you get the feeling they aren’t that experienced. His other men display a few quick and deadly moves, that might have otherwise been at home in an alley.

Degas, true to his word, displays some ferocious two-bladed fighting style. He’s experienced, to be sure.

The Priestess Anae says a prayer, and one of the straw dummies is engulfed in light from heaven and then bursts into flames.

The Knight Calidore displays a unique series of parries and thrusts, ending in the straw dummy burning in green flame.

The Druid Dierdre transforms into a panther and proceeds to rip the stuffing out of one of the dummies.

The Tiefling, after trading a few sarcastic remarks about the exercise with Duncan, recites a dirty limerick to the dummy which then Flghumpgh! bursts into flames.

The Eladrin Apprentice extends her staff at the dummy and the crystal at the end breaks into many shards, which fly at incredible speed to embed themselves into the dummy.

The Elven Ranger places a coin in the straw dummy, and then from a hundred paces away shoots an arrow right into the coin.

And if anyone was paying attention, after all these displays of power, one of the dummies received a “nose” in the form of a small throwing knife.

Duncan, pleased with the combat prowess of the group, dismisses them for the evening.

The second day

The second day passes the same as the first, and that evening Duncan decides to pass around a few drinks and asks the volunteers to tell a little about themselves. Each shares what they feel comfortable with, which is not a lot, but everyone seems to be getting along better with each other.

The third day

The morning of the third day brings with it a cold wind and an overcast sky. While you know the sun must be up, the sky remains dark and foreboding. Black clouds amass over the mountain pass which you must cross later today.

As you pass a small town, you can clearly see a column of smoke rising from it. Duncan decides to try and get some more supplies for crossing the mountain, and asks the volunteers to accompany him into town. When they get into town, they discover that a Blue Dragonborn had burned down an entire block just because she was denied service at the local Outfitters. Needless to say, Duncan is denied any additional supplies for the caravan as they are all up in smoke.

After asking around, the volunteers learn that the Blue Dragonborn had a fiery temper (no doubt!) and after burning down the block, she and several others took the mountain pass south.

The mountain pass

Empty-handed, Duncan returns to the caravan and leads it up the mountain pass. It is not long, however, until the sky opens up and it begins to rain. The going is slower now, as the oxen are taking extra time to find their footing.

The same cannot be said for Degas, however, as you come across him sitting in the road with a sprained ankle. The Priestess heals him, but he asks the Druid to scout around the next bend until he can put weight on the foot.

Dierdre rounds the next corner in the mountain pass, only to watch as the road is washed out and down the mountain. She returns to the group not a moment too late, as the Eladrin Wizard spots some torches among the rocky cliffside.

It’s a Trap!

Welcome to your Adventure Log!
A blog for your campaign

Every campaign gets an Adventure Log, a blog for your adventures!

While the wiki is great for organizing your campaign world, it’s not the best way to chronicle your adventures. For that purpose, you need a blog!

The Adventure Log will allow you to chronologically order the happenings of your campaign. It serves as the record of what has passed. After each gaming session, come to the Adventure Log and write up what happened. In time, it will grow into a great story!

Best of all, each Adventure Log post is also a wiki page! You can link back and forth with your wiki, characters, and so forth as you wish.

One final tip: Before you jump in and try to write up the entire history for your campaign, take a deep breath. Rather than spending days writing and getting exhausted, I would suggest writing a quick “Story So Far” with only a summary. Then, get back to gaming! Grow your Adventure Log over time, rather than all at once.


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