The Knights of Daleria Part 7: The Crypt of the Demon Lord

 


The Knights of Daleria Part 6: The Black Hasard

The Hasards are a noble line that goes back twenty generations or more, to the very founding of the Eight Kingdoms. A petty noble, second-cousin to the head of the house, Billings Hasard is known as the Black Hasard. It is his dismal sigil which the party discovers in the recovered papers of the late Baron Leopold.

The Knights of Daleria Part 5: The Temple on the Edge of All Morrows

With Lord Notfelde's goblin host defeated, only a skeleton crew remained behind to defend his manor. The party approached his enclave from three directions. After infiltrating and putting to flight the 25 humans guarding Notfelde's Manor (and making allies of one of them), the party entered into the basement complex beneath his keep. There, the party found a strange room with a pedestal in its center. Atop of the pedestal was a shimmering blue light. The Hedge Wizard Talanth tells the party that he thinks it is a dimensional portal. The first three, and eventually the rest of the party step through the portal and find themselves on the other side.

The Knights of Daleria Part 4: Swan's Nest of Notfelde

 After seeing to the revivification of Apollo and the repatriation of his sword, armor and shield from the lying Baron Notfelde; the party's early morning was interrupted by the arrival of two people. One was a priest, Fr. Kapon, newly sent from the Prefect of Rath to be the Shepherd of the Church of Beredall; and the other was Deathstroke, a half-orc knight of some reknown. 

Briefly: In Beredia and Beredall a House-breaker Haunts

 from his lordship's faithful factor,

Creaf Bloodshone

to all the citizens and serfs of Beredia

including the merchants, tradesmen and yeomen of Beredall.

Be it known by you that a house-breaker haunts the good homes of honest men and steals away by night the greatest of their most precious and prized possessions.

Be it also known, that his lordship, 

Baron Nils Notfelde of the House Notfelde-in-Rath 

will handsomely reward those who capture said house-breaker and bring him to taste the baron's justice.

Be it likewise known that any who aid in this endeavor will gain the friendship of the baron in perpetuity and that whosoever opposes will earn lasting enmity.

Along with the enormity of his good graces, his lordship will likewise reward all who deserve it, with the kingly sum of, 

2000 gold crowns, in cash or writs.

The Knights of Daleria Part 3: The Duel

After many days of felling trees and building a place for the contest, the day of the duel is upon them all. Fenris and a new acquiantance, Erik the Ranger, accompany the paladin, Sir Apollo to the tournament field of Baron Notfelde. The rest of the party remains behind at the Church of Beredall.

The Knights of Daleria Part 2: Lord Notfelde

The Patriarch of the Church of Westrun is rescued from the clutches of the evil Lord Leopold. And he informs the party that he has completed his penitential walkabout of the Eight Kingdoms. He has concluded that a dark evil stalks the land and has infected even the houses of the holy.

The Knights of Daleria Part 1: The Lordly Sir Leopold

 The Patriarch has not returned. Father Patrick and the Cardinal Prefects are concerned. His last destination was to go beguile Lord Leopold, a Paladin of reknown from retirement, but the Patriarch did not return. Now the Cardinal Prefects would like the party to find out what became of him.

The Talisman of Pure Good: Part 4 - The goddess unmasked

The Talisman of Pure Good: Part 3 - More Undead

The Talisman of Pure Good: Part 2

 NPCs are hired to augment the party. A charter is drawn.

The Talisman of Pure Good: Part 1

While crossing from the Greywood through Balduren and back into Treft, the party comes across a speechless priest. It seems a prophecy was foretold that a party of that composition would be seen on the road, and when it was, it was to be conducted to the Prefect at Laketon.

Behind Blue Eyes part 16: The Greywood

 Leading an entire party into the modern redoubt of Falerian is costly for Talanth. His master ejects him from the school and bars him from every returning. Falerian also warns the party that a great evil is among them and spying on their every move. After a brief rest, the party leaves the Greywood and Talanth must dwell on the fact that he is a Hedge Wizard now... a lawless spellcaster... a witch and subject to prosecution should he be caught.

Behind Blue Eyes part 15: Ascending the Mountain

Once ashore in what would one day be called the Provinces, the party encountered giants who were scared off by Aya the wizard flinging fireballs. One of the Northrun sailors, is so impressed by her that he pledges his life to protect her.

Behind Blue Eyes part 14: Corl the Squire

Less than a day from the seaside village, the party found itself followed by a teen named Corl. He sought to join himself to the party. He had spied their handiwork and as he himself was banished from the village and forced to live off its refuse, he sought to squire for one of them and learn his way in the world as a knight.

Behind Blue Eyes part 13: The Sea Elves and their Shark God

As the party journeyed northward along the Dagger Sea, they came upon a seaside village built on stilts, just out of the water line. The people had an elvish aspect, but with silver-green skin and hair that reminded the party of seaweed.

Behind Blue Eyes part 12: Vecna's Deceit

On the beach, now some two days South of the redoubt of Vecna, the party decides once and for all to dispatch the other worldly creature. This they do after combat brief and not altogether honorable. The creature disappears from this plane in a brilliant explosive flash, sending pieces of the cage as high speed shrapnel, and nearly drowning a party member.

Behind Blue Eyes part 11: Vecna's Secret Weapon

The end of the Battle of the Black Princes reveals Vecna's secret weapon. It is an other-worldly being trapped in a magical cage and pushed along in a giant wheeled cart by 50 Urok adepts.

Behind Blue Eyes part 10: The Boldish

The cleric and players are at crossroads. After a few days in a swamp and narrowly missing encounters with the catoblepas, the party seeks a sign from Onogg's god who leaves them with cryptic answers to the question of whether to assist Peter or the Dwarves.

Behind Blue Eyes part 8: Peter Heimos

"I am Peter," the Blue-Eyed Man, introduces himself. "I have come all this way to make right all that has gone wrong. Shall I tell you a story?"