The Isle of Adraan

I had a dream!
But Haleth didn't. He can't sleep!

Our heroes are making good progress against the swarm of Ambush Drakes. Between them, Haleth and Elgold have bloodied most of the pack and the rest of the party are preparing to mop up the survivors.

Just then there is a roar and two large drakes, including a monstrous scytheclaw, erupt from the brush and charge down Elgold. The wizard is raked by the scytheclaw and thrown to the floor, while the second, a pack leader, spits poison at Enna, throwing her off her aim.

For a moment, the party wavers, but quickly regroups. Haleth and Caecius start to tear the remaining drakes apart while Ilwyn again deals devastating damage against the lizards. In a few moments both the pack leader and scytheclaw are hacked down and the last of the monsters slain.

Standing amidst the wreckage of the battle, the party realize that the hide of the scytheclaw is worth a lot to them. The Tendre smith Ealni Oabeta will pay well for its recovery. So Haleth shoulders the carcass and carries it back to Tendre. The rest of the trip back is peaceful. They are hailed by friendly patrols on the Summergrass Plains and soon find themselves back inside the fortified town. There, they grab some rest and restock with supplies. Ealni Oabeta pays handsomely for the scytheclaw and declares she should be able to produce Drakescale armour should anyone wish it. Many of the party members take the time to rearm and re-equip.

However, Lieutenant Krimari has no new jobs for them. And on visiting Rothem Alder it’s clear the sage has no advice for the party on how to deal with the spider construct fastened to Haleth’s arm.

EnnaThat night, Enna is troubled by a dream. She receives a vision of a temple in a forest, though she can’t quite place the temple or its location. Believing this to be a sign from the goddess Angharrad, she goes to Elgold to ask his advice. Can he interpret the dream? Elgold has little to go on from Enna’s description but asks Rothem for some rituals that might help divine their meaning and purchases something from the sage.

Enna says she is prepared to travel to the Shiverfang Forest and see if her goddess will guide her further. The rest of the party agrees to follow and so they all set out the next day.

On the second night the group is deep in the forest to the west of the road. Traveling on a hunch they are headed towards the southwest coastal region marked on the map they found in the Sahuagin caves. They camp down and Enna decides to sleep that night rather than trance her way through it. As the others keep a peaceful watch, Enna has another dream. She can see herself travel through the forest to the temple she’d seen a few nights before. When she wakes up she thinks she knows where she is and can follow the trail to the temple.

Everyone packs up and strikes out westward, following Enna’s lead. She treads lightly through the dappled forest, as if following some partly-remembered trail. And then the group emerges in a clearing. Ahead of them is a pyramidal temple, with an entrance that Enna realizes was the exact same one in her dream.

She approaches the entrance with the rest of the party in trail. The entrance looks overgrown but there’s signs it has been recently used. Suddenly a voice rings out demanding, in the elven tongue, that they stop.

Enna can see an elven woman with a bow. An arrow is nocked, drawn and aimed at her. The archer tells Enna to stop moving or she will shoot. Translating, Ilwyn relays the command to the rest of the group, who freeze.

Caecius rashly tries to fly towards the mysterious archer as if to challenge or treat with her. But the elf-woman lets fly a deliberate glancing shot that knocks the Genasi out of the air. Enna sharply orders the Warlord to stop moving and not escalate the matter any further.

Cautiously, her arms raised, Enna gives her name and the traditional elven greeting to the archer. She also says that she is an acolyte of the triple-goddess on a quest and that the rest of the party are her friends. The elf-woman hesitates, then tells the party to leave, as their presence is forbidden there.

Enna responds by saying that she has been led to the temple by a dream from the Lady Angharrad. She asks to enter and pray at the altar for another sign to lead her on her quest. Again the archer hesitates before refusing. But just then she sees the metal spider on Haleth’s arm. There is an intake of breath and she cries out that this changes everything. This thing is a weapon of the goddess Lolth. Unless the construct is removed Haleth will perish. Only the priests of the temple can do this. The elf lowers her bow and gives her name as Ansrel Ambrarae. Then she ushers the party into the temple.

The temple interior is a serene place of bright, white stone. From the icons and statues Enna recognizes the place as a temple to her own deity, Angharrad. As the party walks the halls and corridors there are many elven maidens in the temple precincts. Ansrel leads them down into the holiest places.

They are ushered into an altar room, where a beautiful eladrin priestess kneels. At Ansrel’s greeting, the priestess rises, turns and looks at the party members one-by-one. Then her eyes alight on Enna. The elf is stunned for a moment; she recognizes this priestess, but bites her tongue. Then the eladrin says sweetly: Enna... what brings you here?’


  • 7 Ambush Drakes
  • 1 Ambush Drake Packleader
  • 1 Scytheclaw Drake


  • 3600 gp (quest reward)
  • Scytheclaw Drake Corpse

Experience per Member

  • Encounter 1 – 520 XP
  • Bonus – 600 XP
  • Running Total – 14203 XP
Anyone Have Arachnophobia?
Haleth does? Oh dear!

As the party lies stunned on the floor, wraiths drift about the great cavern. They are a shadowy menace intent on turning their victims into new wraiths. They appear to be led by an imperious figure-some kind of necromantic lord. He raises a hand and a chill grips the entire party, leeching life from each of them.

CaeciusCaecius is first to his feet, charging and dispatching one of the wraith warriors, before striking at the Wraith Lord, knocking it over. Then Enna leaps from the floor and strikes at the Lord with a quick arrow shot.

Despite this show of defiance the fell spirits quickly gain the upper hand. Three of them float towards Caecius, engulfing him in their shadows and pulling all warmth from him until he collapses to the floor, his life fading. Then Haleth is stuck by the necrotic energies of the Lord and two of the companion wraiths, dazing the fighter momentarily.

It is the goblin Ilwyn who turns the battle. Rushing at the Wraith Lord across the dank cavern the former slave jabs it with his short sword, striking a great blow. The Lord carelessly decides to ignore the tiny rogue and begins to drift towards the weakening Haleth, hoping to take his life. But Ilwyn sees an opening in the wraith’s shadowy armour, and strikes with all his might, slashing the spirit in twain so that it evaporates into the air.

With the Wraith Lord dispatched, both Elgold and Enna strike at the wraiths hovering over Caecius’s dying form. A storm of arrows and magic wink them out of existence. This allows Haleth a moment to recover and come back into the fight. As the rest of the party launch magic and steel-tipped shafts in support, the remaining spirits boil away before Haleth’s sword-slashes.

Ilwyn rushes to Caecius and tips a healing potion into his mouth. Coughing and spluttering, the Genasi jerks back to life, though he seems curiously ungrateful to the party for saving him.

The party is hurt and exhausted. They are too tired even to check out the pit. They decide to take a long rest to recover. Enna orders Ilwyn to set traps at the entrance to the dragon cavern and everyone settles down to rest. Soon, only the sound of heavy sleepers can be heard.

On watch, in the light from Haleth’s shield, Enna fancies she can hear a clicking noise somewhere in the cavern. She cannot see anything and so dismisses the sound. Suddenly there is a great scream. It comes from Haleth, who is writhing on the ground.

Everyone wakes and rushes to help and they soon see the problem. The statuette of the spider that they had seen the day before in the pit is now clamped to Haleth’s arm. Its legs are wrapped around his forearm and its fangs have pierced his armour, deep into the flesh. Elgold is wise in religious lore and divines that the thing is some kind of construct created by devotees of Lolth, the spider goddess. However, its function and powers are unknown. The immediate pain subsides, but the spider’s fangs remain firmly embedded in Haleth’s arm. Attempts to pull the thing off fail and only hurt him more.

Ilwyn decides to check out the pit to see if there are any clues to the spider there. He rappels down to the bottom and returns with some bones-one with a pair of puncture marks in, as if struck by the spider. Also the goblin brings back a magical Dice of Auspicious Fortune – a wondrous item that Elgold and Enna agree to use between them.

Following the spider attack no one wants to abide in the caves a moment longer. They decide to return to Tendre and see if Rothem Alder has any wisdom that might help remove the construct from Haleth’s arm. Dismantling Ilwyn’s traps, the party head back to the water’s edge and begin the arduous swim back to the outside world.

It’s a long swim and Elgold needs to be saved by Enna, while Haleth has to drag an increasingly ungrateful Caecius from drowning. Back on land the heroes dry out, and then start the three-day journey back to Tendre. They make good time, though it’s clear that Haleth is looking increasingly unwell, his health somehow sapped by the spider.

In the Shiverfang Forest they spot a lone ambush drake but decide not to pursue it, figuring that it is not a good time to get involved in a brawl when their main fighter was looking so weak. The drake’s companions have no intention of allowing the party to pass, however, and leap out from the trees and undergrowth.

The monsters throw themselves into a storm of steel and magic, as the party, in no mood to play around, grimly begin to chop the beasts to pieces…


  • 3 Sea Wraith Warriors
  • 3 Sea Wraiths
  • 1 Sea Wraith Lord


Experience per Member

  • Encounter 1 – 342 XP
  • Bonus – 100 XP
  • Running Total – 13083 XP (Level Up!)
Its Damp in Here
And Elgold fell down!

The mage Elgold dries everyone out with a minor cantrip, sucking all the moisture from their sodden clothing. Though they are no longer drenched they still feel cold in this dank, dripping cavern. After a rest the party set off into the cave, with Enna and Ilwyn reconnoitering ahead, illuminated by magic.

The tunnels snake deep into the cliff and the scouts have to concentrate to avoid being disoriented. However, they come across a fork in the tunnels, with one bending off to the north and west towards the sound of water, while the other strikes due south towards the sound of rushing wind. The party pauses a moment, and then begins to creep south.

As they advance the passage narrows, but before the scouts can reach the narrowest point Enna flings an arm out to prevent Ilwyn going any further. She has spotted runes on the wall. The elf summons Elgold who soon determines that these are some kind of warding runes, but against what?

The party are reluctant to pass the runes. Who knows what ward might be triggered or warning sounded? Elgold decides to summon an Imp from Hell and use it to test the ward. A bitter-tongued creature appears in the air and Elgold commands it to flutter south.

There is silence. Nothing happens and no ward is triggered. Gingerly, Elgold follows the imp past the runes. As nothing seems to happen the rest of the party join him.

They come out in a sizeable cavern. Near one end is the skull of a giant creature. Enna identifies it as the head of a dragon but cannot identify what type. It is an ancient skull from a monstrous beast and cannot be that of the juvenile dragon Nightscale.

At the far end of the cavern is a pit from which the sound of rushing wind comes. It is circled by glowing runes that form an invisible barrier. Elgold tries to order his imp through the barrier but it is fended off. It seems that no creature can pass these runes. At the bottom of the pit Enna can see bones, and also the glint of precious objects-what looks like a metal dice and a statuette of a spider.

Elgold believes he could dispel the runes protecting the pit. Fearing what dangers might lie down there, Enna tries to dissuade him. The rest of the party agree that they should search the rest of the cave complex first, so reluctantly the wizard tears himself away.

Now the party retraces its steps and takes the alternate path from the fork, heading northwards towards the sound of water. They have to cross a narrow stream at one point and just past this emerge into another cavern, comprising a number of tents huddled around some pools of water. Gingerly, the group begins to search the tents, finding signs of recent habitation, but no more sea devils.

Suddenly a trident is hurled out of the dark at Caecius, who has hung back to protect the group’s rear. All around, Sahuagin begin to emerge from the pools, surrounding the party.

Our heroes are alert enough to avoid surprise and swing into action like a well-oiled machine. Their fighting is efficient, dispatching the Sea Devil guards swiftly and dicing up the tougher raiders with little trouble. Elgold’s scorpion-tailed imp proves invaluable at times. Only Ilwyn finds himself in serious trouble, badly bloodied in an encounter with a Sahuagin priest. So quick is the fight that a second priest, seeing his comrades butchered, runs for it, flapping away down the tunnels.

The party mounts a pursuit with Enna and Ilwyn in the lead, but they cannot catch the creature. They hear it splash into the pool at the cavern entrance and make its getaway. In the bustle, Elgold falls in a stream and has to be hauled out, coughing and spluttering, by Haleth.

Taking time to rest and loot the bodies and tents in the cave of pools, the heroes discover another tome of masterwork armour, a magical medallion and a crude map showing a mark on the southwest coast of Adraan.

Having recovered from the fight, everyone troops to the dragon cave. In spite of Enna’s increasingly insistent warnings Elgold is set on recovering whatever is at the bottom of the pit and he sets about dispelling the runes. It doesn’t take long. The moment the glow from the runes dies there is a great rushing sound and a blast of air erupts from the pit, knocking everyone but Ilwyn from their feet. As their eyes open the party sees they are surrounded by smoky shapes that have emerged from the pit. These are foul wraiths-several of them, with malevolent glowing eyes-and they begin to drift about the party, preparing to strike…


  • 8 Sahuagin Guards
  • 4 Sahuagin Raiders
  • 2 Sahuagin Priests (1 Escaped)


Experience per Member

  • Encounter 1 – 440 XP
  • Bonus – 400 XP
  • Running Total – 12641 XP
On the Trail of the Sea Devils
Night Swimming

The party are still spread out, desperately fighting off the final waves of Dire Wolves and down to their last reserves of strength and cunning. Then Elgold calmly begins to weave his magics, bringing down lightning and fire on the wolves, and even on his comrades, in a desperate attempt to battle the creatures. The gamble pays off as Haleth and Caecius are able to shake off the explosions and fire bursts that incinerate the wolves around them. Even Enna is able to get back into the fight as the party grind down the last of the beasts.

As the final wolf is dispatched the party sink to the ground, relieved. This was one of their toughest battles yet and they barely survived it. Elgold’s deft wizardry had saved them. However, Enna is troubled. She cannot put her finger on it but there was something strange about the wolf attack. Normally the alpha males would lead the attack, but here it was the smallest and weakest wolves that led the pack. Enna felt that something was not right.

Now the woodcutters are put back to work, felling the great firs for the masts of Captain Dielan’s ship. Untroubled, the party gets the carts loaded, along with pelts cut from the wolves, and rolls back to Tendre.

The journey is uneventful on on their return the party is thanked profusely by Lord Filarris, who pays the fifteen hundred gold they’d agreed. Neither the Lord nor any of people of Tendre have any clue as to why the wolves attacked the way they did. It was an unusual event with no precedent during the colonisation of the island.

Lord Filarris has no further work for the party. Even Lieutenant Krimari has no jobs for such an expensive mercenary band, as she is trying to regain order with her own troops. So Enna proposes they continue to quest for the Black Dragon, and starting by investigating the Sea Devils. Ilwyn the goblin wonders why they they should bother with the Sahuagin until it is pointed out that there may be gold in it, and possibly more of Ealni Oabeta’s lost armourer’s books to be found. The party unanimously agrees to the plan.

After stocking with rations the adventurers set out, with the aim of travelling to the mouth of the Wildedell River and searching the coastline north of there. It takes a couple of days of march to reach the river and there Enna finds some sign of the Sea Devils on the river bank. Though it is not recent, it certainly seems to have occurred since the party last encountered the Sahuagin.

That night the party camps near the river. Again, while on watch Enna’s sensitive hearing picks up distant calls from the ocean to the northeast. It sounds much like she’d heard four or five days before near the Shiverfang forest. She wonders whether the eerie sound is the cries of the Sahuagin.

In the morning the heroes agree to strike out for the coast in the direction of the sounds Enna heard in the night, to see what it there. It doesn’t take long before they reach the green-topped cliffs overlooking the sparking sea, but there’s no sign of any hostile creatures there. Just sea and sky and keening gulls.

The group decide to continue northward along the coast, searching for signs of Sea Devil settlement. They travel a day and see almost nothing, aside from a few places where the creatures may have stepped ashore at some time in the past.

They continue travelling around the bay to the north and towards a great headland. Maybe the monsters can be found there? That night Ilwyn, keeping watch, fancies he can see something glinting in the sea by the headland. He resolves to take a look the next day.

The following morning the party stand near the water’s edge close to the headland where Ilwyn swears he saw something glint. Enna cannot see anything and suggests the party moves on, but Ilwyn is insistent that something was there in the water and after being granted a magical light by Elgold he dives into the sea to take a look. Caecius joins the goblin in the water while everyone else waits on land.

Ilwyn dives beneath the sea and, lookig back towards land, sees the dim, dark space of an underwater cave entrance. He strikes out for the cave with Caecius in tow. It’s quite a swim but soon the pair emerge into air in a small cave. After getting his breath back Ilwyn suggests Caecius stays where he is while Ilwyn returns and gets the others.

Back on shore Enna, Elgold and Haleth listen to Ilwyn’s breathless account of the cave. They all dive in (with Enna being the most reluctant of all) and swim for the cave.

Meanwhile Caecius lights his everlasting torch and scans the empty cave. Suddenly, from the dark a trident lashes out. He is not alone—there are Sea Devils in there with him and he’s fighting for his life.

Elgold finds swimming difficult and must be helped through the water by the strong fighter, Haleth. Only Enna is fast, lithely darting through the water towards the cave. She emerges from the water just in time to see Caecius engaging three Sahuagin, and draws her bow, sending an arrow into the pack of sea creatures.

This gives Caecius enough time to get his second wind and redouble his attacks on the beasts. Very soon the rest of the party arrive, rising up from the waters, and quickly take down the evil monsters.

Everyone takes a moment to rest, to wring out heavy, sodden clothing and empty boots of water. The cavern ahead looks forbidding and is almost certainly full of peril…


  • 5 Gray Wolves
  • 5 Shadow Wolves
  • 5 Dire Wolves
  • 3 Vicious Dire Wolves
  • 2 Sahuagin Guards
  • 1 Sahuagin Raider


  • 200gp of wolf pelts

Experience per Member

  • Encounter 1 – 655 XP
  • Encounter 2 – 75 XP
  • Bonus – 300 XP
  • Running Total – 11801 XP
I'm a Lumberjack and I'm Okay
Hungry like the wolf

Resting a while in Tendre, the party invest in some new items, having the mage Elgold enchant them with powerful magics. They visit Rothem Alder to see if he has discovered any new information on the Sahuagin. He has found some information on a possible source of the creatures and a description of their social habbits.

The party then decide to continue their investigation of the Sahuagin by launching an expedition to search the northern coastline. But as they leave Rothem’s shop, a guard approaches to tell them that Lord Devarran Filarris and Captain Dielain wish to speak with them.

Proceeding to Devarran’s home, they are greeted warmly by the pair. Devarran explains that the repairs to Dielain’s vessel requires some fir trees with which to make new ship masts. Until the ship is repaired it is unable to sail. The trees are located to the north west of Tendre, a few miles into the Shiverfang Forest. With all the recent trouble, guard numbers are still too few to spare an escort for a detachment of lumberjacks. Devarran therefore requests that the party escort the workers, for a thousand gold. Some quick bartering increases the payment to fifteen hundred and the party retires to the The Scarlet Dagger for a good nights’ rest before embarking early the next morning.

The party takes command of a group of carts and woodcutters. Two days of travel pass before the group is camped on the border of the Shiverfang Forest. They prepare to enter and fell the trees at first light the next day. During the night, Enna’s keen elven hearing detects some odd sounds coming from the ocean. They sound like calls, but no sooner does she hear them than they are gone. Unable to determine their distance, Enna informs the rest of the party and then settles down to keep guard for the rest of the night.

At first light, the detachment hikes a few miles into the forest to the site of a stand of large fir trees. The workers begin their preparations while the party spreads out to stand guard, Ilwyn setting some rudimentary traps.

The moment the first axe hits the trunk of a tree the forest comes alive. Wolf howls echo all around and moments later the party detects the approach of several grey wolves. The beasts advance from all directions. A couple of wolves bound towards the workers, a couple of whom are wounded. Haleth quickly instructs the workers to rally around him for protection and the party are soon on top of the wolves, hacking or shooting deadly accurate arrows. They are helped by Ilwyn’s traps, which snare a couple of the creatures.

The party dispatches the first wave of wolves swiftly but a second wave of Shadow Wolves appears, shifting through the shady forest. Most of the party are now dangerously spread out but are just managing to keep the wolves’ attention and protect the workers.

Another wolf is caught in a trap as a new wave of Dire wolves approach, snapping at the party members. Enna begins to become overwhelmed and tries to make a strategic retreat. This is cut short as she accidentally stumbles through one of Ilwyn’s traps. She is flung into the air and dumped to the floor at the mercy of the wolves. Caecius rushes to the aid of the vulnerable elf woman.

Another set of howls heralds the arrival of a final group of wolves. These seem tougher and more vicious than any before them. The workers are safe for now, but are our heroes?

Experience per Member

  • Bonus – 200 XP
  • Running Total – 10771 XP
Quelling the Northlander Threat
A great battle in the forest

After regaining their breath the party searches the Northlander’ ambush site. The piles of pelts and deer make it clear that this is a Northlander trapper encampment astride an animal trail. The trappers have no packs or supplies, suggesting their camp is nearby. Enna searches about and finds footprints leading to the northeast. After a brief rest the party gather themselves and begin to file through the forest.

Soon they come across the enemy camp—some tents, a wooden store and a crude shack. There are several Northlander standing about. They seem to feel secure, judging by their lack of alertness.

Undetected, the party tries to creep closer with Enna and the goblin Ilwyn in the vanguard. However, Enna’s sure step fails her this time and she stumbles, making a sound that alerts the camp. Immediately the elf is charged by three of the Northlanders, wielding their weapons and making fierce cries. Caecius has to dive in and pull her out of the melee before she is badly hurt.

Meanwhile, Northlander archers emerge from the tents and begin to search for targets. Skillfully-aimed arrows hit Ilwyn and Enna, dazing them both. Caecius and Haleth wade into the Northlander front line, swiftly dispatching a couple of barbarians with longswords. Their efforts swing the battle towards the heroes… and then reinforcements arrive.

From the shack emerges a great Northman, a feral-looking leader who rallies his men with a bellow and presses them forward. He is accompanied by a lithe woman in robes, who clearly possesses mystic powers. The leader charges into battle and soon the party are pressed back.

With Enna still dazed and Ilwyn bloodied, it falls to Caecius and Haleth to hold the line while Elgold bombards the cunning mystic and the Northlander archers with magic fire. Haleth tries to advance on the witch and cut her down, but she stops him in his tracks with great magic—polymorphing the warrior into a rat before he can reach her.

Now the heroes are badly hurt and a few querulous voices are heard suggesting they retreat. Oddly, it is Ilwyn, the badly injured goblin, who steadies the party and, taking a chug from a magical healing potion, suggests they continue to battle it out a little while longer.

Slowly, the fight begins to turn. The Northlander’s leader hurts himself trying to pierce Elgold’s magic field as Ilwyn darts in to inflict a hamstring wound that topples the barbarian to the ground. Then Enna’s head clears and she strikes the leader with a magical arrow that pierces his vitals, doing great damage. A second swift arrow dispatches the brute and now the battle turns.

While the mystic is engaged with turning Elgold into a frog, the transformation magic on Haleth wears off. Finding himself human again he charges into the unprotected witch, felling her with a few blows. This leaves only a few archers, who are soon mopped up.

All is quiet again. Enna announces her magical bow shall henceforth be known as ‘Foe of the Northmen’. The party takes time to pick amongst the corpses, looting some magical items. Inside the shack they discover a book that might be of interest to the armourer Ealni Oabeta in Tendre. They also discover a parchment with orders for the barbarians, telling them to set up an outpost in the forest and raid the colony. Enna suggests they head back to Tendre and pass on this intelligence. The party decides they need to recover and after a good night’s rest in the camp they begin the day’s trip back to the Tendre outpost.

Back behind the safety of the palisade they are received warmly. Lieutenant Krimari pays each of the party 500 gold as agreed for their work. Ealni Oabeta is grateful for the recovery of the armourer’s book and promises the party the first item she makes will be for them. The heroes decide to spend some time resting and recouping before their next adventure.


  • 4 Human Ambushers
  • 3 Human Archers
  • 1 Human Hexer
  • 1 Northlander Leader


Experience per Member

  • Encounter 1 – 580 XP
  • Bonus – 400 XP
  • Running Total – 10571 XP (Level Up!)
Tooth and Claw
A tale of two ambushes

As the rain falls the party make hurry towards the Shiverfang Forest and the spot where their cart was ambushed almost a week ago. At the ambush site all seems peaceful. Enna and Ilwyn scout about, finding trails that suggest the bodies of the Northlander ambushers have been dragged off.

Just as they begin to follow the trail, a pack of wolves strike from in front, snapping at Enna and Ilwyn. Haleth and Caecius rush in to help leaving Elgold to be overwhelmed by a second pack of Shadow Wolves that leap from behind. An attack by one wolf blinds the mage, who responds by bringing down fire and necromantic magics on himself. The magical assault is devastating. By the time Haleth reverses course to help, almost all the shadow wolves are dead, leaving the rest of the party to mop up the remainder of the pack.

A search reveals that the wolves had come here to dine on the barbarians’ bodies and had dragged them away. There’s no sign of any Northlander camp around here, but Enna picks up the trail of someone traveling East—maybe the ambusher who had fled from the previous fight.

The party set off east, with Enna finding plenty of trailsign in the broad, shady woodland. Eventually they find a place where it looks as if the trail splits. A group of humans have headed east, towards the coast. A second trail heads due south, towards Tendre and the Summergrass Plains. Enna reasons that a small band of raiders may have gone that way and persuades the rest of the band of heroes to follow.

The group travels south for a while, Enna and Ilwyn in the vanguard, moving softly like shadows in the forest. Suddenly they come across a series of cunning traps: pits dug into the ground and tripwires strung between the trees. Enna, expecting trouble, ducks into the undergrowth, using her elven camouflage to advance unseen. Ilwyn does likewise, trying to dismantle some of the traps. And then the elven scout spots a glint, as if off armour or a man’s war-harness.

At that moment Caecius falls into one of the traps. This is the signal for a band of Northlanders to attack. Arrows snake out of the undergrowth and men rush at the party, yelling fierce war-cries.

The attackers fail to see Enna. As they pass she stands and dashes up a nearby tree, to balance effortlessly on one of the branches, taking a bead on a bowman who she fells with a single shot. However, she is spotted by two more attackers, who deftly throw a rope over the branch and pull, cracking the limb of the tree and spilling the elf to the ground. As she picks herself up and begins to loose off more arrows she is helped by Elgold, who is launching magical missiles into the melee. Haleth defends himself from an assault by a pair of ambushers, and Caecius flies up out of the pit-trap to help, his calming presence inspiring the others. Ilwyn dodges about in the undergrowth, taking every opportunity to make a sneak attack on his foes.

The end is not long coming, as the party carve their way through the ambushers. A couple of Northlanders try to make a getaway, but the heroes are too fast for them. The last one succumbs to Enna’s bow and soon the party can slump to the ground, exhausted by the workout…


  • 5 Human Lackeys
  • 1 Human Bowman Lackey
  • 1 Human Archer
  • 3 Human Ambushers

Experience per Member

  • Encounter 1 – 330 XP
  • Bonus – 100 XP
  • Running Total – 9591 XP
The Sea Devils
A fishy conspiracy tale

Dark shapes move between the tents, cutting the guideropes and collapsing them on their occupants.

Caecius sees the attackers are Sahuagin, or ‘Sea Devils’-fish creatures armed with fearsome tridents. He shouts an alarm, not that it’s needed now that canvas is falling in everyone’s faces. Beneath the tangled cloth hands grope out for weapons. In moments people are beginning to burrow their way out from under the fallen tents.

This only gives the Sea Devils time to close and strike while many of the party are still on their hands and knees. Haleth emerges into the night air to find himself trading blows with a Sahuagin in a tough one-on-one fight. Elgold appears and immediately turns the tide by casting thunderous spells down on the heads of the raiders, stunning them and sending them reeling.

Enna the elfin Ranger has no time to don her magical armour. Clad only in a flimsy nightdress she plants one arrow into the face of a minion while desperately trying to evade the thrusts of another Sea Devil’s weapon. The goblin Ilwyn avoids the jabbing tridents to scurry about in the dark, making sly thrusts at the creatures when he can. Caecius is everywhere, helping with his sword where he can, and offering an encouragement to those who are hard pressed in the battle.

Eventually, the Sahuagin are subdued and everyone is left to patch their wounds. The biggest casualty of the night is Enna’s nightdress, which is ripped and bloodstained. Exhausted, the party resolves to get a good rest from what is left of the night, so they can be fresh should more of these beasts appear.

Everyone breaks their fast late. Amongst the piles of Sea Devil bodies is a magic belt and a scrap from some book on the armourer’s art. It occurs to everyone that there may be more such pages at the Sea Devils’ camp and that these might be valuable to Ealni Oabeta, Tendre’s master armourer.

Enna scouts about for signs of more Sahuagin, but all she can find are tracks down to the river. The party decides that they will allow themselves a day’s diversion from delivering the message to try and follow the river and see if they can locate the creatures’ camp or settlement. They set off, with light-stepping Enna scouting ahead.

The first half-day they follow the river to the sea with no sign of any kind of Sea Devil community. At the sea there are a few old Sahuagin footprints, but otherwise, nothing else.

From the river mouth the Party elects to follow the coastline back to Tendre, so they can deliver the warning about the Northlanders. They make good time-another day and a half back to town-but see very little. Only at one point on the coast do they find anything suspicious: some old tracks that indicate men had once come ashore here. But the tracks are very old and worn and very little can be learned.

The party carries on to Tendre, where they find Lieutenant Aidella Krimari and tell her about the Northlanders – the barbarians who had ambushed the party in the forest. At first Krimari is incredulous, but she is convinced by the sealed message from the Goldmoor Outpost that confirms the story. She immediately puts the Tendre garrison on alert. However, she is still short-handed of men to try and deal with the menace of the Northlanders. Elgold, Caecius and Haleth offer the party’s services for 500 gold each. Again reluctantly, the Lieutenant agrees that they should go and find the raiders, and if possible despatch them.

However, there are few clues as to where the Northlanders are. There’s also much speculation as to whether they are in league with the Sea Devils, as the sea routes onto the island are difficult to pilot a vessel through. The thought is voiced that the recent appearance of the kraken may have not been a coincidence.

Eventually the party decide to head to the ambush site in the forest and try to pick up the Northlanders’ trail from there. Sharp eyes had noticed the lack of packs and baggage on the ambushers. Did they have an encampment nearby?

As the rain begins, the party set out, in a race against the elements to reach the site before the weather washes all signs away…


  • 8 Sahuagin Guards
  • 4 Sahuagin Raiders


Experience per Member

  • Encounter 1 – 300 XP
  • Bonus – 400 XP
  • Running Total – 9161 XP
Ambush in the Forest
The Northlanders arrive

With the Kraken now dead, Captain Dielain sails his crippled ship into the settlement of Tendre, at the southern edge of the Adraan. In the fortified town the party find themselves the recipients of some considerable goodwill, the story of how they helped kill the sea monster having travelled fast. One contact the party make is Ealni Oabeta, the local smith. Ealni is a talented armourer eager to make use of the magical materials found on the island to make masterwork armour. She asks the party to help her researches, which she will repay with new suits of armour.

Eager to be free to travel inland on their quest the party members offer their services to Lieutenant Krimari as wagon guards for the shipments up to the Goldmoor Outpost. Though the military are a little suspicious of the band of adventurers, they are also short of hands since all the guards were lost on Dielan’s ship, and so Krimari reluctantly hires them.

The wagon already has a small guard, comprising a sergeant and a few men. The party travels with the wagon along the single road to the mines. On the second day, in the dark depths of the forest, the caravan finds a tree blocking the road. Enna suspects a trap and tries to scout the area, but before she can get far the sergeant insists on taking his men forward to move the fallen tree.

Enna spots someone hiding in ambush, but before she can shout a warning, the tree explodes, injuring the sergeant and his men. From all around arrows and crossbow bolts sing out and a few rough men charge the party.

There is a fierce fight, with Haleth briefly falling and Enna taking many shots. But eventually the enemies are dispatched, with only one managing to get away and evade Enna’s pursuit.

The sergeant is stunned. He says the attackers are Northlanders, barbarians from a distant part of the Moonshae Isles, who are not supposed to be on the island. After moving the tree he hurries the wagon up the road to the mine. It takes another two days to reach the mine. At the Midway Bridge some mysterious footprints are sighted but there’s no signs of anyone nearby. Reaching the mine the sergeant gives the local military commandant a warning about the Northlanders. The commandant is surprised by the news and commissions the party to travel back to Tendre as fast as possible so as to alert them to the interlopers’ presence.

The party sets off in the morning, making good time and reaching the bridge again. There, after checking the area is secure, everyone camps down for the night. It is a peaceful night until Caecius’s watch, when the appearance of some shadowy shapes at the edge of the camp startles the Genasi into raising the alarm…


  • 3 Human Bowman Lackey
  • 4 Human Lackey
  • 2 Human Ambusher
  • 2 Human Archer

Experience per Member

  • Encounter 1 – 345 XP
  • Bonus – 200 XP
  • Running Total – 8461 XP
I'm on a boat!
The Kraken Wakes

Awaking rather groggily on the windy deck of a boat, the party are surrounded by a number of tough looking guards. They are bound, hand and foot. Their weapons are piled away, out of reach. The imposing figure of an angry sea-captain glares down at them.

This is Captain Dielain, master of the vessel traveling to Adraan. Attempts to convince him that the party’s intentions are honorable fell on deaf ears. He does not believe their stories about dragons on the island and suspecting they are scoundrels he orders the group to be tossed overboard.

Just as the guards advance on them, there is a scream from the rear of the boat. One of the other guards has fallen overboard. Enna’s sharp elven eyes notice he seems to have something wrapped around his leg as he fell. Was he pulled overboard?

As the ships crew rush to aid their comrade, the boat suddenly pitches and rocks as if it has hit a rock. A shadow blocks the sun and the staggering guards are met with a colossal sea creature, a Kraken, using its great flopping tentacles to climb its way up the starboard side of the ship.

Captain Dielain is a man of great composure. Calling his men to arms, he and the other guards rush to meet the beast. Our heroes take this opportunity to act, Ilwyn swiftly slipping his bonds and freeing Enna. Enna in turn frees Caecius who then releases Haleth who finally lets loose Elgold. Grabbing their equipment from where it is stacked, the group assembles and turns to help Dielain fight the beast, which is clambering onto the ship, crushing the guards with its flailing limbs.

Elgold launches a furious blast of thunder, blasting the beast backwards and knocking a couple of guards off their feet. Caecius follows up with a ferocious charge, a bull rush that pushes the creature yet further off the ship.

Just as it looks like the defenders are gaining the upper hand, the Kraken vanishes beneath the ship, swiftly reappearing on the port side to grab Haleth, Ilwyn and Elgold in its tentacles.

Thinking swiftly, Elgold dazes the beast with his magic, forcing it to release his friends. Ilwyn retreats to a safe distance and begins to launch a flurry of crossbow bolts, while Haleth furiously begins hacking at the tentacles. The guards rush from starboard to port to join the fight. Together, the defenders begin to deal significant damage to the monster. Finally shaking off the effects of Elgold’s spell, the Kraken roars and swirling winds began to form around its massive bulk. These winds buffet and tear at the party, dealing heavy damage and sending them sliding across the ship’s sea-slicked deck.

Seeing the way the battle is see-sawing, Enna nimbly scrambles up the rigging to the safety of the foretop platform and with perfect balance, steps lightly out onto the yardarm from where she can rain arrows down at the evil creature.

The whirling winds begin to tip the battle towards the Kraken as they batter the defenders. Guards are slain and hurled from the ship. Captain Dielain is stuck by a tentacle and flung into the bowels of the ship, a clattering of crates being the last that is heard of him. Haleth then bears the brunt of the Kraken’s vicious attacks, as tentacles envelop him and begin to squeeze the life from him. As he falls unconscious, Caecius bounds to the aid of his friend and with an inspiring word brings him back into the fight.

The party start to read the creature’s movements, slowly scoring devastating hits against it. Suddenly, a pinpoint shot from Enna drives an arrow through one of the creatures eyes, destroying its brain and leaving its mighty corpse to slump over the side of the boat. As it begins to sink, the weight of the Kraken’s corpse threatens to capsize the ship. Then a shout from below decks sounds:

‘Get the Hell off my boat!’

There is the explosive report of a cannon. An iron ball rips out from the back of the creature, the force of the impact flinging it from the side of the ship, harmlessly into the open sea.

Captain Dielain limps up from the ship’s hold and thanks the party profusely for their help, exclaiming that he was now indebted to them, despite them being stowaways. He formally introduces himself and welcomes them aboard his ship, The Infernal Heart.


  • 1 Kraken


Experience per Member

  • Encounter 1 – 416 XP
  • Total – 416 XP
  • Running Total – 7916 XP

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