The Stuff of Legends or Really Good Bar Stories
The Story So Far
After passing through another portal, the group has ended up quite far from the 10 Towns region. Few of them know anything about the kingdom of Desmarinn. They begin by reconnoitering the area and discover the names of several nearby towns. The Leader of Desmarinn is King Thorselund who rules out of the city of Kouzal. The city of Metal Grief is rumored to be a marshaling area for Tiamat’s local forces. Also discovered a heavily armed and armored female who is pretending to be dead and is married to the Captain of the guard in Kouzal,she is currently hiding in the concealed town of Elishi.

Our stalwart band next learn that there is a thriving black market beneath the Tavern named The Rotting Corpse. They also discover that everything they need to create the potion to reverse the effects of lycanthropy is in the middle of the Green Inferno. It is decided to go to Metal Grief to investigate further. The town is very militaristic, requiring papers on one’s person at all times, and spell-casting is forbidden within city limits. Inside, there are several temples. The larger of these are to Nerull, the Voice of Vecna, and Kord. There is a tiny temple to Corellan in bad need of repair, whilst the largest temple is dedicated to Tiamat. The other temples are in honor of Jubilex, Moradin, and a mysterious faction called The Brotherhood of the Angry Sun.

Into the Sewers

After watching the guard at the rear gate get taken out by a mysterious man who becomes a swarm of bats our heroes watch the swarm fly into the sewers. Pestilence Xaphan follows and runs into cultists many of whom are disfigured by demonic power including an Ettin, he is just barely able to escape. After a meeting with the rest of the group they decide it is time to go into the Green Inferno. After half a days harrowing journey through the thick unforgiving underbrush of the Inferno they come upon the remnants of of an enamel stone path disused for years it leads into the ground.

The Dawn of a new era
Desmarinn is Reborn
After the campaign that first brought Desmarinn to light, a new cast of characters begins their own adventure in the area. The band consists of the travelling witch named Adriane, the paladin Marche, who seeks both spirituality and coin, a rogue named Kethaveltril and a warrior named Thalon (both of whom are on the run from the White Hand Assassins Guild), a rough-around-the-edges cleric of Fharlanghn named Yndara (daughter of one of the original party members of the Desmarinn campaign), and the shy sorcerer and alchemist named Naelurec. Starting in the tavern of the poorest towns in the area, they learn of a supposed Fey Ring that is crippling the working populace that dare to wander into its domain. After meeting with the ruling family, our heroes set out to locate and deal with the Ring. While purchasing supplies for their adventure, Yndara is given a second task in exchange for a map of the area; one of the shopkeeps tells her of a black and gold box near the Ring, and demands that she retrieve it. Fighting the treacherous terrain of the mountains, the party finds a small cave. Inside, they encounter goblins, but make quick work of them. Kethaveltril returns to the cave and finds a strange jug covered in mesmerizing runes of pain. Unable to fight his urge, the rogue uncorks the bottle, freeing the essence of the forgotten demi-god Issek of the Jug. He is rewarded handsomely for doing so, gaining a permanent bonus to his XP gain. Back on the trail to the Ring, Adriane, Naelurec and Yndara notice that the very earth under their feet is corrupted by foul energies. As she inspects the water, Yndara attempts to bless it, but she is knocked on her feet by the water itself. Here, it seems, Mother Nature is not so motherly at all. Resting provides little comfort, either, as the night is fraught with restless spirits in pain. On watch, Naelurec spots a swarm of bats gliding over the camp. The sorcerer wakes his companions and a battle ensues. The bats have been given malicious grafts; razored claws fused with their very flesh. But appearances are decieving, and the bats are defeated by mere light. Slaying as many as they can, the party proceeds to rest and they awake refreshed and healthy. Halfway up the mountain path to the Ring, the adventurers encounter another cave. Yndara remembers the side quest for the black box, and believes this cave will lead them to the quest’s completion. We leave off with our heroes readying themselves for their descent into the cave.
What about that cave?

Halfway up the trail, our party finds the cave allegedly holding the black walnut box. In the very back of the cave was a door leading to a small dungeon. They encountered several automatons, a slew of traps and an area set up for processing corpses. Deep in the recesses of the cave, they found a dock used for transporting corpse meal barrels. Attempting a second pass at blessing the water of the area, Yndara successfully consecrates the river, causing it to spit out a goblin body disfigured with profane markings. Yndara and Marche determine the body was a ritual to foul the water in the name of Malglubiyet, and Marche takes it upon himself to remove the markings and consecrate the body. This angers Malglubiyet further, as the Paladin had previously fouled a statue dedicated to the goblin goddess. Malglubiyet takes her revenge in the form of a rash that quickly forms across Marche’s chest.

Backtracking to the fork in the hallway, our heroes descend the second set of stairs only to run into a giant stone trap. Thankfully, they escape no worse for the wear. The hallway finally leads them to four identical boxes. Using the Guidance spell, Yndara determines which box they need and Marche is sent to retrieve it. Placing his hands on the box, small spikes pierce his flesh and his blood spirals toward the sky and disappears. Paying the display no mind, our adventurers choose to exit the dungeon quickly. Upon leaving, they are attacked by minor constructs created by the pieces of villagers. The creatures are grotesque, especially those made of infants. After defeating the perversions, the party is able to rest and continue their climb to the top.

At the top they discover a completely different area; it is warm and sunny with burgeoning wildlife. As we leave the party of Desmarinn, it is clear that they have found the Fey Ring they have been searching for.

Fey Ring ahead

With the group now looking at the Fey ring in the distance they begin the journey to the ring. The path splits into 3 trails 2 head off into seeming oblivion while the last one heads straight for the ring. After a brief discussion they take the right most path which appears to head off a cliff, instead it leads to a door magically concealed, beyond the door each of them sees a beautiful member of the opposite sex all but Adriane fall to the charms of the foul creature. They next came upon a guard room which led to a brief fight with one of the guards. Afterwards they continued through the dungeon finding a half-ettin named Kevin who they spoke to at length.The next area was a prison area with 10 holding cells which had nothing in them but human and demi-human remains, beyond was a single door through which they could hear sounds of agony. The room beyond was a torture chamber but it was also used for some sick ritual that they interrupted an acolyte and 3 helpers were placing a worm in the brain of a human that they had already melted armor to. But even with magical assistance they were no match for our party of adventurers. Further in they came upon a room used as an office for a minion of someone they all are referring to as “The Overlord” he appears to be called away and uses passwall to leave the room and lets his guards and their goblin retainers handle the group. After a bloody battle they search the desk and find many different holy symbols which are unconsecrated, during the battle half the goblins ran the group now followed the path and came upon them as they were returning with reinforcements in the form of a Bugbear in blade gauntlets , another brutal fight that our heroes will not soon forget left them in dire need of rest, and rest they do in a secret area they find under the larder along with a small stash of magic items and money.

Inside the hidden Keep

After spending the night in the hidden room beneath the larder, licking their wounds and dividing the spoils. Emerging from the camp they enter the mess area, during the search Marche knocks over the food prep set up which calls a group of Half-ettins led by a vermin mage. The Half-ettins again take the measure of the party before being defeated, the party is forced to retire back to the hidden room to rest for every member is grievously injured and depleted of magic, the next day they venture in the opposite direction backtracking to a door they chose not to explore. The room beyond leads to a gruesome discovery, the room is filled with the equipment used in the process to re-animate the corpses of the townsfolk and finally they are to learn who is behind this madness. the last bottle is identified by Yndara Xaphan as being a type of divine phylactery for a piece of the mad god worshiped by the strange cult known as the Brotherhood of the Angry Sun. Naelurec tries to identify the bottle not knowing it’s origins and is hurled across the room into the far wall, Marche handles the bottle and consecrates it shattering the centuries old protections that are keeping it sealed, without the blessed silver bands holding it closed the top is opened and the smallest fragment of the Mad sun god is released. After a thorough search of the cases a secret switch is discovered revealing a small chest but triggering an alarm spell summoning a guard squad to the room 5 goblins led by a shaman and two well armed and armored humanoids. The caster proves to be a problem as he is well defended and able to utilize scroll after scroll to hurl deadly spells into the small room our heroes are in. Finally able to regroup they dispatch the guards quickly and find the secret chest the guards were checking on. During another night spent in the hidden room they rest but on this night they hear a horrid disjointed music that with each passing hour gets worse until finally Naelurec can take it no more and goes to open the secret door to stop the music he is stopped by the rogue who must also stop the massive fighter from doing the same. The night passes finally and they head up the hall from the four way intersection to a set of massive double doors, beyond which is a temple at the altar is a cleric and he is preaching to 18 goblins ,Marche opens the door setting off a massive trap which sends him all the way down the hall unconscious,Adriane runs to wake him the rest of the group engages the worshipers all the while the source of the music sits in the corner of the room a spectral pipe organ. The goblins and cleric are quickly dropped but not before reinforcements are brought into play in the form of 3 more Half-ettins once more they give the party all they can handle but after a hard fight the party emerges triumphant and well rewarded with 2 chests hidden in the altar. Before they can retreat to heal Marche decides to deal with the pipe organ once and for all shattering the device. Upon it’s destruction a blue mist is released which begins re-animating all the corpses in the room, filled with the righteous wrath of Heironeous Marche faces off against the ever-changing body of the re-animated Cleric but it ends with no violence as the arm that had sprouted from it’s face falls to the ground and retreats. the party takes it’s leave of the room to heal before they push through the next door.

A Triumphant Return?
The rest of the hidden keep is deserted. The Fey ring is ahead but upon arriving they discover no corruption magic only wild fey magic. After speaking with the Fey Queen Columbine Iceglitter, she charges them with a task protect her people that are coming to the ring. Our heroes repel the attack but a massive number of fairies are killed in the attack. They also discover the Fey ring is moving now that it has fulfilled it’s purpose. They return to town and return the box to the old man who also buys the gem from Marche . They discover too late that things are not what they seem, the man is not who he pretends to be and he disappears without a trace. Kethaveltril Aleanlylth Learns that the old woman who kissed him had cast an enchantment to allow her to see where they went and all that occurred, who is she and should they trust her? She offers them a few magic item to help them in a task she says must be done……a trek to the Well of Frozen Souls!
Battle of Screaming Rogue Pass

After they discover the old woman is actually Fruitpip Reedglitter a high ranking member of the Fey court {sorry DM brain fart forgot her mom is dead the old woman is really a high ranking adviser to the current queen.} The group leaves for the Well of Frozen Souls. It will take many days to travel there and they are warned that the way is filled with danger. The first night out they are camping in the Fairy Sleep Plain when they see an all too familiar blue mist cover the ground soon after the ground is issuing forth a horde of undead Fey creatures, the countless victims of all the years of ambush of the fey as they travel from ring to ring. But the undead seem uninterested in the party for now anyway , the following morning they reach the bridge at Screaming Rogue Pass in the Druid Scourge Woods true to the legends the creatures of the woods have been twisted into perversions of their former selves with forbidden magics. while crossing the bridge the group is attacked and although 2 members are almost knocked from the bridge they defeat the beasts. Rather than face another night either with the undead or the creatures from the woods they make for the town of Falshire , there they learn of a mine known as Munat ur Paun or “Mine of Pain” they also learn that the town is filled with superstitious dread of saying anything about the troubles in anything other than an ancient language that pre-dates the current ruler whom they have begun to believe is the cause of all their current woes. The group decides to stop and investigate the mine for the town after negotiating a price of 2000gp per surviving group member if they permanently solve the troubles at the mine, they enter the mine and find many paths 2 are boarded up the 3rd they follow it then branches in 3 directions one leads to a cold feeling one narrows and smells bad the middle path leads to a large cave filled with modified bats but it is the floor that hides the danger, beneath what appears to be solid ground there is a pool of ammonia and within it an unknown creature with savage hooked tentacles after a brief skirmish they set the pool of ammonia on fire hoping it kills the creature. The blast results in a partial cave in and they learn the creature moves through stone rapidly and it is alive and well still stalking them but it refuses to cross a certain line but they don’t know if it is the cold or the smell keeping it at bay.

The Black Sun

Deeper into the mines they go always wary of the creature beneath the floors that can attack without warning and drain the blood from your body in little time. After surviving 2 attacks from below they come upon the creatures lair it is massive and the few tentacles they have encountered are the smallest fraction of it’s true size . They manage to steal the 3 chests from the lair without attracting the beasts attention and they retreat down the bad smelling corridor where they find the cause of the smell the liquified remains of a humanoid one of the many victims of the creature deep in the bowels of the mines they also discover that the miners and the creature used to co-exist quite well, the miners would leave it a substance referenced as liquid steel or metal they are not sure of the exact translation and in return the creature would leave them be. The Brotherhood needed the mine to stop it’s production of Mica, they were to use any means to disrupt the mine they tried many things before settling on using the beast in the deep of the mine to unwittingly do their bidding. The group found a recipe for something that they used to upset the creature and cause it to attack the miners, they were obviously more successful than they hoped for. Also discovered was a lift, our heroes take the lift up to the next floor 100ft straight up, at the top they discover a 4 way intersection the North corridor was inlaid with mother of pearl the South was inlaid with cold wrought iron the East was inlaid with living wood vein and the West had darkweave. They decide to go South to a large cold wrought iron door, in the room beyond was a 7foot statue of a large human with spikes and a viciously hooked gloves, after leaving the room and heading down the next hall they hear metal on stone from ahead and behind them they see red menacing eyes and sparks but it was all just an illusion used to make casters reveal themselves the party does not fall for the trick. The next room is defended by ash constructs which unlike other types of created beings are fleet of foot and attack when triggered but once again the party is too much for the guards of this place and soon dispatch all 4, after a quick search of the room they make camp for the night.

The Song of the Harpy
After resting they search the room and discover another room hidden behind a secret door when they touch the bookcase all of the furniture in the room becomes animated and begins attacking until Kethaveltril Aleanlylth grabs the floating palantir breaking the enchantment. Beyond that room is a vault room guarded by 6 cockatrices. 1 member is petrified but the rest manage to defeat the beasts. the party then backtracks to the intersection and goes down the hall with mother of pearl. It leads to a great cathedral occupied by a strange tall woman who turns out to be a Night hag and her broodswarm she attacks Grimr but before she can make off with her meal he is freed and the hag flees with what is left of her evil brood. The room beyond the cathedral is filled with the mostly eaten corpses of what is presumably the night hags less fortunate victims. Also in the room are Ghasts and Ghouls as the battle ensues the group is using sunrods to keep the undead at bay that are hiding among the corpses when one by one they succumb to a song from beyond the steel grates that ring the room. The party barely escapes the room and the immediately bar the door so the undead cannot get out, onward they go finding more rooms filled with statues of hideous demons that Adriane swears are alive they finally face off against the source of the music A Harpy and her undead retinue, protected by 4 ghasts 6 ghouls and 10 undead hobgoblins the party smartly focuses on the main threat THE HARPY once dealt with Yndara Xaphan makes quick work of the undead with improved turning. The night is filled with riches as they plunder the vault deeply . They finally find stairs down but opt to check another of the halls this one lined with living wood, at the doorway at the end of the hall they see another of the statues with the hooked gloves once again the blue mist arrives and animates the dead encased in the statue it attacks and Adriane unleashes her most potent bolt from the necklace obliterating the wall {but missing the statue perhaps her aim was thrown off by fear} the groups other attacks are far less effective until a lucky shot from Naelurec sends a stream of blue bile that leaves the mouth of the statue and goes up through the cracks in the ceiling. They lock themselves in a larder and rest just before sleeping for the night Grimr makes a discovery in the book he found that will change the course of events in the near future………………….{perhaps}

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