These are dark times.

Nobody says it outright, but if you look and listen carefully enough you can hear it in the voices of the people of 'the Delve.' It's in the bearing of the refugees who fled the keep of Baron Dol'Shan while he and his warband bought time with their blood, the voices of the gnomes who ceded land amidst the ruins of Cendril's Delve to those same refugees, or the tales of the stragglers and rare travelers who braved the hostile wilds.

Travel is no longer safe; monsters roam the roads and countryside even during the day, and what comes out at night is even worse. Most cities and many of the towns have fallen to the hordes of gralloc and other fell creatures that swarmed the lands. The temples have fallen, and while the servants of the Light live, their strongholds are broken. Of the various martial orders there has been no word, though it is whispered that every last one of the Oathsworn was with High Queen Marithen when she fell in battle against the maelkin. There are even rumors that there are settlements being built where various 'people' openly worship and serve the Dark!

"The Delve is protected," the council states in response to the rumors and news, "Dama Theris' sacrifice saw to that." But even if the priestess's dying blessing does shelter the Delve, how long can it hold out if the rest of the land is under the sway of the gralloc? "No sense in stirring up fear in folks" is the hearth circle's terse response to the troubles outside. And as for the gnomes, who live in the hills around the Delve, they are a helpful, cheerful, but largely private people; who knows what they really think about anything? Maybe Cendril's Delve really is safe, but for how long? While few are willing to admit it, everyone holds the same question in their hearts, and fears the answer.


Who will stand against the tide of darkness?

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Lou
Thru broken towers and ancient powers...
The tower to the west proved unbroached, but not for lack of trying as the battered, scorched giant corpses proved. After discovering potent magical traps on the servants portal, the party decided to brave the howling wind and approach the main doors. But what appeared at first to be unguarded soon proved to be home to a living maelstrom!

Once again, the (not evil) vizier's gift of the wind-tongue proved to be a godsend. Seeing that Isobel spoke a "civilized tongue" it warned her of it's duty and even obliquely hinted at how it might be gotten around. So it was back to the southern tower, where Jess called upon great power from the Maiden to break the stasis the giantess was under. Though they didn't ask her name (Antaia) at the time, she revealed she was the daughter of Krys-Tri (the "Sky Lord" as she called him), though more of a soldier than arcanist. She shared some information about the citadel, and the Orb, even agreeing to see the group past the Maelstrom.

On their way their though, Frost-Bringer snatched Antaia off the storm-wracked causeway just as she called of the living storm. The party was distraught over not being able to go to her aid, but it was all but impossible to see where it had taken her, let alone give chase. Reasoning that retreiving the orb might provide the means to go to Antaia's aid, they pressed on. Facing down a living Plane Shift spell, Marcellus decided to "outflank" the creature by stepping through a portal glyph into the plane of Water. Hijinx (and devils) ensued. A cursory search of the rest of the tower revealed mysteries, but no Orb. Where could it be?
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Lou
Battling giants at the top of the world
Last session, the party managed to block the entrance of more elemental warriors while dispatching the half-dozen that had burst into the room. Then, somewhat battered and short on magic they decided to rest and hope for a change to catch their breath. For the most part they were successful, but a group of giants checking on the ones that had come before triggered a flurry of activity from the party and a hasty ambush. The giants hit hard, but the party hit faster - one last giant spoke of Frost-Bringer and how he was driving the giants to seek treasure for the clan.

Lacking sign of the Orb, and without idea as to how to wake the strange giantess, they decided to brave the perpetual storm outside and head for the western tower, having seen distant signs in the night that the northern one was occupied.
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Game Master:
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Lou
Setting:
Dungeons & Dragons 3.5 (3.5)
1 other campaign in this setting
Rule System: