The Fall of Weslo

Graphelm to the Rescue
A dramatic escape from hobgoblns

It seemed all was lost. After having tracked the hobgoblins back to their lair with the help of their new acquaintance Lyana Deline, the party faced an unassailable cavern fortress with a defensive platform atop a steep hill surrounded by rocky terrain and noxious fumes. Lyana and Sylvondar scouted the area, but were discovered by the guards atop the platform. A skirmish ensued, and Sylvondar slipped away to try and search the caves for Larcen’s body.

The party finished off the hogbolins with flame and frost, but their distraction worked too well, and soon the entire camp was alerted to their presence. What ensued was pure chaos: Lyana and Faber climbed to the platform leaving Seltair behind, who wisely stayed out of sight from the onrushing horde of hobgoblins. Lyana and Faber fought hobgoblins atop the platform, but many were soon to follow, climbing the riverside of the hill to get to them. Sylvondar was deep within the caves, Seltair was cut off from being able to help, and Faber was nearly out of spells. To make matters worse, Lyana was nearly knocked to her death, but managed to hold on long enough to make it to the defensive cave just below the platform.

Just then, Seltair spied a strange sight. A human atop a turtle, coming upriver at a great speed. He was clothed in simple garb and a necklace of teeth strung around his neck. Scars could be seen on his arms, and a stern demeanor evident even in the moonlight. It was Graphelm, Brother of Pagoth, astride a giant turtle. He came parallel to the hill, and from the water cast a spell to entangle the hobgoblins climbing up after Lyana and Faber. Lyana desperately fought off two hobgoblins, and killed many more using their defenses against them. Faber was grappling a hobgoblin for his life, and Sylvondar finally was able to help the party in their desperate struggle. Seltair joined Graphelm on the turtle’s back, and bravely tried to help the stranded Lyana and Faber again. He somehow ended up in another tunnel altogether, and Sylvondar on the turtle’s back. Finally realizing the futility of their efforts, Sylvondar and Graphelm fled just as the platform collapsed under Lyana and Faber’s feet, sending them flying down the hillside of jagged rocks and ravines, narrowly escaping with their lives, but not their consciousness.

Finally, Seltair travelled into the cavern system and found a group of people in a small cave. Four hobgoblins, three humans, and a Drow. He swiftly and smartly made his escape, and ended up being saved by Graphelm just as the Anise poison overcame him.

Together, the party regrouped and nursed their wounds while Graphelm went in search of aid.

Larcen and the Cave
A deluge of events

Much has happened since the party first explored the mysterious ruins in search of Lyssinde’s body.

Upon entering the strange underground complex, they were immediately assaulted by the stench of death, and a horde of walking skeletons and ancient, rotting corpses. Seltair was able to invoke Cellestane and hold a group of skeletons at bay, while Larcen fought furiously to keep them from being overwhelmed. However, the combined might of the party was not enough to destroy the relentless undead. Desperate tactics, and an improvised fireball, were not enough, and Larcen and Faber fell to the icy fingers of their enemies. Seltair was not killed, but taken captive and imprisoned near a barely alive priest of Istir.

Sylvondar, the lone survivor, travelled back to the Temple of Istir to enlist the aid of divine magic. Rebecca, Priestess of Istir, and Thia, Priestess of Velah, travelled back with Sylvondar and helped rescue Seltair and the other unknown priest. Together, they found the body of Lyssinde the Paladin and returned to the Temple of Istir.

The ancient Dwarven Patriarch Thoros was able to resurrect Faber, and the party tentatively agreed to take Larcen to Sef to have him raised at the Temple in that city. Before leaving, however, they settled matters with Thelton in South umber. Satisfied that the ghostly apparition was not returning, Thelton treated the party members to a feast that lasted late into the night.

The party, sated and content, headed back to the Temple of Istir, seeing signs of battle. They rushed to see what happened, and found that the construction site had been attacked by hobgoblins and two cloaked figures. Many Dwarves were wounded, and Larcen’s body had been taken. They spent the night tending to the Dwarves and repairing what damage they could, and the next morning Pyren came looking for Faber to submit to the Geas.

Pyren, however, took the news of Larcen’s kidnapping as more important, and teleported away to see if he could uncover more information about the strange occurrences; Seltair’s siblings, the Unicorn, and Larcen’s body being stolen.

The party then headed off into the forest, and soon came to the edge of a barren land filled with the putrid incense of the blue Anise plant. The three elves came across another elf, a ranger named Lyana, bearing a magical sword. She searches for the lost Prince of Weslo, Kallion Winterkill, in order to give him the sword so that he may reclaim the throne. Seltair noticed a similarity between Lyana’s tale and the myth surrounding the magical weapon of her homeland, and Lyana agreed to help the party slay her most hated foe, the hobgoblins.

The Apparition of Death in the Tavern
Undead in an old, black cavern

Having agreed to investigate the strange apparition, the party began interrogating people in town to find out what they could. Apparently, the woman was Lyssinde, a Paladin of Istir who recently had left the town with a group of adventurers. They headed off southeast in search of an evil described in ancient scrolls and were never seen again. A few days after she left, she began appearing at the Inn.

To find out more information, the party headed back to the Temple of Istir, where Sylvondar confronted Felos about the suspicious happenings surrounding the construction site. After somewhat fruitless conversations, they went back to town to observe the phantom again. A few clues were found, and with Larcen volunteering to help the party, they left in search of Lyssinde.

Their journey took them to the edge of Haleywater Hills, followed by a distant rider. The adventurers found a foreboding cave, and above it, the ruins of a large tower. Amidst the ruins of the tower Sylvondar discovered a door, a trap, and then a horde of Undead. . .

A Menacing Phantom
The beginning

The party left the suspicious construction site and headed towards South Umber town. Faber visited Pyren and learned of the different mage orders and how he had been in violation of the Frost Council’s law by using the spells from Shanse’s spellbook. Sylvondar and Seltair were accosted by an angry Thelton, proprietor of the Oak Barrel Inn, who threatened to have Faber and his friends arrested if he was not repaid for the damages done to the barn.

Faber of course did not have the 1000 gold pieces, but they had to at the very least return to town in 4 days for the casting of the Geas spell. Unsure of what to do, the party headed to the Inn with Larcen. A woman being torn apart, and then disappearing, provided the party with a way to repay Thelton.

In exchange for the debt owed to him, Thelton agreed to let the party try and bring peace back to his inn.

The Construction Site

And so the three elves and the old man found a place to sleep, yet little rest did they find.

At the construction site of the Temple of Istir, among old acquaintances, an unsettling feeling of something remiss kept Faber searching for information and interrogating the inhabitants. Perhaps it was the tempestuous new mayor of South Umber who asked Faber to visit him before they leave the area? Between Pultan’s cryptic answers, and the dwarves behavior, there was enough to make him suspicious.

The quiet Seltair Zara kept mostly to himself, but was visited by a vision of an ash tree with holly and olive branches being burned by a bright golden sun. Out of the ground grew a darkness in the shape of a serpent that swallowed the tree, and then fought with the sun, destroying the surrounding land to a nothingness in the course of the battle. In the morning, Seltair awoke with a strange feeling in connection to his spells.

Finally, Sylvondar, never one to resist adventure, drank too much of the Ironfist Porter and felt the effects the next morning (or was that a kick from Seltair?).

A harrowing journey

Once again the adventurers are on the move, and once again danger is not far. Brother Graphelm, concerned over the well-being of the forest, determined it best to further investigate the dissappearance of the unicorn there rather than “in the civilized lands.” After parting ways with the druid, the party encountered the rare beast known as a cockatrice. . . it turned Aine into stone and the rest of the party barely escaped with their lives. Heading straight for the temple of Istir, the haggard group has finally arrived to some familiar faces. . .

The Plot Thickens

After many years of seclusion, the Grey Elves once again walk among humans in the form of a priest. From the fabled mountain haven of Sharala, Seltair has come in search of his kidnapped siblings. His search has led him to a band of “Wode-men” (the Grey Elf term for humans and wood elves) resting near the edge of a vast forest; a druid, a ranger, two elves and an old man. Perhaps their fates are entwined?

Meanwhile, the party rests from their ordeals in Umber forest, trying to decide their next steps. Graphelm and the ranger Aine seem reluctant to follow Faber and Sylvondar into the human settled lands, for reasons known only to themselves. Faber prepares to speak with the time lost Trevedor again, while Sylvondar plots a possible return to Sef. . . and the Thieves Guild.

To the north, the mystical Umber forest, and Weslo
To the south, the gentle rolling landscape of Haleywater Hills
To the east, lands unknown
To the west, civilization

Where does fate lead them next?

Bold Adventurers

Having finally found a way out of Umber forest, Sylvondar and Faber have a brief respite, but at a price. Longtime companion Dracori has apparently been turned to stone, attached to the head of a monstrous beast. Dethaveral Balefire, stalwart Cleric of Tos, the dwarves Thia and Melos, and the elven ranger Mushugana have all dissappeared in the night. The Unicorn Ulatharion has lost his mate, Shedranaal, and no hint of her whereabouts have surfaced.

Meanwhile Graphelm, a Druid, fled a troubled past in order to aid the Unicorn and restore balance to the chaotic forest. Ania, a Ranger from a far off land, after a heroic struggle with a manticore, survived a fall into Umber forest and, having met this band of adventurers, decided to travel with them. Along the way, she came across an old man speaking a strange language, and having no heart to leave him helpless in the woods, kidnapped him. Through Faber’s magic, his mystery is beginning to unravel: a time-lost pilgrim in search of a city named Anslo.

What happens next? Will the band seek out clues of the Unicorn? Will they try to find their missing companions? Will their adventures take them elsewhere, or back into Umber Forest? And where exactly are they??? Join us next time, as we follow the fates of these intrepid heroes!


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