The party has been split to cover more ground on Zah'Mirr's Quest.
The party has journeyed to the Ki'lia peaks to find the Ku'keon that will heal Bàziel.
The army of Eshkatar has encamped before the Citadel walls. They have demanded the blue gem, or all will be destroyed. The Council has 8 hours to surrender the gem, or face the ultimate doom. In a last ditch effort to divert disaster, our heroes embark on a daring mission to kidnap the Eshkataran general to use him as a bargaining piece.
The war horns and drums of Eshkatar are sounding. The fight for the Citadel will soon begin. What can our heroes do against an army?
The party must unite an old splintered group to help save Ah'Resh.
While fleeing the Great Fell Army, the party meets the Mor'Rahg Brothers.
The party sets out to track down Drusus' evil brother, Cosmin, to capture the Dwarf gem.
The party seeks to right a great betrayal within the Mountain King's halls.
The party infiltrates the Hall of the Mountain King.
Old friends part and new friends join the party as they set out with new purpose.
Events and new revelations make the party choose a new path.
The party continues their stay in Shira-Mar.
The party arrives at the elven kingdom of Shira-Mar,
A patrol of elvish rangers have gone missing. The elven commander, Glorfindel, has asked the party to help locate them.
Horns of war interrupt the meeting of the Shira-Mar elves guarding their first way station.
As the party makes their final approach to the final way station, Fort Vigilance, they see and smell smoke in the air further. As they reach the crest of a forested hill the caravan stops and alarms go up. The party rushes forward. They see the gates of the fort standing open and fires starting to blaze upon buildings inside and surrounding the fort.
The caravan makes its way to the second way station, which is called Cauldron's Keep. This way station is just off the road about a 100 yards. The grounds form a large rectangle, with a large stone keep in its center. The grounds are surrounded by large palisade walls about 15' high. There is a large wooden guard station on each side of the walls. Tavern: Gull Darn Bar Keep: Fenwick Bar Maid: Dara Inn: The Modest Comfort Halfdan Castellan: Kairys - Level 5 - Champion Human Forces: 30 Guards, 10 Knights
The first way station is Vanguard Castle, which can be seen just off the road, in a large break in the forest. It lies on a great rampart, perhaps 10 feet high and is surrounded by a moat. It has a stone wall 15 feet in height and a watch tower every 25 feet. There is a large gatehouse, in which you see a large metal portcullis. A drawbridge is the only way across the moat. The castle's large keep can be seen looming over its walls. The castle is about the size of a medium sized town. The soldiers are garrisoned in the barracks inside the walls. There is an inn, a blacksmith shop, General Store, and various other shops and artisans dens. The wagons first stop will be the castle's storehouse. The caravan arrives around 5pm and will spend the night before traveling on to the next way station. The next way station will take 2 days to get to.
The heroes have set out upon their mission to escort Bucar to the Crimson Order's Citadel. The Abbess Hild accompany them, as she is to be their ambassador for as long as they remain in Sardar territory. The party travels in disguise and have joined a caravan resupplying the three Sadaran way stations along the King's Highway.
Our story began in the Marcher Kingdom of Sardar. The party started out as a part of the latest group of mercenaries, who had been hired to help ward off a rumored Orc raid. They serve on behalf of Melcanthion, king of Sardar. In return for their services they were given 20SP per day, while on duty, in addition to room and board at one of the local inns called The Slain Dragon (run by Evander and Fiona). The whole group was housed in this same inn. Their provided accommodations were equivalent to a poor lifestyle (2SP a day). They had the option to upgrade to the modest lifestyle (10SP a day), which would have required them to have to paid 8SP a day out of their own pocket. The quality of food would have been improved, and they have been given a private room. Otherwise, they would share a room with 3 other mercenaries. No one chose to upgrade, as this would have caused some resentment among the other mercenaries. Throughout this campaign, The Slain Dragon will be the party's base of operations while they are in Sardar. The standard currency is silver coins, and they are used throughout all the lands. Gold coins are used for large transactions, and when it isn’t feasible to use silver. Mostly nobles and high-end merchants will deal in gold, but only with each other. Copper coins are used mainly by the lower classes of Rallion and most essential items there, such as food and drink, are priced in copper. Other coins, such as electrum and platinum, are used by the other races; but they aren’t used in dealings with Alterians, Kalabashians, Troijans, or any of the Marcher Kingdoms. The exchange rates are the same as the Players Handbook specifies: 10CP to 1SP, 10SP to 1GP, 5SP to 1EP, 2EP to 1GP, and 10GP to 1PP. There are always exceptions to these, but at least that gives you an idea of how money is used. The party's point of contact with the Sardar Mercenary Force is Sergeant Killian. Evander and his wife, Fiona, run the inn: The Slain Dragon.
Character Creation