The Battle for Control

The battle is over and the wardens won. The wardens lived, even though they were blind to their enemy until the last possible moment. Your team was able to defeat the threat of the mysterious beast and save Saraghar from civil war, but you have set Saraghar up with potential war with Alipotrypa. The leaders are deliberating now on how to handle the treachery of the Line Arc Company and how to handle the potential war brewing. An emergency meeting of the Terrestria representatives was called in Civil to discuss the recent events and upheaval. A decision has yet to be made on what to do.
Meanwhile, the group has finally learned the truth behind the great decay and learned a little bit more about the crystal technology, but not enough to truly know their origin and purpose. It would seem that the only way to prepare for the future is to learn about the past. The ancient civilization may hold the clues to unlocking the truth.
Your team heads back to your HQ in Civil, each of you with more questions than answers then when you started this journey. You did receive many wondrous gifts from the Saraghar people for stopping the war. Vest of Escape, druids vestments, Slippers of spider climbing, Scarab of golem bane, and a jar of restorative ointment. You also get 2,135 xp for the whole battle.
The trip back is fairly uneventful and you have 26 days worth of travel time before reaching your destination.

Long Over Due

The Group went to Frigus to investigate the Cult and find out their true intensions. You arrive in a small outpost where you were assaulted by a group known as the Disciples of Gozrah who follow a person named the Guardian Angel. You followed the Disciples back to their fortress where you met with their leader Sam and learned that they were not as bad as you thought, but they are not to be completely trusted. You make your way to the ShadowSpar academy to participate in the festival while you storm the room of one of the teachers involved with the cult. It turns out that the Cult is the Mafia and they are using highly illegal magic to extract refractor crystals from bodies. You follow the Mafia back to their lair in the Shadowspar Ruins where you uncover a plot to reactivate the machines in the ruins to mass produce war mechs to march on the City. You successfully navigate the ruins and return to Shadowspar to warn Adrie Shava, the representative of Frigus, about the impending doom heading their way. Your group bands together to take on the army and successfully defeat the mechs and their leader Terracore, a member of the shadow casters.

You return to Civil after a party and some well earned rest to hear about another event that needs your attention. The leader and representative of Saraghar, Vimak Mountianrunner has declared war on his long time friend and partner, Davith Nightwalker. You have been tasked to find the cause of the dispute and settle their disagreements. On your trip to Saraghar you were assaulted by a group of brigands who you learn to be agents of the Shadow Casters, a group of assassins who have been hired by the mafia to hinder and hurt you group and anyone associated with you. As a result, a Gozrah settlement was nearly raised, until you stepped in and saved the day. After your detour to the camp you finally arrive in the capital City of Oo’Talah where to meet with Vimack you need to participate in the Hunt. You spend some time gathering information to learn about the whereabouts of a wyvern that needs to be taken care of. You swoop in and kill the wyvern and take its egg back to the city. You meet with Vimak and learn about a weird creature that the Saraghar have taken in and have been training. The Beasts seem to have a negative effect on the inhabitants, but only your group seems to notice. Before you leave, the guild representative Tomic was brutally assaulted by one of the beasts, contrary to the belief that the beasts were tame.

You go to the Worlds Crown, the tallest peak on the continent to investigate the appearance of the beasts. You find the legendary black smith Reldef, who promptly attacks you. You are able to subdue him and his apprentices with little bloodshed. Also during the battle you are assaulted by Lalaren, a member of the Shadow Casters and one of the people from the Gozrah village. The unpopular ninja also went rogue on the group and left. Little is known of her true intentions. You continue to investigate the ruins to find a nursery full of baby beasts. You quickly dispatch the babies and continue to explore…

The Cold Warriors

The results of the battle are in. You have successfully defended Shadowspar from the onslaught of Mechs and undead. The moment you defeated Terracore, a spell was lift causing all of the Mechs to power down and the undead to fall to dust. The demons fled and are still at large. The losses on your side were small with only about 600 casualties and about 150 dead. You also notice that despite the amount of energy use in the beam attacks, the crystal at the top of the tower is glowing brighter than it was before as if something is fueling it. When you meet up with Adrie and Natalie, Adrie looks pale and weak while Natalie looks excited to see you. It turns out using those concentrated blasts from the crystal nearly killed Adrie, but you managed to use them sparingly.
For your gallant actions you are recognized by Adrie as Representative of Frigus and council member of the guild. She bestows on your group the full title of guild members. Your team also received the help of Bruce as a full time navigator and Cedric as your personal guild officer. You also get a house to set up your headquarters in Civil. There you will have enough rooms to put up 20 people total and a secure place to store valuables and set up your craft stations. You can remodel as you please but any extra will cost your own money. You also get to register your companies Name with the guild. Please let us know when you decided on a name. now for individual awards:

Kaldur’ahm, for your selfless act of putting yourself in certain peril you are awarded with a coffer of 1000gp and 2 living potion of cure light wounds (this special potion senses you HP and when you drop below 1 HP this potion automatically activates and cures you from 0HP to 1d8+1).

Sabriel, for your ability to remain calm and collected even in intense situations you are awarded with Boots of Elvenkind (+5 to all acrobatic checks)

Sharyah, for your innate ability to infiltrate the enemy territory you are awarded the Hat of Disguise (which looks like a cavalier hat) (can cast disguise self) and a coffer of 500 gold.

Taela, for you compassion to all in battle, enemies and allies alike and never letting your friends down you are awarded with a ring of feather falling and a coffer of 800 gold.

Kadzit, for your continued exemplary service you’re your countrymen you are awarded with a lesser metamagic rod of silence (you can cast up to 3 level 3 or below spells without verbal components.

Rhethorm, with your knowledge of the enemy we bestow on you a tome of ancient knowledge (+5 on all ancient language checks and engineering check involving the ancient technology) and a coffer of 500 gold

Nemin, for you god like strength on the battlefield you are allowed to scribe a potion recipe from our vault (you can learn a free recipe) and a coffer of 1000 gold, half of which will go directly to the families of the people you purposefully killed in battle
More at the next session.

4/5- Now that we are level 5 we have some interesting crafting options available to us. Check out the new Wiki pages so we can know what to make for ourselves.

From the Depths

The final room in the sewers was once again infested, but not with rats or monsters, but by people in the midst of seemingly nefarious schemes. After more witty banter between the only members of the party incapable of sneaking a fight broke out, one that would prove to be much more difficult than the last couple of encounters. With a firing line of archers at the top of the hill and a powerful cleric to support them with a few melee fighters to knock down any potential enemies, the defense was near unbeatable, which caused our party to almost lose faith at one point. It was that or the magically incurred effects of the cleric.
About half way through the battle, the ninja found a sleeping monstrosity among the darkness. She attempted to silence the creature before it would even have a chance to attack with a Coup de Grace. Little did she know that the creature had no discernible weak points which lead to it waking up and shirking. The sound caused all of the archers to lose formation and give some of our hero’s a chance to scale the wall and press the attack. After a hard fought battle, our hero’s came out victorious, and with a little help from Dormont, they were able to retreat back to the surface without any trouble.
You successfully captured the cleric Mattick, and two of his mercenary crew. You also managed to rescue a young Elvin girl named Natalie who is the daughter of a teacher from Frigus. Your journey now leads you on a month long trip Frigus to continue to investigate the cult.
Sharyah, Taela, Rhet, Nemin can claim 10 bonus points for sending me a summery before I was able to post this.

Down into the Sewers

Our story begins in a waiting room with our heroes sitting listening to bad music and eyeing each other suspiciously. The time comes when the receptionist calls them all by name and asks them to step into the office of the Guild trainer Cedric Paddington, a male human who looks to be in his late 30s or early 40s. It seems your group is made up of the most eclectic of people from all walks of life, many of which may clash, but you must work together in order to pass the guild tests.
After a brief introduction you are assigned your first mission; go into the sewers and remove the members of a cult thought to be attempting to summon demons to this world. As you approach your destination you find a Dwarf by the name of Dormont, one of the top engineers in Civil who gives you further instructions before you begin your mission.
Your mission begins with entering the darkness of the stench filled sewers where you are immediately welcomed by a swarm of rats and a rushing filth stream. Our heroes are left with two options, either cross the stream or be overwhelmed by the rodents. it was in the face of great danger when the pirate and the barbarian were soon to be swept away into the darkness when the masked ninja musters up a great strength, while risking her own life, saves the lives of her companions. After safely reaching the other side of the sewer our heroes move down into the next level.
The group moves into the next section of the sewers where they are assaulted by monster hanging all over the walls and ceiling. To make matters worse, the ground is divided up by unstable catwalks and fast moving water. Battered and bruised, the group makes it through the cave to the end where they find a heap of corpses but no sign of any cultist, or any live people in general. There is one door ahead of them, what will be on the other side to great them?

Teala and Sharyah can each claim 10 Bonus points for sending me summaries before I was able to post this.

First session

Your journeys will begin on November 15th at 7:30 pm at Nick and Katy’s place. Please have you character information to me by Monday next week so I have enough time to prepare. You will be introduced to each other in one of the Guild Halls in the Civil territory. Your first quest will be to investigate suspicious activities by a new cult. Summoning creatures from different plains is not illegal, however, if you are caught with an evil outsider in your company, you will be arrested on the grounds of improper use of summons. This cult is accused of preforming these illegal summons and it will be your job to investigate the occurrences before any charges can be placed. Lethal force is allowed, but we would prefer if you would take captives when the options arises. Good Luck and i hope your first mission is a success.

Next step

We are now Gearing up for the start of the campaign. Everyone is rolling their characters and preparing back stories and motivations. The start of this campaign will be in Civil where you will be assigned an adventure party to take on quests from the Guild. The first session will be one of two days. either November 13 or 15 at 7:30pm and I intend to wrap up at 11pm. please send me an email voting on which day you prefer. Also, please input your characters into this program so I can have an idea of what kind of party I am dealing with. See you all soon!

Character creation

Today we get to create characters for my latest attempt at running a game since 2009. This will also be my biggest with a 7 person table. This is also a massive story I wrote a long time ago that I will try to revive and I hope to completely immerse my players into the culture of Terrestria.


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