Morwindl | Rising Tide

2-07: A Grateful Town
and being hunted on the road.

Watersday the 5th of Planting, 13DF.

Return and revel in Wende

Watersday the 6th of Planting, 13DF.

Head out for Thundertree, hunted on the road

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2-06: The Fate of Iarno Albrek
and the keys of Tresendar Manor

Watersday the 5th of Planting, 13DF.

Redbrand Hideout cleared out, Iarno Albrek found.

Redbrand_Hideout.jpg
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2-05: The Redbrand Hideout
and the voices in our heads

Watersday the 5th of Planting, 13DF.

Entering the Redbrand’s hideout, and the encounter with the Nothic.

Redbrand_Hideout_Partial.png
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2-04: Introducing Wende
and the Redbrand Ruffians dilemma.

Godsday the 4th of Planting, 13DF.

Arrival and exploration on Wende

Watersday the 5th of Planting, 13DF.

Further exploration of Wende, and the Redbrand problem revealed.

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2-03: The Prisoners of Cragmaw Hideout
"Klarg will make a throne from your bones, puny ones!"

Godsday the 4th of Planting, 13DF.

A cave investigated and cleared.

Bridge of Cragmaw Hideout

Prisoners freed.

Cragmaw Hideout Map
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2-02: The Goblins of Tri-Boar Trail
And a brush with Nature's Avenger.

Godsday the 4th of Planting, 13DF.

“It’s Amalia!!” informs Sparkle Gem. The rest of us not knowing it was her. After all, talk doesn’t come with a picture. Nor did the notices on the bulletin board.

Amalia speaks harshly, asking us why we’ve come and why we’ve undone her works. The group informs her that they heard scratching in the mine and went to investigate. Finding undead to slay.

This seems to please Amalia, as the unnatural causes her disdain. Yet, it was she who encased the miners for their destruction to the wilds, effectively turning them into the undead the group had recently slain.

She informed the group that holes in the ground are unacceptable. But after a line of sarcastic questioning by Kirkwell, they all agreed that graves were ok.

The lady of the wood seemed appeased enough to leave the band with their lives intact. And even warned them of a group of bandits that had been following them and was nearby, just across the river. She vanished…

The group heard the splashes of what sounded like one person crossing the river. The group hid and made plans for an impending attack.

As the bandit approaches, sword drawn, Rorik appears behind him: blade pressed to back. After a tense moment of “you kill me, I kill you” the bandit dropped his blade, which Rorik collected after sheathing his blade. Apparently, Bandit Brad was just hungry, as were the rest of his men.

They were all invited to the fire and Kirkwell gave them (6 in total) some rations as he “smoked” his bubble pipe.

They were once part of the “Red Brand” said Bandit Brad. But things had changed for them in Wende. Their once simple gang of mostly racketeering had become something all together wrong.

They all ate ravenously at the meagre meal provided them; they had had nothing but mushrooms for so long (Amalia has disallowed the hunting of game).

Utilizing her endowments, Aurora gathers copious amounts of information from Brad. All about Wende’s past history, this Glass Staff person that has made the Red Brand into a gang of murderers and rapists, etc…

While they discuss, Kirkwell slips a gold piece into the pocket of each “bandit” undetected. This was greatly aided by the attractive nature of Aurora’s “personalities.”

At long last, they part ways, the once-Red Brands unsure of where to go. Some suggestions are thrown out and they leave.

Back on the road to Wende the party comes across a couple of dead horses.

Some Goblins attack and are put down effortlessly. At this point (was it Aurora or Sparkle Gem? Maybe Misha?) evidence of someone being dragged off the road is found. Most likely an Opalbelly (or so thinks the party).

They follow the trail as the wilds seem to grow dense and handsy. The path narrows and shortly our party is traveling single file. Edward in the front, encounters a pitfall but manages not to fall in. A close call!

The group then decides to act more tactfully, looking for traps and staying as far off the actual trail as they can.

The group manages to disarm (was it one for trap? The 2 smashing logs? Or wait, weren’t some bolts shot at us too? Did Misha notice that one?) all the traps heading to a clearing.

The clearing lead to the river which included a splendid waterfall. Unsure of what lies across the river, Sparkle Gem and Kirkwell cross the clearing, neither seeing signs of threat from the other side. Sadly, they were mistaken. But, luckily the others spotted 3 unsuspecting goblin guards in the boughs of the trees across the river.

With deadly accuracy, communal effort by our band, they bested the goblinoid fools. Then came the looting, which of course, wasn’t much (Goblins and all that).

Inspecting the area, there appears to be a cavern mouth by the falls. Is this where the poor soul has been taken?

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2-01: Outpacing the Opalbellys
Can the lost mine of the Wendelver Pact actually be uncovered?

Sunday the 2nd of Planting, 13DF.

Our group of adventurers (loosely bound by communal dream) arrives at Kroejer’s Well in search of an uncertain heading. In the Wayfarer’s Rest they meet person (that one guy) that welcomes them and seats them at a table similar to what some other notable adventurers had sat at before a fire destroyed the old establishment.

He introduces the travelers to a sullen, quiet shape in a chair and calls him Niac Drakced. Apparently a wordless, and sad visage of what he once was (whatever that may have been).

As the discussions continue, rumors are shared with and amongst the group of travelers. The young bar back comes and goes in turn, often with drink and less often with post for certain members of the table.

As discussions turn serious, the group decides to attempt to get to the Wendelver mine before the Opalbellys. The decision mostly came about due to the unceasing insults by Rorik of how moronic the Opalbelly Clan is. That, and Kirkwell and Rorik have a friend in Wende.

The Party leaves the Rest, as there are still a few hours of daylight left. The hope being that they can camp outside the Haunted wood (shown on the table at the bar) and walk straight through it in the daylight hours. After all, who wants to spend the night in haunted wilderness?

Moonday the 3rd of Planting, 13DF.

Our intrepids rise early, those that stood watch none the worse for wear. They travel in a tight group through the wood, Rorik and Kirkwell on instruments.

After a long day of travel, the group sets up camp in a clearing as the sun begins to set. A soft trickle can be heard from the nearby river as they prepare for rest (after a guard watch order had been established, of course. Rorik, Kirkwell, Edward).

That night passed uneventfully. Or, almost…

Godsday the 4th of Planting, 13DF.

Edward can’t shake it. He hears the sounds of scratching in the early morning hours. As he approaches the nearby rock out cropping, it gets louder.

He rouses the rest. Sad news for our reptilian friend; she was sleeping in her armor and awoke fatigued.

As they all get into position, Edward notices that this rock out cropping appears to be a collapsed mine. The opening being incredibly narrow. With his shield in front, Edward charges the narrow corridor. Arrows whiz by, some directly hit his shield.

The cavern eventually widens and the rest follow headlong into the fray. The undead being put down with great ease by our fearless band.

Then come the questions: What happened here? How was there a collapse? What turned these…well, what appear to be miners into undead wretches?

As they leave the cavern full of questions, they exit into the crisp morning air. And looking toward their camp, they see a bear of titanic proportions, next to what appears to be a woman. Could it be…?

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2-00: Session Zero - Beginning Season Two
Character building and plot development

What might your group of heroes be known as? The Clan of the Black Fist? Forge Rats? Grave Singularity? This will also be an important topic of conversation! In the meantime, check out Character Creation.

And so it shall come to pass… The forces of light are recruiting help combating the Rising Tide of evil forces. Heroes capable of joining the pieces of the Spear of Power and using it to forever seal the portal breached by Ulrich’s descent into lich-dom. Is yours the stuff heroes are made of?

Merry Christmas, my dear friend! Within you will find tools to help us cooperatively tell an epic tale, with you at the center. Morwindl will resume in 2018, where we begin Season Two ‘Rising Tide’ – an all new tale featuring never before seen heroes in their quest to end Vecna’s threat.

Five years have passed since the incident at the portal. Your hero will rise to stardom in the Kingdom of Udkig – the northwest portion of Morwindl. Any Darkness Falls NPCs you wish to tie yourself to as part of your backstory will be fine, provided they aren’t tagged as “dead.”

Our “Session Zero” will be held January 6th at 9am at the Sheckler Manor – brunch will be served. You will cooperatively build characters, entwining your stories together. Please keep your character concepts loose, as all things may change once we sit down together! Any class from a 5e book is fine by me, but I want to stick to the base rules as we all learn a new system.

Consider yourself forewarned; I intend to do a whole lot of things differently than I did with Darkness Falls. I’m putting a focused effort in to YOU telling your story, rather than having you along for a ride of my own writing. My goal is to draw out your creative energy, and using that to inspire the whole table’s creative spirit – my own included.

I’m very excited to lay the foundation for this new story, and I am grateful to have you as a central part. Thank you for the gift of your time, energy, and friendship; it truly is the most gratifying of gifts. My sincerest best wishes for you in 2018,

- tim
PS: Let us make some cool stories and help tell them with cool props. Karma points for cool character props! :-)

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Above for Season 2, below for Season 1
Call this one a divider!


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43 - Storming Vecna's Stronghold
Vecna, eater of magic.

Waves crashed against the hull of Phoenix, the taste of salt heavy on the air. The sound of the sea was broken only by the occasional murmur of the crew’s voices – the fell task they were about weighed heavy on their actions.

Ford directed the nervous crew on loading barrels of the acquired alchemical fire on the shipboard catapults, ready to bombard the tower at their destination. Morwen, Verity, and Aran questioned the prisoner in the ship’s brig, a worn and defeated Hoskin, the traitorous halfling. He seemed overconfident in his abilities, and at the same time that the end of the world was at hand.

The landfall of their destination was spotted at last on the edge of the horizon. Our intrepid heroes weighed anchor and bedded down for the night. They rose early in the morning and broke bread together one final time in a curious silence; all that needed to had been said already.

Amalia shrouded Phoenix in the obscurity of a morning fog, shielding the ship’s arrival from the watchful eyes of the looming tower. The party disembarked with Hoskin in tow, leaving strict instructions with the crew to bombard the tower at a specified time. The walked towards the tower in silence, the difficulty of the task weighing on their minds. At last they crested a hill and a fortified tower came in to view. His robes flapping gently in the breeze, Ulrich’s solitary figure stood watch. Then the rain of fire came, alchemical fire set the tower ablaze, burning it to nearly the foundation – the untouched foundation.

Hoskin’s insight that the tower served as a conduit to another plane seemed confirmed. They explored the freshly ruined keep, and found a cave system leading an untold distance into the ground, and to another plane. Using their wits and their training, they found their way to a strange underground fortress Hoskin called the ‘Ninth Seal.’ Aran scouted ahead and saw three cultists consulting with a communication orb, and witnessed Ulrich burning the three to ash, then raising the ash as shadows to fight for him again.

The heroes surged forward into the fortifications, taking on the shadows, shambling dead and some archers scattered about the fortress. They gained the battlements, they stench of brimstone stronger at the height, but the stench didn’t compare to the horror of the vista laid out before them. Countless undead shambled about, most between two rivers of lava. Some fired arrows at the ramparts, but our heroes were unphased by the simple ranged assault.

They saw pillars created from the parts of dead humanoids, ominous, runed towers, and a raised dais. The elevated place saw Ulrich standing upon an alter, but their attention was drawn to an ominous, writhing portal. At times, the portal seemed to shudder from within, as if something was attempting to batter its way out of the magically sealed barrier.

Determined not to let the Ninth Seal be damaged in anyway, the heroes took a wind walk to end up just on the other side of the drawbridge, ready to engage in a fight. And fight they did: almost immediately Amalia and Ulrich started trading raging bolts of energy, the air sharp with a slight tinge of chlorine. Aran and Verity began bashing their way through the sea of the dead, arrows raining from all about. Morwen and Ford had less success putting the undead down, but the fight was too desperate to notice at first.

A loud thundercrack, and Ulrich’s burst of lightning branched out striking several of the heroes, burning grevious wounds through their clothes. Hoskin clutched his stomach, roared Ulrich’s name in anger, then futilely charged into the sea of undead.

In the gloom, a new but familiar figure strode purposefully into the battle. The mighty half-breed, Komek moved confidently about the field, getting ever-closer to the Scion, Verity. She sidestepped the mighty orc’s powerful swing and dashed forward, intent on the evil sorcerer.

Event Info
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