NEW CAMPAIGNERS

QUOTE FOR THE DAY
"We must believe in luck. For how else can we explain the success of those we don't like?
--Jean Cocteau "
CURRENT MEMBERS
INACTIVE MEMBERS
VALHALLA
Talon, Tiefling Male, Conjurer slain by Jagda, Enchanted by some fell spawn in the Moorish Wastes.
Dammerung, Drow Elf Male, Abjurer 5th slain by Ghasts of the Moorish Wastes
Kelendril Shadowbow, Wild Elf Male, Barbarian4th/Rogue3th slain by Ghasts of the Moorish Wastes
Rayne, Human Druid, slain by Ghasts of the Moorish Wastes [FangZ a.ka. 'Spot',the lucky leopard, also slain]
Links
Link to Rules Clarifications
Link to the Campaigners' Homepage (Previous
Generation)
Link to map of the
Moorlands
Link to a list of NPCs at the Campaigners' Retreat.
Link to a treatise on the Deh'wheri Faith
- Brief History:
- The New Campaigners were the second generation of adventures, the
children of the band known as "the Campaigners" made famous
by Kite Talek. They were raised together as brothers and sisters in
the unlikely homestead of the Campaigner's Retreat. With adventurers
as parents and cousins, it was no surprise that they would also have
the wanderlust. After reaching adulthood they began to find their own
places. But now, they've been brought together from their travels by
the death of a favorite aunt. The New Campaigners now seek to complete
the quest given to them by the departed soul, a quest from beyond the
grave.
-
- Adventure Summary
- After Aunt Copper's death the uneasily titled "New Campaigners" set
out to fulfill her dead request. To return her first prize to Saint
Cicelli's. After discovering that Saint Cicelli's may be a temple in
the vicinity of Oxbow and the first prize is most likely a alter torch
(and a trade of a pie for said alter torch) the party sets out for Daneshill
Borrough. However at the broken wheel ranch on the way all does not
appear well, it looks like foul play may have had a hand.
- Hooves and Darkness
The comrades depart Broken Wheel ranch for Daneshill Borrough, but quickly
come across tracks of several sheep and a female leading from the road.
The trail leads to a battered and unresponsive shepherdess and her apparent
wards (the missing sheep). Perplexed by the riddle, the comrades’ camp
for the night and attempt to coax conversation from the woman. Night
brings a surprise attack by the flock of sheep however, and a pitched
battle ensues, with the young woman fleeing into the darkness. Dämmerung,
Josiah and Talon are gravely wounded in the struggle, by Adeon manages
to halt their descent into death through the powers of Auteil. Quickly
breaking camp, the company gives chase onto the moors in hopes of locating
the mysterious woman. Once more, the bloodthirsty flock attacks, this
time led by a massive black ram. Spells flash across the moor, and the
sounds of battle and prayers to the divine echo in the night. Finally,
Adeon deals the black ram a killing blow with Steel Driver and carries
the unconscious young woman to safety. The party, exhausted and worn
by the trials of the evening, collapse to rest out the remainder of
the evening.
- Finally arriving at Daneshill Borrough, the New Campaigners speak
with Mal (the Sheriff's Lieutenant) and then the Lord Sheriff himself
concerning the tragic events at the Broken Wheel Ranch. They are skeptical
at first, but eventually agree to watch over Laila, the orphaned shepherdess.
The group learns the location of Oxbow Lake, and that there is indeed
a temple that was named St. Cecilli's in that location. They travel
to Oxbow Lake and fulfill Aunt Copper's dead quest. While returning
to Daneshill Borrough, they meet the Scarlet Coursers. They claim to
be "travelers," but raise the group's suspicions. Upon return to the
Borrough, they learn that the Scarlet Coursers are indeed wanted brigands
-- and Adeon, fearing they might prey on the unprotected inhabitants
of Oxbow Lake, urges the tired party after them. They give chase, and
come morning face off against the Scarlet Coursers. A battle ensues,
and a few well-placed blows combined with a potent mix of Arcane and
Divine magic incapacitates most of the brigands relatively quickly.
- The beginning of our episode found the New Campaigners returning to
Daneshill Borough with the wanted foursome called the Scarlet Coursers
and the sheriffs warhorses. Three of the Coursers were weakened but
alive while the fate of the fourth was not so fortunate as he met his
maker in battle. Rested and ready to go the party set off to defeat
the ogre. After the first night of travel they discovered the dead body
of a pirate. After properly disposing the body they followed the horse
tracks leading away from the body. A few hours later they found the
horse, alive but wounded and frothing from exhaustion. The horse (named
Harpie)said that he and his rider were attacked and had been riding
for days until his master fell. During the watches that night, several
horsemen were sighted along the beach but they did not approach the
group. Upon investigating the next morning the found a camp set up near
the funeral pyre and a band of pirates with an elf speaking for them.
They asked for the return of their horse but ultimately settled for
the items the fallen pirate had been carrying, a crude amulet, a couple
of daggers and a gem and allowed the Campaigners to keep the horse.
That night they made it to the town of Osric, located on the beach.
The town was deserted and found that it had been looted rather quickly
and one building burned to the ground. A 30-foot vessel was anchored
about 300 feet out in the harbor. They set up camp in one of the abandoned
buildings for the night. At the crack of dawn they noticed a boat coming
to shore. Adeon and Talon met the group and after Adeon identified himself
as a knight the villagers informed them of the raid the night before
their arrival. The group discovered that the ogre and his gang of kobolds
had sacked the village. They followed the nearby wagon tracks until
coming across what looked like an abandoned keep just off the road.
Still a flag hung there. Upon closer investigation the flag was old
and tattered but they continued the search. After sending in Sniper
to do surveillance from outside the building, Talon learned nothing
was inside but bodies in suits of armor. He and Adeon went inside. Upon
checking out the bodies (which were later found to be just decoys) Adeon
fell into a pit where he immediately encountered three kobolds and a
dire weasel. More kobolds surfaced but stayed well out of combat range
with their missile weapons. Thick foliage also kept them well concealed.
The following skirmish managed to dispatch one of the kobolds on the
outside and Adeon dispatched his opponents with no damage other than
the damage taken fro the fall. The well booby trapped keep did its share
of damage as Arla took strength damage and Josiah was impeded by well
placed caltrops. After regrouping and getting Adeon out of the pit the
party adjourned about a half mile away to heal and plot their next plan
of attack.
- Suffering the slings and arrows of outrageous kobolds, the party makes
it through the night. Still somewhat tired and sleepy, the band makes
its way by following the deep ruts made by the heavy war wagon. They
track for 2 days, breaking to try and rest and recover. At dawn, the
morning of the second day, the heroes come toe to toe with the Ogre
and the war wagon. A pitched battle leaves many kobolds dead and the
party suffering the loss of a horse. Sensing the weakness of the heroes,
the villains press their advantage nearly overwhelming the party. A
retreat is called and the party manages to escape death. The party finds
solace in Osric, the village near the bay. After healing and much needed
rest, the heroes continue their quest to rid the land of this ogre and
his minions. They follow the tracks once more to an old, run down castle.
Arla, ranging ahead of the party assess the castle defenses and the
party starts planning.
- The comrades decide to siege the ruined castlehold. Adeon is neutralized
by a hidden water trap, but his cousins manage to slay the Ogre Rasher
and several of his kobold "warriors", before his remaining allies flee
or surrender. One of the kobolds, named Flea, turns out to be a valuable
source of information (revealing that Rasher utilized a sprite trapped
within a magic jar to control the kobold adepts) and joins the party
to help rescue his enslaved family. In the night, the companions are
visited by Spider, a kobold adept who throws a bag of gold at their
feet and denies the existence of the magical jar. After a brief discussion
with Flea Dammerung suspects another trap and attempts to tackle the
envoy, preventing him from returning to the dangers below. The kobold
however escapes and when the party ventures below in the morning, they
discover the chambers abandoned and a magic jar containing the sprite
Starglow--who perplexes the party with her intentions, history and value.
Hooking the giant horses to the war wagon, and with Flea by their side,
the adventures return to the Campaigners' Retreat, stopping along the
way to collect Lelia and the various bounties for the slain creatures.
- While enjoying the locals of Freeport we spotted what turned out to
be a sailor floating in the harbor. After talking to him it appeared
that a group of Sezari lizardmen or something similar was attacking
ships in a "safe" harbor area up the coast, unusual behavior as normally
they don't like quite that amount of water. Chartering a ship, The Guppy,
to take us up the coast to that bay we headed out to investigate. Arriving
at the bay we investigated and through fortuitous error found the group
of Sezari hiding out in a cave at the base of the cliffs of the bay.
A magic wielding Sezari almost got away from us, but some quick thinking
(and running) by Adeon managed to bring him to heel and gained us a
small booty.
- Foreseeing the arrival of his Paladin Warhorse, Adeon convinces the
group to travel with him to the city of Candu, where he plans to return
his current steed to the church that gave it to him. En route the come
across a battered and abandoned cart, and the corpse of a slaughtered
ox a short distance from it. The good priest Josiah tracks the attacker
into the wilderness, and the group encounters a lone centaur who may
have been responsible for the attack. A mid-evening altercation between
the Centaur and the New Campaigners results in wounds on both sides,
but nothing is decided and the Centaur flees. Later that evening, the
group is attacked by a lone displacer beast, slain when Dammerung nullifies
its defenses with a well-placed faerie fire spell. The following day,
the group comes across a house that has been boarded up and sealed with
a symbol that Talon recognizes as a ward against evil. Deciding to deal
with the evil the following morning, Adeon wanders off to call for his
warhorse, leaving him unable to assist his comrades when zombies stream
out of the house to attack their camp. Josiah calls upon the holy power
of the Hawk to incinerate the undead, but not before one of the horses
has fled in terror. Searching the now empty house, the group finds a
rotted egg, the symbol of the Dark Brother, sitting at the family
table, which Adeon destroys in disgust...
- With Josiah busy cleansing the desecrated farm, his brothers set out
to track down the missing horse. They soon encounter an elven party,
lead by the wizard Elmior who carries a writ of passage. They too were
searching for the steed Dauntless, but because the beast was gifted
to them by the Baron Henner, but somehow managed to escape from their
control. Adeon quickly admits to his holy link with the warhorse, and
while there is no immediate answer to the dilemma, the parties agree
to search together. During the evening, as Adeon sets off to call the
horse once more, Dammerung and Talon are surprised as their elven "friends"
(Illuniaual, Arelias, Cemeril) turn treacherous and attack. Poorly matched
against the band of elves, the battle looked grim until the Ranger Sativa
(a distant cousin of the Campaigners) burst from the forest and dealt
quick death to the fey traitors. Elmior managed to escape. Sativa was
greeted warmly as she revealed that the elves had in fact stolen the
horse, and that she was tracking them. With morning's light came another
surprise, Adeon's magnificent warhorse, Dauntless, had apparently accepted
him and joined the paladin, bringing with it the missing giant horse.
Gathering Josiah and Flea, the Campaigners travel to to Donnaley. They
were greeted warmly and Adeon quickly demonstrated his link to Dauntless,
winning the Baron's approval. The campaigners rest and enjoy the Baron's
hospitality.
- With the other members of the party off tending to their own affairs,
Josiah attempts to sell the magical items found on the bodies of the
elves, eventually meeting up with Veril, a bard with a proposition.
For 10% he can find a top dollar buyer. Bravely risking himself for
the good of the group he follows Verril into an underground chamber
and procedes to make the deal. After this ordeal was over the adventurers
where then invited to the a council meeting by the Baron. There they
were introduced to several Lords and Ladies, including Lord Kelbran
who told of some slightly disturbing movements by the elves. More disturbing
than that, though, was the story told by his companion, Rojan, a youth
fromthe small town of Iocalus. He told the adventurers of several disapearences
in his town and of the strange behavior of his Uncle. It seemed that
his uncle had taken to conversing with a bird of late and had ordered
the excavation of a site that had once been the site of great black
magiks. Also there was rumored to be a portal of some kind near the
town. At the request of the Baron the group agrees to travel to Iocalus
to investigate. On the way there they noticed a Raven that seemed to
be following them and when they camped for the night a large rat kept
nosing around and several members found there belongings had been rummaged
through. It seemed that the raven and the rat must be familiars but
who they belonged to they did not know. On arrival at the town the next
night they were greeted warily but allowed to speak to the Mayor of
the town, who turned out to be Rojan's uncle. He spoke of the disapearances
but implied that Rojan himself may have had something to do with them
as one of the bodies had washed up on shore not long after Rojan ran
off. The mayor offered the use of his house to the adventurers and went
to sleep at his cousins house. One strange thing was that the guard
spoke of a young messenger that had been sent to Highwater Keep. The
group checked the house for evil and such and brought some things into
town before retiring for the night.
- The story picks up with the campaigners turning in for the night.
Even though they secure themselves in the mayors house and lock the
doors and close all the windows, a watch is still set. This turned out
to be a good idea as during Dammerung's watch, he realizes that they
are being boarded into the house. The rising heat and smoke makes him
aware that the house is being set ablaze. He scrambles to awaken the
others and calls forth a warhorse to break down the barricaded door.
The horse does so a few rounds later revealing villagers, who then roll
a flaming bale of hay into the doorway. Quickly knocking out a window,
Flea, Sativa and Talon escape while Adeon, Josiah and Dammerung face
the mob after moving the makeshift fireball. Using subdual attacks,
only two guards die. The villagers realize they had been enchanted and
remember nothing of their actions, only of a town meeting a few nights
prior by the mayor fortelling the arrival of the capaigners and marks
them as 'An evil that will claim to be good.' In this meeting he also
demonstrates magic he says were granted to him by an angel (deva). The
final guard, after being revived, defiantly shuns the campaigners request
to give the location of the mayor, conspicuous by his absence in the
fray. The campaigners than set up camp by the horses at the edge of
town where they are attacked by a hellhound a few hours later. After
driving the creature away, they set out on its trail the next morning.
The trail leads back into town where it heads one way and a trai of
the villagers is found headed the opposite way. Opting to follow the
beast, they stand in disbelief at what they find: giant wooden spires
spaced equally holding crucified bodies on each. Figuring this is the
way to the excavation site they seek, they take a moment to confer.
- The Road of Sacrifice led the adventurers into the bad lands. After
2 waves of undead, the party came to the excavation site. Greatly outnumbered,
out of spells and wounded, the heroes managed to fell most of the creatures
within the collosal cave. Still victory was denied when Josiah fell.
Full of scorn and derision, the Infernal Lordling mocked the heroes.
Demoralized and defeated, the beaten party flee for their lives.
- Evading a night time search party, the heros spend a tense night resting.
The next day brings the following answers: The Infernal Beast, Black
Bone, is a type of Bone Devil. The portal is not yet opened, and there
is some connection between this place, Black Bone and the original Campaigners.
The day doesn't end without loss. Friend and companion, Flee is found
dead, the war wagon destroyed, the heros possessions gone and Sativa
under the spell of Black Bone. Indeed, the spell Sativa is under can
only temporarily be broken causing unease among the party. Using the
Soul Amulet, the party is hopeful that Sativa will not be subject to
Black Bone's influence and begin their journey to Candu seeking assistance.
- The adventures travel on to Candu in hopes of finding aid in defeating
Blackbone and closing the portal. After gaining a brief audience at
St. Embers Cathedral, they retire to the inn owned by Kite Talek, a
halfling and friend of the first generation ³Campaigners². While gathering
information from the church regarding the demon threat, the band also
seeks to gather answers from the Bardic College regarding the entrapped
sprite Starglow. Looking for guidance on how to dispose of the magical
jar, Talon returns to the Cathedral only to be attacked by the clergy
from which he sought guidance. Imprisoned, his brothers come to his
aid and convince him to allow a local priest to release Starglow but
bind her from returning to the city. The priest¹s magic fails however,
and the angry sprite escapes into the city.
- After a few days of pursuing their own goals, Dammerung, Josiah and
Adeon meet back at the Last Campaign and discover that Talon is being
held in "protective custody" by the Paladins at the Sea Fire Order.
Going to their tower, they learn that Talon has spent the last few days
being tormented by Starglow, forced into the form of his father and
raising the suspicion of the entire city. Released into the groups custody,
the New Campaigners leave the city and head for Iocalus. En route they
meet a group of five "disciples" who claim to have been sent to aid
them by their Aunt, and a wild elf named Kelendril who informed the
group that the disciples were not what they appeared. Combat ensues,
and the disciples reveal their true natures -- servants of the bone
devil. Kelendril is welcomed into the party, and the group pushes their
way into the lair of Black Bones. More combat ensues, Kelendril nearly
meets his doom twice, and though Black Bones teleports away, Dammerung
is able to close the portal through the use of one of his scrolls. The
party debates what to do next...
- After a brief conference, the Campaigners continue on their hunt for
Black Bones in the underground labyrinth that is its lair. After fighting
off undead and other diabolical beings, the group discovers more villagers,
shackeled together and chiselling away at a large deposit of gold. The
four frightened villagers stay close to the party as the hunt continues.
Another portal is then found with a large tentacled creature trying
to emerge. A scroll spell successfully closes the portal and ends the
threat. Black Bones uses his illusion and domination abilities on the
villagers but they are contained by the campaigners without casualty.
Retreating for the night Black bones visits the group during Josiah's
watch, using one of the captured villagers as his medium. Despite the
threats the party forges back into the lair and face the devil head
on. After getting through spells used to slow the group down, they track
him to his true lair where Kelendril and Adeon deliver the killing blows.
After retrieving a chest from an adjoining room, the party closes the
entrance with large rocks and emerge from the excavation site victorious.
- Making a hasty (albeit victorious) retreat from the lair of Black
Bone, due to an infestation of vile worms, the New Campaigners wisely
decide to rest for the night. The party decides that they will need
more gold to purchase the items needed to close the last remaining open
portal so they take a peek to see if the worms are still there
to block the way. Upon opening the previously blocked entrance, the
group finds that the worms have in fact multiplied exponentially and
with the opening now cleared they spill out of the lair into the bowl
shaped excavation area. The party is once again forced to flee due to
the vile worms (held up briefly by a harrowing rope climbing issue).
Adeon rightly fears that the worms will continue to spread, possibly
threatening all of Malaan, and insists on stopping them immediately.
Unfortunately no one in the group has any ideas as to how to do that.
The party decides to attempt a conversation with the spirit of the slain
paladin of Velrey, the body of whom had previously been removed from
the lair. After deciphering the cryptic answers to their well thought
out questions, the consensus of the divine spellcasters is to use the
holy power of the goddess to destroy the worms. With the power of The
Lady and The Hawk backing them, the party makes surprisingly
quick work of the vile worm menace. They even manage to destroy the
remains of Black Bone as well. After removing this threat, they conduct
a thorough search of the cavern. The search turns up the party's stolen
possessions as well as some new and interesting items. In removing some
of the gold ore from the wall the party unearths yet another portal.
Having no way to close the two remaining portals the party decides to
seal up the cavern, leaving a warning of "Danger!" behind,
and they head towards Donnaley to retrieve Adeon's warhorse. En route
to Donnaley, the party is ambushed by the elven wizard Elmior and his
speedy centaur companion. The centaur is brought down by the persistence
of a severely hurt Adeon, a spell-blinded and also badly wounded Kelendril
and the timely summoning of a bear by Talon. Seeing his companion go
down, and nearly surrounded by enemies, Elmior casts some type of increased
movement spell and makes a break for it. Not wanting him to escape,
Adeon and Talon give chase and they are nearly successful at catching
him. Unfortunately Elmior manages to elude the party's grasp once again.
There is little doubt among the group that they will be seeing more
of their foe in the future.
- The New Campaigners return to Donnely, recovering Dauntless and arranging
the sale of a few minor magical weapons through the bard Veril. The
transaction takes place, but the would be buyers decide later to "lighten"
the characters load with an attack. Kelendril is wounded, but manages
to thwart the thieves efforts with gentle persuasion via Ent Breaker.
Reaching the Retreat, the company discovers their home to be emptied
of most retainers and haunted by spirits linked to the recent dismantling
of an old building on the property. Going against the original contract
of purchase for the Retreat, (which specified the structure was to be
left intact), Colin elected to have the ruined building collapsed. With
nightfall, spirits begin wandering the halls of the Retreat, ambiguous
in their intentions. Discovering the wooden leg of Saulte in the summoning
room, the party decides to venture into the night and investigate further
the site of the collapsed building. There they are attacked by an apparently
indestructible creature of darkness. Exhausted of their magic's, unable
to turn the beast and with no foreseeable way of harming the creature,
the company falls back into the "apparent" safety of the Retreat's
walls.
- Weary from the previous nights events, the New Campaigners seek out
Amdarin upon their return to the Retreat. It is decided that Amdarin
and Dammerung will head into Freeport to consult a diviner friend and
to search for other answers to the dilemma of the creature of darkness.
Using the safety of the daylight the party decides to clear the rubble
of the shack in order to see what is underneath. They uncover the site
to reveal a poured concrete slab (a lost architectural wonder of the
empire) several inches thick with the inscription "Here lies the
body of Rula Velmori - Her soul scattered to the winds." During
the search of the shack Kelendril spies some unusual tracks at the edge
of the woods. The tracks lead the party to a clearing in which they
find the unconscious, weakened and possibly feebleminded form of Saulte.
The group spends another harrowing night at the retreat, suffering night
attacks by several Shadows and a Wraith. All were destroyed or turned,
but not without injury. Josiah allows his body to be entered by a ghostly
female figure, which then uses his body to attempt communication with
Adeon. Unfortunately Adeon is only able to communicate in broken Tesouvi.
The decision was made to leave for Freeport in the morning and to completely
evacuate the Retreat, except for Dalia who refuses to go. The party
stops at the Breaching Whale and then takes Saulte to Mother Charane
of Auteil for restoration. Talon is given some spiritual advice during
a conversation with Mother Charane. The party then seeks out a bard
named Izmalic who gives them some good information about the Velmori
family history. It seems that Rula Velmori was to be a human sacrifice
to some sort of dark god known as the "Bringer of Nightmares"
whom the Velmoris were said to have worshipped. According to legend
Rula knew that she was to be sacrificed and was able to bind her soul
to some sort of Talisman in an attempt to preserve her soul. Her body
was sacrificed to the Dark God, but her soul remains still. It is unknown
what became of the Talisman although there are theories about it being
broken apart and speak across the land. The party returns to the Breaching
Whale for the night and considers what to do next.
- Taking time to reequip themselves with armor and other needed items,
the foursome spent the night in Freeport. The next morning, after getting
independent councel from Mother Charane, the campaigners returned to
the retreat to face the horrors there. On the second night there, the
foursome encountered the still unnamed evil being. After a long battle
proved unsuccessful and Kelendril falling unconscious, a retreat was
signaled without recovering Kelendril, hidden within a darkness spell.
Upon getting inside Talon, Josiah and Adeon are surprised to see the
spirit of Rula with the body of Kelendril before her. Moments later,
the evil being bursts in through the window. Josiah turns the creature
and the ghost of Rula, standing near him. After a short conference,
Josiah puts a invisibility to undead spell in effect. The creature reenters,
also invisible but unable to spot the others. Time passes, nothing happens
and the threat seemingly abates.
- After surviving the night, the party is relieved to find Dammerung
ride into the Retreat. He arrives with tales of evil Drow and foul artifacts,
and has learned much the same information that the rest of the group
did the night before. Steeling their resolve, they decide to destroy
the fell beast the next night. Before doing so, they unseal the tomb
of Lady Velmori, and to their surprise her corpse asks if they have
released her soul. On her body is a piece of a strange talisman and
a dagger that radiates enchantment and necromantic energies. That night,
the party engages the fell creature once more, and after a nearly disastrous
first assault (leaving three of the members confused and unable to engage)
they are able to regroup and press the attack in earnest. With weapons
blessed by the Lady, Adeon and Kelendril are able to do significant
damage to it, and Kelendril lands the final blow just as it tries to
escape. Later that evening, the ghost urges them to cast the piece of
the talisman into the fire, whereupon it floats into the air and points
in the direction they are to travel next. The group returns to Freeport,
to heal and prepare for the next leg of their journey...
- Plans to rest and research are interrupted by a dwarvish fighter.
Assaulted and slandered, the party is caught between the temptation
of leaving the city of Freeport to escape her onslaught and the temptation
of following the lies and misinformation back to the group's arch enemy
- Elmior.
- Dammerung and Josiah manage to remove Jagda's geas through subtlety
and subterfuge. After trying (and failing) to retreive Talon's dagger
from the Diviner's dwelling in Freeport, the as yet not formally named
group decides to travel to Candu. En route they encounter burned, scarred
land and they stop at Donnelly to investigate, where they learn a pack
of horses from the Isle of Porsche escaped from the castle of Hightower
and are wreaking havoc on the land. They travel to Hightower to offer
their services, where they learn that the horses are being controlled
by a fell mockery of a horse that flies and breathes fire. They track
the pack and its evil master, and after a nearly fatal combat Kelendril
lands the killing blow on the fell beast. They return to Hightower with
two surviving Porscian steeds and recieve a generous reward. Dammerung
checks the talisman, and finds it pointing into the north, towards the
lands of Kelendril's people. The group sadly parts ways with Adeon,
who must still travel to Candu with the reborn De'Wheri saint...
- Their journeys lead them deep into the Moorish Wastes. They encounter
a sinister Aboleth who plies illusion and mind control against them.
By possessing Jagda and creating confusion it causes her to turn on
Talon. She slays him and is eventually calmed. The party's spirits are
low and they give their brother a poor man's burial on a pyre on a bit
of dry land. The smoke attracts, Rayne, a wandering druid who briefly
joins the party. But the death of Talon spells a portent for the team
at large. While resting in the marsh, they are attacked by a pack of
ghouls. Taken by suprise they are unable to avoid the ghouls paralyzing
touchs. In the end the ghouls and marches take the New Campaigners,
the Talisman Company. They are no more.
-

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