Keepers of the Seals

Should we delete this page?

6 weeks and counting suggests that we should

Road to Gnoll Camp

“The Bandit Lands have proven to be as dangerous as their reputation suggests. Your appreciation for the time that Gilbert and his crew spends in this area grows with each hour you spend. It becomes clear that the patrols are doing a good job at keeping the road safe, but that straying from the road is as rife with danger as it appears.”

Meta: Gilbert’s group was well known by the inhabitants of the area, and neither his party nor yours were trying to move quickly or quietly. Even with this in mind, you traveled all day on the road uneventfully, only to be attacked at night. . . for the road, you averaged 1 encounter per day. More careful travelers might reduce that to only one encounter every 2-3 days. On the other hand, a half day’s travel off the road has proven to be much more difficult (3 encounters), and you would expect more like 5-6 encounters per day unless you were very sneaky (which you’re not). . . plus you would need to make a very well hidden camp if you expected to rest at all.

Talking to the exiled tribesman as you travel to the Gnoll encampment indicates that the various factions in the area fight each other as much (or more) than they really raid the road. The main factions are the Goblinoids (who have larger villiages to the east), various groups of Bandits (with small camps scattered around), the Followers of Tiamant (who have temples in the north), and the Grimlocks who live underground somewhere (the tribesmen avoid the Grimlocks at all costs). The Gnolls are less organized, but powerful and small bands do gain some notoriety. Since both the Gnolls and Grimlocks are nocturnal, they tend to clash a lot. You should basically expect to be attacked all day by Goblins, Bandits, and Cultists. . . then all night by Gnolls, Goblins, and Grimlocks. . . unless you are pretty sneaky (which again; you’re not). The road (for all of its bad reputation) is actually much safer.

Your party (Fugara, Tramiel, etc.) also notes that (unlike the Gnolls, and Goblins/Ogres that you dispatched), there is no sign in their inventories that the tribesman you just defeated have been raiding the road or stealing from travelers.

New Party Members:

Jang (Black Leather): Jang is the “heavy” in this group. In the tribe he was among the small group that would take any predators stalking the tribe’s lands and would defend the hunting parties. He is gruff, and talks very little. He has yet to yield anything really useful beyond advice for navigating the scrub-land. Although not official, the others seem to differ to him as a leader.

Tilna (Colorful): Tilna fancies herself a sorceress, but has no arcanic talent. Her abilities with a spear and throwing axes match those of her team, but she claims superior abilities by virtue of her magic. Her insistence that she is doing magic when she is clearly not borders on a delusion, and you suspect that she may in fact be hallucinating and seeing things that do not match reality. Little useful information comes from her.

Elmareen (Elf): Elmareen is the quintessential arrogant elf. She joined the tribe recently coming from the north. She is reasonably talkative, but extremely pragmatic. She has been the lead in assisting Tramiel’s efforts to track the the gnolls and she seems competent enough. The others don’t seem to know why she joined the tribe, and although none of them will talk about why they were exiled, Elmareen seems to respond more ‘stiffly’ when the topic arises.

Harrik (Cat woman): Harrik fits a typical tribal archetype. She was a huntress in the tribe and she is young, naive, and talkative. Most of what you have learned (above) came from her. The others seem to treat her like a younger sibling, but also very obviously respect her abilities.

In all, it is clear (after the hour of travel with them) that this crew is opening up to you a little, and that they genuinely thought that you were a patrol of Tiamant’s followers. You don’t know why they were exiled, but they seem legit enough, and (as mentioned above) don’t seem to be raiding the roads. They all seem pretty short sighted, and as near as you can tell, they’ve only been in this area for a few months (which although “short” is really an eternity considering the hostile nature of the area). Stealth and caution have been their allies. Their mistake with you was based on the fact that “human-ish” groups in the area are usually cultists (Tiamant) and typically weaker. The real threats are the goblinoids, and nocturnal gnolls and grimlocks.

On to Q'Barra

After escaping from the Mother Tree, the party was subjected.. that is, treated to a celebration planned by the fae creatures of the forest.

The festivities were interrupted by a dark figure with a black staff that summoned a Tembo and a few wraiths, and then left, undoubtedly twisting his mustache and laughing maniacally.

The party fought hard against the Tembo and won, gaining a new member in the process: a Thri-Kreen rogue who could not speak Common but referred to itself as Tak-Tha,

After bidding the fairies farewell, the party continued to Q’Barra, stopping at a gathering ground called Bandit Junction to rest. There they interrogated other travelers, and Balasar was taken in by a con man who tricked him into giving up his beloved sword.


Once the con man was dispatched (and all evidence of his deeds eaten) the party continued to the Badlands. They ran into some preening paladins of Dol Arrah, who invited the characters to their camp. That night, the party was set upon by a gnoll raiding party which bit off more than they could chew and were dispatched after a long, hard-fought battle that no one really remembers the details of.

Notes for The Spirit Tree

Rough and dirty summary from the last session to get you back into what’s happening (most of this is just cut/pasted from my notes, so it’s a bit disjointed. I’ll clean it all up later) Refreshing on what happened last session may make the next session a little easier. . . this 5 minute read is could save you a few healing surges.:

You expect that the climb down will be trickier, but less taxing. The overall difficulty will be about the same. As you descend you see indications that the snake you just defeated carried the forge fiend up this climb.

When you get to the bottom of the climb, you notice that the tree is working to heal itself. The burned footprints which were previously extremely hard to track are glowing blue and easy to follow. This effect won’t last long, but you can track them back to the entrance now if you move quickly. You realize that the Wraith you just defeated likely solved this maze quickly by going through walls and then led the snake and fiend through the maze.

As you descend into the room of vines, you see a horrific sight. Insects are flooding into the clearing near the stairs as thorn laden vines aggressively shake and impale them. It’s clear that wherever the bugs are concentrated is also under assault from the newly empowered tree spirit. The area at the bottom of the stairs is full of bugs.

You quickly decide to leave this area as the bugs behind you skitter in closer.
Like the stairs up, this was once a staircase, but has degenerated into a rotting slope. The bugs do not follow you. You are not certain why. You find yourself in a similar room to the last. It is clear that the tree either tried to fill this area with vines but with much less success, or has begun reabsorbing the vines due to the lack of bugs in this area. In either case, debris litters the floor. Throughout the space are random torn spider webs. In the far corner, you see a cavity where a large hive of bugs is swarming. Another spider (like the two in the ceiling) has setup a web right next to it and has caught an impressive collection of bugs similar to those you fought above. You also note a silken cocoon with a partial fairy wing protruding from it. As soon as you can survey the room, a large scorpion emerges from behind a pile of cracked open cocoons. The spider immediately moves a bit away from the beast and crosses to the opposite side of its web. You notice that the scorpion has been stealing the spider’s kills and eating them. You also notice the wings and one leg from another fairy amid the scorpion’s sloppy meal.

You descend into another vine filled room. The vines here are much more sparse. The entire room is made up of downward step save for the left side which stays at ground level. As you move into the room, the sparse vines animate. “We were told to give you passage and aid. There is a barrier on the far side of the room. It is part of a series of barriers that we established to trap a large contingent of undead. We are remiss that a trio from that contingent got past us, but we understand that you dealt with them. Ahead of you lies a much larger force. We cannot selectively drop the barriers. Once you have rested and readied yourself, we will drop all of the barriers. Prepare yourselves and tell us when you are ready.” The fight included Wights, Wraiths, and the tortured spirits of the dead Faeries. As you defeat the Chainfighter Wight he gasps, “You will not defeat us. We’ve setup our own barriers, you will never reach the rest of our team. . .”

You head down several more levels. They are uneventful except for the occasional corpses of bugs charred and/or crushed. You enter a room in which the floor is melting and appears like a disgusting brown viscous liquid. This area appears hardest hit by the tree’s malady. You suspect that the foes you just defeated may be responsible for this. Only narrow slivers of wood, small sections of the original floor, and occasional vines break up the festering pool of rotting wood. The ceiling here is low (~7’) and both the ceiling and walls appear gnarled and climb-able. . . some areas will be easier than others. Once you arrive safely at the stairs down, you notice that the muck you fell into is clumping around your various scratches and wounds. These areas itch unexpectedly.

Loot and Gear Summary
UPDATED 4/24/2015

The Raven cloak and Ghostride boots need to be claimed by one of the people with low item counts.
They will benefit any of the up close and personal fighters.

Current Cash Total: BROKE (like the Mayor)
(TOTAL: 0 gp)

Keegan Heirlooms (Medallian 250 gp, bracelet 200 gp)

No one
Waterproof wooden tube
Alchemical Items:
Potion of water walking (Purchase: 40 gp, Sell: 8 gp, Average 24 gp)
Green Bane (B1 Zone no plants) (Purchase: 160 gp, Sell: 32 gp, Average 96 gp)
1 Scroll of Transfer Enchantment :held by Karu?:
1 Scroll of “Add +1” (lvl 9) :held by Karu?:
+1 Staff of Ruin :held by Augur:(3U, Purchase: 680 gp, Sell: 340 gp, Average 510 gp)
+2 Rebuking Chainmail :held by Augur:(9U, Purchase: 4200 gp, Sell: 2100 gp, Average 3150 gp)
Ghoststride boots :held by ?? : (6U, Purchase: 1800 gp, Sell: 900 gp, Average 1350 gp)
+2 Raven Cloak :held by ??
: (9U, Purchase: 4200 gp, Sell: 2100 gp, Average 3150 gp)

3x potion of cure light wounds (Purchase: 20 gp each, Sell 4 gp each, Average: 12 gp each)
5 Holy Waters (1 each – Fugara used his)
6 Restful Bedrolls (1 each)
2 Wound Patches (Fugara) (Fugara used 1 so far correct?)

Harren-Kai (5u, 4u, 3u, 3c – 2298)
+1 Shockweave Leather (Harren-Kai) 5u (Purchase: 1000 gp, Sell: 500 gp, Average 750 gp)
+1 Lucky Charm (Harren-Kai) 4u (Purchase: 840 gp, Sell: 420 gp, Average 630 gp)
+1 Aegis Blade (Harren-Kai) 3u (Purchase: 680 gp, Sell: 340 gp, Average: 510 gp)
Gauntlets of Arcane Might (Harren-Kai)3c (Purchase: 680 gp, Sell: 136 gp, Average: 408 gp)

Auger-Lot (10u, 8u, 8u, 5u, 4u, 4u – 10810)
+2 Orb of Consequences (Augur) 8u (Purchase: 3400 gp, Sell: 1700 gp, Average 2550 gp)
+1 Cloak of Distortion (Augur) 4u (Purchase: 840 gp, Sell: 420 gp, Average 630 gp)
+1 Battle Harness (Augur) 4u (Purchase: 840 gp, Sell: 420 gp, Average 630 gp)
Solitaire (Quartz Lens)(Augur)5U (Purchase: 1000 gp, Sell: 500 gp, Average 750 gp)
Karruuk’s Circlet(Augur) 10U (Purchase: 5000 gp, Sell: 2500 gp, Average 3750 gp)
+2 Master’s Wand of Magic Missile (Augur) 8U (Purchase: 3400 gp, Sell: 1700 gp, Average 2550 gp)

Balasar (6u, 5u, 5c, 4c, 3c – 3612)
+1 Flame Drinker Shield (Balasar) (Purchase: 1800 gp, Sell: 900 gp, Average 1350 gp)
+1 Aecris (Balasar) (Purchase: 1000 gp, Sell: 500 gp, Average 750 gp)
+1 Safewing Amulet (Arun-Kai) (Purchase: 680 gp, Sell: 136 gp, Average: 408 gp)
+1 Black Iron Plate Mail (Balasar) (Purchase: 840 gp, Sell: 168 gp, Average: 504 gp)
Deepfarer’s Pouch (Balasar) (Purchase: 1000 gp, Sell: 200 gp, Average 600 gp)

Fugara (9u, 5U, 4u, 3c – 4938)
Goggles of Aura Sight (Fugara) 5U (Purchase: 1000 gp, Sell: 500 gp, Average 750 gp)
+1 Cheiftain Spear (Fugara) 3U (Purchase: 680 gp, Sell: 136 gp, Average 408 gp)
+1 Astral Redoubt Totem (Fugara) 4U (Purchase: 840 gp, Sell: 420 gp, Average 630 gp)
+2 Bear Spirit Armor (Fugara) 9U (Purchase 4,200 gp, Sell: 2,100 gp, Average 3,150 gp)

Karu (10u, 9u, 5r, 5u, 4u – 9280)
+1 Dagger of Speed (Karu) 5R (Purchase: 1000 gp, Sell: 1000 gp, Average 1000 gp)
+1 Lucky Charm (Harren-Kai) 4U (Purchase: 840 gp, Sell: 420 gp, Average 630 gp)
+1 Shadowdance Robes (Karu) 5U (Purchase: 1000 gp, Sell: 500 gp, Average 750 gp)
+2 Lifestealer Bastard Sword (Karu) 9U (Purchase: 4200 gp, Sell: 2100 gp, Average 3150 gp)
Zaarani’s Solitaire (Karu) 10U (Purchase: 5000 gp, Sell: 2500 gp, Average 3750 gp)

Tramiel (8u, 7u, 3c, 3c – 5319)
+2 Seeker Bow (Tramiel) (Purchase: 3400 gp, Sell: 1700 gp, Average 2550 gp)
Boots of Elvenkind (Tramiel) (Purchase: 2600 gp, Sell: 1300 gp, Average 1950 gp)
+1 Sylvan Leather Armor (Tramiel) (Purchase: 680 gp, Sell: 136 gp, Average: 408 gp)
+1 Safewing Amulet (Tramiel) (Purchase: 680 gp, Sell: 136 gp, Average: 408 gp)

PLUS: 20% discount on wares sold within Winterhaven (no guarantees on caravan prices)
For reference on magic items:
Lvl 1: 360 gp
Lvl 2: 520 gp
Lvl 3: 680 gp
Lvl 4: 840 gp
Lvl 5: 1,000 gp
Lvl 6: 1,800 gp
Lvl 7: 2,600 gp
Lvl 8: 3,400 gp
Lvl 9: 4,200 gp

Gear Wish Lists

Write in here any specific gear that you might want for your Character (this is a META conversation as our characters would be unlikely to know which specific items are available). We’ll keep track of it as we shop around with our communal money fund. . . (and maybe the DM will take a look). Also include your Character names (I can never remember them all).

By the time Karu reaches his 11th level of power he would like to have the following magic items (aka, stuff Karu hopes to find so that other players can use it ;)
L2 : Eagle Eye Goggles (1 to-hit RBA)
L3 : Bracers of the perfect shot (+2 item bonus to damage for RBA)
L4/9 : +1/2 Incendiary Lifestealer Dagger (Kills gain THP)

L4/9 : +1/2 Lucky Charm (Daily add 1d6 to any failed roll)
L3/8 : +1/2 Spidersilk Mantle (Encounter Minor climb your speed until end of turn)

CHECK: L5/10 : RARE +1/2 Incendiary Dagger of Speed (Encounter: minor action RBA)
CHECK: L5/10 : +1/2 Shadowdance Armor (don’t provoke opportunity and Daily: shroud)
L7 : Rope of Slave Fighting (no -2 to-hit while prone)
L7 : Boots of the Fencing Master (1 AC/R when shift, Encounter: minor action shift 2)

By the time Augur reaches his 11th level of power he would like to have the following magic items:
L3: +1 Orb of Nimble Thoughts
L4: +1 Cloak of Distortion
L7: Boots of the Fencing Master
L7: Phrenic Crown (heroic tier)
L8: +2 Crystal Orb of Inescapable Consequences
L8: +2 Staff of Sleep and Charm
L9: +2 Symbol of Victory
L9: Illusionists Gloves
L9: +2 Battle Harness Cloth Armor

By the time Harren-Kai reaches 11th level he would like to have a combination of these magical items.
L2: Feyleaf sandals
L4: wavestrider boots
L6: ghoststride boots
L3: Gauntlets of arcane might
L4: Poison gloves
L8: gloves of venom
L4: feyleaf vambraces
L6: Warded vambraces
L9: Diamond bracers
L7: Philosophers crown
L8: Starlight goggles
L10: cap of water breathing
L4/9: lucky charm 1/2
L5: Cape of the Mountebank
L7: Deep-pocket cloak
L9: Kiecha’s Amulet
L10: Cloak of displacement
L8: potion bandolier
L10: shielding girdle
L3: infectious flame weapon
L5: poisoned weapon
L10: +2 Runic weapon
L10: Flame tongue weapon

Notes for Winterhaven

After meeting with his contacts from the Gatekeeper Druids, Fugara headed east. He knew of a monastery along his route that held in residence a strong Dragonborn Paladin of Balinor. He hoped that he would be able to enlist his help, and find other worthy adventurers along the way. He was pleased when a traveler named Augur headed in the same direction took interest in his quest and joined him. Upon reaching the monastery, his good fortune continued. The monastery had two new arrivals from some dimensional rift mishap. Harren-Kai who was an actual elemental being, and Karu who had been unsuccessfully acting as a Knight Hospitaler for the past year. Balasar’s order was also able to point Fugara in the direction of a hunter who had recently arrived in the area: Tramiel.
With his party formed, Fugara outlined the task at hand: A gatekeeper named Douven Stahl had been sent to perform routine upkeep on a great seal located near the small town of Winterhaven. He was several days overdue and Fugara was sent to find him. The gatekeepers warned that the alignment of the planets would strengthen evil, and that the seal would be at its weakest soon. Caution was advised.
As the party headed to Winterhave, they were ambushed by Kobolds. This proved a successful test of the new groups mettle.
Upon entry into Winterhaven they headed to Salvana Wrafton’s Inn/Tavern. They made it clear that we were looking for Douven Stahl. Despite the group’s attempts to be cautious, Karu mentioned seals several times.
Some Notable People:
• Ellian the Old: Old crazy guy, mentioned playing in ruins as a kid.
• Valthrun: Old Wizard. Owner of the magic shoppe. Secretive for no reason. Gave the team maps to ruins of some ancient keep and dragon burial grounds (where Douven Stahl was last headed). Also told them that the mayor wanted the Kobolds cleared out.
• Ninarrin: Elven female. . . secretive. . . resistant to Tramiel’s advances.
• Delphina Moonbeam: Flower Gatherer
• Mayor Lord Padraig : Mayor.

The group visited the mayor and was hired us to clear out the Kobolds. They were ambushed again on the way out of town and the Kobolds oddly fought to the last man. They tracked the little vermin back to a river pre-armed with defensive runes, despite this home field advantage, the group cleared out several minions and a few tougher kobolds. Passing through a waterfall into a cave, the group cleared out a cave of tougher Kobolds, and one grotesque aberrant goblinoid. A note was found on the Goblin’s body:
“The seal is weakening as was foretold. Sil is at work trying to uncover the sinister rib. We need time. My spy in Winterhaven has reported new adventurers in town looking for the Gatekeeper. Delay them at any cost. Once I have the rib, the ritual can be completed. Do not fail me.”
The party next headed to the graveyard. Sil (a changing disguised as Delfina Moonbeam) tricked most of them down into the digging area. A battle ensued, and our heros quickly got the upper hand. Sil ran, but Augur threw her off a cliff and into Karu’s fire zone where she died before she could be interrogated.
She had the rib on her. Another note was on her body, it gave specifics of the Rib and identified that some or all of it would be needed to perform the ritual. The group wisely took a fake rib to use as a prop. A quick search yielded the shallow graves of Dovenstal and Delfina. (They were later given a proper burial)
They went back to town and gave the fake rib to Valthrun. Karu told everyone in the bar that they had the rib and then the team gave the fake to Valthrun. A stakeout of Valthrun’s tower indicated no foul play. Valthrun correctly noted that there was nothing special about the rib he was given (the party never let him see the real sinister rib).
The keep was last. The first major area explored was a prison/torture chamber. The party dispatched the forces there and found a little impish goblin in a cell. He claims that he was put there for cheating at dice (a skill our Paladin would probably benefit from). He offered to help the party. After he told the party of a secret door that let them ambush the goblin leader, the party gave him a few gold and sent him away with clear instructions to live a good life. (His name was Splug)
Oh. . . and rats kept coming out from the walls. . . Balasar got filth fever.
After this, the party fought down through several levels and eventually made it to the seal. On their way, they identified that the keep has a history. A brave Sir Keegan was once charged with defending this seal, and was lord of this keep. . . however during the same astrological alignment that is occurring now (several hundred years ago), he was possessed by Doresain and was induced into killing his family and many close to himself. In defense of the keep he managed to lock himself in a room where he slowly starved. His death prevented the emergence of Doresain into this realm, and (although his legacy is mixed), the room he perished in was made into his tomb. An alter to Dol Dorn was erected to watch over the fallen knight.
After a short rest, someone from town came to the keep to tell the party that there was an issue in town. The team ran back to the Winterhaven cemetery only to find the dead rising in mass numbers. This threat was neutralized, and party returned to the keep. Clearly the power of Doresain in this realm was rising.
After more battles than the weary team could count, they arrived at the seal. Kalarel sneered at them while tentacle aberrant beasts grabbed for the rib. All were quickly dispatched and in a fit of anger, Doresain pulled a fallen Kalarel into the portal. Doresain then appeared as a projection and taunted the team, but Karu saw him for what he was. . . a defeated evil tyrant whose plan to enter this realm by sundering the great seal had failed.


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