Halfling Scales of War Campaign

Session 19
Into Fortress Greystone

Plot Recap:

  • After a long trek through the Giantshield Mountains the party arrives at Fortress Graystone. The journey was difficult, and the party finds signs that someone is actively trying to impede their progress.
  • Upon arriving at Fortress Graystone the party spots Gnolls hiding behind statues outside the entrance. The party foils the ambush easily, despite the fact that the Gnolls were assisted by a spirit that could possess statues and attack with them.
  • After entering the fortress, the party finds themselves in a series of rooms with strange teleportation portals. The portals are part of an ancient Githzerai puzzle designed to challenge those who wish to enter. Also in the puzzle rooms was more Gnolls, guarding their new lair. The party defeated both the guards and the puzzle and moved on.
  • After exiting the Githerzerai puzzle rooms, the party heard Gnolls arguing down a side passage. The party managed to set up a clever ambush and defeat the Gnolls. The Gnolls were guarding 3 prisoners, which the party rescued. One prisoner was a wealthy land owner. Another was a curate at a church of Pelor. The third prisoner was a retired sage.
  • Each character has 14,211 exp at the end of the session.

Skill Challenges:

  • Travel to Fortress Graystone (Level 7, Complexity 3)

Kill Recap:

  • 2 Wicked Fang Scouts (Level 7 Skirmisher)
  • 2 Wicked Fang Sentries (Level 7 Soldier)
  • 1 Stonewalker Spirit (Level 7 Lurker)
  • 1 Gnoll Demonic Scourge (Level 8 Brute/Leader)
  • 3 Wicked Fang Maulers (Level 7 Brute) – Total number from 2 fights
  • 3 Wicked Fang Lashers (Level 9 Skirmisher) – Total number from 2 fights
  • 1 Wicked Fang Keeper (Level 8 Elite Controller)
  • 2 Wicked Fang Guards (Level 6 Soldier)

Loot Found:

  • The stairs gnolls were carrying coins totaling to 600gp.
  • The Gnoll Demonic Scourge had 3 small jade statues worth 250gp each.
  • The Gnoll Demonic Scourge had 2 potions of healing.
  • The Wicked Fang Keeper had a Belt of Raging Endurance (Given to Callie)
  • The Wicked Fang Keeper also had a 250gp ring and 50gp.
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Session 18
Return to Brindol

Plot Recap:

  • The party arrives in Overlook to find that a messenger from Brindol named Alys has been looking for them. After a making a few inquiries, the party realizes that Alys has been kidnapped by the Lost Ones.
  • After much investigative work, the party discovers that Alys is being held in the abandoned temple of Pelor in the Nine Bells district.
  • During the search the party meets a heavily armed elf named Gilgathorn. He warns the party that there’s a bounty on their heads for 1,000 gold pieces, but he doesn’t know the identity of the person who wants them dead.
  • The party goes to the temple of Pelor, kills the kidnappers and rescues Alys.
  • Alys reveals that the message is from Sertanian, castellan of the Hall of Great Valor in Brindol. He asks that the party return to Brindol.
  • The party leaves for Brindol the following morning. During the trip they meet a patrol of soldiers who are looking for gnolls. The soldiers explain that gnolls have been abducting people in the northern part of Elsir Vale recently.
  • After arriving in Brindol, the party is spotted by Mirtala, the cook who the party rescued from Rivenroar Castle some time ago. Mirtala feeds the party and gives them a place to stay for the night. Mirtala also explains that the gnoll attacks have everyone in town concerned.
  • The following morning the party visits Sertanian in the Hall of Great Valor. He explains the ceremonial longsword that the party recovered from Rivenroar Castle has begun to speak, asking for the party by name. Previously it was thought that the sword was non-magical.
  • Sertanian shows the sword to the party, and it explains that its name is Amyria. A lot of plot exposition follows, but the short version is that a tribe of gnolls that worship Yeenoghu have taken residence in a previously abandoned Githzerai monastery called Fortress Graystone. The gnoll pack is known as the Wicked Fang, and their leader, Fangren is performing a ritual that will turn him into an exarch of the Beast of Butchery. Amyria wants the party to stop the gnolls and use the magical conduit to perform a different ritual that will free her from the sword.
  • At this point a group of bounty hunters attack the party and the Hall of Great Valor is nearly burned down in the process. The party defeated the bounty hunters and put out the fire.
  • Each character has 13,001 exp at the end of the session, which is 1 exp over the 13,000 required for level 8.

Skill Challenges:

  • Finding the Messenger (Level 7, Complexity 5)
  • Dousing the Flames (Level 6, Complexity 1)

Kill Recap:

  • 4 Lost One Kidnappers (Level 7 Soldier)
  • 2 Ravenous Attack Dogs (Level 7 Skirmisher)
  • 1 Lost One Underboss (Level 8 Controller/Leader)
  • 1 Bounty Hunter Snaremaster (Halfling) (Level 7 Artillery)
  • 2 Bounty Hunter Strongarms (Dwarf) (Level 7 Brute)
  • 2 Bounty Hunter Subduers (Human) (Level 7 Skirmisher)

Loot Found:

  • 4 × 100gp gems and 400gp on Troglodyte guards
  • A +3 Falchion given to the party by Sertanian
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Session 17
Will the real Queen Shephatiah please stand up?

Plot Recap: (Chris joined us for this session, so I had to come up with a way to explain his sudden appearance. So…)

  • Back in overlook, Jon’s wizard (whose name I can’t remember) and Chris’ warlock (Marius Decius) were trying to unravel the secrets of the Shadowfell gate keys found in the previous adventure. They somehow triggered a magical feedback loop which pulled Marius into a portal. After travelling through a wormhole (during which Marius heard canaries chirping) Marius reappeared suddenly at the other Shadowfell gate key, which happened to be on Zan-Kyri’s belt.
  • Finding himself suddenly a very long way from Overlook, Marius decided to rejoin the party for a while.
  • The party went down into the lost mines of Karak via the secret entrance found at the end of last session.
  • After defeating some Troglodyte guards and disabling a dart trap, the party continued deeper into the mines.
  • The party soon began finding veins of dark red ore that glowed faintly.
  • The party also found the ancient remains of Dwarven miners. It looked as if the Dwarves killed each other due to some unknown madness. Most of the Dwarves were missing their skulls.
  • The party then encountered and defeated a band of oddly diverse monsters led by a Barlgura demon.
  • After travelling still deeper into the mines, the party encountered the true Queen Sephatiah and her followers in a large room with a rift of elemental chaos in the floor.
  • A mighty battle ensued but eventually the Queen and her followers were defeated.
  • The queen possessed some fairly impressive magic items (see below), including a magic ring which gives its wearer the properties of an elemental. (Nagas don’t have arms, so the Queen wore the ring on the tip of her tail.)
  • After gathering the items, the party returned to the fortress and rested for the night. The next morning the sandstorm had lifted, and the party was able to head back home.
  • Three days later the party arrived in Dunesend. The villagers were much friendlier after you convinced them that Queen Shephatiah was dead.
  • After more travelling the party made it back through the Thornwaste and from that point the party was able to travel by road back to Overlook.
  • Weary from many days of hard travelling, the party heads towards their rooms in town for a rest. However, before they get there they run into Kalad. Kalad tells the party that a messenger from Brindol arrived in Overlook yesterday looking for the party. She said her name was Alys and she sounded desperate.
  • Each character has 11,921 exp at the end of the session.

Kill Recap:

Quest Recap:

  • Saving Dunesend (50exp per party member)
  • Lost Karak (250exp per party member)

Loot Found:

Note: Total cash value gained since the party left Overlook: 4,400gp – This does not count what Bram Ironfell paid them and does not count any sold magic items.

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Session 16
Exploring Fortress Ironfell

Plot Recap:

  • The party continued exploring the fortress, going from the lower level to the ground floor to the top level. Eventually they passed through the northern overlook and went back down to the ground floor.
  • At this point they encountered an Eladrin female, apparently Queen Sephatiah, in the throne room. She had some human lackeys and 2 cacklefiend hyenas with her.
  • After defeating the Queen, her form changed from that of an Eladrin to a Dryad.
  • There were also a number of trees growing out of the floor in the throne room and surrounding area. The party chopped the trees down.
  • Later, while passing through the central courtyard the party was ambushed by a carrion crawler hiding in the sand. The crawler died quickly, but then flying harpies descended from the hole in the ceiling to attack the party. Eventually the harpies were defeated as well.
  • The party then explored an area with an abandoned stable, a cart storage area and an ore storage area. This area apparently used to house the Warden and his pet behir.
  • At this point the party had run out of new locations to explore, but they still had not located the Karak Lode
  • While discussing what to do next, the party heard a noise at the front doors to the fortress. When they went to investigate they saw the Birdman wandering out of the fortress. When they attempted to follow the birdman into the desert a freak sandstorm blew up and forced the party to return to the shelter of the fortress.
  • Trapped in the fortress by the sandstorm, the party decided to rest for the night in the northern overlook.
  • During the night the party was awakened by the warning sound of chirping canaries. This was immediately followed by an ambush, but thanks to the chirping sound the party was not taken by surprise. (Note: The ambush occurred on Balasar’s watch, so he was already awake.)
  • The ambush consisted of a Troglodyte spellcaster and a number of Chokers. The rubbery nature of the Chokers allowed them to squeeze between the arrow slits of the northern overlook. The Troglodyte and another Choker arrived via the eastern passage.
  • The party defeated the ambush and completed their rest. When they awoke they were 7th level.
  • After breaking camp the party noticed something on the floor to the east. After investigating they discovered it was a canary feather. At that point they noticed another feather further down the passage.
  • The party quickly realized that the trail of feathers was leading somewhere, so they decided to follow it. The trail went down to the lower level of the fortress and back to the dungeon where they first encountered the Birdman.
  • In the southeastern cell, across from the one that had held the Birdman, was a hole in the floor that hadn’t been there earlier. Below the hole is a wooden platform that can be lowered into an even deeper portion of the fortress. The Birdman, however, was nowhere to be seen.
  • At this point it was late so we ended the session.
  • Each character has 10,476 exp at the end of the session.

Kill Recap:

Loot Found:

  • Salve of Power beside throne (I think Balasar has this)
  • 900gp in a leather sack beside throne
  • Diamond Wand +2 in sand in the courtyard (Zeerocks is using this)
  • Ruined leather belt with 3×100gp gems in Behir nest
  • An Ironfell Signet Ring (faint magical aura, unknown purpose)
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Session 15
Into Karak

Plot Recap:

  • On the second day in the desert after leaving Dunesend the party encoutners an old lady in the desert who warns them to turn back. The party senses something isn’t quite right about the situation. And a fight ensues and the lady turns out to be a howling hag. Three shifters were also hidden in the sand.
  • On the third day in the desert the party arrives at a dwarven keep set into the side of a basalt cliff. If your information form Bram Ironfell is correct, this is probably Fortress Ironfell, and the Karak Lode is probably somewhere inside.
  • The gatehouse of the fortress was guarded by Troglodytes, which the party defeated.
  • With many different directions available to explore, the party chose to explore the eastern part of the first level.
  • The party quickly encountered a some humans and shifters guarding a set of stairs leading down. After the guards were defeated the party went downward into a deeper level.
  • After some additional exploring, the party found a dungeon area with 4 cells. In one of the cells sat an old man dressed as a simple peasant with 7 yellow canaries. The old man didn’t respond when spoken to, but did accept food and water when it was given. The party released the man and continued exploring.
  • After more exploration of the lower level the party discovered a crypt and was attacked by a berbalang. The party destroyed the berbalag fairly quickly.
  • Each character has 9,649 exp at the end of the session.

Kill Recap:

  • 1 Howling Hag (Level 7 Controller)
  • 3 Razorclaw Shifters (Level 7 Skirmisher)
  • 1 Troglodyte Curse Chanter (Level 8 Controller/Leader)
  • 2 Troglodyte Impalers (Level 7 Artillery)
  • 2 Troglodyte Maulers (Level 6 Soldier)
  • 5 Human Lackeys (Level 7 Minion)
  • 2 Longtooth Hunters (Level 6 Soldier)
  • 1 Iron Cobra Guardian (Level 6 Skirmisher)
  • 1 Lesser Berbalang (Level 7 Solo Skirmisher)

Loot Found:

  • The hag had a Potion of Regeneration and 100gp
  • The troglodyte curse chanter had 4 uses of Desert Rose
  • 220gp was found on upper guards and among personal effects in barracks *2 small silver dwarven figurines worth 250gp each in lower barracks
  • 280gp combined on the Longtooth Hunters
  • Rebounding Throwing Hammer +2 on the floor in the crypts
  • Moradin’s Indestructible Anvil +2 also on the crypt floor
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Session 14
A trip through the Thornwaste

Aftermath of the previous session:

  • The Overlook town watch raids several warehouses and shuts down the local weapon smuggling operation.
  • The fame of the party has grown even further. The party is now known as the “Heroes of Overlook”.
  • The party divides the loot from the previous adventure, and spends several days resting and resupplying.

Starting a new module:

  • Kalad approaches the party and explains that a wealthy local businessman wishes to meet with them.
  • Over dinner and drinks Bram Ironfell gives a lengthy history lesson about a lost mine known as the Karak Lode.
  • Bram explains that he has recently obtained directions that he believes lead to the Karak Lode, and he offers to pay the party in advance to search for the lost mine. The party is also allowed to keep any treasure they find.
  • The party agrees to undertake the journey.
  • After an uneventful trip on well-travelled roads, the party spends 4 days crossing the Thornwaste.
  • During the first day in the Thornwaste the party meets Mag Blackthorn, a ranger who protects the Thornwaste. Mag agrees to accompany the party to the far side of the Thornwaste.
  • On the second day in the Thornwaste the party is ambushed by a group of dwarves with a trained hell hound. The dwarves appear to be from the Hammerfist clan, rivals of the Ironfell clan.
  • At the end of the fourth day in the Thornwaste, the party reaches the village of Dunesend, and Mag leaves the party.
  • When the party arrives in Dunesend, a villager is being beaten by a large gnoll with a pet behir and some satyr henchmen. The party thrashes them mightily.
  • Afterwards, the party learns that the gnoll was known as The Warden, and he served someone known as Queen Sephatiah.
  • Most of the villagers of Dunesend are unhappy with the party, because they fear reprisals from the Queen for the death of the Warden.
  • However, one of the villagers is willing to give the party a place to say for the night.
  • The next morning the party heads south into the desert in search of the lost mine, and possibly Queen Sephatiah as well.
  • On the second day in the desert the party finds an old lady in the desert who warns them to turn back. The party senses something isn’t quite right about the situation. (This encounter won’t be resolved until next session.)

Kill Recap:

  • 3 Dwarf Hammerers (Level 5 Soldier)
  • 2 Dwarf Bolters (Level 4 Artillery)
  • Hell Hound (Level 7 Brute)
  • The Warden, Gnoll Demonic Scourge (Level 8 Brute/Leader) – New NPC
  • Juvenile Behir Thunderlance (Level 10 Artillery) – New creature
  • 3 Satyr Rakes (Level 7 Skirmisher)

Skill Challenges:

  • Through the Thornwaste (Level 6, Complexity 3)
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Session 13
The party meets Sarshan

Plot Recap:

  • The party proceeds through the secret tunnel into the Umbraforge Tower.
  • The tunnel opens into the tower library, where a battle ensues. One of the defenders activates a shadow dart trap. The defenders are defeated and Callie disarms the trap, but the party takes a good bit of damage in the process.
  • The party manages to capture one of Sarhan’s sages in his laboratory. The sage provides valuable intelligence about the tower in exchange for his life.
  • Using the information from the sage, the party bypasses an encounter with some of Sarshan’s giant insect pets.
  • The party ends up battling some more Shadar-kai guards and eventually gets to Sarshan’s room at the top of the tower. However, Sarshan isn’t there and the party finds no incriminating documents.
  • A short time later the party is faced with an overwhelming force of Shadar-kai guards. With no hope of defeating the guards, the party agrees to go down to the 2nd floor and wait for Sarshan to return to the tower.
  • Sarshan returns through a teleportation portal, and it turns out he was the strange farmer that the party talked to in The Happy Beggar.
  • Much dialog ensues. Sarshan is pleased by Modra’s death and tries to convince the party to work for him.
  • Most of the party was very reluctant to accept Sarshan’s offer, but they were also reluctant to be stabbed by pointy things the guards carried. So the party stalled for time.
  • While negotiations are going on the Umbraforge Foundry explodes. It seems that part of Modra’s plan worked after all.
  • Sarshan orders various squads of guards to various damage control tasks. Before Sarshan leaves with the last squad he orders his guard captain, Thannu, to kill the party.
  • A battle ensues between Thannu, Thannu’s trained shadow panthers, and the party. The party wins, but several people go unconscious. Everyone is low or out of healing surges.
  • After the battle there is a skill challenge to reconfigure the teleporter Sarshan just used.
  • The party teleports to the Black Shrine, but before they can activate the portal back to the prime world, another tremor draws shadows out of the portal. Yet another fight ensues. After it is over the party is very, very battered.
  • The party goes through the portal back to the tunnels under the Hungry Beggar. Some more shadows try to follow the party through the portal but the shadows end up destroying the shadowfell portal in the process.
  • The party leaves the tunnels and goes to get a well deserved rest. (And they’re level 6 when they wake up.)

Kill Recap:

  • Shadar-kai Witch (Level 7 Controller)
  • Shadar-kai Gloomblade (Level 6 Lurker)
  • 2 Shadar-kai Warriors (Level 8 Soldier)
  • Shadow Dart Wall (Trap, Level 6 Blaster) – New trap
  • 2 Shadar-kai Chainfighters (Level 6 Skirmisher)
  • Dark Haunter (Level 6 Lurker) (New creature. Really just a Dark Creeper with some extra abilities.)
  • Mad Wraith (Level 6 Controller)
  • Thannu, Shadar-kai Battle Champion (Level 8 Elite Soldier) – New NPC
  • 2 Umbral Panthers (Level 6 Lurker) – New creature
  • 6 Specters (Level 4 Lurker)

Skill Challenges:

  • Configuring the Portal (Level 7, Complexity 1)
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Session 12
Modra goes swimming in lava

Plot Recap:

  • The party continues questioning the Umbraforge inhabitants for information about Modra and Sarshan. They meet Leena, a Shadar-kai witch who used to work with Modra. She tells them that Modra is planning to destroy the Umbraforge Foundry and Tower. In return for the information she only asks that they kill Modra quickly, and don’t let him suffer.
  • The party decides to ambush Modra while he is at the Foundry. After a tough fight they proceed through the secret tunnel into the Ubraforge Tower.

Kill Recap: (All of these except the Tangler Beetle were new monsters created for this module.)

  • 2 Ogre Umbral Skirmishers (Level 5 Skirmisher)
  • 2 Ogre Umbral Savages (Level 5 Brute)
  • 1 Tangler Beetle (Level 5 Controller)
  • Modra, Shadowborn Stalker (Level 7 Elite Lurker)
  • 1 Death Boar (Level 6 Elite Brute) – This was the party’s first encounter with a “Huge” creature.
  • 2 Shadowgoblin Snarlers (Level 5 Artillery)
  • 8 Shadowgoblin Maulers (Level 8 Minion)

Skill Challenges:

  • Sarshan’s Secrets (Level 6, Complexity 4) – Started in session 11, completed this session
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Session 11
So this is the Shadowfell....

Plot Recap:

  • The party finds a smuggling operation using teleporters under The Happy Beggar. They encounter a dark creeper that steals one of the brass keys and escapes through a portal. Later the party is pulled through the portal as well.
  • The party arrives in the Shadowfell. Before they can explore far a Dark Creeper patrol finds them. Mistaking the party for mercenaries, the patrol orders the party to return to the mercenary camp. There they rent some overpriced tent space from a troll and rest for the night. The party is level 5 when they wake up the next morning.
  • The party then begins exploring the camp and searching for information. They learn that the camp is called Umbraforge, and is the domain of Sarshan, a Shadar-kai. Sarshan is apparently supplying weapons and mercenaries to groups all over the world. They also learn that Modra used to work for Sarshan, but now they are enemies.

Kill Recap:

  • Note: A Dark Creeper, possibly Modra, was encountered but not killed.
  • 5 Wraiths (Level 5 Lurker)
  • 1 Seething Wraith (Level 7 Controller)
  • 2 Fire Bats (Level 5 Skirmisher)
  • 1 Hell Hound (Level 7 Brute)
  • 1 Magma Hurler (Level 4 Artillery)

Skill Challenges:

  • Sarshan’s Secrets (Level 6, Complexity 4) – Started but not completed
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Session 10
Overlook City Crawl

Plot Recap:

  • The party searches for clues about Modra and why he might want the brass key. They uncover information that Modra might have been supplying weapons to the Orcs. The party also discovers that the group that attacked them was part of an organization known as the Lost Ones.
  • Along the way they meet Reniss, a half-elf ranger. Reniss is seeking to avenge the death of her sister Jen, who was a member of the Farstriders.
  • The party and Reniss wind up in hidden tunnels below a poorhouse called The Happy Beggar.

Kill Recap:

  • 4 Shadowhuner Bats (Level 3 Lurker)
  • Doomspores – Hazard (Level 3 Obstacle)
  • 3 Dark Creepers (Level 4 Skirmisher)
  • 2 Shadow Hounds (Level 6 Skirmisher)
  • 1 Shadar-kai Witch (Level 7 Controller) – The witch had a brass key identical to the previous one.

Skill Challenges:

  • Modra’s Plots (Level 4, Complexity 4)
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