Thursday Knights in Nentir Vale

The Defenders of Harkenwold Return Triumphantly
It's good to be a hero

This was the session where the party cleared out the rest of Iron Keep and in so doing discovered that there is a shadowy figure heading up the Iron Circle who is probably now alerted to the party’s activities and identities.

The party also found that the keep chapel had been defiled and not only did they purge the evil presence there, they did what they could to set the temple to rights and appease the offended gods.

Our adventurers also found some small animals that had been used for blood magic rituals, among which was a tiny fire lizard, near to death. Naivara Feycrown patched the little thing up, and it took quite a shine to our evoker, Briar (maybe she smells like sulfur from all that fire magic?), and is now happily riding about on her shoulder as a familiar.

Anyone else care to fill in what they remember from the adventure?

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Cutting off the Head of the Iron Circle
Having breached the Great Tower, our heroes put down Redthorn for good

This was the session where the party frought their way up to the Lord’s Chambers and dispatched Nazin Redthorn. Our protagonists also finally reclaimed their bag containing the skull of Emirikol the Chaotic so that they could complete their mission to the Gray Downs.

Anyone care to fill in what they remember from this session?

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Iron Keep on Full Alert!
Our heroes fight their way into the belly of the beast

This was the session where the party tore through Iron Keep, leaving a trail of bodies in their wake. Anyone care to fill this in a bit with what they remember?

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Infiltrating Iron Keep
Finishing what was started.

Our heroes found themselves tasked with what seemed to be a suicide mission: take back Iron Keep and defeat Nazin Redthorn, cutting off the head of the Iron Circle and driving them from Harkenwold for good.

Tavern final displayA meeting at the Mallard Inn with the leaders of the rebellion yeilded some useful information for the party. They met a retired dwarven stonemason called Old Kellar. Kellar oversaw the repairs that Baron Stockmer made to Harken Keep 40 years ago, and his knowledge of the keep’s layout has proved very valuable so far.

The party traveled to Harken village on Old Kellar’s suggestion to talk to the locals and see what help could be had there.

The party split up on arriving in Harken to canvas the area. Naivara and Briar paid a visit to a cautious shifter known as Grimbold. After getting tossed out of his house, they returned to plead for help and convince him that they were not agents of the Iron Circle. Grimbold’s confession that he has been helping smuggle people out of Harkenwold shed some light on his suspicious behavior! He had some useful, if disheartening information about the strength and patrols of Iron Keep.

Ryvin and Florula set out for the Cliffside Brewery, which they were told was run by a family of dwarves. There, they met the Ironbeards, brothers Omurk and Dannurk and Dannurk’s wife Dathilda. They discovered two things: that the Ironbeards were making their scheduled delivery of ale and stout to Iron Keep on the morrow, and that Ryvin should never drink dwarven ale.

Meanwhile Erinus set out to the The Broken Gaol, a tavern said to be abandoned by the former owner and now converted into a favorite off-duty drinking spot of Iron Circle soldiers. There he met the new owner, a half-orc woman called Krutha. He learned that while not hostile, she would be of no help to the adventurers. It doesn’t seem like he accomplished much except for a few hours of drinking and flirting.

Dwarven party machinesThe party reconvened at the Cliffside Brewery, where they debriefed and waited for their fighter to regain consciousness. They negotiated with the Ironbeards to smuggle them into the Keep the following day, and then decided to adjourn to the inn.

Naivara and Erinus made a side trip to recon the keep under the cover of darkness. They confirmed Grimbold’s reports about the number of sentries on duty, but were unable to find an obvious way in other than the gatehouse. The smuggling plan seemed like the best option, and would have to go forward.

Briar and Naivara made a visit to the local House of Faith to see how the clergy was holding up, after hearing the the Iron Circle had been siphoning off all their alms in the form of “taxes”. There, they met Sister Sondal, who told them of the temple’s hardships under the Iron Circle. The adventurers made prayers and donations and received Sister Sondal’s blessings as well as some blessed healing salves.

The party stayed the night at Nonnie’s Place, and cozy little inn run by a talkative halfling named Nonnie Farwhere. After enjoying soft beds and extra helping of the halfling woman’s delicious cooking for dinner and breakfast, they convened at the Cliffside Brewery to be smuggled into the keep in weighted ale casks.

Once inside the keep, the party snuck out of their ale barrels to find the outer bailey thick with Iron Circle guards and sentries. Our heroes survived volleys of crossbow bolts and took out most of the sentries, only to face reinforcements and the gatehouse commander himself, a magic-slinging tiefling called Sturmik.

Will the Knights survive the second wave, or will they fall before defeating Nazin Redthorn? We’ll find out next week!

Bonus Tokens: Florula and Ryvin earned White +1 tokens for answering this weeks extra credit question. Naivara and Briar earned Black +2 tokens for answers with extra detail and background information.

White +1 tokens to be awarded next session: 1 for Florula for using the time-tested combo of gold and roguish charm to convince the Ironbeards to help out. 2 for Briar for persistently harassing a shifter (must be halfling boldness), and for her contribution to the local clergy. 2 for Naivara for ad-libbing chat about the “Fallcrest fog” with Aunt Nonnie, and for paying a professional courtesy visit to the beleaguered temple. 1 for Ryvin; a consolation token for passing out dead drunk on the bar at the Cliffside Brewery.

Session loot and XP:

Loot: Way too much dwarven ale.

XP: 210 XP each.

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Rescuing Dar Gremath
The party races to save the leader of the rebellion

Iron circleAs the party ran to help Dar Gremath, they encountered a new and hostile face: Nazin Redthorn, leader of the Iron Circle!

Redthorn planned to put down the heroes and put and end to the rebellion once and for all. Backed up by a squad of soldiers and more loathsome tar devils, the Iron Circle battled fiercely, nearly taking out Erinus. and peppering the party with flaming tar as the soldiers closed and Redthorn dealt out painful punishment with his flail.

The Knights held fast; Briar terrorized the enemy with fire and phantom beast, while Florula’s deadly crossbow bolts found mark after mark. Ryvin cleaved a bloody swath through the foot soliders, and she and Naivara Feycrown traded ringing blows with Redthorn as the cleric’s shield protected them. Erinus escaped death long enough to slow their foes’ advance, his fey magic confusing and disorienting them.

Redthorn, in cowardly fashion, escaped on his charger, leaving his scattered forces to die. He surely plans to make good on his threat to end the Knights once and for all.

Rangers ithilienWith Dar Gremath in danger, the party had to let Redthorn go for the time being. They rushed the edge of the forest to find Dar Gremath not only unharmed, but having wiped out the entire pursuing Iron Circle force. It seems his unit’s retreat was a ruse to draw the Iron Circle troops into a Woodsinger ambush.

Dar Gremath thanked the group for cutting off the Iron Circle reinforcements and for their brave deeds that day which helped turn the tide of the battle. The Harkenwolders routed the Iron Circle and sent them packing, winning a huge victory for the rebellion.

The party then retired to the Mallard Inn in Albridge once more, to regroup and make plans to take back Harken Keep.

Viva La Revolucion!

Bonus Tokens: Florula and Briar each earned a White +1 token for tactical combat. Everyone earned a White +1 token for answering this week’s extra credit question, except Florula, who got a Black +2 token for her answer.

Session loot and XP:

Loot: Assorted weapons, armor and ammunition looted from the Iron Circle soldiers, being held by Erinus.

XP: 210 XP each.

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Breaking Through Enemy Lines
Our heroes get battered in the Battle of Albridge

Reavers tar devilA frantic messenger asked the party to come quickly to assist Dar Gremath, whose unit was beating a hasty retreat from pursuing Iron Circle forces.

On the way to provide reinforcements, the party was engaged by a small unit of Iron Circle cutthroats and a dark adept, which was backed up by a new and surprisingly nasty threat: tar devils!

The tar devils ensnared foes in their tarry nets, and pulled them into their reeking hot aura.

The party suffered greatly, and things looked very grim for our heroes, but we eventually prevailed against the Iron Circle forces.

We gathered up all of the usable weapons and armor into Erinus’ bag of holding, intending to give them to the rebels to help outfit their forces.

Now, we must rush to Dar Gremath’s aid before it is too late!

Bonus Tokens: Everyone in the party got a White +1 token for making it through a particularly nasty encounter, and a blue Action Point for reaching a milestone (2 encounters in a row).

Session loot and XP:

Loot: Assorted weapons, armor and ammunition looted from the Iron Circle soldiers, being held by Erinus.

XP: 150 XP each.

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The Story so Far...
What our heroes have been up to since the start of the campaign

This section needs some help! I don’t remember everything that’s happened since we started playing, and some of my notes are scattered and could use some fleshing out (and probably correction!). So, please add to this section! -Nisha

Well our adventurers have had a rough ride getting here! They’ve been through an underground dungeon, discovered a nasty secret, got sent on a dangerous mission, were robbed on the highway and are now currently leading a small revolution in the Barony of Harkenwold. How did all of this happen? It started when a cleric walked into a tavern…

Naivara Feycrown’s solo adventures

Caravan attacked
Ghost Tower on the Witchlight Fens
Recruiting a party

Party Adventures

The Twisting Halls

Traevus’ Secret
Highway Robbery
Toadwallow Caverns
Giving the Iron Circle a taste of their own medicine
The Rebellion and the Battle of Albridge
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Welcome to your Adventure Log!
A blog for your campaign

Every campaign gets an Adventure Log, a blog for your adventures!

While the wiki is great for organizing your campaign world, it’s not the best way to chronicle your adventures. For that purpose, you need a blog!

The Adventure Log will allow you to chronologically order the happenings of your campaign. It serves as the record of what has passed. After each gaming session, come to the Adventure Log and write up what happened. In time, it will grow into a great story!

Best of all, each Adventure Log post is also a wiki page! You can link back and forth with your wiki, characters, and so forth as you wish.

One final tip: Before you jump in and try to write up the entire history for your campaign, take a deep breath. Rather than spending days writing and getting exhausted, I would suggest writing a quick “Story So Far” with only a summary. Then, get back to gaming! Grow your Adventure Log over time, rather than all at once.

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