Elsir Vale Threatened

The swamp elves
- incoming elven o'clock

The adventurers get a new wagon to speedily get north and they find the northern customs gate captured by ogres and hobgoblins soldiers. Easily clearing this obstacle after climbing the compound wall, the adventurers spend their night indoors enjoying their find of a valuable shipment of magic armor.

The following day, a horde dragonspawn patrol, find the adventurers and a hard fight later, our heroes once more find victory. As the calm descends over the battle zone a group of riders mounted on pterodactyls fly towards the party. This is the adventurers first encounter with the swamp elves.

In the elves camp the dwarfs are treated fairly if not kindly, and they are given food and lodging. The dwarfs efforts to be friendly and helpful, gets them a bit of understanding for Brindol’s dire situation, which later results in the aid from a flying elven patrol. This favorable result is much due to the adventurers daring raid on the dragonspawn outpost in the lake, that despite grim odds is successful. The dwarfs bravery and their delivery of and old elven heirloom – a sword, finally convinces the swamp elves to also help them in contacting the forest elves.

As the group is about to leave the elves report of a alchemist laboratory found together with a planted garden on a ruin a bit from the main dragon spawn encampment. The group investigates and finds many rituals and potions as well as the tracks of the recently escaped magician. He is followed and killed.

The dwarfs next move is to contact the forest elves and they realize that something is amiss with them. Exactly what and why the group doesn’t find out. The dwarfs are greatly praised by the elves and their gratitude will later be of much help to our heroes.

On the way back to Brindol a wagon loaded with copper is retaken from the horde and returned to Brindol. This wagon will be an essential tool in garnering the aid of the Hammerfist Holds’ dwarfs in the south, as it is this special copper that later ensures the aid of 200 battle trained dwarfs, that double the number of trained soldiers that in the upcoming battle will defend the City.

Start of Red Hand of Doom Campaign
- hobgoblins don't walk alone

Leaving Brindol on a wagon traveling west, the first sign of the horde attack is in Drellin’s Ferry, where a few farms at the north bank of the river have been set aflame. After contact with Captain Anita Soranna (who is the only local to ever be remember by the group) the group crosses the river and takes their wagon into the Witchwood where they encounter and defeat a horde scouting party.

At the Vraath Keep ruins, the leader of the horde advance party is defeated and his planning map taken, a map that later will prove have a faulty timescale, but still given valuable insight into the horde objectives.

The dwarf group ally with a giant they meet in the forest (repressing their animosity successfully) and then strike at the horde forces at the Skulle Gorge Bridge, that result in the adventurers destruction of the bridge. This move delayed the horde two valuable days, that allow Drellin’s Ferry to be evacuated rather calmly.

On the way back to Brindol, a few horde patrols are eliminated, without any major setbacks.

In Brindol the council is eager to hear the adventurers’ report, and they are immediately hired to go to the northern edges of the Vale to seek support from the elves there and try to disrupt the horde base in the now swamped ruins of the city of Rhest.

From Overlook to Shadowfell, scales of war, part 3
- from friend to foe in seven words

Here the adventurers a praised as heroes of Overlook and get a fancy ring to show their new status.

They track down Modra and realize that the rod they found is a key to a portal to Shadowfell. Allying with Modras enemies they follow him to shadowfell only to find themselves in a big buzzing military base.

The group happen on a huge mercenary camp, obviously preparing for war and too late they realize that it is a bad mistake to tell the mercenary leader that they are from Elsir Vale and don’t want that place attacked.

The mercenary leader swiftly puts the dwarfs in ‘protective custody’ to avoid killing the heroes of Overlook, which would upset his trade partner, a hobgoblin leader who wants his rear free from troubling Overlook attacks. This was also the reason for the mercenary leader’s decision to punish Modra, whose actions now doesn’t seem as distasteful to the group as they are locked up.

With help of druid powers, sleeping powder for the guards outside the cell is aquired and a hasty escape through a small backdoor sends the party in the way of Modra, with whom they now ally to destroy the beast transformer machines located in the lava powered foundry. The group leaves the camp riding on a huge metalreinforced boar, with Modra in tow. And walking right through the hobgoblin army sent here for training, the group escapes through a portal leading to a cave a days walk away from Brindol. They leave Modra on the road and rush to Brindol to tell the bad news of an invading hobgoblin army.

The monastery - scales of war, part 2
- oops, 200 orcs

On their way back after a successful rescue, the shaman Morgans spirit, unexpectedly comes to life and instead of just being a fighting companion, walks up to the heroes at the campfire and tells them about an omen he has felt that his old training ground. The monastery of the sundered chain will come under attack. Soon an agreement is formed to face this new threat as soon as possible. And the ominous precognition puts a shade on the glorious welcome the heroes receive when they the next day return the captives to Brindol.

After a day of restocking the adventurers set out on a long trek towards the city of Overlook. On this journey the group passes many small towns and cites that will become very important later: Nimon’s Gap, Terelton, Drellin’s Ferry and Skull Gorge Bridge. After an unchallenging journey, the group is first ambushed in the dense pine forrests close to the monastery. A small group of orcs are swiftly dealt with, before the last part of the journey, a hike on a small winding path along a steep mountainside. Just as the group walks around the last bend and lay their eyes on the powerful silhouette of the Moradin monastery, they are chocked to see the compound surrounded by hundreds of orcs. A dramatic battle ensues where the heroes retreat and make the orcs pay heavily to pass the many bottlenecks the narrow road presents. The battle rages back and fort with orcs starting to climb to surround the heroes a real threat to the groups survival. A long defensive battle is won by the pcs that retreat along the path, finally persuading the orcs that the price is too high.

A few orcs manages to run past the adventurers to call for reinforcements, of which the adventurers are happily oblivious when they make camp for the night. They are soon reinforced with the avenger Kathra that informs the group that ogres are incoming and that before long the group will be attacked from two sides. During the following night our heroes decides to rush through the orc camp to reach the besieged temple. A glaring moonlight takes away the element of surprise and only the constant movement and some distracting alchemical bombs give the adventurers the necessary minutes to get through.

Once inside a new dawn emerges and to their horror they realize that only a few defenders remain at the barricaded monastery doors, and that most of the dwarfs already have fallen or are seriously wounded.

Immediately informed of a way to cut off further orc reinforcements in the now orcinvaded tunnels below the monastery, the adventurers drop down a narrow ventilation shaft to try this desperate strategy. Glonus, the party warlord, remains to reinforce the dwarfs at the main temple doors.

After a few big battles in the monastery underground, the party reached the water-mains-control-room and open the valves. They find a hatchet above their heads and manages to get out before the flooding of the caves swallows them.

After one of the cavefights the group found a small rod, which will become important later, as it is a portal key in addition to the small bonus in arcana that is the only property of the rod the characters at this time figure out. This is also the first time they face a small Dark-creeper, Modra, that will be both their foe and ally during later encounters.

When the group climbs up to the surface again they see that not only has the ogres arrived, but the orcs are clearly preparing an assault on the monastery. Our dwarves climb quickly over the compound wall to return to the relative safety of the main temple hall, an area blessed by Moradin to give all his faithful extra bonuses in battle.

The end fight is started by a fall out by our dwarves to fight down a group of ranged orcs, and soon after a major battle starts. The heroes help turn the tide in the battle by killing one of the ogres, and when the regular reliefcolumn arrive with a fresh group of dwarfs behind the attacking orcs, their morale falter and the routing horde is annihilated by the dwarfs.

Brindol and Rivenroar, scales of war, part 1
- whos scales were that?

The characters meet outside Brindol rescuing a barrel of finest Dwarven beer from goblin raiders, and in bringing the barrels and wagon back to Brindol make friends with an innkeeper and his wife.

The new found comrades are first tested when the first Horde patrol attacks Brindol. Fighting Ogres and goblin raiders the four are tested and come out successful.

The innkeepers brother is taken by the raiders and the rescue patrol is none other than our four allies.

They locate the prisoners in an old ruined cellar. (Of course.) And defeat both kobold elite forces and spidermonsters in the successful rescue. The freed include the dwarven smith they were sent out to rescue, the museum curator, an alchemist who grants them a lifetime discount as well as the the captain of the guard Ulverth. He will due to a mysterious disease never regain his full strength.

Most of the artifacts stolen are returned but a small box with a red and green scale together with a some long human hair, are never recovered.


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