Shattered Creator

Goblins Gone Wild

In the second session, the party chased after Ian through the wilderness. Lucien and Maugrim found his trail exceptionally easy to follow. It seemed that Maugrim could sense the path almost burning through the wilderness. As they travelled, Lucien and Alun noticed that the woodlands were eerily still in the wake of Ian’s passing. Johriel attempted to discern the nature of the magic that was controlling their friend, but found it to be the same type of indiscernable effect as the magical seals inside the ruins.

After an ambush by a band of wandering goblins, the group encountered more goblin tracks crossing the path in front of them. At Orgrimm’s insistance, they chose to follow the tracks in search of more goblins. After a brief hunt, they were confronted with a large band of goblins, led by a hobgoblin shaman in a crude mask depicting burning eyes. After a great struggle, they were able to overcome their adversaries.

This his dying breath, the hobgoblin uttered the words, ” coming…be…destroyed…” The only clue to this cryptic phrase was a crude tablet scrawled on in blood. Johriel collected it, but was unable to decipher the hobgoblin’s foul language.

Lucien and Maugrim led the party back onto Ian’s trail.

Session 1 Log

Orgrimm Ironside returns from Dwarven lands and incarceration, joining with Johriel Seban and Alun Alderson to form the party. The next morning they are joined by Ian and Lucien.

Ian reveals that he is in the process of chasing a dangerous killer. According to his story, about 1 month earlier a series of 40 murders began in Cross Hold. His organization Storm Company was able to locate and confront the killer, but in the process one of his men stabbed and killed the enemy and turned on them. After Bob fled, Ian and Lucien set out to track him and chase him down, which resulted in their arrival at East Haven. It seems likely that the villain would continue his killing in East Haven as it is the only sign of civilization nearby.

Alun sets up patrols in an attempt to prevent any unnecessary deaths. After several hours of patrols, Maugrim the wolf picks up something wrong and leads the party to one of the hamlets in the nearby community. There, they confront Bob, who has apparantly been dominated by a supernatural force. Several other villagers are under his control as well. They do battle with the enemy and Ian slays Bob.

At this point it is unclear what happens, but it appears that the force that was controlling Bob has taken over Ian. The party battles him briefly, but he is able to escape into the night. The party decides to bring the remaining villagers back to East Haven rather than pursue Ian.

After a night of rest, deputies report to Alun that Ian was spotted nearby at some old broken stones. When the party arrives, they find that an opening has been revealed beneath the apparant ruins. After consideration, Alun remembers that there has been a town at East Haven since long before the fall of the Old Kingdom, but there is no record of any structures in this particular location.

The party decends into a room where they discover ancient runes surrounding the walls. Johriel begins to examine them and copy them down, quickly realizing that it is a powerful and ancient magical language but not one that she recognizes. It bears some very basic similarities with common magical runes.

The party battles a group of apparantly barbarian skeletons which are a great challenge. They discover even more runes inscribed on stairs leading to another door.

The party enters a room with an ancient altar and fights a group of stone warriors resembling barbarians and armed with the same weapons as the skeletons.

The party examines the altar which is in the shape of a woman chained to two massive claws above her. The chains have been severed, and Johriel detects that a powerful spell has been disrupted.

The party continues to search the ruins, locating a cache of masterfully created ancient weapons, a secret exit, and a mysterious room near the entranceway.

The room near the entrance has a circle of runes inscribed on the floor. Through a door in this room is a small earthen cave with a large human skeleton and two smaller canine or lupine skeletons. Alun stepped into the circle and was shown a 5 brief visions or flashes. Perhaps they came from someone’s memory, but either way the circle had discharged its residual energy once Alun stepped out and no further clues presented themselves.

The party is on Ian’s trail as the session ends.

Orgrimm Ironside did stuff. Lots of Orgrimm Ironside doing stuff. Orgrimm Ironside Orgrimm Ironside Orgrimm Ironside.

Magic Items
What I Got...

After some copious calculations I have completed the "Starting Magic and Money" list, which you will find below. Everyone starts with 540 GP (which includes the starting money for adventurers) in your stash. Assumedly your day jobs have managed to pay for day to day expenses. It may not fit some of your stories to have that much money floating around, so you may choose for forfeit any amount of it, or spend the money on things like equipment, etc. Erica (or anyone else), you might want to consider taking the Alchemy feat, which allows you to use the new alchemy rules to brew alchemical items. The components for these cost money as well. Here is a list of magical items owned by various members of the party at the start of the adventure:

Lucien and Maugrim
Friend's Gift Level 4
Item Slot: Companion
Property: Your companion gains an extra 5 HP when it spends a healing surge
or when you spend a healing surge for it to regain HP
Inescapable Weapon +1 Level 3
Item Slot: Weapon
Enhancement: Attack and Damage rolls
Critical: +1d6
Property: Each time you miss a target with this weapon you gain a cumulative
+1 bonus to hit up to a maximum of this weapon's enhancement value. The bonus
ends when you hit or select a new target for this weapon.
Defensive Staff +2 Level 7
Item Slot: Weapon
Enhancement: Attack and Damage rolls
Critical: +2d8
Property: Gain a +1 item bonus to Fort, Ref, and Will defenses. If you have
the Staff of Defense class feature gain an additional +1 to AC.
Sacrifice Bloodclaw Fullblade +1 Level 2
Item Slot: Weapon
Enhancement: Attack and Damage rolls
Critical: +1d6
Power (At-will): Free action. Use this power before making a melee attack
on your turn. You take damage up to a maximum of the weapon’s enhancement
bonus. This damage cannot be reduced or prevented in any way. If you hit,
increase the damage your target takes by triple the amount of damage you took.
Meliorating Chain Armor +1 Level 3
Item Slot: Armor
Enhancement: AC
Property: Each time you reach a milestone in a day, the enhancement bonus of
this armor increases by 1. This bonus resets to the armor's normal enhancement
bonus after an extended rest.
Floating Lantern Level 3
Property: This lantern never needs lighting or refilling. When you let go
of the lantern, it continues to hang in the air where you leave it.
If weight in excess of 1 pound is applied to it it falls to the ground.
Power (At-Will): Minor Action. While you hold the lantern or are adjacent to
it, you canset its light to be bright, dim, or off.
Power (At-Will): Move Action. The last creature to hold the lantern can mentally
command it to move up to 10 squares in any direction, but not more than
10 squares from it.
Blood Drunk Lifedrinker Mordenkrad +1 Level 5
Item Slot: Weapon
Enhancement: Attack and Damage rolls.
Critical: +1d6 Necrotic
Property: When you drop an enemy to 0 HP or less with a melee attack with this
weapon, gain 5 temp HP.
Dwarven Chain Armor +1 Level 2
Item Slot: Armor
Enhancement: AC
Property: Gain +1 bonus to Endurance checks
Power (Daily, Healing): Free Action. Regain HP as if you spent a healing surge.
5 Years Ago...
We Still Haven't Played This Game Yet

The town of East Haven remained at peace. Little had changed and the preceding years had flow by as time tends to do. Alun remained a popular sheriff, but the job had become rather boring. He kept up with the work the best he could, but raids were few and the town hardly needed guards at all. The militia would drill from time to time, but would hardly be ready for anything more than a simple raid. Johriel had gone on a few adventures of her own, exploring local caves and besting goblins and small beasts. She told tales of her expoits to the children of the town, but became a social outcast for her oddness. Orgrimm remained a staunch friend of the humans, even as the dwarf patrol became smaller as more of his clansmen were called home. Only an occasional letter from Ian to his friends told of his success as an adventurer and the three would come together from time to time to muse over a mug of ale and dinner.

Then, Orgrimm and the rest of the Ironside Clan warriors were called home. Some internal dwarf politics had forced them to cut off outside contact and so trade with the dwarves was ended very abruptly. With sadness, Orgrimm returned home to the dwarven lands.

Over the course of the next few years, heavy orc and goblin raiding would occur for 6 weeks in the early summer. After the first year, Alun found a new sense of purpose, serving as the deputy to the town’s good-natured, but aging, sheriff and building up the town defenses. Each succeeding year brought another large wave of orcs and goblins into the area, knocking out East Haven’s defenses. Alun managed to keep the raids from causing heavy casualties, however, his brash leadership style was clearly not suited for defending a town. Realizing this, Alun did his best to prepare even more carefully for the following year.

Somewhere far away, an elven hunter named Lucien was recruited by a fighter named Ian to join his small group of adventurers.

10 Years Ago...
Previously on "We Haven't Played This Game Yet"

The town of East Haven was at peace in the midst of a thriving community. As the center of a group of small farming hamlets it was home to the local market and most of the local authority. They were growing in peace with only occasional contact with monsters in the wilderness and few orc or goblin raids They had forged a pleasant and peaceful alliance with the Ironside Clan of dwarves who traded resources and provided them with stout dwarven patrols to defend them. Fortune seemed to favor the people of East Haven.

One night, in the early Summer, East Haven was attacked by a combined force of orcs and goblins, led by a massive orc warrior. They killed many guards before the combined might of the dwarven patrol and a young, eager guardsman, Alun Alderson, drove them off. It was quickly determined that, among other plunder, the orcs had made off with two small children from the village. A party was quickly formed of volunteers from the town. Alun would lead the group, accompanied by the childrens’ father, and a dwarf warrior named Orgrimm. A young apprentice wizard, Johriel, her skills learned at her parents’ side, also volunteered to join the group. The final member was a very young man who had wandered into town a year earlier under mysterious circumstances. Ian Stormblade had proven himself to be a brave and trustworthy friend to the town and a fighter of no small skill.

Through the course of the adventure the band fought their way through many orcs and goblins. In the orc lair, Alun’s sword was broken by a formidable goblin champion. He was fortunate enough to find a replacement, which he proudly wields to this day. Deep within the tunnels, the party came upon the orc warlord and his shaman, attempting to sacrifice the children to their dark gods. While Alun and Ian held off the brutal orc retinue, Orgrimm was able to best the orc chief in single combat. The childrens’ father, in a desperate attempt to reach them, was slain by the shaman. Amidst all of the fighting, however, Johriel managed to quickly grab the children and shield them from the shaman’s evil magics. With a well thrown burst of fire, she ended the battle.

The party returned the children to their mother and were praised as heroes. Life quickly returned to normal for the group. Alun went to work defending the town with a greater sense of purpose; Johriel returned to her studies with renewed vigor; Orgrimm felt a deeper connection to the people of East Haven than ever before. Only Ian felt truly unsatisfied with his life in town and, a few weeks later, set off on a path toward adventure.


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