Beyond Stormtooth

The Story So Far: part 3
The Hag's Demise

Eberron, Year of the Galifar Kingdom 998

Month of Lharvion (mid-summer)

The chamber resounded with the clap of thunder and the crackling of frost as our heroes battled the hag.  Weak wraiths, drawn from the skulls overhead, crowded around to slow their movements, and the hag's dark creeper servant lurked at the edges, striking when he could. 

Defiant to the end, she lashed at them with all of psychic and thunder powers in her arsenal.  Gavriel went down briefly; by the time the chamber was silent, and Ravanall's blade found the hag's heart, all four heroes were stretched nearly to their limits.

Bennu appropriated the hag's thundering wand, and the heroes also took away a mysterious object hanging on a cord around her neck: a withered, mummified hand.  Unable to figure out its purpose, they pocketed it for future examination.

They spent some time exploring the other upper chambers.  A number of undead rat-men toiled at tasks the hag had set for them; the pitiful creatures were left to work in darkness.  In an act of mercy, the heroes took the time to shatter the skulls lining B'Jal's chamber, releasing any still-trapped souls.  And in a memorable but brief excapade, Ravanall stole the jewelled eyes from a trapped statue, then ran for her life as waves of rats snapped at her heels.

So, the Black Bat freed and the hag dead, our heroes continued their journey.  Accompanying them were the freed glassblower and Orin.

Deeds of note: another near-death experience for Gavriel; Grauer vs. the hag; Ravanall wisely choosing flight over fight against the rats and earning her gems

Loot of note: thunderwave wand +1 (Bennu), luckblade dagger +1 (Ravanall),  pouncing beast hide armor +1 (Grauer), mummified hand

Advancement: Level 2

The Story So Far, part 2
An Inturrupted Journey

Eberron, Year of the Galifar Kingdom 998

Month of Lharvion (mid-summer)

Our heroes journeyed southward from the pirate-plagued isles of Lhazaar aboard the Black Bat, a merchant vessel crewed mainly by halflings and captained by Morrigan Tristal.  They were bound for the port of Dralspar, to meet up with Gaz after many years apart.

However, the ship passed close to Stormtooth Isle, and was trapped by supernatual storms, ringing it on all sides.  Being the bravest souls aboard the Bat, our heroes ventured to the isle in hopes of discovering a means of escape.  The half-elf cleric Orin accompanied them.  (Despite his willingness to help, it should be noted that Orin spent most of his time on the island guarding the rowboat.)

Our heroes proved equal to the challenge.  After a rough first encounter with an ochre jelly in a sea cave, and a frantic battle against skeletons in a blade-trapped hallway, they climbed to the island proper, and set about exploring.  They located a hut on an island just off the west coast, and talked to the blind glassblower who lived there.  They learned that a hag controlled the island and the surrounding sea.  Like many a ship before them, the passengers and crew of the Bat had fallen into her clutches.

So our heroes set off toward the east in search of the hag. Fighting their way through the sea caves at the base of the spire where she laired, they defeated  the undead remains of a mercenary troop and battled bloodsucking stirges.  The hag taunted Gavriel in a dream, presenting him with riddles he could not answer.  And they fought off her dark creeper servant whilst clinging to rope bridges in the midst of a howling, summoned hailstorm.

So, battered and bruised, they reached the upper caves, and B'Jal's ritual space: a dormant lava chamber with a domed ceiling, lined with the skulls of sailors and soldiers who had perished on Stormtooth's shores.

Deeds of note: Bennu pries information out of the the glassblower, while Gav resorts to threats; Gavriel nearly dies fighting the undead mercanaries; stirge attack, ending in a conflagration started by a liberal application of rum





The Story So Far, part 1
Joined by War

Eberron, Year of the Galifar Kingdom 998

Three years ago, when the Last War was in its final, terrible months, a handful of brave folk stood up to guide nearly 600 refugees out of the beseiged Karrnathi burg of Irontown.  Led by the disaffected Karrnathi officer Gavriel, they found a passage to the north and safety at the edge of the dwarven Mror holds.

The core group consisted of five companions:

  • The reluctant blacksmith turned-warrior Gazmond organized the refugees' defense during the arduous journey. 
  • Bennu, a scholar and artificer hailing from lands far to the east, provided much needed aid to the wounded.  Her skill with the arcane was matched by her natural compassion.
  • Ravanall, a dwarven rogue and clan outcast, scouted ahead when the road became dangerous. Her irrepressible spirit was a boon to the travellers.
  • The stoic dwarven druid Grauer abandoned his beloved garden, and guided the refugees when the trail became wild.  He made sure they never wanted for food during the cold winter. 
  • The steely-eyed half elf Gavriel, with a knowledge of the land and Karnnath's armies, held the group together and kept them moving, even when all hope seemed lost.

Of the 600 refugees, almost all of them made it to safety across Karnnath's border.  In the years since, four of the companions wandered the lands of northeast Khorvaire, never fully settling down, and always on the lookout for adventure and peril.










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