Rise and Return

The Manor

Ragnarov and Harper entered the house to find it empty, not only of people but of virtually all valuables and staples. Searching the household, the sacked rooms of the family were discovered as well as the Manor Lord’s study, the family portrait and a hidden priest’s hole which had a strange large tunnel in the back that appeared not part of the original design.

The duo ventured in and discovered the network of an underground tunnels. Doors and traps slowed the searching of this labyrinth but they eventually found a room filled with devices and mechanisms of torture, rooms with manacles chain to the walls, and most horrifically, the bones of the Lord, his family, and almost a dozen others. Skeletons and shades, tortured in death as they were in the final moments of their life, set their anger to Harper and Ragnarov. A struggle was had but thankfully the undead were released from their bonds and our heroes took a rest to regain their strength to continue on.

Continue on they did and found a cell holding three Umber Hulks . The two chose not to engage the creatures and instead explored more of the caverns. A muffled screaming caught their ears and following the sounds, they discovered a shaft leading to a room where the voice was coming from. Investigation showed a broken and bloody half-orc who told them of another of his group who was taken. With his dying breath he called the one missing Sargent Major and Lelundra. The half orc proved one of a group of the King’s Army, all in various states of decay. With a new quarry, the two set out in search of this Sargent Major Lelundra.

She was indeed found in what appeared to be a room of importance, clasped to a column with a caged apparatus around her and dressed in a ceremonial robe of sorts. She was taken from her bonds which proved to be a device of pain and she set to the task of regaining her armor. No sooner than she strapped the last piece on that the restless souls of the Lord and his family sought vengeance. The battle was hard won and almost cost Harper his life but a tenuous victory was earned. The trio now stands gathering breath and a moment’s rest.

Ethed Found

The pair of adventurers reach the town of Enmoor to find it far more quiet than one would expect for a town of its size. Finding no one to question in the streets and the guards more than wary of their roaming, Harper and Ragnarov make their way to the inn which they are told is in the Holy District. They come across the tiny establishment which bears the name of The Boar & Wolf. A one-armed and well scarred Dwarf male named Lindi runs this tavern and after many pleasantries and the gift of a valuable sapphire from Harper, Lindi tells all he can about Ethed. Wary of the other patrons, not knowing which allegiance they may hold, Harper and Ragnarov feigned resting until the time specified where their quarry should arrive to take his fill of drink.

Almost precisely on schedule Ethed burst onto the scene making, what was gathered as typical, demands. Four guards were with him and all carried a heavy air of superiority and terrorized the tenants as much as their master.

Harper made an attempt at befriending the guards to gain information or at least the upper hand though ultimately his slightly feral nature proved too much to make truly charming conversation. A quick spell charmed three of the four into being congenial but ultimately violence broke out.

Ethed was bested, his guards killed, and dragged into the alley for questioning. Once all information they were going to pry from him was received, Lindi was beckoned and given leave to dispatch the oppressor. The Dwarf decapitated the source of the town’s infection in a swift and sure blow. Lindi hardly missed a beat and summoned the patrons from earlier who quickly set to dispose of the body in an unknown location and manner.

With the key to Ethed’s usurped mansion found, Harper and Ragnarov set their minds to searching the place for any further clues to the dragon cult’s plans and their involvement with the Drow.

Enemies Revealed

The next morning at the Bard College, the trio discuss the next move. Harper speaks to Zyjinx about setting off with Ragnarov and himself but she declines stating she will be of more aid at the College, gathering information from rumors shared here and spreading the word where needed through traveling entertainers.
Though reluctant to part ways again, Harper respects his friend’s wishes and the planning continues. The resources of the eclectic folk that habit the college are put to use in creating a map of Harkenfjor according to Ragnarov’s descriptions from his memories of his former home. In these descriptions, he spoke of the Great Anvil located in the city’s Lower Sanctum. When questioned about it revealed that is was a valued part of the dwarven city and used to create items of great power. Though he himself had never seen it he knew of legend that, as he told, states the anvil was created from pieces of the Plane of Earth and created an item called the Axe of Dwarven Lord which is said to always return to its wielder.

With further discussion it is learned that there are rumors of a nearby settlement called Enmoor which has been plagued with violence. Harper and Ragnarov agree to determine if the cult is behind this terrorization and set off for the half-day’s journey east. On the road the two are attacked by a pair of Drow warriors. One is felled and the other flees. He was caught and questioned, revealing much information including the names of three cultists of seeming importance: Agre, Itador and Ethed. The last of these being the cause f the trouble in Enmoor.

With the interrogation finished and the informer slain, the companions set towards the next step in their mission.

Heading out
Harper sets out to find new allies and old friends

Concluding that his current traveling companions have lost sight of the true danger, Harper has left them to their own devices and set off to find his old friend Zyjinx and, with her aid, gather allies to put and end to the threat of the Dragon Cult.

Returning to the town of Ullstadt to gather supplies he met a cheerful and eager Dwarf named Ragnarov Steinrim who agreed to accompany him on his quest (if for no other reason than to provide some protection in the wilds and for a little adventure.) Drinks, food, and stories were shared and (when Harper proved to be well past inebriated) retired for the evening.

The two set off the next morning in search of the little bard. Their travels were significantly easier as Harper delightedly gain his form of flight and wildshaped into a giant eagle. He bore Ragnarov (who discovered he was less than happy to be in the air) off towards the Bard College. During the flight, Harper spied a village which seemed to have familiar marking and symbols. Recognizing it for a Druidic community, he landed and made formal greetings. He explained the dire situation and their purpose, which one of the villagers, seemingly a woman of importance, stepped forward and stated they must speak with The Crone.

The two were led to a main tent where they met an ancient woman who spoke to them in riddles of visions. “A CITY OVERTHROWN CREEPS WITH SPIDER-LINGS SEEKING THEIR MOTHER," she told them. “THE SPIDER, THE SNAKES, AND THE WYRMS EACH SEEK TO DEVOUR THE OTHERS. THEY WILL DEVOUR THE WORLD INSTEAD. MEN OF CRIMSON AND MAGIC PLOT WITH SMILES. ONE WHOSE FACE YOU KNOW WAS YOUR SHADOW TO THESE LANDS. HE SPEAKS LIES WITH THE MOTHER’S MOUTH." Harper questioned the Crone further about the city and when the old woman said Ragnarov knew, the location was revealed as Harkenfjor which was overrun with Drow a few years back.

Harper payed honor to the Crone and thanked the druid woman for the meeting. He gained their promise of aid when the time for the war against the dragon cult came than she responded with “when the time is right, we will make ourselves known.”

With that, the two continued their search for the halfling whom they later found traveling on the western road. A merry reunion was had and she escorted them to the bard college where they were given a warm reception and the flamboyant hospitality only a gathering on entertainers can provide.


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