Category The Tormentors

Roam Gnome, Gome Home!

After a few more minutes of parley with MIles, the groups part ways. Miles heads off into the forests and the group explores the mines for an hour or so. They discover hundreds of gnomes – all bewitched in some way. They free the gnomes but find they are incapable of coherence. After a brief discussion they leave the gnomes and journey down a path which leads to a ridge that overlooks a small valley. The remains of the gnome settlement are visible. The gnomes discovered at the mine are surely the remnants of this town, right? Should they be avenged or forgotten?

The group presses onwards, riding into the vale of filth, past orcs that breed in the fetid squalor and towards an inn – of sorts...

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When you Miles the whole world Miles with you!

Departing the Barony, the group travels along a river ‘road’, stopping at the occasional village for food and gossip, The priest of Torm bestows minor cures and spreads the word. A few days out they encounter a trio of escaped slaves who tell a tale of imprisonment at the hands of Miles, the outlaw. This gets the group onto a side track off the main road and into the deeper wilderness.
They arrive at a dilapidated and ramshackle village – stuffed to the gills with armed toughs and sporting only a few bedraggled looking peasants. The group navigates the environment without starting a major event and so no blood is spilled – but information is gathered from some men in Mile’s employ.
The group journeys even further onward, eventually arriving in a collection of huts, scare large enough to be...

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We’re on a road to nowhere…

After buying some goods, the party mounts up and starts to travel southward along the Easting Reach. Within a tenday they arrive at Uthmere. There, the cleric and paladin visit the local church of Torm, while Malchor, Kreus and Thunderbear journey to the seedier side of town to seek items magical. Arriving at the Bloody Hook in the morning allows them time to survey the place. Some bribery and a willingness to consume stolen wine earns a visit to the fence, Haggling commences and the wizard departs a bit lighter in gold, but with a fine cloak and a set of silverware. The group spends one last night in luxury and then departs in the morn.
The journey southward is largely uneventful, aside from a chance encounter with some red-hatted goblins stealing cattle, The group charges, the goblins ...

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Wight flight!

Now the group turns its attention to the coffins. Two of the stronger party members slide open the lid while Kreus and Dudley take turns manning the group’s lone magical dagger. Luckily, most of the coffins contain swag, but two do contain a surly undead. The undead are returned to undeath, and the loot is gathered.
The escape route is discovered and used in short order. The party returns to their employer and delivers the report. The bossman is much pleased and offers a bonus and an introduction to a distant barony. The group accepts and prepares to buy supplies for a long overland journey through the shattered remains of the neighboring land.

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Whedafakawi?..no wait, no we aren’t. But we are lost!

After opening the doors to the central courtyard, Malchor sleeps the wolves and the party swiftly slays them. They search about and rummage through the detritus of the rooms, garnering whatever swag they can spy. The carrier pigeons are loosed and the group settles down to wait.
The days pass without incident and owner of the house arrives. Upon being told of the unopenable door, he sends for a mage. the mage arrives – blows the door off the hinges – and leaves. The group searches and finds a bricked-over trapdoor.
The door is opened and a ladder is revealed. The ladder leads to a hatch, which it opened and the group descends into a room.
As soon as they are within, the hatch vanishes and they find themselves trapped! A lonely old man walks out of the darkness and offers to lead the party...

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