Valin and the Thieves Guild

Once in Valin, the trio discovers that Valin is the soul of an ancient enchantress locked away inside a forgotten gem. This gem, it seems, lay in the center of the Guild's vaults to mark the finishing of the maze. Our heroes are able to infiltrate the guild, and earn their way to into the Dungeon Maze, a sort of obstacle course that rogues run for sport and riches. After navigating the traps and tricks, the trio find the gem and Saja reveals her secrets. The team decides to set out, searching for the first Ancient Temple, in order to continue their quest....

The Hidden Caverns

A magically sealed wall provides a staging chamber before the party discovers a series of caves. Once they find their way through the magic wall, they encounter a network of corridors, filled with goblins and traps.

An arcane goblin is working some sort of ritual before the group tricks her, and destroys her shrine. Once dispatched, our heroes work their way through a series of traps before finding the unnaturally reanimated corpses of decaying goblins. A massive statue stands in a large chamber, in front of a pool of frothing, churning salt water.

The statue emanates massive ancient magical auras, too old and too powerful for Basil to understand. It seems the undead in the room are reawaken by it's power. The group is surrounded, and soon over powered by skeleton warriors and human zombies. Their last chance is to take a plunge into the briny pool.


The pool is actually a passage to the sea that borders Nightenvale, and deposits the heroes onto the shoreline. They head back into the city to find the Silver Unicorn Inn, so that they may tend to their wounds and sell their goods.

While in town, Owlbear notices a public warrant that seems to be for our trio. While trying to take it down, a patron introduces himself  to the party. After (mostly) failing to bluff the man, he introduces himself as Keldar, a bounty hunter for the Crown. His associates Bannor and Balian step up, and the group is given the option to go into custody quietly.

Owlbear attempts to flip the tavern table, but it is too heavy for him. Arany takes a pill from her kit, and then throws up.

A scuffle starts, but the team jumps through a window and makes their way through the crowded town streets. Behind them they hear Keldar say "Alert Commander Dauss that the targets are running away on foot".

The party slips into the sewer system before any of the Warforged Red Cloaks can find them. Exiting through the underground passages, they find two more guards at the foot of the city castle. Unable to evade them, a brawl breaks out. As it seems they were all but caught, a portal rips open, and an imprisoned Barris appears. Using powerful magic he destroys one warforged, whilst entombing the other in stone. He yells, "Run you fools, and find Saja. Stop the Night before the end of Day".

And the portal rips back shut.

The trio takes to the long road to Valin, and starts the search for answers....

"Destiny Has Chosen You"

Inside the Belching Dragon Tavern a crowd of people hurry to drink before the city curfew sets in. Sitting next to each other at the bar three strangers. Arany Nemes, Owlbear Irons, and a spellcaster known as Basil.

Amidst the hubbub, an elderly cloaked man comes in, and begins looking around. He eyeballs the group and comes up to Arany. His name is Barris, and he needs some help. He tells the group to meet him at his house, and quickly ducks out at the sight of Redcloak Warforged guards. Knowing only that the man is the town hermit, rumor has it that he has unimaginable wealth. Tempted by gold, the possibility of adventure, or just by fate, the three decide to investigate.

Making it to his quarters before curfew, they find a strange and magical house. Inside he explains that destiny has chosen them. The Guards knock on the door, looking to bring in Barris for conspiracy against the crown.

Barris hands them a bag, and opens a portal and tells them to seek Saja in Valin.

The party enters the portal as it closes behind them. They find themselves in a subterranean cave....

Welcome Heroes

This blog will serve as a reference of previous adventures, as well as a resource guide for the game. Clever adventurers will find tidbits scattered throughout here that can be used in game (although they may not always be beneficial).

Before we begin, I'd like everyone to establish the following, and message the information to me. You may keep this info to yourself or tell everyone (with noted exceptions):

Character Name, Race, Class
Alignment and Deity

Character Background (As in depth or vague as you want. Sometimes it takes a few games to get to know your character, so no rush here)

Character Secret: Something your character is hiding, or ashamed of, or not willing to tell anybody. It can be a debt owed, a secret vendetta against the town sheriff, etc. There are no real rules, so if your background involves making up characters, GO FOR IT! This game is a lot of shared improvisational story telling. But, Do not tell any other player this secret!

Character Traits: If you can work in the traits you picked that'd be great, or if you want to have some sort of weird knack (scared of water, hates churches, has a nervous twitch), feel free to include that.