The Unforgiving

Return to the Ruins of Kaj
Secrets of the Cult of Dol'Tathlar

Go to Ruins of Kaj

T Rex!



Vampiric Interest.

Excavation and Good Cooking.

The Chambers below.

The treasure within.

The Sealed Hound.

The Flight to Thesda

Life or Death: Dimensional Struggle

The Conversation with Baltar

The gift of the astral recall gem.

Thesdan Justice

Unfollowed leads

Methallah – Master of Thanis. Was betrayed by brittny’s master. What is his real deal?

The Hidden Blade Sword – What is it? Why does Thanis need it?

Learning about the ancients
From the Elves of Alarond
From the Dwarves of the Depths
From the Magi of Shoran
From the Magi of Thesda
Can the church of Sharae help them?

Is Creaton an Ancient

Are there Xel’lotath Cults in Thesda?

What do the Ruins of Kaj have to do with Ancients?

Are there other ancients stirring?

Can we find ruins of the dead ancient?

The scroll of Xel’lotath inscribed by Azdara.

XP: 720 Party Max is 5830. Level 4 at 9000.

Treevol's Cults and Secrets
Hidden in the depths of the Shire, Insanity Stirs


Exploring and Probing the Ruins of Kaj.

Preparing for the journey.

Norwick? Not worth my time.

Crossing paths with Centaur.

Dead unicorns and the gift of the horn.

Witches brew and Red Dragons

Welcome to Treevol. Please don’t climb the wall.

Meeting Grandma Burrows, Mayor Blackfoot, Marlowe the Innkeep.

Strange tales of idiots, cattle and haberdashers

Investigating the Higgins Farm.

Burn the Cows.

Wolfbane and his herding bear. Burn the Cows part 2.

Old man Theo’s farm.

The old man acts strangely.

Herd up the cows for the final burning.

Investigating the house.

The insanity of Theo.

The abomination and captured hobbits.

Pursuit of the monster.

Return to the Red Drake.

The hidden tunnel.

The great portal to Xel’Regal.

The voice of the prophet.

Call the Centaur!

Betrayal by hobbits: The death of Bill Blackfoot and those sealing the tunnel.

Marlowe and the Black Sword of the Priest.

Another summoner emerges as the portal is sundered.

The summoner’s tie to the outer plane.

Battle on three fronts!

The Centaur comes and the battle ends.

Raith seizes the Black Sword.

Gather the town!

Purge the Bonethieves.

Scour each hobbit for the scar of the possessor.

Brand upgrades his gear.

To Thesda!

XP: 2880 Party Max is 5110. Level 4 at 9000.

  • 1200 – Elimination of Bonethief Gestation.
  • 360 – Defeat of 2 Abomination Summoners
  • 700 – Defeat of 12 Bonethieves and hosts
  • 50 – Farmer Theo
  • 30 – Roleplaying Bonus XP: Putting self at potential disadvantage due to Character Roleplay
    • 30 – Brand walking into what he thought was a trap in case someone might die if he did not.
  • 540 – Story Rewards
    • 40 – Learning of the power of the Ruins of Kaj.
    • 320 – Saved the Cult-infested and doomed town of Treevol
    • 100 – The town is completely purged of the Cult of __________.
    • 40 – Learning how to defeat and handles the Bonethief
    • 40 – Destruction of 2 Portals to Xel’Regal
Day 2 - The Doom of Huey Naillizarb
Geman is made brighter, but it's time to move on

As the pyre of Geman burns, Azdara asks the eldritch newcomer her name and business, having just fought arm and arm against the undead for survival. She replies, “I am Telara Istaran. I hail from Alarond in the far west. I am on a journey to prepare myself for the expectations of my family.”

Away in the hamlet of Norwick, Raith sees the darkness in the sky above Geman. Swearing an oath to the sun goddess, he steels himself to spend his newfound life in the service of the light. He speeds his way to Geman.

After everything dies down, the surviving heroes recollect themselves at The Guzzling Wench. Brand is concerned about the lack of defense mounted for the battle. Where have the missing guardsmen gone and why hadn’t Captain William blown the great horn of the guard?

Deciding that this must be investigated, Brand and company head to the guardhouse where they can find any on-duty personnel or signs of the horn of Geman. Within its solid walls, they locate the horn upon Captain Williams desk along with a strange correspondance.

We’re planning a great new holiday for the Geman. To prepare the normal fellows for the extra work, if possible try to keep as many off shift and relaxed as possible beforehand. After a break, Huey would like them to report to him for an assignment. -Krenald, Mayor

Arriving in town, Raith decides he must immediately find out who is in charge of the situation and heads to the only fortified building in town. Bursting into the guardhouse, he exclaims, “I here to aid in the defense of Geman! The forces of darkness shall not take this place! Who is in charge here?”

Confused at the sudden excitement after things finally became more relaxed, the party inspects the newcomer. After a moment, Raith perceives the evil in Azdara’s heart and within her scorpion ally. “My lady, be careful! There is a dark thing upon your breast! Stand back and I shall end it!”

“Uh… no. This is Pox. It is my partner, fellow traveler, and ally. We have been together for a long time.”

“Surely you realize the dangers in consorting with such dark vermin!”

Pox clicks his claws in defiance.

Stepping forward, Brand takes control of the situation. “Mr. Raith? I am in command. The forces of darkness sieged this town and brought the dead to bear against us. The lady Azdara proved her sincerity in battle by protecting my home. We are currently looking for the missing guardsmen and are preparing to search the town for any remnants of the undead.”

“The undead may still be about?!” Raith exclaims with fervor. “No time is to be lost! We must scour this town!” With his decree, Raith bolts out of the guardhouse and to the edge of the town.

Amused at the human, Telara smiles and follows him through the door. The rest of the group, not finding any other information, heads out as well. Azdara came to this town to meet this wizard, Huey. She goes off in search of him as the rest of the party catches up with Raith and Telara.

“Hold! There is a great beast approaching from yonder!” Raith spies the great Greytroll, bearing down at speed upon Geman! “You shall not take this place!” Raith attempts to intercept the troll. Though the troll moves too fast for Raith to catch, his constant challenges irritate and enrage the troll into attacking him.

The rest of the group save Azdara back up Raith and square off against the Mighty Greytroll. To their surprise the Greytroll is wounded with sword and spear already and spits at them, “I’ll be through with you pinkskins if I have to kill you all today!” The Greytroll charges and is quickly surrounded by the group, though it is holding its own quite well.

Azdara, searching for the home of Huey, hears the roaring of the enraged monster and reluctantly nocks her bow and fires at the great beast. Though the troll gives as good as it takes, its previous wounds were too much for it and it flees the party, relying upon it’s great speed to evade doom. Unfortunately for the troll, Brand is able to easily keep pace upon his wolf, Fade and the troll is defeated and killed.

Though they had different reasons, the group decided to track the Troll back to it’s lair. Brand’s steadfast companion was able to follow the sloppy trail left by the behemoth. Many of the missing guardsmen were found torn apart near the troll’s hideaway having battled the troll to the last man. Inside of the troll’s hideout, the group finds a broken box containing The Scorched Glaive and the Greytroll’s treasure.

Returning to town with the troll’s bounty, the group decides to go back to the Guzzling Wench in order to make sense of the situation and learn more about their newest ally, Raith. The hefty Mayor of Genam, Krenald, is within when they arrive as well as the as-up-to-now elusive wizard, Huey. Raith took an immediate dislike to the spellcaster as his divine sight revealed a dark soul beneath the rich robes. Krenald asks the party to lend their valor and strength to the Wizard because he is investigating the causes of the dark mist and thanks them again for their services in defending the town against the Greytroll.

Huey comments on the situation, “The Greytroll is quite an amazing specimen.” Azdara and Raith both find this strange as they burnt the Greytroll immediately after defeating it. The wizard continues, “It is good that you were able to come upon it while wounded, for it is a frightening beast. Still, such skill as you have would aid me greatly. I am to investigate the Ruins of Kaj this evening and upon the morning I should know the lair of the vile creature that set this plague of undeath upon us. Tomorrow morning, please meet me at my house and I will inform you of your new quest.”

As the wizard finishes his story, well armored and armed guardsmen bearing the symbol of Thesda enter the tavern. “Excellent!” exclaims the Mayor. “I am thrilled that we have the protection of Mighty Thesda in our time of need! Just in the nick of time as well. You can see we can barely defend ourselves in these trying times.”

A large stoic man steps forward. His armor is engraved with the mark of Captain. “So it would seem your repeated requests for assistance were not misplaced nor exaggerated. Captain Lionel at your service. Thesdan soldiers will be taking charge of this town’s defenses. Is the guardhouse prepared for our arrival?”

Not waiting to hear the Mayor’s response and fearing a military coup or coverup, the group exits the Wench as nonchalantly as they can and migrate to the guardhouse where they hope to find the letter from before. Nothing smells right. Suspecting dark designs from the Wizard, Huey and possibly Mayor Krenald as well, they search the guardhouse and find the Mayor’s letter just as the Thesdans arrive and take over. This letter seems to purposely weaken Geman’s standard soldiers just before they go missing and this new army arrives. The party ceases to trust anyone.

Lyre attempts to track Huey on his journey to the Ruins of Kaj but is unable to keep up with the mage’s summoned steed and is forced to give up.

Trying to find anyone they can trust, Brand leads the rest of the group to the home of one of his missing soldiers not accounted for at the Greytroll’s Massacre. Finding his wife at home still waiting for news about him, Brand’s fears grow.

Azdara suggests meeting with Huey in the evening rather than in the morning if they do not trust him. She knows wizards refresh their powers in the morning and encountering him before he specifically prepares for them may well give them an advantage. Under the premise of trying to learn what they can about the mission as soon as possible, they all head to Huey’s home where he invites them in to speak of their journey tomorrow.

“It is good you are so anxious to get started! I have indeed finished my study of the Ruins! Located in the mountains to the west is the lair of this vampire. In the morning I will prepare some spells to aid your search but you should be able to find her and destroy this threat to our town.”

Raith is concerned with what he can see with his holy sight. The wizard and witch, both filled with the darkness of selfishness and disregard for others, are hazier than usual. Furthermore, the strange palor cast upon his divine sight seems to originate from the back room the wizard came from. Slowly but surely, the group advances ever closer to the wizard while engaging him in conversation. Raith lays hard question after hard question upon the magician and the conversation starts to lean into a very aggressive standoff.

Raith is filled with such anger that the only thing staying his hand is his vows to uphold peace. As the tenseness heats to a boil, Telara suddenly throws a Thunderstone at the wizard’s feet and dashes forward to attack! Lyre, reacting to help her ally, attacks from the wizard’s flank and the two together strike telling blows bringing the wizard to his knees. Raith follows up with a haymaker the knocks Huey out cold.

Azdara opens one of the closets to reveal corpses! It is the missing guardsmen! It would seem the suspicions of Raith and the preemptive aggression of Telara were well-deserved. While the wizard is unconscious, Telara crushes his fingers beneath her heel in a swift motion while Raith is unable to react. Though he disapproves of the action, it is already done.

Investigation of the home reveals dark experiments involving Greytroll Flesh which must have been gathered before the fight in Geman, some kind of Necromantic nondetection aura and the Soulgem itself! Looking for answers the group wakes Huey for interrogation. They learn that Huey was working for two masters: both Geman and the vampiress. She requested that those who raised her from her slumber be sent to her. She gifted the soulgem to Huey as a first payment. Getting hazy answers about what the mayor knows and does not know, it is difficult to tell if he was also involved in the betrayal of the guardsmen.

Brandwise Burrows rides to the guardhouse and finds the Captain of the Thesdan guard. “Sir, we need your assistance. We seek to arrest the wizard, Huey Naillizarb, for the abduction and murder of the old guardsmen as well as the betrayal of Geman through consorting with her enemies. We have him incapacitated in his home.”

Wasting no time, Captain Lionel of Thesda gathers a unit of 20 and heads to the wizard’s home. Therein, he finds damning evidence. Not wishing to break the laws of Geman even though Thesdan justice demands swift action, Lionel summons Mayor Krenald, who is appalled at what is found at the scene.

A town meeting is summoned immediately in the night. An announcement is made. “Brandwise Burrows and his allies have uprooted a dark evil within the heart of Geman. This wizard, trusted by the people, has manipulated and betrayed it’s finest citizens to their deaths. The missing Guardsmen shall be avenged by the hand of their remaining comrade. I present the Sword of Law to Brandwise Burrows, to execute this traitor.”

Watched in awe by the people of Geman, Brandwise takes Captain Lionel’s sword and beheads the dark wizard. After his deeds are finished, Brand is regarded in awe around the town, almost like a local legend. People are more reverent and less friendly. This no longer feels like home. It is as good a time as any to leave with his new friends and make his mark upon the world.

Azdara, pleased that her mission ended satisfactorily, chooses to ride to Thesda with these strange but powerful allies. There she intends to gain new knowledge and find more wizards to judge.

Telara will accompany the party is Lyre allows her to study the Black Soulgem. She is greatly interested in its magical properties. She promises to not take it and to give it back to Lyre whenever asked.

Lyre knows she must take this gem to her master if she is to complete her quest. She joins Trader Joe’s caravan for the safest journey to Thesda.

Raith is not one to question the boons granted by his Bright Patron. He shall follow these movers of events and bring the light to Vol.

XP: 580 Party Max is 2230. Level 3 at 5000.

  • 360 – Huey Naillizarb – 5th Level Wizard. Defeated with no advantage granted to players.
  • 120 – Greytroll. Advanced Template Troll. Fought with Disadvantage to Troll (wounded) not caused by players
  • 50 – Roleplaying Bonus XP: Putting self at potential disadvantage due to Character Roleplay
    • 20 – Raith not striking first against Huey
    • 10 – Azdara not assisting party in initial fight against Greytroll
    • 20 – Not executing Wizard and putting party at mercy of the law of Thesda
  • 50 – Story Advancement Bonus
    • Geman is fully in the hands of the Thesdan Military
    • Huey has been removed from his designs
    • The Soulgem is recovered
    • The Party joins Trader Joe’s Caravan to Thesda

Notable Rewards
The Scorched Glaive
The Soulgem

Unfollowed Leads
Who is this vampire and will she continue to pursue the group?
Is Mayor Krenald involved with the dark acts of Huey?
Is Geman under the foot of Thesda or does it remain autonomous?
What did Huey do to the Greytroll?

Day 1 - The Battle of the Rising Dead

Our adventure begins with the young hunter from Geman, Dillant Groveborn. His normal routine of checking his small game traps is interrupted by the discovery of bear tracks, a rarity in these parts. Thinking of both the payoff for such a valuable catch and the potential danger of such large game, he eagerly preps his rifle and begins tracking the beast.

Dillant’s pursuit is not in vain, though with concern he notices his quarry is headed straight toward The Ruins of Kaj, a place that seems to repel local wildlife. Carefully concealing his presence, Dillant observes a strange sight! The bear walks to the center of the ruins and lay upon one of the stone slabs that were buried in the earth. After a few moments, a massive Stag enters the ruins from the Northern edge and approaches the bear. Though it would normally avoid a potential predator, it stands over the bear for a moment as if compelled. With a bleat of surprise from the mighty buck, a black essence pours forth from the eyes and ears of the prone animal and siphons itself into the chest of the stag! The Stag flees from the ruins ensorcelled by the black essence.

Upon inspection of the ruins afterwards, Dillant notes that the bear reeks of decay and its flesh falls apart at the slightest touch. Wisely, he retreats back to town.

Brandwise Burrows, a local outrider, is sent to see Trader Joe by Captain William. The captain, who owns the only warhorse in town, needs new spurs and heard there was a saddle that may suit Brand’s wolf mount. Though Trader Joe’s stock is rather awful and the saddle is useless, Dillant is present and telling his strange story about the bear and stag to the merchant. Brand offers to buy the local hunter a few drinks if he’ll lead him to where the incident took place. Dillant accepts and they both head to the local tavern, The Guzzling Wench.

Lyre, a ninja on a mission from her master, Thanis, arrives seeking Troy. She is sent with a solitary purpose: “Deliver this scroll to Troy. If you cannot, open the scroll yourself.” Deciding that the best place to find information on a local would be the Tavern. Lyre heads to The Guzzling Wench. There, she learns from a local soldier, Brand, that Troy has been dead for nearly two years now, having been killed by The Greytroll, a local menace.

Lyre decides that she should now open the scroll case and read the message sent to Troy. Privately, she reads the scroll.

I have great need of The Soulgem. Bring it to me when you can. -T

Having decided that she must retrieve this gem for her master, she begins gathering as much information as she can regarding Troy. Checking two major leads, she first attempts to search his former home to no avail and later found that he was buried near the Ruins of Kaj. Knowing that is where Dillant had his encounter, she agrees to accompany him and Brand on the morrow.

The other stranger to the town was Azdara Azdgari. The vengeful witch came to investigate the somewhat famed local wizard, Huey. However her attention is attracted by the boastful story of the local hunter, Dillant. Dillant regales his tale multiple times at the tavern and embellishes more and more with each retelling. She notes that the consistent theme, that of a dark spirit, might be beneficial to her to investigate and decides to offer her aid to the local hunter and soldier should they head out toward the site where the bear lies dead.

The next morning, the group head out to The Ruins of Kaj to investigate the site. Once they arrive, Dillant points out the blackened sludge that is all that remains from the Bear. Lyre takes this time to locate Troy’s grave and begins to open it, much to the dismay of the goodly Brandwise.

Shortly after, the possessed stag, significantly less intimidating than Dillant’s story would have Geman believe, returns to the scene. It walks over to the sludge-remains of the bear and lay upon the stone slab.

Dillant observes an elven warrior striding toward the center of the Ruins from the far side. Thinking quickly and springing into action, he runs over and tackles her, breaking her out of a trance that was leading her to her apparent doom. Dillant learns that this woman hails from far Alarond and she claims to have no memory of how she traveled so distantly from home.

As the newcomer and Dillant return to the main group, Lyre finally finds a jet black gem within the remains of Troy. Though Troy was ripped in half by the Greytroll, he had the gem concealed somewhere unfound and buried with him. Lyre reburies Troy’s remains and rejoins the group, being carefully watched by the newcomer, Azdara and Brand.

As Lyre approaches the group with the gem, Brand’s wolf mount, Fade, begins to act strangely and is compelled to approach the dormant stag, possessed in the center of the ruins. Brand, ever protective of Fade, was able to snap him out of his trance with a german suplex.

The unnamed warrior shares what she knows about the spirit within the ruins, that it is a spiritual parasite, and it seems to be compelling creatures of weaker wills to sacrifice themselves to its hunger. The newcomer seems knowledgeable of such things. She tells of a spirit called a Soulhopper. They feed upon the connection of living bodies and their souls. They grow in power based on what they consume, but if you have the tools to consume the soulhopper, a tool such as that Soulgem, you could gain the power of the Soul Hopper.

Grudgingly, Azdara—who had asked to see the gem and not returned it—allows the warrior to use the Soulgem. She manages to release a black mist from the gem which slowly expands into the sky. Once purged of whatever was inside, the gem became clear as glass. Azdara then successfully used the gem alongside Brand to trap the soulhopper from the body of the Stag, though it attempted to assault her. Once captured within the gem, the soulhopper causes the gem to radiate a dimming aura, as if simply being near the gem wreathes objects in shadow.

Once the danger passed, Lyre demanded her master’s gem so that she could return to Thesda and complete her mission. Azdara refuses. Before violence breaks out over the gem, Dillant notices the black mist that had come from the gem has been hovering over Troy’s grave. As his ruin skeleton starts to erupt from his grave, Dillant smashes it to pieces. The party understands the gravity of the situation as the black mist continues to grow and blot out the sun.

Temporarily putting the gem argument on hold, the group rushes back to Geman with the black mist in pursuit. Once they arrive, they begin to prepare a defense in front of the graveyard where they expect dead to rise and assault the town. Brandwise gets a few able-bodied men as well as Captain William ready to fight. Dillant prepares a small defensive ditch from which to fire his untrusty rifle. The elven woman readies arcane defenses to bolster her martial prowess. The wait with uncertainty as the black mist dims the light of day above the graves.

After a few tense moments, the long dead rise as skeletons and the newly dead rise as zombies and begin to pour out of the graveyard. The battle goes well until the dead begin to rise faster and faster and soon they are barely being held from the town proper. The town guards save Brand and William fall to the claws of the dead. Flight and fear pass through the minds of each of the combatants as a wicked vampiress emerges from the black mist. Though retreat would be wise, none of the fighters are willing to abandon the others or they simply have no position to flee to.

The dead finally cease to rise but the Vampire enters the fray. Though she does not strike the defenders, she offers a barter. “Thank you for freeing me. Give me that stone and I will spare your lives.” Azdara attempts to release the soulhopper against the Vampire, but as she attempts to release the spirit, the Vampire seizes the stone! Dillant tries to disarm her, but she manages to return to a mist form and flee up towards the black mist.

With the largest threat gone, the group still must contend with the remaining hostile corpses. Captain William downs several skeletons and zombies, but is overwhelmed and torn apart by zombies defending the rest. Buying time for Brand to get the distance needed to repeatedly charge the zombies, Dillant Groveborn falls. Using the distraction provided by Dillant, Brandwise is able to finish off the zombies with a series of cavalry charges.

As the battle winds down, the freshly killed soldiers begin to rise but are quickly put down. A pyre is built to dispose of the corpses and to honor those who died preventing the destruction of Geman. If no defense had been mounted, the dead would have certainly killed people and swole their ranks and overrun the town.

XP: Each surviving party member receives 1650 Experience for surviving the battle, roleplaying rewards and story advancement.

Notable Rewards:

  • The Flanged Mace of Captain William
  • Survivors are exalted as Heroes in the Town of Geman

Unfollowed Leads:

  • The Elven Warrior – Who is she? How did she get here? Why?
  • The Greytroll – Where has it gone? Is it still around?
  • The Vampire – Who is she? Why did she take the Soulgem?
  • Ninja Master Thanis – Why does he need the Soulgem and does he know what was inside?

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