The Swords of Andarien

The Journey South
The storm gathers ...

Our heroes arrived at the town of Wintervale, the center of commerce for the barony. Here they were greeted with a frosty reception from a cult known as the Children of Light, a white-clad group of paladins claiming they worshipped the ‘Holy Light’ and that other gods were false. The leader nearly arrested the heroes on suspicion of colluding with the very forces they had just battled so valiantly to defeat. However, the confrontation was defused by the captain of the guard, a half-elf named Calder. The captain soon informed the party of a bizarre series of murders taking place in the town: at midnight, villagers were being hung from the dead tree in the center of town. Guards were dispatched, and were found hanging from the tree the next morning. Calder turned to our heroes to investigate; they soon learned that the murders mirrored a series of executions performed by an inquisitor of the Children of the Light, known as Albrecht Ironcross, in this town nearly fifty years ago. The party staked out the dead tree at night, only to find the specter of a dead girl hanging from the tree, as well as the shades of the town guards killed just recently, ropes swinging from their necks. The vengeful shade possessed our heroes and attempted to force them to suffer the same fate; the warlord Medrinn was on the verge of plunging from the tree, noose about his neck, but overcame the dominating spirit at the last moment, and it was defeated.

It was also in this town that the party had their first encounter with a black-haired human wearing a distinctive red cloak and hat. He claimed to be a “mage for hire” and expressed interest in the party’s intentions, but remained enigmatic, leaving soon after.

The four heroes continued down the south road; at midnight, they encountered a bizarre trio who led them to a nearby burial ground. The humans poured a strange concoction on the ground and awoke the fell spirits of three witches, who seemed to recognize Aronac, the warlock, calling him “cousin”; however, they were immediately attacked by the animated corpse of Albrecht Ironcross. Their new companions revealed themselves to be the witches’ familiars when they transformed back into animals and scampered away. While Medrinn and the deadly blades of the two Eladrin battled the dread wight, the witch spirits bore Aronac up into the night sky and away from the battlefield. Soon they landed in a stone circle, where more of their kind came; they called on Aronac to lead them or die. However, the devil within Aronac gave him the strength to resist in a massive display of pyrotechnics, and the three other party members followed the explosions and soon caught up. The four continued south, Aronac increasingly disturbed by the strange power within him.

The heroes arrived at a town called, simply enough, Clock Town, named for the ancient relic of the Empire of Avalon that formed the centerpiece of the town: a fully functioning clock tower. It was festival day, and our heroes joined in the fun; Medrinn proved his might by winning both the wrestling and pie-eating contests, developing a new addiction to pie in the process. However, Ewna received dire omens in her consultation with a fortune teller.

Our heroes became suspicious when they noticed the appearance of the red-cloaked man from Wintervale, as he climbed up the shadowed side of the clock tower and entered through a window. Our party moved to investigate, entering the ground floor, where they found a small company of town guards. For some reason, the captain ordered his guards to arrest the party, killing them if necessary; in the ensuing battle, Ewna climbed to a catwalk on the second floor, where she found the red-cloaked man watching the battle with interest. He remained elusive about his own motivations, but Ewna found herself intrigued by this mysterious stranger. Our heroes soon won the battle, and the stranger disappeared over the rooftops.

Suddenly, the town came under attack by goblins! A swarm of the creatures poured in through every gates of the town, and the only warriors to defend the main gate were our heroes. Valiantly they strove against waves of attacking goblins, and even a bugbear captain with a force of goblin warriors who somehow emerged from within the very clock tower they were just fighting in! With the assistance of the town guard, our heroes beat the goblins back, only to be attacked by their final weapon, a rampaging owlbear. Though two heroes were knocked unconscious, they ultimately prevailed against the beast and saved the town.

The town began to recover; the mayor thanked the heroes for their help, the fires were put out, and it was revealed that the captain of the guard was actually in league with the goblins, and had opened a secret entrance in the basement of the tower. All seemed well, until a guard at the wall suddenly shouted an alarm: during the battle, the farm fields had somehow become covered with scarecrows! The town mayor was fully aware that these adventurers owed the town nothing, and had already risked their lives to save them, but he had no choice but to ask them to investigate. The next day, our heroes strode out into the fields, while a swarm of crows darkened the sky overhead …

The Story So Far ...
Four unlikely heroes are joined by the whims of fate

The town of Westhaven, seat of the Barony of Cadrius in the Border States. A wandering Dragonborn known as Medrinn arrived, hoping one day to lead a mighty army, but for now hoping merely to eat by finding work for a sellsword. He sought out the Lord Cadrius at his manor, where they were joined by the Eladrin Chiral, a ranger who patrolled the woods of this land. Together they were contracted to rid the town of a local tribe of kobolds which had grown both stronger and bolder. The local mage and eccentric, a Dragonborn warlock known as Aronac, had a relic which could aid their journey; but before it could be given, it was stolen from under their noses by a young Eladrin rogue, Ewna. When she was apprehended, it was revealed that she was blackmailed by a shadowy figure into exchanging the relic for her kidnapped brother.

The four traveled into the nearby forest, following a stream to the kobold stronghold. Defeating the guard forces, our heroes entered the cave only to be walled in by a magical force field and attacked in darkness by a pair of Blackscale Lizardfolk. Defeating the massive creatures, our heroes ventured into the cave to find a dragonborn, clad in black armor, standing before an altar of darkness and claiming to be champion of the kobolds. He was defeated, and the relic was used to purge the shrine of evil. However, Ewna’s brother was nowhere to be found, and a dying kobold revealed they had sold their slaves to “the dark man from the west”.

The party returned to Westhaven and was rewarded well for their valor. Ewna was leaving immediately to search for her brother; though each had his own reasons for doing so, the three other adventurers agreed that they would join her.

Their journey west took a detour through the mountains to the Shrine of Eleven Gates, one gate for each deity, where supposedly there was kept a similar primal relic to dispel evil. However, the party found themselves fighting their way through a strangely numerous and well-organized skirmish group of goblins, which had, for some reason, ransacked the tiny mountain town and shrine. Our heroes won several hard-fought battles against deadly mercenaries, who had made references to their employer only by his mocking nickname – “Ox-Face” – and eventually retrieved the relic, which seemed to be the goal of the attacking goblins.

The adventurers continued down through the foothills and into the marshes of Dunmerrow, where they encountered a tribe of Halflings who seemed to be under a strange curse. They attacked our heroes in a daze, driven like slaves by Dark Creepers. A Halfling Paladin known as Haldor was the only one to escape the foul malady; when our adventurers arrived, he thought they had come to exterminate his people, and attacked. When he realized his error, he offered to join forces with our heroes. Reinforced by the paladin, the heroes continued on to an ancient tower which had been re-occupied for the sinister purpose of making these curse-slaves. Battling cultists, Shadar-Kai warriors, and Haldor’s warlock brother for the key to the basement, the party descended into the depths to find a young Black Dragon, fueled by a dark crystal containing the souls of those he had enslaved.

While Haldor and the two Dragonborn battled the dragon amongst the shadows, the two Eladrin climbed the bloody chain to attack the dark crystal. Chiral struck the final blow, shattering the crystal and depriving the dragon of his power source; however, the darkness within it backfired into the hand that struck the blow, turning it black as a shadow. Our party battled on; the dragon suddenly lunged at Ewna for a killing blow, but Haldor leapt in front of her, and he instead was eviscerated in the dragon’s jaws. Ewna struck the killing blow in revenge, and the dragon collapsed, but the damage was done. Haldor died of his wounds; but before he ascended to Bahamut’s palace, he passed on his ancient magic amulet to Medrinn, as it had been passed on through generations of Bahamut’s warriors. Ewna realized that, though her brother was dead, she had saved his soul from a fate a thousand times worse than death, and took some small comfort in this.

Our heroes left this place of darkness and began the process of recovery. Soon after, the Raven Queen came to Chiral in a dream, telling him that he had only defeated the first tentative probes of a vast shadow that hungered to consume her world. She also warned him of another, more imminent threat that loomed over his own world, and that he had actually encountered it when he fought goblins at the mountain pass. The Queen told Chiral that he must seek out the hobgoblin fortress of Ironholm, in the mountains of the southwest, and that he would find the beginning of the answer there.

Our heroes journey south, the heavy burden of fate upon them …

Welcome to your Adventure Log!
A blog for your campaign

Every campaign gets an Adventure Log, a blog for your adventures!

While the wiki is great for organizing your campaign world, it’s not the best way to chronicle your adventures. For that purpose, you need a blog!

The Adventure Log will allow you to chronologically order the happenings of your campaign. It serves as the record of what has passed. After each gaming session, come to the Adventure Log and write up what happened. In time, it will grow into a great story!

Best of all, each Adventure Log post is also a wiki page! You can link back and forth with your wiki, characters, and so forth as you wish.

One final tip: Before you jump in and try to write up the entire history for your campaign, take a deep breath. Rather than spending days writing and getting exhausted, I would suggest writing a quick “Story So Far” with only a summary. Then, get back to gaming! Grow your Adventure Log over time, rather than all at once.


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