Rangers of the Maelstorm

The adventure begins
Session 1

The Gray Rangers have sent a new group of rangers to “The Corners” in the Wildlands. They are Slissk, the Dregordian Adept, Grizzback Grindtongue a goblin alchemist and J’Roth a Brenchi rogue. They met with a well known ranger Hyena to get settled then set off to patrol their new home.
The first stop was Round Bend the nearest village. After meeting with Constable Wence and getting familiar with the village they were visited by a strange woman. At first she seemed disturbed as she directed the rangers to a nearby forest. Claiming that she heard noises behind her house she directed the rangers the scene.
Following the strong musty smell of hobgoblins and signs of them moving through the underbrush. The rangers followed it through the afternoon till they were drawn to nearby temple ruins by a woman’s screams.
The rangers battled a group of hobgoblins and a mysterious figures. Using daring, magic and guile the rangers defeated the hobgoblins and drove off the mysterious figures. Lying among the ruins was an unconscious among the ruins.

The Fall of Split Rock
Session 2

The rangers rescued the girl, named Ann Melain. She explained to the rangers she had escaped her master and was on the run. With some prodding the rangers discover her master was a member of the Kal-A-Nar Empire and the mysterious figures were members of the Tor Mastak.

The group returned briefly to Round Bend then got on the road to Split Rock. A fishing village of good size that Ann Melain was desperate to reach. It was her hometown and her father was still there. She made it clear to the rangers that more than anything else she had to reach her father. While camping the night before the rangers made a gruesome discovery.

Two dead bodies hidden in a pond. They were farmers and seemed to had been used in a dark ritual. The rangers grew concerned over the fate of Split Rock and what lay ahead of them. As day broke they could smell smoke and set off to the farms that surrounded the farms only to discover more death.

Farms, their live stock and occupants had been burned and murdered. It was a gruesome and gut wrenching scene. J’roth scouted ahead to Split Rock while the others remained behind with Ann.

The good people of Split Rock had been turned into zombies and were hunting for flesh. J’roth was surrounded and alone but with a bit of luck and quick thinking he managed to lead the horde of undead out of town. Along the way he discovered a man with a skull painted over his face with a strange medallion. After a brief encounter, J’roth snuck away from the horde the danger temporarily abated.

With the horde of undead moving towards the town of Faulleville and the mystery of the arcane medal the rangers split up. J’roth headed towards Faulleville to warn the others while the rangers headed toward Round Bend to secure Ann Melain and get help.

Briar Patch
Session 3

J’roth was greeted at the village of Faullville by a beaten peasant boy. He told him that men with scary faces had seized control of the village and surrounded it with zombies. They had a warning for the rangers. “Stay out of it.”
J’roth scouted the village and determined there was significant hordes of undead surrounding the village. He waited down the road for the rest of the rangers and worked on a plan to retake the village.
Slissk and Grizzback escorted Ann Melain back to Round Bend. After making sure she would be looked after they met up with a trio of rangers. Dagan Thunderstone, dwarven warrior, Kath the Aveakar archer and the druid priestess (GM Note, it’s possible I was given a name, it’s my error, apologies.) After brief introductions the rangers made haste to meet up with J’Roth.
Upon their arrival they met with the peasant boy again who told the rangers the scary men were gone. Fearing a trap the group cautiously made way into the ramshackle village. They met with village elder, Edgar. The men were forcing the village to give up their stores and provisions or they would release the zombies to raze the village. The rangers agreed to defend the village and to take on the supply drop.
The druid priest cast a powerful spell surrounding the village with a briar patch, tall and thick. From there the rest of the rangers headed up the trail hidden or in disguise. They managed to get the drop on them three men and an ogre, saving the supplies for the villages. There victory celebration was short lived as they knew the zombies were still an immediate danger to the village.
The briar patch held. The zombies shuffled from the treeline in a mad attempt to consume the flesh of the villagers. Only to find themselves hung up in the thicket unable to escape it. The rangers made easy work of the horde impressing the villagers.
Later the rangers discovered the men who painted skulls on their faces were cultists in service of a demon named “The Viceroy”.
Kath scouted the area and saw lights in the distance. He found were the cult was hiding and their numbers were significant. Though severely outnumbered the rangers decided to prepare for a dawn attack.

The Battle of Faulville
Session 4

As dawn approached the rangers made their way through the forest to face the cult of the Viceroy. While Dagan Thunderstone, Kath and J’Rothe approached the dealt with the sentries. The druid Dasyra Terantha, Slissk and Grizzback Grindtongue disguised themselves as cultists and dragged a cart to their walled encampment. After the sentries had been silenced, Kath took to the air in preparation for the first strike. Before the rangers could act the gates opened and some of the cultists and their zombie soldiers made their way out of the gate, acknowledging the disguised rangers before heading down the trail.

Slissk led the cart into position to block the closing of the walls then Kath went into action. Swooping down with one of the goblin’s explosive potions he bombed the command tent sending the evil occultists into chaos. The rangers moved in and soon proved their superiority over their enemy. From the burning tent emerged a brenchi acolyte and his two necromancer lieutenants. Kath swooped down and battled the acolyte. The rangers moved in and against the necromancers as well. In the end the Kath took the acolytes head and broke the occultists forces. The encampment had fallen and the rangers had won the day. In the process of wrapping up the battle they discovered that the Tor Mastak agents were nowhere to be found.

Later in the day the rangers headed back to Round Bend, to check on Ann Melain. Upon their arrival they found the constable injured and Ann Melain in the hands of the Tor Mastak.

Island of Monsters
Session 5

The rangers pursued the Tor Mastak agents from Round Bend through the Wildlands. The tracks lead them to a fishing cabin and the shore of a large lake. A quick investigation of the area led to a pair of grisly discoveries. Within the cabin was a headless hobgoblin, the body showing signs of torture. Then in the woods was a mutilated human. As a storm approached the group saw an island towards the center of the lake, Slissk took to the water to investigate.

Near the shore he discovered a boat and several tracks. He returned and the rangers, using a skiff crossed the tranquil waters to the island. They soon discovered that all the vegetation of the island was dead, that something dark and powerful happened here and killed the vegetation on the island. Dasyra, the druid, could feel the spirit of the land reaching out for life and reached out to the island. It wasn’t long before they came across a campsite and a dead and mutilated Tor Mastak agent.

The group was soon attacked by fire and earth elementals. They were easily defeated but with dangerous consequences as the fire elemental started a large and dangerous fire. While the rangers struggled to stamp out the fire, J’Rothe scouted ahead checking out an area near a discovered and disarmed trap. He pursued a fleeing figure only to be ambushed by ratzin scouts. With the help of Dagan Thunderstone and Slissk the defeated the scouts. While Dasyra fended of the attack of a massive gargoyle, despite the rangers driving off their enemies the fire was now burning out of control.

Dasyra reached out to the Ascended Illiana to stop the fire to save the corrupted lands. However it was not Illiana who answered. What Dasyra discovered later was that the island was under the protection of Ceynara and she heard Dasyra heard plea and was offended by it. The goddess of chaos sent a violent and dangerous storm to drive the rangers to her temple where her servants were waiting.

Withing the walls of the underground temple was Ann Melain, injured and strapped into a Jozwiak device. The magical device designed to destroy her body and leave only her soul behind. Guarding her was the minotaur war priest, Von Danda, his two minotaur bodyguards, the gargoyle and a thratchen. The bloody battle ensued. The rangers managed to disable the device but the force of it started to bring the temple down around their ears. The war priest and the gargoyle escaped in the chaos and the rangers barely made it out with Ann Melain.

Upon reaching safety the rangers rested and went about the business of healing themselves and Ann Melain. Upon doing so a mysterious light rose from her body and solidified on the ground. The glowing sphere contained a spinning multicolored geometrical patterned that mystified the rangers. Upon reaching their headquarters they sent a raven to an old friend of Dagan Thunderstone named Olin Gogswell, a scholar and mystic. He returned a message a few days later that he would be in Brerell in a couple days and to bring the object to him to examine.

Berell and beyond
Session 6

Upon arriving in Berell, the well populated and medium sized city on the shores of Lok-Vas, they are greeted by Captain Teagan Liteleaf. He is in charge of the Gray Rangers in Berell and is happy to have the group there. He informs them of their growing reputation, directs them to Olin Gogswell’s library and offers them places to stay in the barracks.

The ranger meet with Olin who is happy to help. He examines the crystal sphere that contains a multi- colored ever changing geometric design. It’s clear that Olin takes his work seriously and begins his research with the assistance of Dasyra the druid. The others make their way to a nearby tavern, “The Wiley Goat” to pass the time, drinking, gambling and the like.

The next day an exhausted Olin explains that the rangers have a “Shanais’s Stone”. The stone is a moment of time, the destiny of Ann Melain. Alakar mystics claim that they are links in the chain of time and space and possess a dangerous amount of power. He warned that the stone is a lighthouse to every power hungry, evil thing out there. It had to be hidden. The stone can’t be destroyed or put back into Ann Melain. While the rangers debated what to do next they received a message.

A ranger had been brutally killed as a message to the rangers… “Warlord H’Eden Rauk demands the destiny or he will raise the city of Berell and slaughter the people. The runner will arrive at midnight.” Disturbed and unsure of the identity of the warlord the Gray Rangers and the town guard set defenses. When the runner arrived at midnight, the rangers declined to surrender the stone and Kath, the Aveakar killed him with an arrow through his third eye. Much to the dismay of the group the die was cast.

Near dawn the docks of Berell were attacked by a kraken like beast. The guard headed over to defended and were ambushed from the sewers by ratzkin and minotaur forces. Meanwhile a large hydra rampaged into town, chaos reigned. A pitched battle raged on two fronts as the rangers took on the monsters with courage and steel. Kath managed to rally the rangers on the docks and drive off the kraken. Dagan Thunderstone, J’Rothe and Dasyra defeated the hydra and saved some locals from a burning building only to be waylaid by a thratchen.

The goat-faced monster managed to steal the stone from Dasyra and escape. J’Rothe was in pursuit and managed to corner and get the stone from the thratchen and set the wounded beast into the shadow without its prize. Dagan however was not done with the Thratchen and ran it down and split it in two with his axe.

As the dust settled Olin advised the rangers that he had found the means to lock the stone away and keep it safe. However the book that held the secrets was long since lost to the sands of time. The only solution was to send the rangers back in time to the Empire of the Sun and retrieve it.

Handle with Care
Session 7

Olin Gogswell prepared the spell to send the rangers back in time. He intended to send them back to Ur Tamal, home of the Golden Library. There they would have to locate the Codex of Planar Ritual then cast the spell to bring them home. With some concerns the group traveled back through time. They were assured that the spell would conceal their appearance.
The group arrived in a alley way in Ur Tamal in the middle of a night when the 3 moons were full. In the southeastern sky was a unusually large star. They explored the city until they found a large tower surrounded by a massive tent city.
The people were praising Uri the God, Emperor. The current emperor of the Empire of the Sun had declared himself a god and was preparing for his ascension. The rangers grew concerned and began to formulate a plan to get into the tower.
While debating a course of action they came across two men bullying a small lame man. The rangers came to the rescue. Ali was very thankful and offered to help the players on the condition that there was no killing and he was allowed to take gold back to his family. The rangers agreed.
Ali lead the group through extensive construction tunnels and then eventually into the tower. The managed to sneak and maul their way to the vault. Inside was a fantastic treasure and a second sealed vault. Dasyra sensed something a miss and determined that Ali was magical, the group was alerted but Ali loosed his captive djinn and attacked the rangers.
The battle was on as the group seized Ali and while the wizard used every trick to over come them they managed to take him down. The djinn who had turned the chamber into a golden tornado was free from his master’s control and was ready to destroy the rangers. Kath charged with his lance and ran the monster through, a blow that would have fell any other living thing but the djinn shrugged it off, seemingly invulnerable to the weapon. The rangers seemed to be at the end of their story when an enraged efreet, sensing the djinn, stormed in to slay his mortal enemy.
Seizing the opportunity the rangers broke into the second vault. Inside was the codex, which they took and escaped. They made their way out of the city and into the surrounding jungle that encompassed the oasis. As they prepared for the journey home they discovered that the ingredients critical for their return home were destroyed. The now had to find the spell ingredients to send them home.

The End is the beginning
Session 8

This week recap courtesy of Gayle
Time keeps on Slippin, slippin, slippin…
into the Future. (this is the song running through my head as our GM kept kicking our ass tonight).

So we left Ur Tamal in possession of the Codex of Planar Rituals (yay) but the two phials of components for our ritual of return to our own time broke when the djinn cause a whirlwind underground to throw me across the floor and land on my back.

As we left the city, Dasyra opened her pack and realized that the ingredients were smashed to bits. Once she stopped swearing by the light of the Ascended’s eyes, and the beard of Dranak, she pawed through her pack and sighed in relief as she found the parchment with the list of items required to return us to our time.

We debated trying to prevent the occurrence of the end of the Empire of the Sun but chose to not interfere in what we know has already happened and run towards the sea as the easiest ingredient of the 7 is seawater.

The 7 components are: Seawater, Brimstone, Hair from a Lions mane, roots from a black rose, En’s Elixer (easy to make), human bone ground to powder and Dust from a Vanquished Vampire (the most difficult component) of them all.

As we fled through the jungle to the south, we worried about avoiding the calamity about to happen and about whether we could find all we needed. Finally, we came to a small meadow filled with flowers of every color imaginable. J’rothe, Dagan and Dasyra were enchanted but Kath felt something amiss. He realized that the ground was too smooth under the flowers and used his skylance to poke at it. Suddenly two hideous beasts that looked like a cross between a praying mantis and a spider the size of elephants surged from the ground.

His caution ensured our lack of surprise, but Daysara was revolted by the webbed cavities upon their underbellies. The other three made to arms and began to fight the beasts as they chittered and clacked their claws at the group. Daysara tried to attack but her staff whooshed through the air ineffectively, then Kath smote the two horned one through the thorax. As it was dying, everyone heard noises from the webbed sack at its belly. J’rothe swung his Losska and split the sack open disgorging 4 young and killing one of them. The 3 remaining attacked he and the druid. The 3 horned one attacked Kath and Dagan but they easily countered its blows and Dagan swung his axe from the ground through to its head and felled it with one mighty blow. From it’s webbed over area, a dessicated human disgorged and these strange almost vines released it.

It took 20 seconds, as the group looked on in horror, for the human to recover from what we all thought was certain death. The druid took the precaution of encasing her in vines as she sat up. She opened her eyes and Kath put the tip of his lance to her chest. The looked sideways at us and said “Now why would you threaten me? Put that thing up.” We chose not to. Dasyra spoke to the woman “Who are you and how did you come to be a part of that beast?”. The woman replied “I’m Anna and I was unconscious when it found me or it never would have gotten me”.

She tried to get up and Kath tapped his lance against her. She smiled at him and said “Now, aren’t we finished trying to intimidate each other”. Another of us asked her where she was from and she answered cagily and casually broke the vines holding her in place. We invited her to join us and continued to question her as she walked with us. Her clothes were strange, close fitting and with decorations at each shoulder. Upon one was a strange flag with great detail featuring 13 red and white stripes and a field of stars at the upper left and on the other was a golden man holding a banner. We asked her where she came from and she said Deesee and returned the question. We told her we were based out of Berell and she muttered “I’m stuck here!”. We agreed we were all stuck here too and revealed we came from the future. After agreeing to help each other, we finally came to the river and Kath (after seeing her fly) took to the air and mentioned a strange almost magical shimmer on the water and two pillars with runes upon them.

And a boat… We spent some time studying the runes and feeling as if the boat were a trap – given they all seemed to deal with time, yet needed to use the water to travel faster and flee the star we felt strongly was going to impact the oasis of Ur Tamal soon. Anna (the newest member of our group) must not fear magic as she strode calmly upon the boat. After she was not smote by any magics, the rest of us went up the plank and boarded. We untied the boat and began to pole downriver. That night, we pulled ashore and after catching some fish, made a small campfire and made a tasty meal. Anna lounged about, eating from provisions within the boat – yet the others were still uncomfortable. Dagan and J’rothe cleaned Ichor and other stuff from their armor and weapons and Kath attempted to charm Anna. Dasyra cleaned her shoes and tried to empty her mind from the terror of the insect things.

During 3rd watch a huge sound came from the direction of Ur Tamal and we all ran for the boat – and we learned two things. Anna can fly faster than any we’ve ever seen and she can lift/carry a boat containing the rest of the group. Kath attempted to help push the boat but realized he could not keep up. The heat was so intense that J’Rothe nearly lost consciousness and Anna’s shoes began to smoke. She found reserves from somewhere and flung the boat into the sea as the soundwave, and then the heatwave washed over everyone. The forest was on fire and many animals and beasts burst out onto the beach and ran into the water to avoid being burnt to a crisp.

At this time a ship hove into view and made towards our own. Kath flew towards them and the tall man who was in charge, yelled out, “I am Skel and in Ceynara’s name, give us the stone”. Dagan replied with an arrow and the fight was on as Skel ordered his crew to fire upon us. They threw bottles with flaming wicks at our poor boat and J’rothe prooved how agile he is by catching the first two and lobbing them back at the attackers. Skel and 4 or 6 of his minions leaped the gap betwixt the ships and as he threw off his cloak, we saw he had 4 arms each holding a sword or axe. Thankfully the others had only the normal 2 arms each.

The huge 4 armed man attacked our able Dagan and did not get through his armor. Dagan hit and rocked him back upon his heels. The minions left in the larger ship shot arrows at Anna and Kath, who was trying to throw a blasting potion upon their deck. He dodged but that caused his aim to be off and the potion glugged as it went beneath the waves. The bottles thrown back to the ship by J’Rothe had already started a nice little fire and a few of the men started fighting the flames – yet others took aim on Kath. Anna flew in and tried to punch a hole in the opposing ship, cracking a few timbers but not getting through.

Two minions attacked J’Rothe on the smaller boat and 2 faced off against Dasyra. J’Rothe was a blur of speed as he dispatched his two and they had barely the time to attempt to block much less swing at him. Dasyra dodged the blows aimed at her and watched as Kath was hit 3 times by arrows and Anna twice. Dasyra bellowed to Kath to come to her as he lurched in midair and closed her eyes in preparation for healing. He managed to right himself and shake off his wounds for a moment to glide to the deck. Anna flew into the ocean and burst out swiping a hole near the waterline of the ship.

Skell swung at Dagan another 4 times and hit him twice and blood began to flow as wounds opened under his armor. J’Rothe switched his attention to the 4 armed man and attempted to land a blow upon him. Kath landed and Dasyra felt a rush of power as she laid her hands upon his wounds. In the blink of an eye all his wounds closed and she opened eyes sparking with blue electric power – and got hit by the two minions she’d completely forgotten. They easily passed her defences and she took 4 wounds and staggered in pain before she controlled herself. Dagan swung his axe in a mighty arc just to have it glance off the armor of his foe but that caused an opening J’Rothe couldn’t resist as he decapitated Skel.

At the same time Dasyra called upon Illiana, whose domain she stood upon. “Illiana, Wave-rider hear my plea. These spawn of Ceynara would use YOUR domain to acheive their wretched goal. Deny them and wipe their ship from existence”, she cried. From yards away, the ocean rose up and a kracken’s tentacles wrapped around the ship, pulling it, along with the screaming passengers below the water. The final two minions were dispatched by Kath as he stood between them and Dasyra so she could work her magic. As the waves calmed, and the magic subsided, she walked to the edge of the ship and dipped a small vial into the water. One component down, six to go.

Kingdom of the Southern Seas
Session 9

The rangers found themselves still seven thousand years in the past, beached and struggling to decide where to go next. The sky was red in the direction of the Empire of the Sun and the creatures of the oasis where restless. From the sea came a large ship flying a mysterious banner. The group was wary especially given their previous attackers came by sea.

Representatives from the ship came to group on flying skiffs. The said they were with of the king and queen of the Southern Seas. Their coming was foreseen and were offered safe haven at The Twins. After some debate the group decided to go along.

The met Captain Bo’Gren who was in charge of a motley crew of men, goblins and hobgoblins. Though the crew was in good spirits and partied most of the cruise back home. They educated the rangers on the Southern Seas Kingdom. The king and queen were of the Luska Clan which Bo’Gren belonged to. The other clans were Siren Clan, Whitecap Clan, Stormrider Clan and the Carrion Clan.

The king and queen held court at a pair of mountains that rose from the sea. Between them was an enormous city ship that was tethered to the mountains with massive chains. The mountain sides had battlements and fortresses along the side. while fleets of ships surrounded the island. The rangers agreed they had never heard any tales of this kingdom.

King William and Queen Bonney, twin brother and sister, greeted the rangers with open arms. They seemed overjoyed and very accommodating to the group. They advised them that their arrival was foretold by the Seer. The ancient mystic was like a father to them and was very powerful. The rangers met with the Seer.

The Seer knew of their plight. Explaining the the illusion that prevented the true appearance of the rangers was fading and that powerful forces were tearing at them from across time. The quicker they made it home the better for all. The Seer was able to assist them with gaining some of the components on their spell list. The rangers felt nervous and untrusting of the Seer.

The king and queen held a large banquet in the rangers honor. Dignitaries of the Sea Clans were there though none seemed interested in the group. Long after the party ended the group was given quarters near the royal suites. That turned out to be fortunatus as the king and queen were attacked in the night.

Assassins from a group known as “The Last Children of the Grave” attacked. The rangers put themselves between the assassins. J’Rothe was a whirling dervish of blades as he cut through more than a few while a sleepy Dagon took down several himself.

The king and queen were gratuitous but concerned as they held the clan dignitaries for questioning, increasing the rangers sense of urgency that a return home couldn’t wait.

The Hunt
Session 10

Still stuck seven thousand years from home and carrying the magical stone, they needed to find hair from a lion’s main and ashes from a vanquished vampire. After thwarting the attempted assassination of the king and queen of the Southern Seas the rangers spend some time on lock down. While not a suspect they are kept under guard for a week while the king’s guard investigates. Eventually they find that the Carrion Clan, an established enemy of the king is responsible and war plans begin to form.

Meanwhile the Seer has been working on the rangers dilemma. Using his influence, along with the king and queen they strike a deal. The Whitecapp clan has several prides of lions on their home island of Korindia and with some reluctance they allow the group to hunt them for their spell component.

The rangers travel with the Whitecapp clan dignitaries back to Korindia and are treated as honored guests by the state. The group was concerned over the isolation being forced on them but as their security detail explained, they are under the protection of the king who just had an attempt on his life. They were taking no chances.

The valley was high in the mountains away from any cities. It was only accessible by rappelling down a cliff. The guide Bram, explained to the rangers that valley was seen as sacred to many. Their was a village but they were uncivilized and should avoid them. They were allowed to hunt one male lion and that was all. The rangers agreed and headed through the clouds and into the heavily forested valley.

The forest was teaming with life, wild flowers, tall trees, birds and apes. Travel was easy and things were going well. Despite some thieving baboons, everything went smoothly. The second day in they arrived a a river and while searching for a place to cross they discovered some ruins. Bram discouraged their exploration, seemingly upset by the discovery. Kath, Dagon and Anna insisted they give them a look.

The river had claimed part of the ruins. Though at one time this was some sort of bunker. Inside they discovered words etched into the stone they didn’t understand. Bram translated it “Beware the whispers of the quiet dark”. Bram only grew more nervous as the group arrived in a open, plains are of the valley, They camped for the night and clouds rolled in over them obscuring the stars and moonlight.

The attack came in the middle of the night, the watch was able to see the fire on the horizon. A pair of wraiths riding nightmares swooped in and attacked the group. They fought valiantly, protecting a terrified Bram. Quickly the rangers realized they didn’t have the Everwood or White Silver weapons to destroy the group. Quick thinking a eagle eyed, Kath spotted a grove of Everwood tries and took flight towards them. A couple of branches and their fighting skills allowed the rangers to win the day but left them with more questions.

Anna and Kath scouted the area, with Anna going out further and finding the village. It was small, in disrepair. To her it was obvious that it was abandoned. Upon returning to the group she said nothing. The group continued to search for lions only to find old tracks. These lead them to the forest. While exploring the area they made discovered something unsettling. The world was eerily silent, no bugs or birds or wildlife in the area. Bram was growing more and more disturbed. They found a gully full of bones and rats.

Anna and Kath spilled the beans on the village. Bram was upset but the group decided to head their. Hoping to find answers they arrived at the abandoned village at night fall. Dagan wanted to wait till daybreak to search but Anna mocked the rangers as superstitious and went in, torch in hand. The rangers reluctantly followed.

It wasn’t long before the village spilled it’s secrets. Beneath the buildings were dungeons with warded locks. The cell walls were covered in graffiti celebrating the Quiet Dark. They also found ledgers and journals about who was there and numerical notes. The village was a prison for the cult of “The Quiet Dark”, a group that believed in a far off monster that would destroy the world. The cult members were initially put to death but they wouldn’t stay that way so they were brought here under the protection of the Ironback clan. Bram panicked, wanting to flee. The group wanted what they came for though Dasyra swore an oath to protect him.

As the exited they found they were surrounded by a hundred skeletons animated with purple fire. They stood silent watching the rangers. Within moments from the cloud cover flew a monstrous creature that’s landing shook the ground. At top the black manticore their was a rider. She wore black iron plate with a large banner bolted to her back. She pointed her warhammer at the rangers and shouted.

“I am Lady Marlow Ironback, paladin of the Quiet Dark. I demand the stone!”


I'm sorry, but we no longer support this web browser. Please upgrade your browser or install Chrome or Firefox to enjoy the full functionality of this site.