Category Archives: Rise of the Runelords

Against Mokmurian

The party barricaded themselves into the room with the Sihedron rune for the night. Jusy trapped the door. In the night they heard a voice asking if the small ones were there.  Then someone opened the door and triggered the … Continue reading

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Past Lamashtu’s Lamias

The party moved into the cave with the chanting lamias. Despite the lamias casting clouds and blasts of darkness at them, Theo, Jusy, and Tinder took them down fairly easily. They found some scrolls depicting tortures in service of Lamashtu. … Continue reading

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Beneath the Giants’ Fortress

After leaving the cramped tunnels, the party found themselves in another set of tunnels, these scaled for giants rather than kobolds. They chose to follow the north path towards the smell of cooking and scoped out the dining hall, hoping to … Continue reading

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To the Valley of Giants

After checking around Sandpoint a bit, the party checked with local Thassalonian expert Brodert Quink to see why the giants might be interested in a rock from the Old Light. He offered his theory that the Old Light was an ancient weapon and … Continue reading

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Defending Sandpoint

Following the battle with Barl, Jusy and Theo returned to Sandpoint accompanied by an alchemist gnome, Tinder. One fine morning, they heard a series of crashing noises to the north of town. Rushing up there, they found Hemlock and a … Continue reading

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Bashing Barl

The party headed deeper into the cave and decided to follow the clanging sound first. They found a number of ogres making huge weapons. Despite their numbers the ogres weren’t much of a threat. Next they spied three hideous creature … Continue reading

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Tactics matter

Turns out the unnamed ninja cunningly dodged the ogre’s devastating blow. The stealthy types moved into the cave, past a dragon’s bones and a giant statue with a Sidhedron medallion. They found a number of ogres playing cards with a … Continue reading

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Alas Unnamed Ninja

As Theo recovered her strength, the rest of the party wandered around Turtleback Ferry. Brecca spnt some quiet time recovering alone. WhyD asked around and found out from Wenda that the leader of the Black Arrows was seen heading into … Continue reading

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The end of the Grauls

The party headed upstairs from Mammy’s room and found the Graul’s sleeping area. Jusy disarmed a chest trap and found a little bit of cash and severed fingers. The attic workshop had little of interest besides a few flasks of … Continue reading

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Graul Homestead – First Floor

As they moved into the Graul home, the party was joined by Arcmort Warbottle and Bumaro. Upon opening the side door, a wave of stench left Jusy and Brecca sickend.  The kitchen was a mess of rotting meat and vegetable … Continue reading

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To Turtleback Ferry

Lord-Mayor Grobaras asked Theo to investigate the silence from Fort Rannick, one of Magnimar’s holdings where redeemable misfits are sent to be of service to the community and out from underfoot. After some negotiation, he agreed to pay the party … Continue reading

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The Shadow Clock

After dispatching the Skinsaw cultists, the party continued to explore the sawmill. Theo was delighted to find many bags of coins, especially since Jusy destroyed the skinsaw masks by feeding them through the lumber mill’s saws. Whyd chatted with messenger … Continue reading

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Welcome to Magnimar

After re-suppplying in Sandpoint, the players headed down to the big city of Magnimar. Rather than heading directly into the high class area of the city, Brecca decided they should go clean up. Rather than look around they checked into … Continue reading

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Finishing Foxglove Manor

After a good night’s rest, the party made their way back into Foxglove Manor. They carefully avoided triggering the haunts on their way down. Jusy walked through a nasty patch of yellow fungus that left him feeling unhealthier. They fought … Continue reading

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From the cornfield to the mansion

As the party made their way back to town from the assylum, they saw a figure stumbling and falling on the road in front of them. They approached cautiously and found a local farmer, Maester, wounded and babbling about walking … Continue reading

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Investigations

A few days after returning from Thistletop, Sheriff Hemlock called on the party for help again. A serial killer is stalking the town again, and Hemlock is desperate to get it contained before more people are murdered. The latest murder … Continue reading

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The Battle of Thistletop

After resting up the party headed back down. They found what looked like a research lab but there was no one there. Heading south, the smell of decay crept through double doors. Heading in, they were attacked by undead shadows. … Continue reading

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A running battle

The party tried to settle down in Lyrie’s research room for the night after blockading the doors. In the middle of the night Theo heard someone try the door quietly. A short while later, Whyd heard two people move in, … Continue reading

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Return to Thistletop

Undaunted by their encounter with the bridge of doom, the party decided to return to Thistletop to finish eradicating the goblin menace. Unsure what they’d find for a bridge, they decided to rent a boat from Turch in the fish … Continue reading

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Bridge of Doom

The party was awakened in the early morning by a messenger from Sheriff Hemlock. Shaelu was back and badly wounded from an encounter with the Thistletop goblins and their leader. They went out to investigate Thistletop and found a maze … Continue reading

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