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History of the Guardsmen

  • 1334 A.C.

    6 /5
    1334 A.C.

    6 /5

    Ugly Duckling Brawl
    Miscellaneous

    The place is Rowland City, capital of the Principality of Rowland. In one of the city's more squalid areas is a lowly tavern simply known as the Ugly Duckling. In it, a long half-elf barbarian named Shaylen wishes to have a drink in solidarity. That is until three drunken townsfolk barge into the establishment. In their ruckus they bump into a human paladin by the name of Kuonrad, in which they cause him to spill his drink. Some unkind words were said, and an all out brawl erupted in the tavern. Shaylen tried to make her escape, but not before the city guard burst through the door apprehending whoever they could; including Shaylen & Kuonrad.

  • 1334 A.C.

    8 /5
    1334 A.C.

    9 /5

    Strols
    Expedition

    Shaylen & Kuonrad journey south, first stopping in the town of Narpp for a nights rest. While they are there, the both of them inquire as to how one might get to Strols. The innkeeper instructs them to look for a boatman named Orr; Shaylen also has a fling with a cute bar maid that night. They continue in the morning, coming to the port city of Blanik where they find Orr as instructed. Orr takes them to the island of Strols, where the dynamic duo ventures into the marshy island. Searching for tracks, and dodging traps, the pair finds a rundown hideout where they are set upon by bandits. Once the bandits are dispatched, they take in the scene before them. Bodies are strewn about, dismembered, and mutilated in all sorts of ways. A howl erupts from the swamp revealing a ghoul. Doing battle once again, the ghoul is defeated with Kuonrad becoming wounded in the process. After the ghoul is slain, a young woman appears and reveals herself as Agnes. Taking her with them, the newfound trio get out of the bog as fast as they can so Orr can take them back across.

  • 1334 A.C.

    8 /5
    1334 A.C.

    8 /5

    A Proposal
    Gathering / Conference

    Shaylen & Kuonrad are hauled out of Rowland City's dungeon which is beneath the Grand Princes Palace. They are hauled through the magnificent structure, and brought forth to Lord Lieutbrand, one of the members of Rowland's Ruling Council. He offers them a proposal. Their freedom, and 1,000 gold pieces in exchange for returning his daughter. He elaborates, explaining how his daughter Agnes was kidnaped by bandits, and is reportedly on the Island of Strols. Both individuals begrudgingly agree, and the adventure begins.

  • 1334 A.C.

    10 /5
    1334 A.C.

    10 /5

    Reward
    Life, Achievement/ Win

    Shaylen, Kuonrad & Agnes return to Rowland City the way they came. After an hour on the road, Shaylen's horse collapses and they all hear a strange voice. A firbolg is on the ground near Shaylen who introduces himself as Wendel. He tells the party that he disguised himself as a cat, took a nap on Shaylen's horse, and then his spell wore off. In asking Wendel about his business, the firbolg tells them that he is a druid who has been sent by the Druidic Council to find a rogue druid named Ataulf, who stole the Heart of the Oak from the druids. Wendel is welcomed to tag along. Agnes then explains to the party how the bandits kidnapped her, wanting her alive so they could take her to Gondwana, and deliver her to something known as the Iron Hand. They reach the Grand Princes Palace mid-day; Kuonrad & Shaylen are given their reward, and upon leaving the two notice tension between Agnes and her father.

  • 1334 A.C.

    10 /5
    1334 A.C.

    11 /5

    Blue Woods
    Expedition

    Upon leaving Rowland City, Shaylen & Kuonrad agree to help Wendel search for the rogue druid Ataulf. On their way to the port city of Tullastones, they hear a familiar voice calling out to them. It is Agnes! She exclaims how she wants to go with them to travel and see the world, and to not be cooped up with her kooky overbearing father. All are in agreement, deciding to head forward they are eventually beset by Rowland soldiers who must rescue Agnes from her "captors." These soldiers are killed, and the party quickly makes their way for Tullastones. Finding a boat, the party heads towards the Blue Woods where they depart. Making their way through the forest, the party is captured by a group of elves & firbolgs who bring them to their king. King Thamior Liadon rules over the Blue Woods and asks the party for help. He tells them that a darkness has fallen upon his woodland realm. Destroy this threat and they are free to come and go through his woods as they please. The party eventually finds themselves at an abandoned temple of the elven god Sehanine Moonbow. Inside they find ghouls, cultists, and a massive bone golem. Destroying the bone golem seems to lift whatever aura had cast itself on the forest. They find a strange symbol in the temple, and notice a mysterious rider in the distance watching them as they leave. Taking the symbol back to King Thamior, the elf king exclaims that it is a symbol of evil, but does not elaborate. He keeps his end of the bargain, and the party rests to continue their journey.

  • 1334 A.C.

    14 /5
    1334 A.C.

    14 /5

    A New Addition
    Gathering / Conference

    Several days later, the party finds themselves in the city of Clonabridge within the Kingdom of Calanais. A plague has been going through the city as the city's rat catchers have been disappearing. They stay for the night at the 12 Brothers Inn where they find a quite boisterous hill dwarf. The dwarf introduces himself as Vladimir, and after a few drinks, Agnes & Wendel head to their rooms. Shaylen & Kuonrad stay to chat with their newfound friend. In telling Vladimir of their quest, Vladimir exclaims that he recognizes who they're searching for and can help them if they wish. They take him up on the offer.

  • 1334 A.C.

    15 /5
    1334 A.C.

    15 /5

    Clonabridge Sewers
    Life, Trauma/ Loss

    In further conversing with Vladimir, he reveals that he used to belong to a nearby monastery in the Blue Mountains. In leaving the tavern the party wished to investigate the missing rat catchers as a reward had been posted by the captain of the city guard. Vladimir asked that if they could go to the monastery to retrieve his staff after this whole debacle is done. Venturing underground, the party finds strange symbols, skeletons, and cultists with odd powers. The party fought there way through these cultists, killing wererats and bone golems as well. An unnatural tremor reverberated through the tunnels caving in part of the tunnels, with Shaylen stranded on the other side. Kuonrad frantically tried to dig to the other side, but to no avail. The party continued on eventually finding the missing rat catchers. To their horror, the rat catchers had been forcibly turned into wererats by these cultists. After releasing the rat catchers, the party entered a chamber housing the mastermind behind all this. Putrid Lord Eilmund, leader of the Priests of Blight. After the struggle, the Putrid Lord escaped leaving the party to usher the rat catchers out of the sewers, and collect their reward. Later that night in the inn, with no sign of Shaylen, the party wondered if they'd ever see her again.

  • 1334 A.C.

    16 /5
    1334 A.C.

    16 /5

    The Sanctuary
    Gathering / Conference

    Traveling out of Clonabridge the next day, the party fought an ogre on the road which turned out to be an illusion. Illusion orchestrated by a grumpy old gnome named Fibblestib Umbodoben. Fibblestib didn't want to hurt anyone, but just have a little fun. Continuing their journey, the party eventually found the sanctuary that Vladimir used to belong to. After collecting his staff, the monastery was beset by goblins. The goblins were defeated, but it begged the question: how did they make it this far south out of the Northern Wastes?

  • 1334 A.C.

    19 /5
    1334 A.C.

    20 /5

    The Bard
    Gathering / Conference

    Venturing out of the mountains, the party finds a naked half-elf traveling alongside the road. His name was Leigh and asked the party for help in retrieving his things from some local ruffians. The party found these bandits who turned out to be part of a crime organization known as "Le Front Libere." It turns out Leigh had owed them some gambling debts, he couldn't pay, so they took all he had. Once the bandits were disposed of, Leigh got back all his stuff, and being indebted to the party, decided to continue traveling with them. They reached the city of Culmkerk only to be woken by the alarm bells. Venturing to the top of the walls, the party found an orc war band waiting to strike.

  • 1334 A.C.

    20 /5
    1334 A.C.

    21 /5

    City Defense
    Military action

    Wendel mysteriously disappeared once the orcs arrived, and the soldier leading the city's defenses was a man named commander Ewyn. Allying themselves with Ewyn, the party pulled off a scheme in which they blew up the orc war chief with a flaming arrow and casque of alcohol. The superstitious orcs fled leaving behind a few stragglers who were taken prisoner. Later that night there were celebrations in fending off the orcs, but Kuonrad & Agnes were beset upon by rogue knights and mercenaries. It was revealed in their personal belongings that a reward has been put out for Agnes' return along with the capture of Kuonrad, Shaylen & Wendel. A firbolg hunter named Kaolin interjects, making sure Kuonrad is really not a nefarious villain, and Agnes backs up her paladin friend. Commander Ewyn later shows up and asks the party for help. He takes them to Lord Yarwood, the ruler of this region. Lord Yarwood says that he is worried about another city named Drogstone which is also under his rule. He has not heard from the city and fears the worst given the recent appearance of orcs. Kaolin goes to the dungeon where he interrogates an orc prisoner, who reveals that they are being led by a certain Father Grimolt, who has taken Drogstone for himself.

  • 1334 A.C.

    25 /5
    1334 A.C.

    25 /5

    Battle of Drogstone
    Military action

    The party now having teamed up with Lord Yarwood, march with his army to relieve the city of Drogstone. Night falls, Vladimir & Kaolin organize a stealth mission to open the city's gates. They also find it is not just orcs who have taken the city, but bandits and mercenaries as well. With the gates open, Yarwood's army and the army rush in to do battle. Fighting their way through the city, the party makes it to the mayor's house where they defeat some cultists preparing a ritual, and save some prisoners inside. The city is successfully retaken.

  • 1334 A.C.

    26 /5
    1334 A.C.

    26 /5

    Father Grimolt
    Life, Achievement/ Win

    The prisoner turns out to be another blood hunter named Lucan. After freeing him, the party helps him in a supernatural task, and he leads them to Father Grimolt's hideout. It turns out, Father Grimolt is the leader of a fanatical cult known as the "Chosen Ones of the True King." They dedicate themselves to the god Lugh. He was able to gather orcs, and many others under his thumb. The party find themselves in an old mine, where after sneaking through, and killing enemies, they find Father Grimolt, and do battle against him. Grimolt was strong, but unfortunately not strong enough to deal with the combined might of the party. Battered, beaten, and broken, Kaolin deals the finishing blow by decapitating Father Grimolt. In searching through his stuff they find a mysterious letter, and return to Lord Yarwood with the cult leader's head.

  • 1334 A.C.

    27 /5
    1334 A.C.

    30 /5

    Good Tidings
    Population Migration / Travel

    After Father Grimolt was slain, Lord Yarwood bestows rewards on the party for any who wish it. Kaolin was rewarded a parcel of land, and Vladimir a coat of arms. As the party makes ready to leave, Kaolin travels with Lord Yarwood to inspect his new land. Agnes informs Commander Ewyn where the party is going, so Kaolin can find them. The party travels north towards Pulles where they find a young animated individual harassing people on the road. He seems to be dressed as a young knight, and introduces himself as Guy Scurlock. He says that he's trying to prove his worth, and is challenging people to do so. He challenges Kuonrad and won't back down. He quickly gets put in his place by the party and is encouraged to join an adventurer's guild, or a warrior/mercenary group. Guy thanks them for their advice and leaves. Upon entering Pulles, the party is drawn to a shop where a vivacious old woman is encouraging people to buy her wares. She gets a hold of Leigh, and drags him in along with the rest of the party. She is Aunt Polly, and boasts that no one has ever left her shop without buying something. She parades Leigh around the shop, pressuring him to buy at least something. Once he does, she is quite satisfied and lets them leave. Staying at a tavern that night, Leigh brings out his instrument playing quite the peppy tune that everyone inside seems to enjoy. Vladimir asks Agnes to dance as Kuonrad sits contently enjoying the evening.

  • 1334 A.C.

    2 /6
    1334 A.C.

    2 /6

    Misfortune of Mousa
    Metaphysical / Paranormal event

    Party finds their way to Mousa where they meet up with Kaolin, but Wendel is still MIA. They find Mousa under duress, as an angry mob surrounds and hangs a man. Upon further investigation, the party figures out that children have gone missing, and are found murdered several days later. The city has been turning on itself trying to find the culprit. The party visits a tavern called the "Fisherman's Wife." Inside they find Ataulf the missing druid, drunk as can be. They question him; Ataulf reveals that he sold the Heart of the Oak to a Kattegat tribesman named Hunlaf, who is camped out in the nearby forest. Kuonrad & Agnes recall that the Kattegat are Shaylen's people, and it is unusual for them to travel alone. The party leaves, finding the man that had been attacked by the mob, hung above the city's gates.

  • 1334 A.C.

    3 /6
    1334 A.C.

    3 /6

    The Guardsmen
    Founding

    Party delivers the sea hag heads to the mayor of Mousa. The mayor is overjoyed! In dealing out the reward, the mayor asks the party what they are called. For the books and official reasons. The party takes a side bar to discuss names. Names are suggested, tossed aside, and then Vladimir suggests their group be called "Agnes & the Guardsmen." Kuonrad says that's nice and all, but what happens if Agnes dies? Agnes is a tad offended by this. So, the group officially settles on calling themselves "The Guardsmen."

  • 1334 A.C.

    3 /6
    1334 A.C.

    3 /6

    Sea Hags of Mousa
    Life, Achievement/ Win

    Party awakes the next morning to find the body that was hung to be missing. Noose unbroken. Party finds footprints near the woods, and tracks them into the forest where they find a weeping man. The man that had been hung. He introduces himself as Karney, and says that he was falsely accused of the murders. He goes on to tell the party that he's been trying to find the missing pieces of his wife's body. A woman who was a healer, but accused as a witch. Her body scattered after her death. Karney said that he was honing in on a piece which was near where the children have been turning up dead. He says that he escaped the noose because his wife had taught him a few things before she passed. Party goes to this location where they venture into a cave and find a coven of sea hags. After defeating the hags, they chop off the heads to deliver to the town. It turns out these hags were murdering the children, and also had a piece of Karney's wife. Karney thanks them and humbly asks the party to help him find the rest of the missing pieces, giving them a map with the designated locations.

  • 1334 A.C.

    4 /6
    1334 A.C.

    4 /6

    Hunlaf
    Life, Failure / Mishap

    The Guardsmen venture into the woods to find Hunlaf. They discover a camp full of bandits and were creatures such as wererats, wereboars, and werewolves. In fighting their way through, the Guardsmen find themselves face to face with this Hunlaf. They find him as soon as he is giving the Heart of the Oak to none other than Putrid Lord Eilmund. Eilmund flees, and Hunlaf transforms into an enormous werewolf. Hunlaf & the Guardsmen do battle. After the harrowing struggle, Hunlaf is killed, but not before grievously wounding Kuonrad; making him contract lycanthropy.