The Shack

The hole into the earth leads eventually into a drain pipe filled with blood and bile and corpses. From there they enter into the basement of what could only be Castle Bromont. In the dungeons there, they encounter the beast The Skinner. After defeating him they rescue Brother Rian and send him to Rip Tide. They encounter corrupted Keepers in the desecrated church of Pelor. When they head into the keep Illnorin spots The Laugher and they give chase. Only to be blocked by more Keepers. They then pursue him back into the lower levels of the castle. Though, it seems, The Laugher has escaped, they find what they believe to be the captain of the Keepers and wicked looking dagger. They take one last rest and prepare to face him…

Departure From Nightfall

As the group rested beneath the corrupted stronghold of The Keepers of Light, Zelda had yet another dream about the dagger wielded by the captain. This time, as it pulled her in, it was interrupted by a telepathic communication from Elvadraelith. Elvadraelith could sense the party near something incredibly evil. She restored the parties health and spells with a powerful boon.

The group immediately sprung into action against the supernaturally powerful captain. His strength and speed were unmatchable but the party still managed to bring an end to him.

When they returned above ground, they found the militia had stormed the castle. Brother Rian went straight to Rip Tide with word of the party. They also caught a glimpse of The Laugher and The Skinner escaping over the far wall.

There was much revelry and the town joined together and burnt down Castle Bromont. Ghost returned to Luna Diamond-hawk from within the flames after Brother Rian, Tink, Rurik, and Mu`idd al-Shaybani began to pray.

The group is quick to head back north to Paradise. They know they carry an artifact of evil with them that they must deliver.

On the way, they discover children preparing an ambush for them. They flip the ambush on the children, who are quick to surrender. The children say they’re from Lost Stone and that all of their parents have disappeared into the local mines.

After hearing whispers of a one armed man, the party heads to the mines right away. The mines are flooded and incredibly warm. In the first large chamber, the party finds many corpses and Carrion Crawlers. The crawlers are easily defeated and the group heads deeper in…

Lost Stone Mine Part 1

The party travels deeper into the labyrinth of tunnels that make up the mine system of Lost Stone. The first chamber they enter off of the large main cavern had a few ghouls that were easily dispatched. There they followed a set of stairs up out of the bloody muck they’d been traveling through thus far.

Down the tight halls atop the stairs, the party stumbles across a fast flowing underground river. Trying to reach an out of the way passage, the party has Luna Diamond-hawk fly over as a bird and then tie a rope around a nearby boulder. Tink anchors the other end of the line. Ever nimble, Tetra and Illnorin get right across. Rurik, however is another story. He fumbles his grip in his plate gauntlets and falls into the river.

Illnorin dives in after him but immediately realizes there’s something more sinister to these waters. As he approaches Rurik, he can see disembodied hands reaching and pulling all about his dwarf friend. Then he begins to feel the tug. Hands from every direction. Hands forming from the rapid flowing waters of the river itself. They grab and pull with the strength of the river itself and Illnorin can feel himself being quickly pulled under.

Tink also springs into action as soon as he sees the dwarf fall in. He takes a moment to pull in his rope. As he prepares to leap in behind Illnorin, he can see that his agile friend, who should have no problem swimming the river, reaching out as he’s being pulled under. Tink launches off the shore like a missile to his Elf friend. He’s caught off guard by the hands now reaching from all directions. He’s unable to fend them off and pull Illnorin to safety but the Elf manages to kick off of his burly friend and grab a hold of a bridge downstream.

Zelda helps Illnorin to shore and as he’s coughing up mouthfuls of water she watches Tink pass under them. She magically gives herself gills and dives in after Tink. The two of them struggle back to shore.

Luna Diamond-hawk and Tetra, unsure of what to do and having been stranded alone on the opposite shore, they begins to head down the passage. That is until they hear the shambling and excited howls of hungry ghouls on to a scent… The two of them clasp together and fall head long into the rushing current. It’s all they can do to stay together as the river pulls them downstream and under the waves.

Illnorin’s keen senses pick out the girls just as they’re about to go under. He quickly ties some rope to an arrow and lacking options- fires it at the girls and hits Tetra. He pulls them to shore and the party tries to recollect itself as Tink continues to focus on finding Rurik.

Rushing around the bend of the river, Tink and Zelda spot Rurik laid out, lifeless on a crumbled section of bridge that used to span the river. Tink manages to lasso Rurik but as he pulls him back through the water the river pulls back. Tink tries with all his might against the river’s strength but ultimately it’s the rope that snaps and leaves the party speechless on shore.

Having all nearly died, the group hesitates into action. They are also now faced with a sheer rock face at the end of the flow. The river, itself, plunging back underground at it’s base. Zelda stills sports her gills and decides to dive in and comb the bottom for Rurik. Again, the river is too much and holds her down. Tink realizes that she’s not coming back up after some time and also realizes he’s the only one with the strength to fight the current and the disembodied hands. He dives back into the deadly flow.

Tink easily finds the trapped wizard and frees her. He pulls her to shore. He tosses her at the feet of his comrades and without saying a word wades back into the river. Shouts of disapproval and pleas to stay coming from behind, stoically the Paladin takes one last gulp of air and dives powerfully to the depths of the river. Not finding the dwarf in the immediate area, Tink knows now what he must do…

The soaked party waits above for what seems like an eternity. Rurik was surely too far gone and Tink’s selfless act was surely suicide. Several moments pass as the group sits around stunned. The odd dwarf is a loss, having saved many of the group from the brink with his healing magics… but to Illnorin and Luna Diamond-hawk, losing their righteous Orc friend is a muc more devastating blow. Luna Diamond-hawk begins to weep. Ghost and Illnorin both move to comfort their adoptive sister. Tetra and Zelda even feel the weight of the blow, having found a true friend and selfless warrior in someone they had been at odds with during much of the events at Nightfall.

Rurik must have been pulled passed the point of no return, deep into the bowels of the earth, deep into the unknown. Tink calls out to Pelor in his mind and asks for strength. Pelor replies in the form of a wave of pure courage. Tink let’s himself go. Gives in to the flow of the current. He’s pulled onward by the clutch of the hands. He feels himself descend over a precipice and his speed increases! It’s now black as pitch. He gives into his other senses. The oxygen from his last breaths begin to wane and his throat begins to tighten but he focuses on feeling his way along. Trusting Pelor. Just as he can feel himself about to enter a jet-like stream, his hand strikes something familiar. It’s hard… smooth… steel… A breastplate! He grabs out frantically! Reaching! As fast as he’s pulled along! Success! He locks on to something! A leg! A dwarf leg!

This stops him cold from being swept further along. Tink uses all his strength to pull himself up the dwarf, back towards the precipice. Once he’s in a better position, he tries to pull Rurik away but he won’t budge. Feeling around in the dark for the answer to the hang up, Tink begins to swoon from lack of air. He can feel his vision going black in another way. He can feel his grip loosen… He can feel his muscles begin to fail… The courage Pelor instilled upon him beginning to fail… With what remains in his lunges Tink physically cries out for his god! With the mightiest of bellows he empties his lunges- PELORRRRR!!!!!! And again his god answers- an explosion of warmth from within, an explosion of great strength!! As the water fills his lunges, Tink drives forward, his hands locked upon the dwarf, his feet planted squarely against the river bed. He rockets passed the precipice, finds more footing and then rockets himself and the dwarf to the shore. Dwarf and Orc alike collapse there.

Tetra and Zelda immediately rush to their aid. They begin to perform a number of techniques used to revive sailors who’ve gone overboard. Tink and Rurik are luckily revived after some time. The group takes some time to reflect on what just happened and thank each other… To Be Continued…

Lost Stone Mine Part 2

The party continues their search in the mines… shaken from their glance with death. They encounter a strange pair of elves accompanied by some of the tainted townsfolk and find a scroll on their corpses that controls a barrier or sorts. They find the barrier guarded by more strange tainted elves. After defeating them and dropping the barrier, they descend into the tight tunnel deeper into the earth. The tunnel leads into an ancient elven structure. Some of the party get trapped inside the walls of a strange mirrored room. Luckily the rest of the group find some magical collars that free them. Then they stumble onto three female prisoners and then some sort of devil. The three prisoners turn into hags and attack the party. The party defeat them and break their bond to the devil. The devil, Osgood Zeus, thanks the party and disappears into a portal.

The party returns to Lost Stone and the children empty handed. Paravel informs the party that the eldest boy and his orc cronies are violating the children. The party finds them brutally raping children and slaughters them. In death, they turn out to be dopplegangers. Seeing nothing but strife in the future of the children of Lost Stone, the party gathers them together and takes them back to Paradise.


After returning to Paradise the party was given a residence by Elva. They spent the winter there. Paravel became close to the party, especially Zelda and Tetra. The party settled into the community nicely and Zelda even found a new mentor in Scarfsnelkir Slinsnerem. Zelda also acquired the apparently spiteful Cucktoo, who even kills his replacement before flying off. Elvadraelith departed for a while to tend to some unknown business, leaving Valbreck Stoneknuckle in charge.

While Elva is away Paravel goes missing. It’s quickly surmised that she must’ve disappeared on Breck ‘Whitemane’ Petrik ship, The Fang. It was the only was anyone could’ve left that evening and departed earlier than planned. Guntramn Goodwort throws his hat into the ring by offering to set sail immediately and give chase. Goodwort is known to have the fastest ship in these seas, The Rabbit’s Foot. With the blessing of Valbreck Stoneknuckle, The Danger Rangers get under way to Eastfold Terminal, the next stop on The Fang’s manifest.

The pursuit is going well until the party is ambushed at sea by the wizard Artaz. The sea goes flat and the night fills with fog. Out of the dark a fireball explodes across the deck of The Rabbit’s Foot. Those that don’t succumb to it’s flames are then dropped into a deep slumber. Those still standing quickly surrender as Cartel Pirates flood the deck.

Escaping The Rock

The Danger Rangers and the crew of The Rabbit’s Foot find themselves in a horrible cell within an unknown Cartel fortress island. The captain of the guard, Abe, and several of his men show up and take the young cabin boy from within the cell by force. Abe uses the boy as an example as his men brutally rape the young cabin boy to death just on the other side of the bars. The imprisoned look on helpless.

That night the prisoners find that the cells fill with water as the tides raise. The water comes from three small holes in the floor that the prisoners had been using as toilets. All of the excrement from the holes flows back in, along with frigid sea water. The cell fills to 7-8ft deep, forcing the prisoners spend the entire evening paddling to stay afloat, clinging to the bars and each other. One of the crew of The Rabbit’s Foot had bravely attempted to save the cabin boy earlier and had his brains bashed in for it. His corpse and skull fragments also float about the flooded cell, giving an uncomfortable bump here and there. This, however, reveals a tube which Luna uses to escape as an otter. Her small form is thrashed about in the extreme northern seas but she somehow manages to make it to the jagged shore. There, she slips around in various forms until she finds Abe asleep and steals his amulet to open the cell that holds her friends.

The Danger Rangers and the crew then part ways. Guntramn Goodwort and his men make a move for their ship while The Rangers slink around inside of the fort executing Cartel members and finding their gear. Using stolen outfits, they tricks some drunken pirates into thinking they’re fellow guards. The pirates are having an argument about who fucked the dog, Buddy. Luna talks to Buddy and discovers that Buddy, in fact, fucked all the pirates! Things go south from here and The Danger Rangers are forced to kill the pirates and move on. They also discover several written correspondence between Artaz and a subordinate referred to only as H. The letters reveal that Artaz knew of The Danger Rangers and planned to intercept them. Artaz also directs H. to listen to the directions of Mr. Quincey, the One-Armed Man and keep the town subdued until his return. H.’s responses are laconic and offer little clues as to who this person could be except that they must be in control of Eastfold Terminal.

Things go even further south from here… A simple blunder has the whole of the remainder of the fortress coming down on The Rangers. Exiting the main building, The Danger Rangers see a couple of large towers and decide to silently storm the larger and free standing of the two. Tink makes it to the door of the tower but when Illnorin tries to cross the open field to the tower he’s spotted and all hell breaks loose. The wizard, Artaz, even appears to lead the forces but still they’re no match and the party ends up standing as the dust settles after the epic battle. Zelda finds a strange and apparently powerful rod on Artaz but beyond that there’s no time to loot…

Members of The Rabbit’s Foot crew approach from shore with news that they’ve freed their ship but will soon be pursued by a Cartel ship. The group rushes to a small boat that they row out into the tides as hard as they can to meet up with The Rabbit’s Foot. They’re pulled aboard and begin to flee from enemy ship. Knowing the chase will be a long one, The Danger Rangers rest below deck preparing for what’s to come.


The Rabbit’s Foot races through the night with a wolf at her ankles. The rough northern seas toss the schooner about, eliminating any speed advantage it may have had over the larger enemy ship. Some time in the early morning, though, as the sun rose the seas began to churn less and it seemed the lighter ship could slip away…

Until a second Cartel ship showed up on the scene, cutting off The Rabbit’s Foot’s current course and moving to intercept her. With little options, Guntramn Goodwort cuts back to ram into the first pursuing ship. Hoping to potentially fight them off one at a time. Once locked together in broadside, the Cartel ship peppers the deck with arrows and launches two massive ogres onto the deck of The Rabbit’s Foot.

The brutes are decked out in jagged and bladed plate mail and each wield devastating weapons. The one cuts men in half with a pair of scissoring katars. The other slices heads right off shoulders with a wild bladed chain. The Danger Rangers move to cut them off while the crew fend off the Cartel at the rail. The brutes are defeated and a second attack oddly never comes from the enemy ship. Nor does a second Cartel ship attack from the other side…

Instead The Danger Rangers are shocked to find the third ship is none other than The Sea Bastard! Awaiting on the deck is the father of Zelda and Tetra. Initially the reunion was a bit tentative. The girls were not sure of their father’s roll in their demise. It soon became apparent when Hugh Storye and Alosrin filled them in on the events that took place after and their current status. The Cartel had betrayed them all.

After catching up, Hugh offered temporary places in his crew for Goodwort and his men until returning to Aldingstone. Hugh and Goodwort talk and it’s revealed that they’ve had encounters with each other in the past where Goodwort outran The Sea Bastard with ease. Though a constant opponent and storied villain, Goodwort is thankful to Hugh for rescuing them and the two seem to share a mutual respect.

Hugh then wanted to know about his daughters, their new company, and their adventures. Once filled in, Hugh insisted that they let him help them and get them to Eastfold Terminal, though he couldn’t go into the city because of his current war with the Cartel. The party agrees and they get under way.

Alosrin and Zelda take time to do some scrying while heading to Eastfold Terminal and discover the city is in turmoil but find no sign of Paravel, Mr. Quincey, the One-Armed Man, or Whitemane. The Terminal used to be much quieter with the enormous native Northmen lumberjacks running a meager port to send out the lumber they had milled from the giant Tohva trees in the region. As the demand for the wood grew, outsiders came from all over to establish themselves as merchants, build trade halls, become brokers, and the like. With them came their families and every other sort of person that might make up a frontier town. The Northmen welcomed the boom and the people with open arms and things flourished for a couple generations and the town grew to a city.

Everything was fine until the Cartel showed up. And show up was all they had to do. They started appearing around town with no warning and eventually so many of them showed up that there was little anyone could do. They had an army in place. They also started driving wedges between the Northmen and their outsider neighbors. The city leaders were thrown in jail and the residents were told to carry on about their business or receive the same fate. The Cartel took control of everything including the lucrative lumber industry with no one to truly oppose them.

The most volatile situation within the city revolves around the murder of a young woman named Malin. Many Outsiders believe that she was killed by her former lover, Oliver Breeland, when she tried to leave him. The Northmen insist that one of their brightest and most skilled youths would never commit such an act. Oliver Breeland has disappeared before he could face any sort of “justice” and many Outsiders also accuse the Northmen of harboring him and supporting him.

Alosrin offers this… If the tide can be turned within the city and the Cartel taken out of power it could be a major blow against them. It could also stir up leads as to where Paravel could now be. You must turn Eastfold Terminal against the Cartel. Lie, cheat, and steal if you have to.


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