Bronsdale Timeline
Episode 1: Meetings at Bronsdale
- Adventure Date:
- 10th Kaldmont 1002
- Adventure Location:
- Bronsdale, Darokin
- MVP:
- Pippin
In this adventure our heroes Pippin, Durgin, Kudan, Falamar, not forgatting Falamar's faithful wolf White Fang, were joined by the young mage Don Pascal.
On a snowy morning a caravan is attacked by orcs and the heroes risked thier lives to rescue the caravan crew from the evil humanoids.
Pippin showed several brave solo attacks on orc snipers using his tricksy rogue skills.
Pippin and Falamar showed much disdain towards Pasqal neither appear to like magic or magic users.
Durgin saved Pasqal's live after the wizard was shot by an orc sniper.
Pippin repeatedly failed to climb a wall covered in ivy, it should have been an easy climb and yet the rogue failed numerous times, was this a sign of disfavour from the gods?
The party was taunted by the orc leader Pashnak Goblinthrottler who told them 'I have found what I came for' as he left having dug something up from the ruins of the border fort.
Episode 2: Devils in the Dark
- Adventure Date:
- 17th-20th Kaldmont 1002
- Adventure Location:
- Scaler's Point, Nr. Bronsdale, Darokin
- MVP:
- Kudan
With Don Pascal remaining in Bronsdale the companions are hired to find a missing boy who was sent to place an order with the fisherfolk of Scaler's Point.
On the way thier they help a monk from Sind defeat three bugbears that were trying to rob him, In gratitude Quay-Zhi of the Sunshine Band agrees to join them in thier mission. In his rage
Kudan ran nimbly across the body of a dead bugbear to get to one who was running away.
On arrival at the hamlet they find it deserted and a grisly sight awaits them on the top floor of the inn, the gutted body of the innkeeper hanging from a rafter. The dead man's diary gives some clue to what happened.
Durgin learnt that heavily armoured dwarven clerics were not meant for climbing as he fell down a shaft dug by the troglodytes that had captured and killed the fisherfolk.
The heroes aided a nymph named Nimsumefel who lives in an underground lake and did what she could to aid the heroes.
The chief of the troglodytes named Fessh, a cleric of Bagni Gullimaw, escaped by jumping into a mouth shaped pit on the lowest levels of the cave complex.
Episode 3: The Road To Haggash
- Adventure Date:
- 27th Kaldmont 1002 -7th Nuwmont 1003
- Adventure Location:
- Haggash, Nr Fort Fletcher, Darokin
- MVP:
- N/A
The caravan was ready to depart now that it's crew had had a chance to recover and the Captain had bought the goods ordered by the people of Haggash and the soldiers of Fort Fletcher.
The journey through the hills and mountains were eventful, with attacks from a wild boar and it's lycanthropic parnter, harpies soaring down from thier mountain eeries and the strange spider like rhagodessa. The encounter with the wereboar could have turned very nasty but fortunately the companion's tough constitutions managed to fight off the effects before they too were turned into were-creatures.
The village of Haggash seemed to be populated by people who just wanted to get on with thier lives, apart from the innkeeper of 'The Traveller's Boon', nobody seemed to want to have anything to to with the caravan. Stranger stiill were the rumours of noises from the Morning Star Abbey, which turned out to be a group of kenku, bird like humanoids, who were excavating something in the cellar. They had somehow charmed the cleric, Dosol, into helping them. When the companions investigated they became engaged in a fight to the death with the spellcasting kenku and were lucky to come out on top. They found that their foe had been excavating a strange orb thathealed all the wounds of those that touched it. After a few moments it vanished. When questioned, Guldor confessed he know something of this and that the orcs that captured him earlier were after a similar artefact. They are the 'Stars of Darkness and Light'.
Episode 4: Chain Gang
- Adventure Date:
- 8th Nuwmont 1003 -13th Nuwmont 1003
- Adventure Location:
- Mountains near Fort Fletcher, Darokin
- MVP:
- N/A
The caravan continues towards Fort Fletcher through terrain that becomes more and more rugged. On the way the companions find the corpse of a cloud giant and have a strange conversation with a treant named Smilesprig. After a wagon breaks an axle the companions find themeslves captured by golblins. After their captors are themselves ambushed by another band of humanoids a chase ensues with the companions chained together. Eventually they manage to free themselves and recover thier possessions when the strange tolling bell sets of an earthquake scaring the last of the goblins from the mine where they were holding a number of villagers prisoner.
Episode 5: What a Notion
- Adventure Date:
- 14th Nuwmont 1003 -15th Nuwmont 1003
- Adventure Location:
- Fort Fletcher, on the Darokin - Glantri border
- MVP:
- Kudan
Kudan is given an invitation to dinner with the Captain of the Fort shortly after the companions arrive with the rescued villagers. Kudan proudly showed off the letter, which he cannot read, to all and sundry as they progressed through the town towards the Hold where the captain lives. They soon realised that something is up when they found a bloody hand jamming the front door and a magical barrier preventing them from leaving the Hold. Inside they fought thier way to the top of the Hold rescuing a librarian on the way. They also encounter an invisible stalker who in return for a promise that they would kill his master or get the word of banishment from him gives them some magic items. They eventually found the entrance to the basement of the Hold beneath a statue. The basement contained many cells most of them empty from which the monsters they attacked on the upper floors must have come from. One cell is still occupied an Pippin and Quay-Zhi managed to comunicate with the wyrmling inside using Quay-Zhi's ability to speak draconic and Pippin's potion of detect thoughts. The creature was held by some sort of spell which Durgin and Falamar could not break.
On the lowest floor of the Hold they finally met the captain but he is seemingly possessed. They manage after a long battle to free him from his possessor but whatever it was possesses each of the companions in turn, only Kudan being able to withstand the creature's mental attack. Eventually the unseen power vanished leaving the companions to explain to the badly injured captain what has happened. The captain gives the PCs the wand he had found and was using to free the creatures in the cells, which they then used to free the dragon.
Episode 6: A Day at the Races
- Adventure Date:
- 17th Nuwmont 1003
- Adventure Location:
- The Gnomish village of Ghiarathor
- MVP:
- Kudan
The PCs are invited by Guldor to attend the races at the gnomish village of Ghiarathor. The gnomes don't use horses or dogs, instead the race highly trained giant beetles. The village is decked out in bright bunting and the gnomes welcome outsiders who may watch but not partake in the events. Gambling however is allowed and Guldor uses Falamar's animal knowledge to select the best beasts in each race while Pippin talks with the jockeys. It doesn't take long for the PCs to notice that the best Ki'os are not winning as often as they should and their attention is drawn to a fat merchant by the name of Vajj and his four henchmen. After everyone hears the tolling of an iron bell and one of the Ki'os goes mad and breaks a leg everything goes down hill. The PCs notice that the dead beast has been drugged with the gnomish brew called Tripsy. Kuldan finds out that someone had bought a bucket of the stuff, Maeris, one of the gnomish jockeys. He confesses that he has to win the final race, The Forest Cup, to claim the hand of his love. However Vajj has been threatening the jockeys to fix the races. When all the Ki'os in the final race, apart from Maeris' Vajj and his henchmen try to stop the race. In the turmoil Maeris wins while Vajn runs into the forest tailed by Kudan and Quay-zhi as the others deal with the merchant's hencmen. Kudan was almost fooled when confronted by what he thought was a centaur. However he bluffed Vajj into revealling himself and the merchant was killed. The gnomes have now banned outsiders from the races and Maeris has been forced to spend a year mucking out the giant beetles.
Episode 7: Library Fines
- Adventure Date:
- 19th Nuwmont 1003
- Adventure Location:
- Glantri, north of the village of Assusia
- MVP:
- Falamar
Kudan had a point of wisdom restored after helping the clerics of the temple of The Twelve Watchers, to do this he had to refix a clapper to the temple bell. The belfry was home to a dust mephit and a nasty swarm of bats but Kudan's balance skill and strong right arm won the day.
On leaving Fort Fletcher for the small town of Assusia they happened upon a village that had been ruined by what appeared to be a black dragon. The bodys of the slain were under attack by dire creatures and the only survivor was besieged by a hideous undead creature, a mohrg. The companions rescured the woman and took her to Assusia. Here they were tasked by the captain to take some scrolls to a bookseller who in turn asked them take them to a ancient elf by the name of Zurbaran. While there Pippin stole a scroll.
On the way to the tower Falamar and Durgin gave a burial to a nature cleric who had been put on a gibbet. They were also attacked by orcs of the same clan that they had met outside Bronsdale. This time they were victorious, killing the shaman and the deputy leader.
The books and scrolls were delivered successfully and they were rewarded with some potions by Zurbaran and were given information by the former owner of the tower in Fort Fletcher.
Episode 8: A Glantrian Interlude:
Part 1: Guldor Falls Sick:
Scene a: The Web Of Death
- Adventure Date:
- 20-22th Nuwmont 1003
- Adventure Location:
- The Silver Sierras: Glantri
- MVP:
- Durgin
While the PCs are away with Zurbaran, Guldor the elven bard falls sik with a fearsome disease known as Nulvayahar. The companions seek out the bookseller and the alchemist in Assusia and discover the the disease can be cured but they need three items; moon-flowers, water from the root of the mountain and glow mould.
They set off into the dark and forbidding Blackmoss forest and soon are trapped in the webs of an ettercap lair. They have to fight off the hideous spider-like creatures and their corrupted experiements including a spider some 6 paces across! The webs and the climbing through tunnels and chutes proved difficult for Durgin who spent much of his time plummeting, but without him the party would have been killed.. Kuldan, Falamar and Quay-Zhi all were afflicted with a strange weakness brought on by the spider's poison and this hampered their attacks. Eventually they conquered the beasts and returned to the alchemist with six moon-flowers.
All the while the combat with the ettercaps was taking place an iron bell was tolling.
Episode 8: A Glantrian Interlude:
Part 1: Guldor Falls Sick:
Scene a: The Web Of Death
- Adventure Date:
- 20-22th Nuwmont 1003
- Adventure Location:
- The Silver Sierras: Glantri
- MVP:
- Durgin
While the PCs are away with Zurbaran, Guldor the elven bard falls sik with a fearsome disease known as Nulvayahar. The companions seek out the bookseller and the alchemist in Assusia and discover the the disease can be cured but they need three items; moon-flowers, water from the root of the mountain and glow mould.
They set off into the dark and forbidding Blackmoss forest and soon are trapped in the webs of an ettercap lair. They have to fight off the hideous spider-like creatures and their corrupted experiements including a spider some 6 paces across! The webs and the climbing through tunnels and chutes proved difficult for Durgin who spent much of his time plummeting, but without him the party would have been killed.. Kuldan, Falamar and Quay-Zhi all were afflicted with a strange weakness brought on by the spider's poison and this hampered their attacks. Eventually they conquered the beasts and returned to the alchemist with six moon-flowers.
All the while the combat with the ettercaps was taking place an iron bell was tolling.
Episode 8: A Glantrian Interlude:
Part 1: Guldor Falls Sick:
Scene b: The Caves of Argent Tor
- Adventure Date:
- 23-25th Nuwmont 1003
- Adventure Location:
- The Silver Sierras: Glantri
- MVP:
- Durgin
Still searching for the components of the cure for Guldor's sickness the companions head back into the Silver Sierras. They find the cave is guarded by a Cloud Giant who asks them three riddles, which they solve with little fuss. The cave complex is occupied by Derro, a hostile dwarf/human hybrid armed with repeating crossbows tipped with foul poison. After overcoming strength draining shadows as well as the constitution draining poison (not to mention Quay-Zhi's self inflicted loss of an ear (don't ask)) Durgin finds a way into the lower level and bypasses a nasty trap using his stone based magics.
The lower levels show an unusually high level of construction that age has not treated kindly. More Derro and thier monsterous familiars attack the companions until, overwhelmed in a corridor of flooded rooms they are rescued by a group of Deep Dwarves led by a brave dwarf mage named Sigul. He and two other dwarves hold the creatures at bay while a fourth dwarf, a cleric of Terra named Gandal leads the PCs to the king of the dwarves.
The king tells the companions of a magical fountain, the water of which is poisonous to the dwarves but heals humans, elves and halflings. To Derro it is a powerful intoxicant that gives them unearthly strength and speed. A war has been raging through the kingdom for generations and the derro have been pushing the dwarves back until now it seems they have found the fountain and are seeking the water. In return for destroying the fountain, the king will tell the companions where it is and will allow them to take some of the water away to help heal Guldor.
The companions pass through chambers of carvings, past thrumming machineary and a lonely crypt keeper until the arive at the fountain, led by the untalkative dwarf, Bolard. The fountain is housed in a huge natural geode and a group of derro led by an orc shaman of Karaash is trying to break in aided by a summoned thoqqa. A long and bloody battle ensues with several heroes getting wounded near to death. Eventually Durgin manages to smash his way into the fountain chamber. At the centre is a huge crystal in the form of a hammer. After taking some of the water Durgin taps the crystal hammer and it shatters into shards.
The king arrives shortly afterwards with his two sons and thanks the companions, the derro are fleeing back into the depths of the caves leaving the city free for the dwarves to reconstruct it.
Episode 8: A Glantrian Interlude:
Part 1: Guldor Falls Sick:
Scene c: The Ruined Temple Of Rad
- Adventure Date:
- 28th Nuwmont to 1st Vatermont 1003
- Adventure Location:
- The Silver Sierras: Glantri
- MVP:
- Pippin
The final component of the cure for Guldor's disease is said to reside amongst the remains of a ruined temple to Rad, Immortal patron of Glantri itself. The weather around the temple was strange, localised storms and strong winds controlled so it seemed by a corrupted dryad druid that tried to prevent the companions from entering the temple. Attacks from dire creatures and strange plants slowed but did not halt the PCs as they solved the puzzle key that held the door against them. Inside they were attacked by undead orcs of the same clan as Pashnak and gelatenous ooze scoured the corridors but both were dispatched with ease. They fortuitiously found a secret door in the chamber occupied by the former head priest. Leaving Muffin the mule behind the descended into the lower area. Here they found trapped doors, dead orcs and finally a chaos beast in a huge chamber dominated by a large stone altar with a number of rods protruding from it. In an adjacent room they discover a strange room with numbered dials on the wall. Pippin tried but failed to get it to do anything other than issue cryptic messages.
On their return to the surface they find that Muffin has been corrupted by the same forces that they felt acting on them but the poor beast was unable to resist and had become a chaos beast like the one in the chamber below. After a final battle with the dryad and realising the evil nature of the temple they used the rods in the altar to destroy it and the corrupted forest around it before returning home with the mold scraped from the chamber walls.
Last Updated: 14/04/2008