hayek
Explorer
Chapter 5 - A New Home (s. 10)
5.1 Fond Farewells
As the party searches for a suitable ambush spot, Fargrim begins an incessant stream of grumbling. He eventually brings the party to a halt and declares that he was a fool to ever agree to head south and that he must pursue the ancient dwarven relic, the Hammer of Tharmak, and try to reunite the dwarven clans of Arnathon. In fact, he can’t waste another minute traipsing through these mountains playing hide-and-seek with orcs and goblins. He must strike out to the northeast immediately to seek out the Hammer. The party is slightly taken aback at Fargrim’s announcement, but they must admit they aren’t too surprised. The loss of their home and everything they knew hit the party hard, and affected them each in their own way. The gruff dwarven warlord has decided to find himself a new home amongst the dwarves by forging a legacy of his own with the clans of Arnathon.
Charm, who always had a strong connection with Fargrim that they both tried to deny, speakes up to say she will go with the dwarf, but she must help the party defeat the tribe of goblinoids hunting her friends from Verind’s Edge first. Fargrim insists that goblins and orcs fight like babies and that the party will have no trouble handling them without him. Times-a-wastin’ and he must get busy reuniting the dwarven clans of Arnathon. He utters a gruff goodbye and a “thanks for the killin’”, then hikes off to the northeast. Charm promises to catch up to him and Fargrim shrugs without turning around. Charm chuckles, confident she’ll be able to catch up to the dwarf in no time with his stubby legs.
Out With the Old, In With the New
The party is only a few minutes into continuing their search for a suitable ambush spot when they are surprised to find a well-armed elf standing in their path. The stranger sports a penetrating gaze, a bristling quiver of arrows, and an enormous long bow nearly as tall as a man. He hails the party and introduces himself as Perin.
He explains that he is a ranger, recently roaming the wilds of the Boundary Lands, who volunteered to help defend Verind’s Edge against the goblinoid army and the attack of the Arinfax Colossus. He had been doing some scout work in the Torin Plains, stationed along a stretch of wall north of the city. When Verind’s Edge fell, the elf began making his way east and just recently spotted the band of survivors the party intercepted, as well as the pack of goblinoids that were tracking them. He volunteers to help the party in their ambush, and the party is happy for an extra sword, or bow, in the battle.
Bowling Over the Opposition
The party eventually picks out what they feel is a very suitable spot for an ambush. They find a narrow canyon with steep walls rising on either side. The Zaza, with some help from Perin, recognizes that the goblinoids should pass through the canyon, as circumventing it would likely delay the creatures’ chase by a few hours. In a narrow portion of the canyon, the party finds a short raised plateau with a gentle slope on the northern end rising to a steep twenty foot cliff on the other end, facing the goblinoids as they enter. To pass by the raised plateau, the goblinoids will have to file through a narrow passage along the canyon wall, bunching the group up nicely for an ambush.
Even better, the party finds a nicely rounded large boulder on the raised plateau which they carefully position to tumble into the goblinoids as they pass. The party debates for some time how best to set the trap, whether to roll the boulder straight out at the goblinoids as they enter the canyon, or to let them come alongside the raised plateau before rolling the boulder into them. The boulder is quite heavy, and the party will need to rely on The Zaza’s strength to push the boulder off the ledge. However, in her squealing plate armor, the paladin may not be the best candidate for surprising the enemy.
They decide to improve the boulder trap in a couple of ways – to create a distraction in the direction opposite from the boulder (along the canyon wall) and to task Erik with devising a launching mechanism to make it easier to send the boulder on its way. The party brainstorms a variety of distractions, including having Invicto use Ghost Sound to throw his intimidating, high-pitched gnome voice onto the canyon wall and to shout various phrases at the goblinoids. The party considers a variety of distracting phrases such as “Look over here!”, “Help me! Help me!”, “Hey want some gold!”, and “Aaaaaahhhhhh!”. “Help me! Help me!” gets the worst review, as the party doubts orcs and goblins have much desire to help innocent gnomes… The party also considers making the sound of a wolf howling, and eerily, just as they mention it, they hear wolves howling in the distance. After all the debate, the party just decides to have Perin throw a backpack filled with pots and pans down the canyon wall.
The party settles on letting the goblinoids come alongside the raised plateau before jumping them, so Erik rigs some rope, a wooden wedge, and some other small rocks to prepare the boulder for the ambush. Perin treks through the canyon and comes up onto the top of the steep canyon walls, on the side opposite from the raised plateau the rest of the party hides on. Perin is a good fifty feet up from the action in his perch on top of the canyon walls, but still well within range with his massive longbow. Perin loads up a pack with a variety of pots, pans, and other clanging metal objects, ties it to the end of about forty feet of rope and waits for the goblinoids to arrive.
The Zaza waits behind the boulder trap, ready to launch the rock into the midst of the goblinoids. On the raised plateau with the dragonborn, Erik lies flat on his belly, peaking over the edge, while Invicto and Charm wait further back, hidden behind a large pile of rocks and brush.
Orcs, Ogres, and Goblins Oh My!
The creatures soon file into the canyon. Roughly five orc warriors amble along with five goblin sharpshooters. The party doesn’t make them out to be much of a threat. The real threat is the three huge ogres stomping along in the middle of the pack of creatures. They also note a goblin near the back of the group with the clear trappings of a tribe shaman or hexer. The ogres are clearly the most dangerous opponents. They tower at least 12 feet tall, and their huge, muscled arms carry massive great clubs as thick as a man’s torso. The party realizes this will be no easy fight, but they are confident their ambush will help them grab the advantage.
Unfortunately, the goblinoids are somewhat spread out as they file through the canyon – not ideal for the party’s boulder trap. Perin waits until two of the ogres come alongside the raised plateau then kicks the pack over the edge of the canyon. It reaches the end of the rope with a loud clanging as the pots and pans slam into the canyon wall about ten feet above the canyon floor. The distraction works flawlessly. The entire pack of goblinoids turns toward the canyon wall as The Zaza shoves the boulder off of the raised plateau. It tumbles on to the canyon floor, headed straight for two of the ogres. Unfortunately, the beasts turn at the last second and manage to partially dodge out of the way of the boulder. It clips both of them, but only delivers minor injuries before crashing into the canyon wall.
In all the commotion, Charm quickly skitters down the steep cliff of the raised plateau and darts across the canyon floor. The tiefling draws on all of her rogue training to stay hidden as she moves behind a small pile of rocks, about even with the back line of the goblinoid forces. Erik conjures up a Flaming Sphere in the middle of the enemy’s ranks and immediately begins dropping some of the weak goblin sharpshooters and orc warriors as they collapse in flames.
The ogres are clearly angered at the sudden assault and they rush to the back of the canyon to ascend the slope onto the raised plateau. For such large, lumbering creatures, they are surprisingly quick. In an instant, the front two ogres are able to turn the corner onto the plateau’s slope and charge into battle. Unfortunately, the monsters move so fast, they catch Erik still lying flat on the ground next to The Zaza. As they rush up the slope, the party hears the three ogres’ brutish and inarticulate attempt at intimidation as they clearly state their goal for the battle. The first ogre up the ramp shouts, “Tik smash!”, and brings down his massive club onto Erik, lying on the ground. The wizard weakly brings up his hands to deflect the blow, but he takes a strong hit. The next ogre up the ramp shouts, “Tok smash!”, and swings his club at The Zaza. With an Angry Smash, he is able to connect despite The Zaza’s guarded defenses. The Zaza tries to shake off the hit as the third ogre comes charging up the ramp with the dragonborn in its sights.
As the dragonborn prepares to deal with the onslaught of the ogres, she is suddenly hit with a Stinging Hex from the Goblin Hexer on the canyon floor. The Zaza is caught, unable to move without excruciating pain. Even worse, the ogres’ long arms give them significant reach, so they have stayed just out of range of the paladin’s battleaxe. The Zaza takes the opportunity to Bless her weapon, breathes a gout of flame at the ogres, and then is able to shrug off the effects of the Stinging Hex. Invicto and Perin both join the battle with a couple devastating attacks landed on one of the lead ogres. It is quickly bloodied and near death. Charm continues to skulk around the edge of the battlefield, positioning herself for a devastating strike on the Goblin Hexer. The goblin sharpshooters send out a few crossbow bolts that deal some minor injuries to Invicto and Erik, and bounce harmlessly off The Zaza’s platemail. The orc warriors make their way up the ramp behind the ogres to join the melee.
Hanging By a Thread
The party has dealt out a good deal of damage, but The Zaza and Erik are both near collapse and three ogres are still battering away at them. They manage to dodge a few more blows from the massive beasts and then they both catch their second wind, hanging on for a few more precious seconds. Erik stands next to The Zaza with a hulking ogre towering over him, wanting to back away from the creature, but needing to direct his Flaming Sphere around the battlefield. He glances at The Zaza and realizes she might not be able to survive another blow anyways. So, the wizard bravely stands his ground in front of the massive ogre. Erik rolls his Flaming Sphere into a few more goblin sharpshooters, unleashes a blast of arcane fire at the three ogres, and then somehow manages to dodge another of the ogre’s blows. The Zaza considers abandoning the plateau with what little strength she has left, but decides she must hold down the frontline. She takes one last desperate swing at the most injured ogre and is able to bring him down.
Charm finally emerges from hiding to land a devastating blow on the Goblin Hexer. She nearly kills him outright, but the caster manages to stay on his feet. He turns and utters a few arcane words and Charm finds herself suddenly blinded. She is then torn into by a volley of crossbow bolts from the remaining goblin sharpshooters, and the tiefling is quickly bloodied. Fortunately, Perin turns his attention her way and takes down the Hexer with a well-placed arrow. He then starts picking off the remaining goblins as Charm eventually shakes off the effects of the blinding hex. Once the tiefling regains her sight, she heads up the slope to the plateau to join the melee there.
The party has made progress on damaging the two remaining ogres, but The Zaza and Erik are still barely clinging to consciousness. Behind their fading frontline, Invicto continues launching eldritch energy at the ogres. The Zaza makes a desperate attempt to knock one of the ogres over the ledge of the plateau, but her attack misses the mark. Realizing Erik can’t take another hit from an ogre’s great club, she then risks herself by performing an Arc of Vengeance, using divine magic to compel both remaining ogres to attack her. The move pays off, as somehow the dragonborn paladin is able to deflect aside both of the ogres’ attacks.
Erik summons a magma beast on the plateau and it quickly takes out the remaining orc warriors. Though The Zaza and Erik are near death, once Charm arrives and the entire party directs their attacks at the two remaining ogres they are able to make short work of them. Perin continues raining down arrows from above, and Invicto lands a particularly devastating critical blow to one of the ogres. In a few short moments, the party stands alone on the canyon floor with 14 blood-stained corpses strewn around them.
Goodbyes
After the battle, Charm bids the party farewell and heads off into the mountains to the northeast to track down Fargrim and help him recover the Hammer of Tharmak. After the rushed goodbyes, the party is quiet for a time as they hike back into the mountains. Though he had a rough exterior, Fargrim was a good friend and a loyal comrade. The party will miss the gruff dwarf, and, though they only knew her for a brief time, Charm was always an amiable companion. The party is sad to see them go, but wishes them the best.
Perin can tell the party handles themselves well in a fight, and the elf decides they might make for decent travelling companions for a while. He asks where they’re headed and is intrigued at the possibility of seeing the great forests of Quinalyn as well as the sand and sea of the Jeweled Cities. He offers to join the party in their travels and the group, having just lost two talented members, graciously accepts.
Sliced Bread
The party heads back to the cave where Mujeh, Lock, Old Breddy, Lucinda, and Janna are hiding and are disturbed to see corpses strewn about the entrance to the cave. The blood-stained bodies of a couple of goblins as well as a giant dire wolf litter the ground. The party quickly hurries into the cave and thankfully finds their friends still alive. Mujeh has numerous scratches and bruises, but seems to have fared well. Lucinda and Lock are simply cowering in the corner. Old Breddy clearly got the worst of it. He cradles one viciously mangled arm, the corpse of another dire wolf laying a few feet away from him. Curiously, the party does not see Janna, the cleric of Pelor, anywhere.
Mujeh fills the party in on what happened. A couple goblin wolf riders tracked them to the cave and the ragtag group managed to fend them off, though one of the dire wolves latched on to Old Breddy’s arm and did some serious damage to it. Disturbingly, Janna left the group in the middle of the fight, after taking down one of the wolves that was attacking her. More concerning, however, is Mujeh’s description of the magic she used. As a bard, Mujeh has some training in the arcane arts, and he is certain that the magic Janna used was not divine or radiant magic. It was shadow magic. As she walked away from the fight, Mujeh called out for her to help them, but she simply let out a wicked laugh and left the group to fend for themselves. The party recalls how interested Janna seemed in the party’s information about Lord Dread and the Keystone Mortalis and concludes that she was likely a disguised Shadar-kai. Though she now knows the exact location of Lord Dread’s keep, the party isn’t too concerned. If the Shadar-kai get hold of the Raven Queen statue, it seems to just be a trade of one dark, shady owner for another.
Lucinda rushes to The Zaza and hugs her desparately while the dragonborn attempts to console the young girl. In the meantime, Perin, who has some training in the healing arts, offers to examine Old Breddy’s injured arm. The elf takes one look at it and realizes it will have to be amputated just above the elbow. The party builds a fire, gives Old Breddy several shots of gin, and then holds him down while Perin goes to work. The veteran soldier howls in pain and struggles mightily against his bonds, but eventually the job is done and the arm is bandaged. As Old Breddy fades off into sleep, Erik notes that the stump left over is about the size of a loaf of bread.
Recruitment
The party heads out the next day and begins travelling south through the Boundary Lands towards Quinalyn. As night falls they spot a campfire and investigate to discover a small group of soldiers, apparently survivors from Verind’s Edge. The group looks battered and worn down and they are on edge as the party approaches, but some of the soldiers recognize the party members and give them a warm greeting.
The group seems to have slowly grown in size as the soldiers managed to find each other as they fled the battle. Some of the soldiers were stationed in the city itself, one on the wall south of the city, and a few others north. All in all, there’s nine soldiers.
They relate what they know of the aftermath of the battle. They are certain the Emperor and Court Wizard Davos were killed, as some of the men saw them collapse into the pile of rubble from the Arinfax Colossus’s assault. Some of them claim the Empire may live on because they saw Queen Larindra escape with the newborn heir to the empire (of course none of the soldiers know the boy’s father is actually Erik). Others insist they saw the Queen overtaken and killed as she tried to flee. One soldier swears he saw the Queen ride out of the city with Sir Thalus guarding her and that they were ahead of the goblinoid forces, while another says he heard rumors she escaped on a flying griffon. The party doubts they can put much stock in these varied stories, and figures it is most likely the case that the Queen and her son were killed. Still Erik can’t help but think there is a small chance his son may be alive.
The soldier stationed on the wall south of the city relates an eerie tale. He and a group of soldiers headed towards the city when they saw the wall breached, but didn’t arrive until night fall the next day. By then, the battle for the city had been finished for some time. The ground around and inside the city was littered with thousands of corpses, both humanoid and goblinoid. The soldier says in addition to the corpses there were hundreds of undead creatures moving throughout the battlefield, ‘finishing off’ any survivors and loading corpses into wagons. The group of soldiers he was with moved in close to the city and were attacked by a band of skeletons. He was the only survivor, and he assures the party that Verind’s Edge is now no place for the living. The party is certain these undead were the packs they saw heading out from Lord Dread’s keep, and they shudder at what dark plans the necromancer may have for this massive collection of bodies.
At one point during the night, one of the soldiers mentions how thankful he is that Davos was able to destroy the Arinfax Colossus as the wizard was brought down. The party speaks up to say that they actually destroyed the Colossus from an outpost up in the mountains. A few of the soldiers concur, mentioning that they heard the party was sent on a quest to destroy the Colossus. Others insist that they saw Davos complete some kind of magical spell just before he was crushed by the elemental titan.
One particularly grizzled soldier gets angered with the party. “You disappear for 9 months, then come back right before the battle and take off before the army arrives! If you had the power to destroy the thing, why did you wait until it breached the city walls! I bet Sir Uthrin bought your honor with gold…” A couple other soldiers mutter their agreement as he continues. “Uthrin wanted the thing destroyed since it would come his way next, but he wanted to make sure it took out Verind’s Edge first.” The party scoffs at this suggestion. The Zaza speaks up firmly to defend the party’s honor. Insisting that they trekked three days through the mountains and arrived at the outpost just as the Colossus arrived at Verind’s Edge, and that they did everything they could to destroy the massive construct sooner, but time just wasn’t on their side. Her eloquent speech convinces several of the soldiers, but three of them, including the one who initially accused the party of colluding with Uthrin, still don’t trust the party.
Perin suggests that the party could use some new recruits and since these men are clearly out of work and homeless now, he thinks it might be a good idea to put them on the party’s payroll. He discusses it with the rest of the group, and they agree. The party would guess that the average pay for a common soldier is one gold piece per month, so The Zaza steps forth and offers double that to all the men to join them in heading south. Most of the soldiers are honored at the offer and impressed by The Zaza’s commanding presence. Those who have heard of the party’s exploits, and believed the party’s story about destroying the Arinfax Colossus, are humbled at the chance to serve them and insist that they do not need pay to follow them.
The three soldiers who still suspect the party of betraying Verind’s Edge to Uthrin are disgusted at the offer to take the party’s dirty money. They refuse to follow them and storm out of the camp. Perin offers to pay them the two gold pieces as a gesture of goodwill to send them on their way, and they still turn their back on the party’s generosity. One soldier in the camp, though, speaks up to take that offer, and he takes his two gold and scurries off into the night. The party is left with five soldiers ready and willing to follow them.
The next morning, the party continues their journey south. They eventually make their way through the rocky dwarven ruins of Arnathon, into the forests of Quinalyn, and finally after roughly two weeks of travel, they reach Erik’s home town of Trannyth. As the party travels, they get to know their new recruits a little better, and one of them clearly stands out above the rest. Aramil, an eladrin warlord, proves to be very knowledgable when it comes to battle. He is clearly a brilliant strategist and an experienced tactician. With Fargrim’s battle leadership gone, the party welcomes Aramil into their inner circle to fill the void the dwarf left behind. Though Charm and Fargrim were reliable comrades, the party is confident Perin and Aramil will fill their spots quite capably.
5.1 Fond Farewells
As the party searches for a suitable ambush spot, Fargrim begins an incessant stream of grumbling. He eventually brings the party to a halt and declares that he was a fool to ever agree to head south and that he must pursue the ancient dwarven relic, the Hammer of Tharmak, and try to reunite the dwarven clans of Arnathon. In fact, he can’t waste another minute traipsing through these mountains playing hide-and-seek with orcs and goblins. He must strike out to the northeast immediately to seek out the Hammer. The party is slightly taken aback at Fargrim’s announcement, but they must admit they aren’t too surprised. The loss of their home and everything they knew hit the party hard, and affected them each in their own way. The gruff dwarven warlord has decided to find himself a new home amongst the dwarves by forging a legacy of his own with the clans of Arnathon.
Charm, who always had a strong connection with Fargrim that they both tried to deny, speakes up to say she will go with the dwarf, but she must help the party defeat the tribe of goblinoids hunting her friends from Verind’s Edge first. Fargrim insists that goblins and orcs fight like babies and that the party will have no trouble handling them without him. Times-a-wastin’ and he must get busy reuniting the dwarven clans of Arnathon. He utters a gruff goodbye and a “thanks for the killin’”, then hikes off to the northeast. Charm promises to catch up to him and Fargrim shrugs without turning around. Charm chuckles, confident she’ll be able to catch up to the dwarf in no time with his stubby legs.
Out With the Old, In With the New
The party is only a few minutes into continuing their search for a suitable ambush spot when they are surprised to find a well-armed elf standing in their path. The stranger sports a penetrating gaze, a bristling quiver of arrows, and an enormous long bow nearly as tall as a man. He hails the party and introduces himself as Perin.
He explains that he is a ranger, recently roaming the wilds of the Boundary Lands, who volunteered to help defend Verind’s Edge against the goblinoid army and the attack of the Arinfax Colossus. He had been doing some scout work in the Torin Plains, stationed along a stretch of wall north of the city. When Verind’s Edge fell, the elf began making his way east and just recently spotted the band of survivors the party intercepted, as well as the pack of goblinoids that were tracking them. He volunteers to help the party in their ambush, and the party is happy for an extra sword, or bow, in the battle.
Bowling Over the Opposition
The party eventually picks out what they feel is a very suitable spot for an ambush. They find a narrow canyon with steep walls rising on either side. The Zaza, with some help from Perin, recognizes that the goblinoids should pass through the canyon, as circumventing it would likely delay the creatures’ chase by a few hours. In a narrow portion of the canyon, the party finds a short raised plateau with a gentle slope on the northern end rising to a steep twenty foot cliff on the other end, facing the goblinoids as they enter. To pass by the raised plateau, the goblinoids will have to file through a narrow passage along the canyon wall, bunching the group up nicely for an ambush.
Even better, the party finds a nicely rounded large boulder on the raised plateau which they carefully position to tumble into the goblinoids as they pass. The party debates for some time how best to set the trap, whether to roll the boulder straight out at the goblinoids as they enter the canyon, or to let them come alongside the raised plateau before rolling the boulder into them. The boulder is quite heavy, and the party will need to rely on The Zaza’s strength to push the boulder off the ledge. However, in her squealing plate armor, the paladin may not be the best candidate for surprising the enemy.
They decide to improve the boulder trap in a couple of ways – to create a distraction in the direction opposite from the boulder (along the canyon wall) and to task Erik with devising a launching mechanism to make it easier to send the boulder on its way. The party brainstorms a variety of distractions, including having Invicto use Ghost Sound to throw his intimidating, high-pitched gnome voice onto the canyon wall and to shout various phrases at the goblinoids. The party considers a variety of distracting phrases such as “Look over here!”, “Help me! Help me!”, “Hey want some gold!”, and “Aaaaaahhhhhh!”. “Help me! Help me!” gets the worst review, as the party doubts orcs and goblins have much desire to help innocent gnomes… The party also considers making the sound of a wolf howling, and eerily, just as they mention it, they hear wolves howling in the distance. After all the debate, the party just decides to have Perin throw a backpack filled with pots and pans down the canyon wall.
The party settles on letting the goblinoids come alongside the raised plateau before jumping them, so Erik rigs some rope, a wooden wedge, and some other small rocks to prepare the boulder for the ambush. Perin treks through the canyon and comes up onto the top of the steep canyon walls, on the side opposite from the raised plateau the rest of the party hides on. Perin is a good fifty feet up from the action in his perch on top of the canyon walls, but still well within range with his massive longbow. Perin loads up a pack with a variety of pots, pans, and other clanging metal objects, ties it to the end of about forty feet of rope and waits for the goblinoids to arrive.
The Zaza waits behind the boulder trap, ready to launch the rock into the midst of the goblinoids. On the raised plateau with the dragonborn, Erik lies flat on his belly, peaking over the edge, while Invicto and Charm wait further back, hidden behind a large pile of rocks and brush.
Orcs, Ogres, and Goblins Oh My!
The creatures soon file into the canyon. Roughly five orc warriors amble along with five goblin sharpshooters. The party doesn’t make them out to be much of a threat. The real threat is the three huge ogres stomping along in the middle of the pack of creatures. They also note a goblin near the back of the group with the clear trappings of a tribe shaman or hexer. The ogres are clearly the most dangerous opponents. They tower at least 12 feet tall, and their huge, muscled arms carry massive great clubs as thick as a man’s torso. The party realizes this will be no easy fight, but they are confident their ambush will help them grab the advantage.

Unfortunately, the goblinoids are somewhat spread out as they file through the canyon – not ideal for the party’s boulder trap. Perin waits until two of the ogres come alongside the raised plateau then kicks the pack over the edge of the canyon. It reaches the end of the rope with a loud clanging as the pots and pans slam into the canyon wall about ten feet above the canyon floor. The distraction works flawlessly. The entire pack of goblinoids turns toward the canyon wall as The Zaza shoves the boulder off of the raised plateau. It tumbles on to the canyon floor, headed straight for two of the ogres. Unfortunately, the beasts turn at the last second and manage to partially dodge out of the way of the boulder. It clips both of them, but only delivers minor injuries before crashing into the canyon wall.
In all the commotion, Charm quickly skitters down the steep cliff of the raised plateau and darts across the canyon floor. The tiefling draws on all of her rogue training to stay hidden as she moves behind a small pile of rocks, about even with the back line of the goblinoid forces. Erik conjures up a Flaming Sphere in the middle of the enemy’s ranks and immediately begins dropping some of the weak goblin sharpshooters and orc warriors as they collapse in flames.
The ogres are clearly angered at the sudden assault and they rush to the back of the canyon to ascend the slope onto the raised plateau. For such large, lumbering creatures, they are surprisingly quick. In an instant, the front two ogres are able to turn the corner onto the plateau’s slope and charge into battle. Unfortunately, the monsters move so fast, they catch Erik still lying flat on the ground next to The Zaza. As they rush up the slope, the party hears the three ogres’ brutish and inarticulate attempt at intimidation as they clearly state their goal for the battle. The first ogre up the ramp shouts, “Tik smash!”, and brings down his massive club onto Erik, lying on the ground. The wizard weakly brings up his hands to deflect the blow, but he takes a strong hit. The next ogre up the ramp shouts, “Tok smash!”, and swings his club at The Zaza. With an Angry Smash, he is able to connect despite The Zaza’s guarded defenses. The Zaza tries to shake off the hit as the third ogre comes charging up the ramp with the dragonborn in its sights.
As the dragonborn prepares to deal with the onslaught of the ogres, she is suddenly hit with a Stinging Hex from the Goblin Hexer on the canyon floor. The Zaza is caught, unable to move without excruciating pain. Even worse, the ogres’ long arms give them significant reach, so they have stayed just out of range of the paladin’s battleaxe. The Zaza takes the opportunity to Bless her weapon, breathes a gout of flame at the ogres, and then is able to shrug off the effects of the Stinging Hex. Invicto and Perin both join the battle with a couple devastating attacks landed on one of the lead ogres. It is quickly bloodied and near death. Charm continues to skulk around the edge of the battlefield, positioning herself for a devastating strike on the Goblin Hexer. The goblin sharpshooters send out a few crossbow bolts that deal some minor injuries to Invicto and Erik, and bounce harmlessly off The Zaza’s platemail. The orc warriors make their way up the ramp behind the ogres to join the melee.
Hanging By a Thread
The party has dealt out a good deal of damage, but The Zaza and Erik are both near collapse and three ogres are still battering away at them. They manage to dodge a few more blows from the massive beasts and then they both catch their second wind, hanging on for a few more precious seconds. Erik stands next to The Zaza with a hulking ogre towering over him, wanting to back away from the creature, but needing to direct his Flaming Sphere around the battlefield. He glances at The Zaza and realizes she might not be able to survive another blow anyways. So, the wizard bravely stands his ground in front of the massive ogre. Erik rolls his Flaming Sphere into a few more goblin sharpshooters, unleashes a blast of arcane fire at the three ogres, and then somehow manages to dodge another of the ogre’s blows. The Zaza considers abandoning the plateau with what little strength she has left, but decides she must hold down the frontline. She takes one last desperate swing at the most injured ogre and is able to bring him down.
Charm finally emerges from hiding to land a devastating blow on the Goblin Hexer. She nearly kills him outright, but the caster manages to stay on his feet. He turns and utters a few arcane words and Charm finds herself suddenly blinded. She is then torn into by a volley of crossbow bolts from the remaining goblin sharpshooters, and the tiefling is quickly bloodied. Fortunately, Perin turns his attention her way and takes down the Hexer with a well-placed arrow. He then starts picking off the remaining goblins as Charm eventually shakes off the effects of the blinding hex. Once the tiefling regains her sight, she heads up the slope to the plateau to join the melee there.
The party has made progress on damaging the two remaining ogres, but The Zaza and Erik are still barely clinging to consciousness. Behind their fading frontline, Invicto continues launching eldritch energy at the ogres. The Zaza makes a desperate attempt to knock one of the ogres over the ledge of the plateau, but her attack misses the mark. Realizing Erik can’t take another hit from an ogre’s great club, she then risks herself by performing an Arc of Vengeance, using divine magic to compel both remaining ogres to attack her. The move pays off, as somehow the dragonborn paladin is able to deflect aside both of the ogres’ attacks.
Erik summons a magma beast on the plateau and it quickly takes out the remaining orc warriors. Though The Zaza and Erik are near death, once Charm arrives and the entire party directs their attacks at the two remaining ogres they are able to make short work of them. Perin continues raining down arrows from above, and Invicto lands a particularly devastating critical blow to one of the ogres. In a few short moments, the party stands alone on the canyon floor with 14 blood-stained corpses strewn around them.
Goodbyes
After the battle, Charm bids the party farewell and heads off into the mountains to the northeast to track down Fargrim and help him recover the Hammer of Tharmak. After the rushed goodbyes, the party is quiet for a time as they hike back into the mountains. Though he had a rough exterior, Fargrim was a good friend and a loyal comrade. The party will miss the gruff dwarf, and, though they only knew her for a brief time, Charm was always an amiable companion. The party is sad to see them go, but wishes them the best.
Perin can tell the party handles themselves well in a fight, and the elf decides they might make for decent travelling companions for a while. He asks where they’re headed and is intrigued at the possibility of seeing the great forests of Quinalyn as well as the sand and sea of the Jeweled Cities. He offers to join the party in their travels and the group, having just lost two talented members, graciously accepts.
Sliced Bread
The party heads back to the cave where Mujeh, Lock, Old Breddy, Lucinda, and Janna are hiding and are disturbed to see corpses strewn about the entrance to the cave. The blood-stained bodies of a couple of goblins as well as a giant dire wolf litter the ground. The party quickly hurries into the cave and thankfully finds their friends still alive. Mujeh has numerous scratches and bruises, but seems to have fared well. Lucinda and Lock are simply cowering in the corner. Old Breddy clearly got the worst of it. He cradles one viciously mangled arm, the corpse of another dire wolf laying a few feet away from him. Curiously, the party does not see Janna, the cleric of Pelor, anywhere.
Mujeh fills the party in on what happened. A couple goblin wolf riders tracked them to the cave and the ragtag group managed to fend them off, though one of the dire wolves latched on to Old Breddy’s arm and did some serious damage to it. Disturbingly, Janna left the group in the middle of the fight, after taking down one of the wolves that was attacking her. More concerning, however, is Mujeh’s description of the magic she used. As a bard, Mujeh has some training in the arcane arts, and he is certain that the magic Janna used was not divine or radiant magic. It was shadow magic. As she walked away from the fight, Mujeh called out for her to help them, but she simply let out a wicked laugh and left the group to fend for themselves. The party recalls how interested Janna seemed in the party’s information about Lord Dread and the Keystone Mortalis and concludes that she was likely a disguised Shadar-kai. Though she now knows the exact location of Lord Dread’s keep, the party isn’t too concerned. If the Shadar-kai get hold of the Raven Queen statue, it seems to just be a trade of one dark, shady owner for another.
Lucinda rushes to The Zaza and hugs her desparately while the dragonborn attempts to console the young girl. In the meantime, Perin, who has some training in the healing arts, offers to examine Old Breddy’s injured arm. The elf takes one look at it and realizes it will have to be amputated just above the elbow. The party builds a fire, gives Old Breddy several shots of gin, and then holds him down while Perin goes to work. The veteran soldier howls in pain and struggles mightily against his bonds, but eventually the job is done and the arm is bandaged. As Old Breddy fades off into sleep, Erik notes that the stump left over is about the size of a loaf of bread.

Recruitment
The party heads out the next day and begins travelling south through the Boundary Lands towards Quinalyn. As night falls they spot a campfire and investigate to discover a small group of soldiers, apparently survivors from Verind’s Edge. The group looks battered and worn down and they are on edge as the party approaches, but some of the soldiers recognize the party members and give them a warm greeting.
The group seems to have slowly grown in size as the soldiers managed to find each other as they fled the battle. Some of the soldiers were stationed in the city itself, one on the wall south of the city, and a few others north. All in all, there’s nine soldiers.
They relate what they know of the aftermath of the battle. They are certain the Emperor and Court Wizard Davos were killed, as some of the men saw them collapse into the pile of rubble from the Arinfax Colossus’s assault. Some of them claim the Empire may live on because they saw Queen Larindra escape with the newborn heir to the empire (of course none of the soldiers know the boy’s father is actually Erik). Others insist they saw the Queen overtaken and killed as she tried to flee. One soldier swears he saw the Queen ride out of the city with Sir Thalus guarding her and that they were ahead of the goblinoid forces, while another says he heard rumors she escaped on a flying griffon. The party doubts they can put much stock in these varied stories, and figures it is most likely the case that the Queen and her son were killed. Still Erik can’t help but think there is a small chance his son may be alive.
The soldier stationed on the wall south of the city relates an eerie tale. He and a group of soldiers headed towards the city when they saw the wall breached, but didn’t arrive until night fall the next day. By then, the battle for the city had been finished for some time. The ground around and inside the city was littered with thousands of corpses, both humanoid and goblinoid. The soldier says in addition to the corpses there were hundreds of undead creatures moving throughout the battlefield, ‘finishing off’ any survivors and loading corpses into wagons. The group of soldiers he was with moved in close to the city and were attacked by a band of skeletons. He was the only survivor, and he assures the party that Verind’s Edge is now no place for the living. The party is certain these undead were the packs they saw heading out from Lord Dread’s keep, and they shudder at what dark plans the necromancer may have for this massive collection of bodies.
At one point during the night, one of the soldiers mentions how thankful he is that Davos was able to destroy the Arinfax Colossus as the wizard was brought down. The party speaks up to say that they actually destroyed the Colossus from an outpost up in the mountains. A few of the soldiers concur, mentioning that they heard the party was sent on a quest to destroy the Colossus. Others insist that they saw Davos complete some kind of magical spell just before he was crushed by the elemental titan.
One particularly grizzled soldier gets angered with the party. “You disappear for 9 months, then come back right before the battle and take off before the army arrives! If you had the power to destroy the thing, why did you wait until it breached the city walls! I bet Sir Uthrin bought your honor with gold…” A couple other soldiers mutter their agreement as he continues. “Uthrin wanted the thing destroyed since it would come his way next, but he wanted to make sure it took out Verind’s Edge first.” The party scoffs at this suggestion. The Zaza speaks up firmly to defend the party’s honor. Insisting that they trekked three days through the mountains and arrived at the outpost just as the Colossus arrived at Verind’s Edge, and that they did everything they could to destroy the massive construct sooner, but time just wasn’t on their side. Her eloquent speech convinces several of the soldiers, but three of them, including the one who initially accused the party of colluding with Uthrin, still don’t trust the party.
Perin suggests that the party could use some new recruits and since these men are clearly out of work and homeless now, he thinks it might be a good idea to put them on the party’s payroll. He discusses it with the rest of the group, and they agree. The party would guess that the average pay for a common soldier is one gold piece per month, so The Zaza steps forth and offers double that to all the men to join them in heading south. Most of the soldiers are honored at the offer and impressed by The Zaza’s commanding presence. Those who have heard of the party’s exploits, and believed the party’s story about destroying the Arinfax Colossus, are humbled at the chance to serve them and insist that they do not need pay to follow them.
The three soldiers who still suspect the party of betraying Verind’s Edge to Uthrin are disgusted at the offer to take the party’s dirty money. They refuse to follow them and storm out of the camp. Perin offers to pay them the two gold pieces as a gesture of goodwill to send them on their way, and they still turn their back on the party’s generosity. One soldier in the camp, though, speaks up to take that offer, and he takes his two gold and scurries off into the night. The party is left with five soldiers ready and willing to follow them.
The next morning, the party continues their journey south. They eventually make their way through the rocky dwarven ruins of Arnathon, into the forests of Quinalyn, and finally after roughly two weeks of travel, they reach Erik’s home town of Trannyth. As the party travels, they get to know their new recruits a little better, and one of them clearly stands out above the rest. Aramil, an eladrin warlord, proves to be very knowledgable when it comes to battle. He is clearly a brilliant strategist and an experienced tactician. With Fargrim’s battle leadership gone, the party welcomes Aramil into their inner circle to fill the void the dwarf left behind. Though Charm and Fargrim were reliable comrades, the party is confident Perin and Aramil will fill their spots quite capably.

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