Nentir Vale Campaign

We're Off to See the Drow!
Episode 1: The Demon Queen's Enclave

For the purpose of dividing XP and treasure, I’ll start listing those present. Know that we miss those who were not at the table and lifted a glass in your honor!

Dungeoneering: Tomaso, Dohrer, Epley, Bessey, Hayes

A red comet has appeared in the sky! Soon after, we receive a message from Valthrun of Winterhaven that he wishes to see us. He says that the comet is a very bad omen and asks us to travel to Winterhaven.

When we arrive and learn that the drow trading outpost, Phaervorul (Why do the Drow always make their city names so difficult to pronounce? Maybe that’s just how evil they really are. They want to make it painful to even say the names of their homes.), stands atop a planar cyst called The Rotting Throne. Sounds pleasant. The Rotting Throne was once the fortress of Tharuzan, and emissary of Orcus. During a war between Lolth and Orcus (gosh, who do you root for in that contest?), Tharuzan’s undead troops waged war on Phaervorul. Orcus, displeased with Tharuzan’s progress, turned his back on his emissary. Eventually, the drow slew Tharuzan and sealed the gate.

Now a new threat has arisen. A crazy Drow named Zarithian has led a war against the most powerful Drow house in Phaervorul, House Ulvrain. He has turned to worship Orcus and converted some Drow to the cause. Orcus has promised that if Zarithian slays the Drow of Phaervorul and offers several powerful souls, he will make Zarithian a exarch of Orcus. Bad news any way you cut it.

I hate the Feywild!

We have transported into the Feywild via a portal opened by Skalmad.

We see the Feywild Gate. Ruins glow. A corpse of an Eladrin on the ground in blood. Four suits of armors with swords stand. We try to open the door and the suits of armor attack!
Skill challenge! Rollin uses his own blood to open the magic door and the armor stops!
We go through the door and teleport across a chasm to the next wooded area.

We stop by a ruin with 8 pillars shaped like dragons. Ceiling has fallen in. Used to be an outpost, probably.
Chasm on the opposite side. Path continues south towards a smashed statue of a fomorian giant with an enormous gem. Roscoe takes the gem (2000 GP).

Outpost – smells like sulphur due to stuff dripping out of the dragon pillars. Foul!!!

Fomorian dark initiate female attacks us!
650 HP creature! AC29, 3 Action Points, Rollin did 241 HP damage himself!
Kingdom of Vardar on PP
Letter: Guard this area well and when the cauldron comes back to life you will be rewarded. Signed Skalamad, King of Vardar

We rest.

Bright and early, we head out on the path ahead of us, with Roscoe searching stealthily.

Two fey crocodiles!
Two quickling dudes!

We are stumped by crossing the pond. Owengar punches Rollin, who then teleports across. He uses his floating lantern to send a rope back to us. 6 one-eyed dudes see us but not Rollin. Roscoe goes Navy Seal and starts across the pond. We start across the pond by rope.

6 cyclops are minions or illusions. Rollin destroys them with one attack. Cool!
4 more cyclops throwing spears while we swim across the pond.
We get stuck with spears, we hit them with spells.
Kiriv does a Radiant Pulse that pushes them off the wall!
We fight and kill them!!!

We enter the ruined castle. It is HUGE, but relatively empty. We search it.
There is a chasm that we enter and find a hidden cave.
Displacer beast!!!
4 ghost Trolls!
We beat them but we get our asses kicked!
FInal room: Skalamad, King of the Trolls!
4 more ghost Trolls
We finally defeat him!

Treasure Vault
Life force amulet
+4 Scale Armor or equivalent
3 lightning mace
silver statuette 2500 gp
mitral rings 3000
2500 pearls
Sunwrath: longsword mordant weapon +3, crit 3d6 fire and radiant dmg, minor action all damage is fire and radiant
4440 XP per person brings us all to 14th level even

Skalmad Escapes . . . Again!

We head to Rules’ (Eladrin Emissary) Library to learn more about Moran’s Eye. We discover that Skalmad’s disappearance was not just due to the Eye. It also involved The Stone Cauldron – a lost Formarian artifact that is said to be somewhere near the Trollhaunt Warren. Skalmad may have also made alliances with Fey. There is an old Fey fortress buried where the Great Warren is today. We find a prophecy: “When the Troll King returns and the Cauldron is used twice, then Vard himself will return.” Skalmad isn’t dead! We figure out that we must return to the Warren and head to the smithy area. We must have missed a stair somewhere!

We head toward the Great Warren. Roscoe spots a stick with red cloth tied to it stuck n the mud. We pass another one. We are attacked by trebuchets. The sticks are range markers! We run toward the entrance. Rollin blasts the door, and we fight a bunch of trolls.

We head back to the smithy area. We cross a wood=plank bridge and explore a large cavern. We come across two old ladies tending mushrooms. They open cages with skeletons that drop from the ceiling and attack us. Roscoe ends up blinded but keeps shooting (rolls natural 20 on his first roll). The skeletons explode when bloodied and killed.

We then go through a door and enter a throne room. Looky here! It’s Skalmad have a meeting with three drow. We kill him and he disappears again! One drow uses an amethyst throne to vanish. Two drow jump into a river. We find Skalmad’s personal chamber. There is a prisoner there – Dethos, a human scribe. He knows Skalmad’s gone to the Feywild where he is trying to use the Stone Cauldron. The throne is a portal to the Feywild. It is triggered by arcane fire.

XP: 2842 each.

Treasure: 4912 GP each, 15th level Bashing Shield, +3 Sunleaf Leather Armor

The Siege of Moonstair!

We rush back to Moonstair. We can see smoke rising in the distance. We come upon a house that is under attack from worgs. There are humans trapped in the house and screaming for help. It takes a while, but we kill the the worgs and rescue the farmhands. Bad doggies!

Residents of Moonstair fleeing from the town say trolls are coming from the water. We run down to the docks. There are two crab creatures, three kuo tos, and massive tentacles coming from the water. We take down the water beasties, partly with a really cool ballista.

We rest and recuperate. We go see the captain of the guard. We are hanging out in the inn when we hear lots of screaming. Four flying creatures are inbound – three wyverns and a troglodyte spellcaster on a manticore. Coooool! Then two nothiks and a ogre war hulk show up. Oh my! After a very challenging battle, we are victorious.

The mayor thanks us for defending the town. He gives us +3 darkleaf armor. At least half of the town has been killed. We do some research and realize that as long as a magical stone cauldron exists, the town is in danger. Skalmad’s eye is actually a magic item called Moran’s Eye. It can be used to bring someone back from the dead. Skalmad isn’t dead!

Experience Points: 1660 XP each We are 13th level!

*Treasure: +3 Darkleaf Armor

Skalmad the Horrible!

We decide to cross the plank and explore the caverns beyond. We come across some trolls and nothics in an open air area. Then more nothics and trolls show up! One of them is Skalmad! At one point, Karlak pushes Skalmad and a troll into the river, and they are swept down stream. We kill Skalmad. The gem in his eye glows, and he disappears but not before telling us his troops are advancing on Moonstair!

We search the room and find the tracks of an escaped prisoner. Roscoe tracks him down and we meet Bobi Her..jgjoe (cant read my writing). We heal him and send him back to Moonstair to see if Skalmad’s troops are really attacking. We explore the room and find a door. The door is warm, and we hear hammering. The room is full of grimlocks making weapons. They are overseen by a troll. We surprise the troll, pull him toward us, and do massive amounts of damage (Roscoe does 51 points of damage in one round). Then more trolls and fire belcher show up. Lots of fire! Then, three more trolls, three nothiks and an earth elemental show up. Roscoe and Karlak are blinded for several rounds. It’s a long battle with party members frequently bloodied.

We go back to the last room to rest. Bobi returns and says Moonstair is under attack. He begs us to save his family.

Experience Points: 3090 XP each.

Treasure: 150 gp. total, Symbol of Despair

Dragons and Trogs! Oh my!
We Meet Gloomfang!

We traveled back to the room with the (now dead) druid and dire bear and decide to explore the north tunnel. It leads us to a room with a door to the north and a store room to the south. We listen at the north door and hear the sounds of water. Roscoe sneaks into the room. The room is filled with a large lake with two islands. There’s a large black dragon in here! He introduces himself as Gloomfang. The party prepares to attack when Owengar says, “Attack him?! We don’t even know if he’s evil.” At that point, he decides to sneak into the room behind Roscoe while he is talking to Gloomfang. Owengar isn’t very sneaky, and Gloomfang spots him. He dives into the darkness and combat begins. When he reappears, he lands on the ledge, spits acid, and stuns the party! The battle is long and difficult, but we prevail! We found some treasure and a magic bastard sword (+3 mordant bastard sword that Karlak takes). (708 xp each. Level up!)

We go back to the room with the (now dead) flameskull. We head down a hallway and sneak up on a troglodyte camp. Lots of trogs! At one point, Roscoe 41 points of damage to a prone trog. We will a lot of trogs and find some treasure in a back room, including a +3 wand of fireburst and a +3 phasing long bow. (800 xp. each)

2900 gp
1500 gp in emeralds
800 gp in assorted gems

XP: 1508 each
(5200 gp / 6 characters = 866 gp each)

NOTE: I’ve moved our item list from the wiki page to the “Items” tab. I’ve listed items that we’ve found. If a character takes an item, I’ll list it with the character’s name in parentheses.

Into the Trollmaw
What's that smell?!

After having defeating some trolls, the party camps over night on a ledge connected to the rest of the cavern area by two planks. The next morning, Roscoe crosses one of the planks to scout ahead. Ewwww, there is an awful smell! Troglodytes! The party attacks. The bad guys get support from some Nothiks . . . and then some more trogs . . . and then a priestess. Darn! Combat goes on for a long time, but the party is victorious!

We decide to camp on a ledge near the room. Five hours into our rest, two trolls show up. They want right up to us, and we surprise them. The trolls are quickly put down, and we go back to the ledge to rest.

There are several doors leading from this cavern area. We try a locked door to the south. Ewww, there’s that smell again! We close the door and try a door with a glowing rune on it. We smash a necklace that the priestess was wearing and unlock the door. We find a smoking room and replenish our rations with smoked fish. Yum!

We go through the door to the north. We enter a large chamber with a dire bear and a troll druid. The druid throws up a burst of thorns, and the bear tries to maul Roscoe. It misses! Three flameskulls show up. It takes ten rounds, but we prevail! We go back to the smoke room and rest.

XP: 1890 each
For next time, bring a copy of your character at 11th level and a copy at 12th level We will likely level up in the middle of the next session.

Exploring the Western Ruins
Stupid Humans!

Day 3 of our three day journey.

We arrive at the ancient ruins of the giant city of Orrak. The ruins are filled with statues – some of which look like they were running away. Somebody shoots at us from one of the towers. Roscoes rushes in and discovers three grimlocks. (Grimlocks – murderous brutes, eyeless, have blindsight, like to eat humans) A destrachan attacks Roscoe! Another one appears on the other side of the tower. We call in air support and throw acid, lightning, and a flame strike up on the tower. The medusa decides she’d better come down to attack us – and meets her demise.

We climb the tower and pinpoint the location of the Warren. We use the blood from the medusa to unpetrify the statues and return to Moonstair.

After enjoying a heroes welcome, we travel out to the Great Warren (#10 on the map – see maps). Three days out, we see evidence of the trolls moving in formation.

We find the door to the Trollmaw – a door in the hillside with a stream running in the ground. Sort of looks like a mouth with teeth. A troll answers the door and calls Roscoe “a stupid human”. Roscoe removes the pins from the hinges on the door, Karlak throws the door into the river, and we attack. Turns out that there are also some Marrow Maw Impalers (troglodytes). They throw javelins at us. We defeat the bad guys. Stupid humans, indeed.

XP: 820 each

The Trollhaunt Warrens
The Adventure Begins!

We begin the evening by walking down a path. We come upon four trolls eating a horse. We attack! And then another troll appears. Yikes! And then someone shoots Rollin with a lightning bolt. Tango six ten o’clock! An oni mage appears and attacks Rollin. We kill the trolls, but the oni turns invisible and escapes into the woods. We find a corpse near the horse. Looks like a messenger. What do you know? We find a message. It mentions Skalmad the Troll King who killed the son of a lord. It warns that Moonstair will be attacked by trolls! And then the messenger turns out to be the oni who immediately attacks us. Doh!

After finishing off the oni, we travel to Moonstair. The town is called Moonstair because a series of small islands leads to a gate to the Feywild (see images in the map section). We go to the Cloudwatch Inn. The innkeeper, a halfling named Cham (Wassup!), barters with us and gives us a large room for 2 gp and a meal for 1 gp.

The next day we meet Kelana Dhoram, a tall halfelf female whose is mayor of Moonstair. We share the message with her. She offers free room and board plus 100 gp if we train a town militia. Cut to training sequence. She also says that if we bring back the sword of Skalmad, the baron will pay us 2500 gp.

We sell the stuff in the bag of holding (except the guardian shield and 500 gp. residium). Then we go shopping.

Intel on Skalmad – He has a magic eye and lairs in the Great Warren in the middle of the Trollhaunt.

We head off to hunt for Skalmad. We decide to investigate the Western Ruins (a three days journey).

About two days into the trip, we notice lightning in the woods. We go to investigate. A shambling mound rises up from the undergrowth. We kill it. Two more appear! We fight them. A fourth one appears that has lightning coming from its tendrils. We fight them and win.

XP: 4500 total – not sure how many played this night

A Chilly Night in the Pyramid
We Squeeze in a Game in October

It’s been a while since our last post. The party has continued to work its way through the Pyramid of Shadows – prison to Karavakos, an ancient tiefling warlock/king. In our last session, the party had stumbled upon a village of crazed cultists. Of course, the head priest hadn’t counted on how paranoid the party had become, and within minutes the congregation lay dead.

After a rest over night (Is there night inside the pyramid?), the party headed out to explore the rest of the second level. They rounded a corner and discovered an aberrant copy of Karavakos standing in the center of a howling wind of energy. The creature broke its chains and combat began.


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