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[FR]The Return of the Heroes of the Vilhon Reach (updated 8/20!)
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<blockquote data-quote="Broccli_Head" data-source="post: 751939" data-attributes="member: 105"><p><strong>in the past....</strong></p><p></p><p>This set of adventures takes place in the Forgotten Realms. </p><p></p><p><em><strong>What has gone before... </strong></em></p><p></p><p><strong>Benito Moltos </strong> and <strong>Aris Cloud-dancer</strong> meet on 1 Eleisas, 1372 DR at House Silvio's Weaponcrafters in Alaghon, Turmish, the day after Turmish's <em>Feast of the Moon</em> festival . Benito, failing to commission a custom blade from the weaponmaster is approached by an eavesdropping Aris. Aris offers to make him a sword. The next morning at their camp, south of the capital, a wild elf (<strong>Ellysidel</strong>) washes on shore. Aris goes back to the city to buy raw materials for several weapons for his growing troupe. On the way, he runs into an half-elf (<strong>Nosr</strong>) and a sun elf (<strong>Mourn</strong>) arguing over money matters. Aris asks them to join him as well.</p><p></p><p>As they enter Alaghon they are accosted by the city militia and Aris is accused of kidnapping. They discover that Silvio's apprentices, Tolf and Elohnn have disappeared. The accusations are dropped after a solid alibi, persuasion from Mourn, and a promise to help find the lads. The heroes return to camp and inform Benito. Benito and Mourn return to Alaghon and pursue leads on Tolf and Elhonn's wherabouts. This takes them to the new <em>Thayvian Enclave</em> where Benito argues with the mage there, but before things get out of hand, Mourn leads him out. Mourn returns to the camp and Benito goes to the <em>Temple of Justice</em>. The next morning an attempted mugging is made on the cleric, but he triumphs. He learns that the assault is not a coincidence. The heroes regroup at the temple and head out after the apprentices. This takes them in pursuit of a wagon that headed south. They catch up, rescue the boys and arrest two Thayan natives who turn out to be slavers. On the return trip, the prisoners are sequestered by representative druids of the <em>Emerald Enclave</em>. Upon return to Alaghon, the heroes confront the rogue wizard, Kizzaf, defeat her and gain the gratitude of the head of the Red Wizards in Alaghon, a mage named Hinnar. </p><p></p><p>They rest for a month, decline a job by the<em> Red Wizards</em>--possibly fearing the wrath of the druids, but take a job to collect snails, a delicacy in Turmish, for a restaurant called Razmiko's. A not-so-sane priest of Ilmater, Brother Salazar, tells Benito that he is the son of a dreaded Malarite. The heroes travel to the far reaches of Turmish, Starfall Stream Pool and the Shadow Wood. On the way they encounter Malarites, a rude adventuring party, a giant bee, and orc raiders. </p><p></p><p>Before they enter the woods, they are joined by a paladin of Tyr, <strong>Alberia Dorthansdotter</strong>. They also learn from a local herbalist that his ranger friend Jazzad is missing. The woods are full of goblins. Jazzad has become mad and so have other animals in the woods. They pick up a moon elf (<strong>Balin</strong>) who was the lone survivor of a party of elves that was slaughtered by the goblins. The snails are found to be poisonous, their secretions have narcotic properties and can put people to sleep. Jazzad is captured after a tough set of fights, a goblin war band is the captured led by an wily old goblin warrior named Angrad. Angrad is murdered by Balin out of revenge. The rest of the goblin tribe is defeated, along with rats and fiendish animals, and the survivors are banished to the hills. The heroes discover that a quasit was directing the humanoids and unfortunately, the mini-demon escaped. They leave the Shadow Wood and the Valley of Snails, defeat an ogre on the way out and return to Starfall Stream Pool. </p><p></p><p>They stay in town for a tenday to train, help Jazzad recover from his madness, and allow the filth feaver to break for Mourn and Elllysidel (who almost dies!). Balin leaves in the middle of the night, stealing Benito's horse. The rest of the group proceeds to Blasingdell to pursue a lead about orc raiders. On the way they are accosted by the same adventuring party that they ran into on the way to SSPool. Not wanting to be pushed around, they defeat them, find a magical sword in the process, and take a prisoner of their leader. They are also attacked by a dark gargolye and the quasit Veshru. In Blasingdell they learn of <em>Khundrukar and the Forge of Fury</em>. They travel to the Stone Tooth, the mountain under which the abandoned dwarven hold lies. They enter not so gracefully from a chimney defeat several groups of orcs quickly, but end in a stalemate, where they and the orcs exchange taunts. This delay allows the orcs to counterattack. The battle is hard fought, with the leader of the orcs, an ogre named Great Ulfe, taking down Benito and then Alberia. Mourn is slain by Ulfe when he stabilizes Alberia, preventing her death. Ulfe is killed by Ellysidell and Aris. The heroes explore one more room, setting off a trap before deciding to forcemarch back to Blasingdell and then onto Alaghon to raise Mourn. </p><p></p><p>The bard is raised but decides to retire from adventuring. Aris buys an Inn and makes Mourn the manager. Benito turns over his trusty masterwork sword,<em> Mano de la Justicia</em> to be imbuded with magical power. He discovers that there may be corruption in the Temple of Justice when gathering information on his past is prevented and an assassination atttempt is made on his and Alberia's lives. <strong>Milo</strong>, a spell-casting Ravenaar joins the group. <strong>Grim</strong>, the ghostwise halfling who helped Ellysidel to escape slavers also joins the heroes. Nosr discovers that he can wield <em>spellfire</em> and shares this with Benito. </p><p></p><p>They set off to finish exploring Khundrukar, this time with more haste, as Alberia reveals that she is searching for her missing father. Her investigations have led her to believe that his last known whereabouts were searching for the legendary Orb of Khundrukar in the dwarven hold. On the way, they are warned by the druids of the Emerald Enclave again to stay clear of the Red Wizards. In Blasingdell, they run into<em> agents of Hlondeth </em> and kill after he magically poisons Aris. On the way to the Stone Tooth, they defeat a party of gnolls and learn that more of their kind have squatted in the former orc hold. The heroes assualt Khundrukar a second time, this time through the front door and defeat the gnolls. After waiting to see if the Hlondethans pursue them for a day without result they proceed to travel into the depths of Khundrukar. Milo saves Grim and Aris from stirges, the heroes defeat a nest of troglodytes, and they discover and defeat other horrors in the ruin's depths. </p><p></p><p>Finally, they reach the forge, but it is occupied and being operated on a very low scale by duergar, gray dwarves, under the war leader Nimara. Instead of fighting, Benito and Aris cut a deal with them despite the protests of both Grim and Alberia. They agree to rid the upper halls of the hauntings and take care of a dragon that demands tribute from the dwarves. The clearing of the halls is costly: Alberia loses some of her life essence to a wight, Grim loses some wisdom from the spirit of dwarven priest. However, they are able to put the soul of Durgeddin, the founder of the forge, to rest. They heal and then go after the dragon. Milo again proves his worth and his sacrificial nature by stunning the dragon with his mind-powers, delpleting his own physical power in the process, after the creature had taken down the paladin and was working on defeating the rest. Alberia finds her father's <em>Purple Dragon Ring</em> and Benito discovers that her father was swept down an underground stream after forcing that information from the spirit of the dead dragon. Returning to the duergar after recovering the dragon's horde, they are not doublecrossed and negotiate a deal to trade/buy mithral. After some arguement, the party returns to clear the halls. Aris loses some pride an almost some of his own life energy to a succubus but the heroes recover texts and examples on how to create rare alloys like darksteel and mithral as well as a magical tome dedicated to Moradin. They leave Khundrukar with heavy hearts. Their only 'consolation' is that they have a trade partnership with the gray dwarves, but even that is tainted with some regret. </p><p></p><p>While in the depths of Khundrukar, their camp is attacked by the Hlondethan spies. Their henchman are killed except for young Leo, the groomsman who has been poisoned by the enemy and slowly is turning into a snake creature. From Khundrukar they return to Blasingdell where they are given a feast by the local lord. It is only a temporary respite from the scars that were left from the excursion in the depths. They make their way home taking a new and hopefully faster route. By now winter is fast approaching in Turmish. Storms and some snow has already fallen in the heights of the Orsaun Mountains, but the lowlands are just cold and wet. Wild animals have already come down from the heights and into Turmish. The heroes fight a couple and then as they travel north of a ruined manor and keep, relatively wild with some overgrown woods, they are attacked by orcs in the guise of priests of Chauntea. The orcs on the road are defeated and it is discovered that they are <em>Zhentarim-trained</em> from the Stonelands. Grim discovers more orcs on a hill and at a farmhouse. It seems like the prelude to an invasion. The party moves to stop the Zhents, securing both a shed with some ancient looking obelisk, and a farmhouse where many orcs have holed up. They discover that the obelisk is a portal that a half-fiendish orc spellcaster is trying to get back into operation. They also meet Aif, a member of the <em>Night Masks </em>who was running an spy-ring based on the farm, now a prisoner of the Zhentarim. Grim attempts to kill him after some mental funny business. However, Aris lets the spy go, nearly, causing a rift between him and the halfling. Reluctantly, Grim accompanies the rest of the party to make an assault on the underground base, now firmly in the grasp of the Zhent strike force, before the portal is activated. </p><p></p><p>Meanwhile, Alberia and Milo take off with the groomsman to Alaghon to warn the Temple of Justice. During the flight, they are attacked by more Zhents near a ford crossing. Alberia makes a stand, but unknown help arrives to attack the Zhentarim allowing her and Milo to escape and reach the capital. </p><p></p><p>Also, while the heroes were slogging through the depths of Khundrukar, elven bounty hunters came to the Great Axe Inn and kidnapped Mourn to take him to Everska to stand trial. The inn is now owned by a mysterious Mulhorandi merchant, named Thazar-de, who is not such a nice person. </p><p></p><p>In a precision raid, the Heroes take the Zhentarim advance base discovering that the portal is activated by blood. Three days later, Tyrites under Lord Denton Crimsgard arrive to take control of the situation and the Blood Portal. The heroes return to Alaghon expecting a hero's welcome, which never comes.....</p><p></p><p><em>to be continued...</em></p></blockquote><p></p>
[QUOTE="Broccli_Head, post: 751939, member: 105"] [b]in the past....[/b] This set of adventures takes place in the Forgotten Realms. [i][b]What has gone before... [/b][/i][b][/b] [b]Benito Moltos [/b] and [b]Aris Cloud-dancer[/b] meet on 1 Eleisas, 1372 DR at House Silvio's Weaponcrafters in Alaghon, Turmish, the day after Turmish's [i]Feast of the Moon[/i] festival . Benito, failing to commission a custom blade from the weaponmaster is approached by an eavesdropping Aris. Aris offers to make him a sword. The next morning at their camp, south of the capital, a wild elf ([b]Ellysidel[/b]) washes on shore. Aris goes back to the city to buy raw materials for several weapons for his growing troupe. On the way, he runs into an half-elf ([b]Nosr[/b]) and a sun elf ([b]Mourn[/b]) arguing over money matters. Aris asks them to join him as well. As they enter Alaghon they are accosted by the city militia and Aris is accused of kidnapping. They discover that Silvio's apprentices, Tolf and Elohnn have disappeared. The accusations are dropped after a solid alibi, persuasion from Mourn, and a promise to help find the lads. The heroes return to camp and inform Benito. Benito and Mourn return to Alaghon and pursue leads on Tolf and Elhonn's wherabouts. This takes them to the new [i]Thayvian Enclave[/i] where Benito argues with the mage there, but before things get out of hand, Mourn leads him out. Mourn returns to the camp and Benito goes to the [i]Temple of Justice[/i]. The next morning an attempted mugging is made on the cleric, but he triumphs. He learns that the assault is not a coincidence. The heroes regroup at the temple and head out after the apprentices. This takes them in pursuit of a wagon that headed south. They catch up, rescue the boys and arrest two Thayan natives who turn out to be slavers. On the return trip, the prisoners are sequestered by representative druids of the [i]Emerald Enclave[/i]. Upon return to Alaghon, the heroes confront the rogue wizard, Kizzaf, defeat her and gain the gratitude of the head of the Red Wizards in Alaghon, a mage named Hinnar. They rest for a month, decline a job by the[i] Red Wizards[/i]--possibly fearing the wrath of the druids, but take a job to collect snails, a delicacy in Turmish, for a restaurant called Razmiko's. A not-so-sane priest of Ilmater, Brother Salazar, tells Benito that he is the son of a dreaded Malarite. The heroes travel to the far reaches of Turmish, Starfall Stream Pool and the Shadow Wood. On the way they encounter Malarites, a rude adventuring party, a giant bee, and orc raiders. Before they enter the woods, they are joined by a paladin of Tyr, [b]Alberia Dorthansdotter[/b]. They also learn from a local herbalist that his ranger friend Jazzad is missing. The woods are full of goblins. Jazzad has become mad and so have other animals in the woods. They pick up a moon elf ([b]Balin[/b]) who was the lone survivor of a party of elves that was slaughtered by the goblins. The snails are found to be poisonous, their secretions have narcotic properties and can put people to sleep. Jazzad is captured after a tough set of fights, a goblin war band is the captured led by an wily old goblin warrior named Angrad. Angrad is murdered by Balin out of revenge. The rest of the goblin tribe is defeated, along with rats and fiendish animals, and the survivors are banished to the hills. The heroes discover that a quasit was directing the humanoids and unfortunately, the mini-demon escaped. They leave the Shadow Wood and the Valley of Snails, defeat an ogre on the way out and return to Starfall Stream Pool. They stay in town for a tenday to train, help Jazzad recover from his madness, and allow the filth feaver to break for Mourn and Elllysidel (who almost dies!). Balin leaves in the middle of the night, stealing Benito's horse. The rest of the group proceeds to Blasingdell to pursue a lead about orc raiders. On the way they are accosted by the same adventuring party that they ran into on the way to SSPool. Not wanting to be pushed around, they defeat them, find a magical sword in the process, and take a prisoner of their leader. They are also attacked by a dark gargolye and the quasit Veshru. In Blasingdell they learn of [i]Khundrukar and the Forge of Fury[/i]. They travel to the Stone Tooth, the mountain under which the abandoned dwarven hold lies. They enter not so gracefully from a chimney defeat several groups of orcs quickly, but end in a stalemate, where they and the orcs exchange taunts. This delay allows the orcs to counterattack. The battle is hard fought, with the leader of the orcs, an ogre named Great Ulfe, taking down Benito and then Alberia. Mourn is slain by Ulfe when he stabilizes Alberia, preventing her death. Ulfe is killed by Ellysidell and Aris. The heroes explore one more room, setting off a trap before deciding to forcemarch back to Blasingdell and then onto Alaghon to raise Mourn. The bard is raised but decides to retire from adventuring. Aris buys an Inn and makes Mourn the manager. Benito turns over his trusty masterwork sword,[i] Mano de la Justicia[/i] to be imbuded with magical power. He discovers that there may be corruption in the Temple of Justice when gathering information on his past is prevented and an assassination atttempt is made on his and Alberia's lives. [b]Milo[/b], a spell-casting Ravenaar joins the group. [b]Grim[/b], the ghostwise halfling who helped Ellysidel to escape slavers also joins the heroes. Nosr discovers that he can wield [i]spellfire[/i] and shares this with Benito. They set off to finish exploring Khundrukar, this time with more haste, as Alberia reveals that she is searching for her missing father. Her investigations have led her to believe that his last known whereabouts were searching for the legendary Orb of Khundrukar in the dwarven hold. On the way, they are warned by the druids of the Emerald Enclave again to stay clear of the Red Wizards. In Blasingdell, they run into[i] agents of Hlondeth [/i] and kill after he magically poisons Aris. On the way to the Stone Tooth, they defeat a party of gnolls and learn that more of their kind have squatted in the former orc hold. The heroes assualt Khundrukar a second time, this time through the front door and defeat the gnolls. After waiting to see if the Hlondethans pursue them for a day without result they proceed to travel into the depths of Khundrukar. Milo saves Grim and Aris from stirges, the heroes defeat a nest of troglodytes, and they discover and defeat other horrors in the ruin's depths. Finally, they reach the forge, but it is occupied and being operated on a very low scale by duergar, gray dwarves, under the war leader Nimara. Instead of fighting, Benito and Aris cut a deal with them despite the protests of both Grim and Alberia. They agree to rid the upper halls of the hauntings and take care of a dragon that demands tribute from the dwarves. The clearing of the halls is costly: Alberia loses some of her life essence to a wight, Grim loses some wisdom from the spirit of dwarven priest. However, they are able to put the soul of Durgeddin, the founder of the forge, to rest. They heal and then go after the dragon. Milo again proves his worth and his sacrificial nature by stunning the dragon with his mind-powers, delpleting his own physical power in the process, after the creature had taken down the paladin and was working on defeating the rest. Alberia finds her father's [i]Purple Dragon Ring[/i] and Benito discovers that her father was swept down an underground stream after forcing that information from the spirit of the dead dragon. Returning to the duergar after recovering the dragon's horde, they are not doublecrossed and negotiate a deal to trade/buy mithral. After some arguement, the party returns to clear the halls. Aris loses some pride an almost some of his own life energy to a succubus but the heroes recover texts and examples on how to create rare alloys like darksteel and mithral as well as a magical tome dedicated to Moradin. They leave Khundrukar with heavy hearts. Their only 'consolation' is that they have a trade partnership with the gray dwarves, but even that is tainted with some regret. While in the depths of Khundrukar, their camp is attacked by the Hlondethan spies. Their henchman are killed except for young Leo, the groomsman who has been poisoned by the enemy and slowly is turning into a snake creature. From Khundrukar they return to Blasingdell where they are given a feast by the local lord. It is only a temporary respite from the scars that were left from the excursion in the depths. They make their way home taking a new and hopefully faster route. By now winter is fast approaching in Turmish. Storms and some snow has already fallen in the heights of the Orsaun Mountains, but the lowlands are just cold and wet. Wild animals have already come down from the heights and into Turmish. The heroes fight a couple and then as they travel north of a ruined manor and keep, relatively wild with some overgrown woods, they are attacked by orcs in the guise of priests of Chauntea. The orcs on the road are defeated and it is discovered that they are [i]Zhentarim-trained[/i] from the Stonelands. Grim discovers more orcs on a hill and at a farmhouse. It seems like the prelude to an invasion. The party moves to stop the Zhents, securing both a shed with some ancient looking obelisk, and a farmhouse where many orcs have holed up. They discover that the obelisk is a portal that a half-fiendish orc spellcaster is trying to get back into operation. They also meet Aif, a member of the [i]Night Masks [/i]who was running an spy-ring based on the farm, now a prisoner of the Zhentarim. Grim attempts to kill him after some mental funny business. However, Aris lets the spy go, nearly, causing a rift between him and the halfling. Reluctantly, Grim accompanies the rest of the party to make an assault on the underground base, now firmly in the grasp of the Zhent strike force, before the portal is activated. Meanwhile, Alberia and Milo take off with the groomsman to Alaghon to warn the Temple of Justice. During the flight, they are attacked by more Zhents near a ford crossing. Alberia makes a stand, but unknown help arrives to attack the Zhentarim allowing her and Milo to escape and reach the capital. Also, while the heroes were slogging through the depths of Khundrukar, elven bounty hunters came to the Great Axe Inn and kidnapped Mourn to take him to Everska to stand trial. The inn is now owned by a mysterious Mulhorandi merchant, named Thazar-de, who is not such a nice person. In a precision raid, the Heroes take the Zhentarim advance base discovering that the portal is activated by blood. Three days later, Tyrites under Lord Denton Crimsgard arrive to take control of the situation and the Blood Portal. The heroes return to Alaghon expecting a hero's welcome, which never comes..... [i]to be continued...[/i] [/QUOTE]
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