The Last Stand

The Orcish Incursion!

The Last Stand, 11/1/2012
The heroes awoke in the guest bedding in the Temple of Pelor. They donned their gear, and headed downstairs to the common area. The reverend greeted the heroes, and informed them of a text he was in the middle of translating with the help of Pelor. He asked them to visit the Mayor and the Guard Captain. One of the heroes stole a golden chalice (worth 50gp) as the party was leaving for the Guard Captain.

The Guard Captain gave the heroes envelopes from the mayor, and within each was a symbol of the city granting the heroes prestige within the city’s dominion. The Guard Captain told the heroes that the Mayor left for the capitol to seek help with the portals, and the encroaching orc invasion. He explained that the orcs killed a patrol, Guard Bob the gambler included, and that many good men were lost. Some of the heroes were enraged with the news since Bob owed many people money, the heroes included.

The heroes set out to seek revenge, and to collect from what remained of Bob’s body. As the heroes rode north the gods, angered by the theft of the Chalice worth 50gp created a storm to punish the members. However, the gods were nice enough to allow the storm to pass when the heroes made camp.

The next day, the heroes encountered the orcs. Before them stood many orcs and few ogres, but it was what hid above them that was the frightening foe: The Ogre Magi! The elf foolishly hailed the orcs, asking if they needed help. The orcs responded with bellowing roars of war as their master pointed in a most dramatic manner at the heroes.

The heroes created an army of illusions to confuse the orcs, introduced them to the modern era of shotguns, showed them the power of a fully functional battle station(monk), gave the orcs’ leader a gracious helping of Alchemist Bombs, and impromptu injections of steel.

In the end the orcs fell to the heroes, but the Ogre Magi remained. In their darkest hour the heroes fought for their lives against the Magi, but that was also when from out of nowhere a Wild Reverend appeared to incinerate the Ogre Magi.
With the orc threat defeated the heroes turned their collective gaze to a greater threat….

Down the Rabbit Hole
The high priest of Pelor disappears, and by some strange coincidence a mysterious hole opens in the floor of the temple.

Mayor Brown awoke on a fine Guldenberg morn to discover his dear friend, the honorable Reverend Joseph Black, absent from their habitual stroll through town. After investigating the temple of Pelor, he discovered a mysterious hole has been freshly dug in the floor. Panicked, he called upon the bravest companions in all of his kingdom, a motley crew of ex militia members that grew bored of their vigilant watch along the city walls and yearned for adventure in the wilds surrounding the quiet city. In their midst was Doc Holiday, an accomplished marksman; Coiadil Melaure, an elf mage and son of a well traveled portal master; Zyrah, a mysterious, soft spoken, bow wielding monk from distant lands; Mandrokar, A devoted cleric and compassionate healer; and Conroy Firth, a volatile alchemist with a penchant for kleptomania.

Once assembled, the party thoroughly investigated the strange void of wet earth before Coiadil ventured bravely into the abyss. At the bottom of the narrow passage the pit opened into a near pitch black expanse, with faint blue light glimmering in the distance. Assured in the knowledge of at least a safe decent, the remaining members joined him. As less gifted races fumbled in the dark for torches or a light spell Doc Holiday’s keen dwarf eyes spied a crumbling stone bridge spanning a cavernous expanse bellow. Coiadil bravely ventured forth across the bridge, as none of the party considered that traps would lay in wait to greet them. The elf was tossed in the air, but by skill or sheer luck his body was flung onto the other bank. Doc sprinted across the stone archway, nimbly dodging the springboard tiles, as Conroy followed close behind disabling the sprung traps. Once the bridge was made safe the party ventured across.

On the other side of the rift the adventurers were greeted by two blue glowing spheres. While obviously magical none could determine the exact nature of the magic. Suddenly several members of the group walked into the darkness, enthralled by some mystery. They came upon a babbling well, and when they drank from it some gained new insights and some were poisoned by the bubbling waters. Coiadil used his magics to pour the enchanted water upon the spheres, which burst with a dazzling flash. The cavern shook as vile undeath errupted from the corrupt earth. Their decaying forms were quickly dispatched by the shrieking arrows of Zyrah. One by one the party disappated the bubbles and one by one arrows pierced the undead menaces.

Further exploration revealed a strange collapsed column with glowed with unknown magics. The mage hand of Coiadil did nothing to loose an odd object lodged underneath. Mandrokar strode boldly into the glow and was thrown back by accursed incantations. The objects retrieved were three magical stones of increased health and fortitude.

As the final orb vanished a sinister voice rang out through the cave, and the melodious image of Norgorber flashed in the minds of the heroes. From the darkness a cruel wererat struck Conroy down, and as his friends battled mummies and other putrid servants of dark god he lay seizing on the floor. As the battle drew to a close he sprung up and set the insufferable Yellowtooth ablaze with a well placed explosive. Once all the evil minions were dispatched Father Skinsaw himself appeared above the battlefield. The reverend was freed from his prison on the dais in the center of the lair. Pelor came to his faithful’s aid, laying low Norgorber. As the cavity crumbled around them the world went black…



It is summer time, the tree’s are full, the fields are ripe, and the air is frantic with life. The year is Brent 300. The kingdom you live in is the Kingdom of Trent. There have been numerous wars fought in the kingdom of Trent. But for the last one hundred years, since the Last Stand of the mighty King Rom, there has been a peace of sorts. You know that he had stopped some terrible evil! Or so the story’s go.. Now you find yourself in the city of Guldenberg. A lesser known hero of the town and surrounding areas. You have worked with a band of friends for the last year during your mandatory service in the local Militia. Your names have grown some renown. You have chosen to leave the militia and find work in another capacity. Unfortunately during your personnel endeavors something horrible has happened.

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