Minaria

Chernozavtra

After meeting with Pavarotti, the heroes learn that an alleged apprentice of The Black Hand (but no longer associated with him) has occupied a long abandoned outpost, Chernozavtra. The heroes are asked to go and see if the apprentice can offer any information regarding The Black Hand’s newfound powers. After stocking up on everything but information, the heroes head out, following the map provided by Pavarotti.

The heroes find Chernozavtra, but things are not as simple as one could hope. The outpost is on an island in the middle of a cold, fast-flowing river, with but on ford access. Outside the walls looks to be some sort of barbarian camp, occupied by humans.

Guarding the ford is a well organized hobgoblin army, bearing insignia the party hasn’t seen before. In addition to the hobgoblins are a great number of goblin wolf riders, bearing insignia of the Zorn army (Zorn, you may recall, has capitulated to The Black Hand). A troop of such riders invited the party into the camp, and the heroes agreed. The hobgoblins seem reasonable to the party’s request for access to Chernozavtra, but the captain of the force asks that the party leave in the morning (it is late in the day). Otherwise, the heroes are free to wander the camp.

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Fortress Ellendar
Aster's Journal

After buying some climbing equipment for our ninjaesque assault on the fortress, we snuck in under the cover of night. We managed to stealthily reach the path to the fortress without alerting the horde of enemies below. That was until the “Helpful” snake gate decided to burst into a bright light and alert everyone in the country to our presence. On the BRIGHT side (hehe) they did answer a few questions for us and help with our escape.

Monster’s have apparently learned to focus fire and our cleric played whack-a-mole with her heals. Our Cleric was so distracted by healing she forgot to raise any undead zombies! I know right! Sounds crazy! We hoofed it across the walkway of no cover and lots of fiery death just in time to avoid the giant fireball’s they were lobbing at us.

We found Raven-Nimloff, a tree who’s limbs we needed for a spell, in a low clearing with high walls and only one entrance. Totally a trap. Peony managed to tame a dinosaur in the obvious trap area, and we got to ask a few more questions of the tree. Perhaps we should have asked if it was a trap. So as we are leaving the trap pit it turns out…. it was a trap all along!!! Le gasp! Thanks to my silver tongue and amazing charm (and a really dumb leader) I managed to convince them we were also working for the DPLK and casting a protection spell on the fortress. Yea I can’t believe he fell for it either.

So onto the fortress we met a wyvern statue guarding a door. after defeating it in the foyer Haruko couldn’t stop beating a dead wyvern (new saying I’m trying to get to catch on) as it kept ticking. The first room we came across contained a sphere or floating evil that apparently wasn’t as stupid as the leader of the trap group. I’m sure that will bite us in the ass later. Next was a wizards quarters with a pretty cool crown that I decided I was the only one sexy enough to wear properly. It made me really “attractive” (You’ll get that later). Room three contained a Drider and her pet cockatrice. We pissed her off but managed to defeat her and her table minion. Not before Jace launched a fireball into my face. I decided to reconsider my fashion options and store the crown.

In the Library there was this really glowy holy book that Haruko helped me read. I learned a good bit about about some religion and Haruko learned that a Cleric without any knowledge of religion has it’s downside. That’s when we discovered a super secret room that contained a pair of statues that would follow any command. As long as they didn’t leave the room, attack anything, answer any questions, talk, become helpful in any way, etc.

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Minarian News 4

In other news, the Black Hand has routed a dwarven army near Rozengg; Reportedly the priests of the Black Hand are extraordinarily powerful in their channeling skills. Dwarves are calling for mercenaries to prevent a siege of the capital, offering mining rights to a famous mine, as well as sending emissaries to Muetar for assistance.

The Invisible School is still hard at work trying to figure out protections from the anti-magic storms and fields popping up, offering prizes to researchers able to produce or generate stable versions of the field (most such research is held a number of miles away, near the village of the horse-tail people).

The Paladins of Mivior have mobilized by Addat; a representative is at the Invisible School, awaiting orders on when to challenge the Druid-Paladin-Lich King so that the Cyclopean Forgemaster can be rescued from Ellendar.

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Minarian News 3

Highlights:

1) A Cyclops envoy arrived at the Invisible School, via Port Lork. He says the Druid-Paladin-Lich King has captured a Cyclopean Forgemaster and his guild, to build something nefarious, no doubt. The Cyclopes offer to build much magic for those that can rescue the Forgemaster (slaying the ’King is not necessary).

2) The Dwarves have decided to come to the aid of the much beleaguered Goblins; the Pits said to have fallen, and the family of Skoagg has been slaughtered, and there are stories of extensive underground fighting (well, if “fighting” means “massive slaughter of goblins”).

3) A magic storm affected southwestern Muetar; all “new” potions and scrolls are said destroyed. Reports for more permanent items are conflicting.

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WhiteForge

When last we left, the intrepid heroes had slinked into WhiteForge, a formerly human city overrun with fae from an alternate plane, include blue goblins, winter wolves, and ice trolls. There’s some backstory about Baba Yaga’s daughter stealing a Hut, but in the interim, the party is investigating a clock tower (raised in honor of a dwarven/Immerite victory over the elves some centuries back). They’re there looking to kill a white dragon, guess I should re-read the module to figure out why.

After that, it’s probably time to liberate the Hut. I may get more adventures in this Pathfinder path…but I’m also getting pretty stoked about a certain Kickstarter, which may motivate me to make an uber-campaign adventure (to justify the Kickstarter cost)…that may be why I’m blanking out on the module.

That, or flux calculations…only so many spells a mind can hold….

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Minarian News 2

Minarian news:

1) Juulute Wolfheart (called “Spearchucker” in less politically correct times, though he is Caucasian) has been training the southern barbarian tribes in new fighting techniques….and gathering quite the army around him.

2) The Black Hand has declared war on Zorn (the goblin kingdom). His official grievance is “Need”, according to the declaration. Rumor has it the goblins have modified their tactics from “Run away” to “Run away screaming”, to little effect.

3) News of Central Immer, though you get that in the adventure.

4) Giants have been raiding near Aws Noir, looking for slaves. The Dwarves report that they are more organized than usual, but no real threat to dwarves.

5) The Gorpin Woodsmen have sent envoys to northern barbarian tribes asking for help in Immer. None of have returned.

6) Weird equipment from the far east has made an appearance in Pon and Addeese. The most fascinating things are wands that emit small pieces of metal.

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Off to Immer

When last we left, the heroes, beaten and bloody and negaleveled, elected to leave Falcon’s Hollow and head..somewhere in Muetar. From there, they get to decide where next to go, probably some place where they can figure out what that tablet is for (perhaps a trip to the Invisible School?).

1) There is still an annoying cold breeze coming out of Immer…seems right unnatural. Travelers say the country has been overrun by blue goblins, and that there is fell magic emanating from Altarr (the capital, it’s rumored the other fortresses are still whole, but reports conflict on Altarr). The monarch has been overthrown, but who or what the new ruler is, is in dispute. Skoagg claims no knowledge of what’s going on, and asserts that the Nithmere goblins, what’s left of them, have withdrawn after taking great casualties from the new owners of Immer.

2) The Black Hand seems to be aspiring to godhood; emissaries are offering power to those who swear to worship him as a god. There rumors that those who go to The Tower of Zards an swear fealty do indeed have otherworldly dark power…but the emissaries themselves don’t even seem to be passable clerics.

3) Alchemists are making great discoveries at the Witch’s Cauldron; The Guild of Groat has funded them.

4) The Theocracy of Mivior is looking for countries to ally against it against Rombune, who’ve been committing ever more brazen (and successful) acts of piracy. The fleets of Rombune have been dominant every since the Sphinctre Wars, and it’s rumored there are still worshippers there….

5) While magic has become extremely more powerful and common in recent years, the mages of the Invisible School have verified the existence of “magic dead” zones…it’s rumored that they may even be causing them.

6) The Spires to the Sun have reported an influx of thieves of late, attempting to steal the ancient lenses of the Llori Empire. Some have been successful, it is rumored; reports of many dying in the attempt are more strongly rumored.

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Kobolds...ugh

Quickie summary: The Kobold King appears to be back in style, if not in life. He seems to have allies of a sort with a splinter faction of the old Llori Empire. So far, all you’ve seen of it is their ancient chariot beetle, but there might be more oddness a’coming…

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Minarian News 1

1) Graf Boris Todbringer died at the end of winter; his eldest son, Heinrich Todbringer, is now Graf Todbringer.

2) With the first thaw, the goblins of Zorn declared war on Immer; usually such wars begin with a siege of The Gap, but for some reason, the bulk of the goblin army was deployed “not in the west” Nithmere mountains. The goblin vanguard was cut to pieces.

3) The Holy Kingdom of Mivior successfully raised the Sunken Isle of Boliske, sunk long ago in the Sphincter War. Excavations will likely begin soon.

4) The old enemy, dark elves, were supposedly spotted in Tadafat, in Hothior; teams of paladins from Mivior have already been sent to investigate thoroughly.

5) A sacred lens was brought to The Black Knight, he’s said to have paid 20,000 gp for it.

6) Several major caravans were lost on the trade route between Pon, Shuccassam, and the Glorious Kingdom of the Undying Lizard King; they each accuse the other of being responsible.

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Winter Carnival

A mini-summary:

Haruko tried to get her first killed in a weird frame-job to impress the princess’ chaperone (and prepared a vile concoction to heal the Graf). Cleave the Murderer slaughtered Dieter and is now the Graf’s Champion. Past that, I’m drawing some blanks in minor details.

The party trailed a drug supplier, and hit a jackpot, getting blackmail letters, a kidnapped girl (neice of a law lord), and a reasonable belief that Wasmeir is behind it all.

It’s late on the final day of the carnival; despite the dropping temperatures, the festivities have commenced and crowds are everywhere….what will the party do with this information? I suspect Talking Time is over (is that an elf cheering in the background?).

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