Gift of Eomar

The Feast

The companions invite their new friend Boris to a feast at the Keep in honor of the group’s return from abroad. The mood mostly jovial, save for some small tension between On’ogg and the former bandit lord Willem the Whistler.

The companions then make their way up to the tower in which Xandrilla has occupied. Though arcane signals abound, they fail to locate the orcish witch. Through intense searching, they find a passageway leading into the depths of the island.

Continuing down, the companions face several trials and traps before they locate Xandrilla. She had located a tunnel system of raw gemstones, surely the wealth of the now defunct Vayne family.

A sudden lurching of the ground interrupts any deliberation on how to proceed; something seemed to be tunneling it’s way through the ground nearby. They search throughout and encounter a pair of monstrous insect creatures. They not only lashed out with deadly claws, but seemed to sear away the strands of fate enthralling the companions.

Through some effort the companions eventually defeated the monsters. Fleeing the mines to the Keep above, they find things in a state of panic. The denizens of the Keep seemed struck by absolute madness, lashing out at one another with profound violence.

Finding disorder throughout the place, they moved steadily to uncover the source. Outside they found Elbanor fighting for his life and quickly brought order to the situation.

They then continued towards the greathall, where the feast had taken places only hours before. They found a strange daemon dining pleasantly at the main table while complete violent chaos tore through the area around him.

He showed a strange mastery of the situation, only baring his teeth when prodded by Kiranek. The companions dove into combat, attempting to end this creature.

At that very moment all of the mad denizens stopped and turned to confront the companions. So ensued a bloody conflict, not yet coming to it’s terminus before On’ogg and Maldahr grappled together, the daemon stealing his identity.

Seeing the conflict drawing to a close, both Oggs made to stop hostilities until things could be investigated. At that moment Kiranek banished both of the paladins. After several moments, only one reemerged.

The victory was bittersweet, with the companions knowing that somewhere this deceitful creature still moved in opposition to their purpose.

Return from the West

The companions finish their mythical adventures with Zorbastorum, raising their friend to the seat of power within his ancestral home of the Sapphire Isles. Laden with gifts and prestige, they make the voyage back to Gorganhelm.

Their travels are interrupted by another ship, seeming to have been attacked by some large vessel of the Imperial Fleet. A lone survivor is brought aboard. Investigations of arcane design reveal her to be from the Praetorium Quaerentem of Pallorgrad.

She expresses her intentions to travel to Filament City, but agrees to travel with the companions for a time.

The companions decide to send word ahead to Captain Eddie Mathias and use the extra time to check in with their forces at their unnamed garrison.

They find the port town busy with activity, indeed the keep itself was well maintained and engrossed with workers. Under the guidance of Elbanor, who has been acting as magistrate to issue law and order on the area, economic exchange has provided an influx of revenue to the folks of Coldwater.

Willem the Whistler reports much of this, a (somewhat) changed man. It becomes apparent that several of the bandits have stayed in the area and now provide labor for the keep.

Though busy with the governing of the islet, Elbanor has apparently found time to convert some of this purse to a chapel and small garden place. The companions find the report lacking any solid details on the circumstances around the tower in which Xandrilla has inhabited.

A Gathering of Captains

The companions gather what they know from the private journal of Bisbing the Captain Eater and tie up the loose ends at Sastasha Seagrotto. They decide to allow Trixxy Kee to take residence within the Seagrotto. They also bring sailer Brock into a sort of indentured servitude as a pittance towards redemption for his crimes.

They also bring news of their deeds to the Untergnomes, gaining the peculiar colony as a subterranean ally if they should have need. They also are introduced to the Unterberry, a seemingly benevolent fungus entity caring for the Untergnomes from the depths of their lair.

Returning to Gorganhelm, they find the denizens of the city in a buzz. An imperial frigate lay anchored some ways out in the bay, accompanied by a contingent of battle cruisers. There’s talk of all out war between the Aelostrian and the Imperium. Some even whisper that some dastardly move by the elves have drawn the traditionally neutral dwarven nation of Rorxammar into the conflict, aimed at the elves.

With the assistance of Morinth, the companions are reunited with Jotun Borzegar and the Aurens.

The companions decide to gain send an envoy to the Captain’s Moot being held that evening. Doing so they hope to gain a voice in the goings on; or at least gain a better understanding of the general reaction of the local political powers.

The companions make to ready the ship recently run by the Briny Barnacle gang, thereby qualifying to join the Moot. They attempt to rouse Castien Vauldra from the depression he has been stricken with, but they find him too enveloped with sorrow to be of immediate use.

Pivoting with expertise, they decide that Sayer must fit the bill. Quickly they make effort to ready both the vessel and the swashbuckler alike. With some effort, the group along with Zorbastorum dress Sayer up appropriately.

It is at this time that On’ogg and Marobar Sul discuss Ahrumaz kor’Javed, the Glorenfauzt and the World Chains of Agartha.

With no small effort the Hand and Akasha prepare their new vessel for display. They appoint Brock as temporary skipper and make way for the bay.

Sayer and On’Ogg mingle with the ‘dignitaries’ among the meeting just as their absent colleagues make way through the cove. Through no small amount of nautical shenanigans, they gain the attention of all present.

The Unter-Place Pt. II

The companions sneak into the Briny Barnacle hideout through a little used storage room. The complex seems cut out through the terminus of the caverns of Sastasha. They press on, dodging the patrols of the crewmen, eventually coming to a small group of sailors. Gaining their attention, they lure the unsuspecting pirates back to their readied position.

The companions quickly dispatch several crewmembers of the Briny Barnacle, but a third is able to run and alert the attention of a few others. A larger group engages, causing the companions some trouble, but ultimately falling before their might.

Exploring this new area they find several prisoners, one being their old colleague Morinth Rheinhardt, the scouting agent from Archon’s Fall. Having completed her task, she had come to Gorganhelm in search of the companions. While investigating the whereabouts of the group, she had visited the Second Son and doesn’t remember much after that.

The group forge forward, eager to rid the place of the rest of the Briny crew. They confront Bisbing the Captain Eater and his strongest crewmembers, fighting on and around the ship itself which anchors within the cavern system. The companions best the leader and his crew, liberating Trixxy Kee
taking Brock as a prisoner.

They loot what they can find; treasure, items and the journal of Bisbing.

The Unter-Place Pt. I

The companions press down into the depths of Sastasha Seagrotto, led to its entrance by Priestess Boopu and are told to follow the steady stream of water, which should lead to the Briny Barnacle hideout.

They encounter the Junkyproon, a large fungoid monster. Defeating it, they find a mostly ceremonial blade that the untergnomes must have prized for it’s luster.

The companions slay a giant who had been slaying untergnomes unlucky enough to venture within his lair.

They find strange lichen creatures that soon overwhelm the group. The companions slay the lot of them, though it was a close thing and left them much depleted.

Coming on a quiet cavern, they find a travelling knapsack, a small amount of foodstuffs and a journal penned by a sailor named Brock.

Eventually the companions come to a passageway that leads to the Briny Barnacle Hideout…

Villainy Below Gorganhelm

The companions make their way back to the docks after their excursion to the ‘Grey Dawn’, feeling the need to find this Sandoval before it’s too late. They make their way to the Second Son, the local hang-out for the ‘Briny Barnacle’ crew, who they believe Stenner Sandoval to have had some dealings with recently.

Soon within the Second Son, which seems to be a teahouse with a foreign, somewhat exotic vibe. Noticing some small area damaged and blocked off, they attempt to coax information from the staff. Unfortunately their attempts are clumsy and disorganized, which draws the attention of the Teamaster, who ushers them out of the establishment.

There they run into a small pack of sailors, who give them a small amount of grief. The freebooters mention that they intend to see that “Sandoval gets what’s coming to him, no amount of luck from the Lady will save him from that”. They soon depart, hearing rumor that the old seadog may have turned up at the docks.

Hearing that Sandoval seems to hold some stock in the Lady of Fortune, the companions quickly make their way to the re-purposed Chapel of Galindred, where they look for clues. With an invocation almost unnoticed, Sayer flicks a gold coin onto the pile of offerings, which upsets a stack currency, spilling a large portion onto the floor.

There’s a slight shudder, then the foundation of the floor gives way, depositing the companions in a pile of rubble into the depths of the chambers below, long dusted with disuse.


They press forward in this quiet place, finding damp rooms of mushroom and foliage in some chambers. Noticing a sign with a language little understood, they pressed on carefully. Unfortunately a misstep triggered a small rip-cord, which besides seeming to cause a sudden clatter beyond, merely puzzled the companions.

Continuing forward they made contact with Jarly Horkuun and the untergnomes, who seemed to be hiding. The two groups were vastly curious about the other, which was much precipitated by the companions giving small gifts of oddities and trinkets. A female untergnome by the name of Boopu knew some small amount of the common tongue and acted as mediator for the clan.

Through peaceful acts of goodwill the companions effectively bought Sandoval from the untergnomes, who who had been found lurking in their kingdom. They had intent to sell him to the “briny folk”, who had in dealings with the untergnomes in the past. Apparently the briny folk had their hideout far in the depths of the “unterplace”.

Boopu led them to the chambers, where they found a half-crazed dwarf begging for the illumination of another candle. He seemed terrified of the darkness that would envelop the cell should his lone lamp go out. Sensing a malevolence nearby, the companions blessed Sandoval, effectively ridding him of any curses that may have gripped his soul.

Instantaneously a shadow spirit flung itself out of Sandoval’s shadow and attacked the companions. They proved more than match in the enclosed space and soon the spirit cast a dimensional shift spell and fled away.

They found Sandoval to be a broken man, anguished by the choices of his young son. He had apparently begun running with those of the Briny Barnacle, a crew of ill repute. Sandoval had come here in attempt to find his son and bring him back. The companions decided to go in his stead and deal with the Briny gang, who seemed to not only be slavers but also seemed to give the untergnomes trouble from time to time.

Resolute in their task, they stayed enjoyed the peculiar hospitality of the untergnomes and prepared for to explore the unterplace.

Black Night, Grey Dawn

The companions visit a small cafe in the upper districts of Gorganhelm, hoping to gather rumors. They soon meet a small group of young adventurer women who tell them of the “Grey Dawn”, a ship that has anchored herself in the harbor. There’s talk of dark omens, as not a single soul seems to walk her decks.

Some suggest that it has something to do with the strange elvish ghost who has been terrorizing the low places of the city at night. Others believe it to have something to do with the mysterious sea madness which has been gripping the uncharted seas of the deep south.

They all decide to row out to the ship come sundown. Indeed, they find the vessel to be bereft of any life whatsoever. Splitting up, they search the upper cabins and the lower levels. In the Captains quarters, they find a logbook, cataloging the last several days of the voyage.


From the Log of Captain Horus Magpie, of the Grey Dawn:
- A sailor marooned upon a lifeboat sought passage to Gorganhelm, having barely survived a bloody revolt aboard the “Aquarius” (which he claims to have been lost in the mutiny).
- The sailor, who was recognized to be a dwarf named Sandoval, a lifetime freebooter of common standing. He was thrown in the brig.
- Over the coarse of several days, several crew members go missing, or die in strange accidents. Though none are implausible, the frequency is at first alarming then downright suspect.
- After days of these events, the surviving crew confronts Sandoval, who seems to be suffering sleep deprivation. Captain Magpie mentions that he intends to send him down the plank.
(Here in lies the last entry, which had been penned about three days ago).

Though below deck the scene is mostly calm and undisturbed, several cabins are scenes of bloody murder. Whatever had gotten to the survivors was both thorough and absolute.

Coming back together, the companions sneak down to the brig, ready for what may be lurking in wait. Strangely, they find the cell empty, the wrought iron bars bent and broken outward. With a final sweep of the ship coming up empty, they make haste to make for shore, to find this Sandoval before anyone else be slain.


The companions come together after their adventure in the wilds around Gorganhelm, finding Akasha trying to tend to the spirits of their friends. Though the effort seems have an effect on Baatu, Prince Zorba and Nazeer, Castien seems unmoved. Indeed, the elvish legionnaire seems to have room in his heart only for despair.

The companions seek out a safe place to keep their recovering friends, finding the remnants of an old ship wedged cradled through several trees in the cliffs high above the cove. They take the time to make it somewhat habitable, then continue to familiarize themselves with the city.

Among the destinations, they visit a small chapel in the upper district of Broad-Blade. Though several walls were covered with a carpet of moss and vines, the place didn’t seem completely disregarded. Centering the area was a large statue of a vaguely feminine being. She was surrounded by pieces of currency; some familiar while others must have come from far off lands and foreign societies. A placard nearby labeled the figure as thus: “Galindred, Lady of Fortune”.

Foundation in the South Seas

The companions return to Gorganhelm, their experience in the strange shrine hanging heavy in their thoughts.

They spend the next week developing their own place in the city.

Sayer the Swashbuckler gains a proctor assignment with the Brass Gambit, serving in the ranks of Captain “Goldtooth” Malloy and his crew.

Witnessing the overly superstitious culture among the denizens of Gorganhelm, The Hand fabricated rumors of the ‘ghost of the elf noble’.

On’ogg spends some time reading some of the books that he has acquired and makes contact with the keeper of Bent Sheaf Depository. The keeper mentions that he will contact a colleague who may be able to shed light on the mysterious scrolls that Ogg had discovered in northern Collabria, who should be able to travel to Gorganhelm within a week or so.


The companions then come together at a small safehouse under the control of the Gambit crew. Here the operation officer under Captain Malloy assigns Sayer and his colleagues to look after the first mate of the Gambit, who has been long over due. He worries that the increasingly dangerous roads to the Vuthuk settlements may have something to do with her absence.

The companions set off to find her, following the road until eventually clues of the some struggle draws them off the beaten path. In their search they are confronted by a tribal native, who is attempting to find the beast who had slain his tribesman. They continue forward together after establishing that the lizardfolk would gain his trophy.

They follow signs of some wild beast further into the wilds, before coming on a long abandoned stone pavilion. Suddenly in a flash of movement, a lithe form attempts to flee; the companions and the lizardfolk intercept the figure of a half elf, who they realize is Lecksy the Briarthorn, who seems to in the verge of losing control. scene_-_curse_root.png

She explains in a panic that she has been inflicted with a strong lycanthropy, which she struggles to contain. The Vuthuk tribesman then attempts to engage her in combat, which is interrupted by the companions casting out the half elf’s curse. It billows forth, taking drawing in the fauna and root around the area and forming a mass of cursed root, which the companions soon slay.

First mate seems wary of returning, lest she bring trouble to her crew. She asks that the companions tell them that she is dead, a request which they comply. She then lays down on the altar of the pavilion and turns to a stone wolf. The Vuthuk tribesman is persuaded to take a trophy from the cursed root, cowing his thirst for vengeance.

Chasing Shadows

The companions set out to find their friend Hopscotch. In a scouting effort the Hand sent their companion Mav to fly over the city of Gorganhelm and search for clues. Mav returned with a few points of interest, where the companions made efforts to investigate.

At the docks they bid on the outcome of a bareknuckle boxing match, then noticed a strange old man who seemed to be heeding their presence. They attempted to give chase, but they lost their query in a float den.

They continued their search, coming to see a public hanging of some scoundrel who had crossed XXXXX. During the spectacle they found the condemned to be a strangely humanoid looking simian creature, looking ragged and dirty. With a certain wonder they realized this person to be Hopscotch, transformed. With a bit of luck and determination they raised some mayhem and freed their friend, who introduced himself as Zorbastoram Elomarroth Davalin, Prince of the Sapphire Isles.

Through an effort the companions relocate their friends into more comfortable billets, at an inn called the Hangman’s Noose, a large raucous establishment in an old converted Imperial prison.

They act quickly when they notice those colleagues in tow have grown in number by one. Moving fast, they confront the peculiar old man who had been following them since their arrival in Gorganhelm. He revealed himself to be Garon Tharr, ex disciple of the Exalted One. He had on a short leash a rather ordinary goat.

He explains that he had long since severed his ties with the Exalted One, having been duped tragically by the powers provided by the Lord of Change decades before. He has as of late, begun hearing familiar whispers foretelling the return of the Exalted One. Through a latent psychic prescience Garon Tharr lingered in Gorganhelm, where he felt the call.

He recognized an elf noble who had been trying to move incognito in the streets of Gorganhelm, looking for passage to a uncharted isle mere hours away. Garon Tharr offered his small boat to the place. Garon Tharr had stayed in the boat, loath to find himself in a place of power for a God he had forsaken. Still he felt the place like a dark and twisted pool. Things apparently got really spooky and he left back, making his way back to Gorganhelm alone, tired row after row.

After his story Garon Tharr explained that he would assist the companions, simply to thwart the rise of the Exalted One. The next morning he brought around his boat, little more than a dingy with a three braced lodge. His goat was already sitting comfortably in the space within.

They made their way out of the bay, needling through large spires of micro-isles, The water a deep crystalline blue. The weather was pleasant. They eventually came to a small cave entrance, submerged by a foot of seawater. If the water lines on the rock were any indication, this entrance is hidden by the ocean during anything besides low tide.

scene_-_shrine_and_sacrifice.jpg The companions led the way, Garon Tharr and Goat following in the back. They found a profane temple to the Exalted One, ominous as all get out. Resisting a terrible wave of energy, On’ogg climbed the steps up to the alter, only to find the desiccated corpse of Magistrate Kellion Zandros. He seems to have been dead for some time.

Considering the implication, the companions and their new acquaintances are disturbed to hear something quake and quiver in the shadows that bath this place. It seems to come from all direction, moving as many but all as one.


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