Endelwyne Campaign - First Adventure
Introductions and Battles

First Adventure Night

The PCs meet outside the town of Gravel Creek at a local pub. The The Three Legged Horse Pub is run down, but the food is surprisingly good. Its managed by Half-Orc named Harlac. The four PCs meet and introduce themselves.

Turok, is an Elven Illusionist from a far off land. He explains that he is traveling to increase trade for his people and has trinkets to sell and trade.

Sharasen, is a Halfling Illusionist has always been a lone traveler, but is now interested in traveling the world with a party for mutual benefit.

Zook Timbers is a Gnome Druid, who was in town to only gather supplies to return back to his hermitage. And had just come into the Three Legged Horse to have some lunch.

Finally, a native human named Red Feather introduced himself to the group. He was traveling through town looking for work, after having to survive in the wilds on his own after his tribe was killed by a terrible bear attack.

Traveling with Red Feather is his trusted dog Copper.

While the group gathers to eat Copper suddenly get quite irritable. Then he suddenly starts shaking his head like he is fighting some urge. Breaking to the outside will, he growls and bolts from the pub.

The companions leave to follow, running into a man in fine black leather armor who has a Minotaur bodyguard. The man in black armor tell the PCs they better catch their dog, as all the dogs in town have been going crazy and are getting lost in the hills outside of town.

After a fervent chase, the PCs loose Copper in the bustling market streets.

After returning to the Three Legged Horse, tired and concerned about Copper they meet the man and his Minotaur again. He introduces himself as Marsus and his companion as Brill. Marsus explains that he is putting together a party of adventurer’s and one of the things he is interested in is the way the dogs in town have been acting. If the PC’s can travel out to the wild lands outside of town and discover what is going on with the dogs, he would considered hiring them for his adventuring party. He gives them a map and marks the area where he thinks all the dogs have been escaping too.

The PCs agree and head out of town. Using the clue from the direction Copper was running and the map from Marsus, they head south east. The pass quickly out of the more settled areas of Gravel Creek and into the refugee areas on the outside of town. The journey takes nearly a full day of walking. The refugees are from the great Horde War nearly three generations ago. The people are living in small hovels with subsistence farms. They are the descendants of those people that fled the Horde and made it safely to the mountains, but didn’t have the means to move farther west.

The PCs notice that many of the hovels and shacks seem to have reinforced their windows and doors with makeshift boards and even garden tools.

Inquiring about it, one of the farmers explains that they have heard strange, horrible noises in the broken lands south of the settlements. He also says some of the dogs have run away in that direction. A few of the farmers on the far outskirts have gone missing.

Traveling on the PCs stop for the night. In the morning they leave the impoverished farms behind and travel into unsettled lands.

About mid morning they encounter their first enemies. Three creatures are hiding in the tall grass just in front of them. The creatures leap out and attack. A terrible battle begins, with wizards using their fire bolts and Red Feather falling two of the enemies with his tomahawks, which he wields one in each hand. The creatures look like half man / half dogs and Turok recognizes them as Gnolls. After killing all three, the group travels farther south.

The group travels into the broken lands. Great juts of rock crack through the surface of grass lands creating difficult terrain for the PCs to travel through. Sharasen sends his hawk ahead for scouting and sees the Gnoll camp. They have set up between two of these craggy rock spires. He also sees that they have dug cages into the sides of the soft sandstone rock.

In the middle of camp is a strange woven stick artifact. it looks like an X with the top covered.

The PCs use the scouting to build a strategy and attack the camp from two sides. The battle is difficult. At one point a Gnoll jams one of his spears into Turok, bringing him to the verge of death. Red Feather charged up one of the rock ridges to attack a Gnoll that was firing arrows down into his companions. Red Feather made quick work of the sniper with his deadly two handed tomahawks. Zook used his Druid powers to save Turok’s life, while Sharesen used a combination of magic and arrow to support his friends. In the end, the PCs were victorous, killing all the gnolls and finding a hungry but otherwise unhurt Copper.

At the end of the battle Marsus and Brill emerge from one of the nearby gullys. Marsus brings water and is excited that the PCs were able to discover the secret and defeat the Gnolls.

Marsus explains that he is on a journey to the former capital of the Assarisan empire. He wants to go to the Totem Garden and see if the rumor that all the totems the Assarisans had collected were destroyed during the war. His concern is that the totems were destroyed, which would have freed all the Totem-Gods into the world, but without worshipers. If the Totem-Gods are free then the world is in grave danger.

The presence of the Gnolls, and the apparent totem in the center of their camp is concerning to Marsus. He offers the PCs to join him, they can keep whatever treasury they find along the way and he will help pay their way as they travel. The PCs agree and head back to Gravel Creek, but several of the PCs express concern over Marsus’ honesty.

Go to the next adventure! Endelwyne Campaign – Second Adventure

Endelwyne Campaign - Second Adventure
The PCs start their journey and catch up to a Caravan


After their battle with the Gnolls the PCs head back to the with Marsus and Brill. It takes nearly a day and half to make it back and the PCs are exhausted. Marsus let’s them know that he will have horses and traveling gear for them at the High Tower Tavern in Gravel Creek in the morning, but he will leave them to their own for the evening.

With what little treasure they have the PCs return to the Pub, where Harlac is not overly pleased to see them. He seems to especially dislike Copper.

Turok notices a few elves in the corner of the pub. He wanders over to meet them and have a very uncomfortable interaction. They seem even more off putting than typical elves and they challenge him for traveling with “one of them” referring to Red Feather. They also ask him if he has “felt it yet” and when he says no, they explain that he will.

The PCs sleep at the Horse. In the morning they wake to an empty tavern and travel across Gravel Creek. They eat breakfast at a cart that makes delicious sausage sandwich and then meet Marsus and Brill at the High Tower Tavern.

Marsus has completely outfitted their expedition and they leave immediately.

Traveling east, they leave Gravel Creek behind and make quick pace on the wide and well maintained Caravan road. They landscape is grassy scrub land, with the great peaks of the First Range towering behind them in the west. It is early spring, so peppered across the landscape are wild flowers of every color.

Marsus pushes the pace, and after a few days of travel the finally catch up to the tail end of the last Caravan that passed through Gravel Creek.

The Caravan is massive. It stretches down the road for over three miles, and is nearly a 100 yards across. The Caravan (like all the Caravans that cross the the Continent) is made up of great carts and wagons, some as large as buildings, pulled by all manner of creatures, from horse, to oxen to Elasomers, a huge hairy beast from the plains, that pulls the greatest of the carts. Some of the cart wheels are thicker than a man and taller than the PCs on their horses.


The heroes follow Marsus to the front of the Caravan where a two story ornate wagon leads the caravan. Sentries stand on small balconies all around the great wagon. Marsus hails one and asks to speak with the Caravan master. The sentry blows him off but explains that as long as they stay out of trouble they can travel with the caravan. Marsus and brill head out to take care of some business and leave the PCs to explore the caravans for themselves.

He asks them to meet back for dinner at the Blue Lantern Tavern.

They are in awe of the massive size of the wagons. Some have wheels twice as tall as their horses. Throughout the caravan are smaller wagons as well and all manner of people and culture. They notice a wagon guarded by Xia Gian Warriors from the eastern empires. They are dressed in dark maroon robes and carry spears tipped with steel blades surrounded by a nest of absorbent strings.

While wandering through camp an Elasomer breaks stumbles right in front of them and breaks free from its harness. In its panic it turns and starts racing backwards through the line of wagons. The Heroes immediately race to help. Calling on his Druid affinity for nature Zook is able to get the beast to calm down while Red Feather was able to steer it away from the wagons and out to the open plains where it was recaptured by some guards on horseback.

As night falls the Caravan comes to a stop. The Caravan converts to a village as the wagons roll to a stop. Some of the nicer wagons are lowered off their axles through complex wenches and levers and lower to the ground. Walls slide open, awnings fold out and lanterns are light. The two story wagons become taverns and lodges. Small wagons become street vendors cooking meat skewers and bowls of steaming broth and vegetables.

Zook and Red Feather are drawn into a large drinking hall where the crowd all wants to hear the story of the halfling and the giant native human. Sharesen and Turok are approached by a man wearing a strange loose hood with a symbol on it like flowing water.

They go to with the stranger to an area out in the plains. They quickly find one of the many gullies and follow it out into the dark. In an area of the gully that widens into an area big enough to hold them a crowd of 15 people have gathered. They surround a make shift alter and and a priestess that has already begun a ceremony. She calls on Aurel and holds a small stone above her head with the same symbol on it that the follower was wearing on his hood.


From the stone a slow single drop of water falls into the bowl on the alter. The priestess continues her incantation and a few more drops fall into the bowl. The followers gather in a circle, each wearing their hood to hide their faces. Each takes a sip from the bowl. As it is passed around Turok gets a bad feeling and when the water touches his lips rejects an almost magical impulse to drink. Sharesen sips when it reaches his lips. He is suddenly overwhelmed with a feeling of security and strength like he has never experienced. After the bowl circulates the followers quickly disperse into the night.

Turok and Sharesen return to the caravan and despite hunting around for the rest of the evening are not able to find any clues about the followers of Aurel, nor can they find the priestess. They do find the Blue Lantern tavern and share a meal with Marsus and Brill. His great sizes still fits within the large wagon, turned tavern. Red Feather and Zook make their coming late after having dined with their new friends.

In the morning the heroes head out from the caravan. With a short detour at a exotic pet shop, where Zook tried to purchase or barter for a strange looking cat like animal with spikes all over its back.

They travel quickly, leaving the caravan behind. It takes another three days but they finally make there way to the top of the great escarpment that looks out over the plains. The escarpment is nearly three miles tall, so high that the characters can’t see directly down into the plains below. It is so tall that looking left and right give the impression of the entire world simply ending.

Marsus leads them at sun down to an outlook and points out Elves Reach and the Great Pass. Elves Reach is a large feature of the escarpment that juts out into the plains and was the location where the Elves made their stand to stop the Horde invading the mountains. From the high point they showered the Horde arm with spells, arrows and catapults until they broke and the refugees were able to flee to safety.

As the sun sets they look out over the great plains, a sea of grass and shadows stretching leagues across the world.

DM’s Corner

This adventure was planned to help teach the players how to open role play. I wanted to show them the Caravans, as these are the primary reason why the world exists and the cities are in the mountains, it was important to show them early. I wanted to give them the opportunity to explore, trade, etc. but had a few adventures planned to help move things along as well.

The scene with Aurel will be a running plot going forward, as Sharesen’s failure to resist to the water will lead to problems for him in the future.

The geography is so important to the overall world that I wanted to highlight it to the players as well. The early adventures won’t happen in the mountains, which is the really the exciting area of the world, so I wanted to show them how large the world is and leave them with a feeling of wanting to come back. Ending the adventure on the edge of the world, looking down into the plains turned out to be a great way to do that.

Go to the next adventure! Endelwyne Campaign – Third Adventure

Endelwyne Campaign - Third Adventure
Down the Pass and on the Plains

The Narrative

Having left the Caravan behind the group starts their long descent down the pass through the Great Cliff. The Pass is called the Great Cut, as it is the only reasonable place to descend the cliff and reach the plains for hundreds of miles north or south.

As the Caravan road above them, the pass is well maintained. The creation of the Pass was a great public work that evolved as the Caravans grew in size and complexity. Originally a dry canyon that had been cut at a reasonable slope through the cliff face, it was the only break in the cliff near the Mountain passes that gave East – West access to the Caravans.

Now it is a wide road, with stone walls on the cliff side of the switch backs to insure that loose stones don’t fall on the road. It is slopped for drainage and has a reasonable grade for the Caravan wagons to travel up and down on. It takes nearly three days of travel down the pass, and the heroes find regular turn outs where they can set up camp.

Endelwyne Campaign - Fourth Adventure
Adventures in Last Well


PCs rest at the tavern Marsus pays for. Sharasen has a troubling experience in the morning. Turok seems to be filling ill. They meet the a Prophet at the Last Well and are attacked by a group of thugs wearing the symbol of the Wild Hunt. They leave the town down the caravan route, leaving before they caravan behind them arrives in town. After a few days travel they head North up the old caravan route that will lead them to Assarisante.

After camping in the field they are attacked in the night by a group of goblins. The capture a wand of magic missile, but it is a difficult fight.

Endelwyne Campaign - Fifth Adventure
Assault on the Goblin Camp Session #1


As morning breaks across the Andal Crags the heroes rush down upon an unsuspecting Goblin horde.


Marsus, Brill and the heroes split up, each attacking a separate look out tower. The magic users rained fire bolts into the shotty made and rough looking towers. They quickly started to burn as the tinder dry wood, collected out in the plains. Each tower has a few goblins stationed that start to send their own arrows back at the characters. A few hits land but with their armor the PCs are able to shake off the damage. The fire bolt cantrips seem especially effective at catching the towers on fire, but not in time to stop the Goblins from raising the alarm. Continuing north the Goblins have built a stockade around the entrance to their dungeon lair. The PCs can see a few buildings behind the stockade, and a second, smaller walled stockade that seems to be protecting a door carved in a towering redstone crag.

With the alarm raised the PCs make their way towards the stockade. They area around the settlement seems, tainted, somehow. Like the goblins themselves have changed the dirt and the grass around the area. Brill the great minotaur, senses danger coming from the groups left and charges towards a group or goblin riders on filthy Worgs. The stockade wall swings open and a line of Goblins rush forward. They carry spears and look like they have been trained to fight in a line. Behind the first stockade opening are rows of goblins all waiting to rush out to the plains.

Seeing a great opportunity to trap the goblins in the stockade door way Sharasen and Turok cast flaming spheres into the lines. The goblins were struck totally by surprise. The line failed as the bursts of white hot spheres like mini suns erupted in the middle of their formation.

The PCs, sensing and advantage rush forward to press the fight, as now the swarm of goblins stuck inside the stockade are trapped or have to rush past the flaming spheres blocking the doorway. The heat from the spheres lights the lashings holding the wooden stockade together and the whole long fence seems to be starting to go up in flame.

Rushing out of the smoke and sparks are suddenly made raving goblins. They wear armor with spikes and are frothing at the mouth. Two of the monsters rush at Red Feather, showing no concern for this arrow flights they leap on him, trying to damage him with the filthy rusty spikes on their clothes and chest armor. He resists the leaping attack of the first, knocking it down and killing it with his Tomahawks.

A second set of specialized goblins try to reorganize. These goblin are carrying full sized shields that almost completely cover them. They are moving cover for other goblins that start firing arrows from behind the cover. A small group joined together, but Turok swept his flaming sphere directly into the wall, blasting through it and scorching the goblins behind.

The flaming spheres kept the first wave of attack disorganized, but it was quickly clear that it wouldn’t be enough for the PCs to stop all the goblins. Flames traveled quickly through the lashings of the stockade and the wooden posts started to fall apart. The goblin horde, seeing a path away from the flaming spheres rushed the wall to break it down and rush over it like a wave.

Calling upon his powers, Marsus struck. A great whirlwind of flame rose up from the middle of the goblins, just as they started their rush. The great fireball exploded across the morning plains, leaving the goblins completely devastated. The fireball set a blaze the closest building inside the stockade as well, which sent think acrid smoke through the whole area.

Goblins that could, retreated quickly back into the crag, through an entrance carved in the crag behind the now ruined and burning stockade. The remaining goblins that couldn’t retreat fell into a frenzy of panic, and seeing no other option simply attacked the heroes the best they could.

Brill stopped the rush of the Worg riders but seemed to be outnumbered, as Zook cast a moonbeam into the middle of the attackers. Some of the goblin riders were overwhelmed by the spell, but their more powerful mounts seemed unfazed. One Worg ran straight at Zook, attacking him and knocking the small gnome prone. Under the weight of the worg Zook transformed into a great bear, fighting with tooth and call and dropping the worg after a terrible battle.

Working together the heroes defeated the remaining goblins, shocked a bit by their specialist troops. The searched the interior of the stockade and found that the first building Marsus put up in flames was some sort of temple, with rotting horrible create carcasses hanging from the rafters. The second building in the stockade appeared to be some kind of stock house, but the items were all starting to rot and were unusable. Again the goblin taint seemed to have leached the very goodness out of the items the PCs found.

Taking a breather and realizing it was just mid morning, the PCs planned their next move. They play to rest, before assaulting the blocked entrance to the goblin warren.

DM’s Corner

This was a really fun night and a great adventure to put in the player’s path. After the last well night, I felt like I was doing to much steering and as there are a few adventures coming up that are more related to the story, I added the goblin warren so the PCs would have a bit more of an open world play experience for a few sessions. They also needed some serious combat experience as we hadn’t done that.

Of course the Andal Crags are based on the Garden of the Gods, as the picture shows.

As I was mapping out the area, I thought it would be cool to have the PCs do a bit of a dungeon crawl as well. I always want a cohesive story, meaning, I don’t like dungeons that are just “there” in the world. Even with magic, dungeons are hard to build and I want them to always have a purpose in my games that make sense. Coming up in the next adventure will see how I did!

The PCs give as good as they get when they assault the Goblin settlement. They take out the sentry towers with fire magic and then release flaming spheres that stop a charge from the goblin stockade. They drive the goblins into their lair, carved out of the red sandstone spires of the Andel Crags.

Endelwyne Campaign - Sixth Adventure
Assault on the Goblin Settlement Session 2


The morning battle outside the Goblin warren left the heroes sapped, but not exhausted.

They take a few moments to survey the devastation around them. Burning on the edge of the Goblin stronghold are the watch towers, that as they watch collapse sending plumes of sparks and black smoke skyward. Around them lie the dead bodies of the goblins that tried to stop them. Noticeable however through it all, is a decay, a rot that seems to permeate everything the goblins had built or touched.

In the supply building within the stockade the heroes find nothing of value. Armor has decayed and rotted, weapons are rusty and nicked, its like just the proximity to the goblins themselves is throwing an aura of decay on the entire environment.

The other large building within the stockade appeared to have been a primitive temple. Hanging from the ceiling were badly butchered and skinned carcasses of plains creatures. The first and smoke coming from this building has a horrendous stench that causes a few of the heroes to have to move to fresher air.

Having never fought in a large battle like this, Red Feather and Turok both seem visibly moved by the scene of death and carnage around them. But they also become resolute in the completion of the job.

After a short rest, the heroes attack the gaping hole in the side of the red sandstone Andal Crag. Red Feather breaks through the crude wooden barrier and is met by a goblin defense that is well ordered. In front of him are three goblins with the large shields, holding them with two hands and tall enough to hide behind. The shields are thick enough to repel nearly any martial weapon. Behind them are goblin archers, positioned to use the coverage from the shield holders to attack the PCs.

Sharesen smiled and cast a spell on a whisper. Instantly, several of the goblins, including two of shield holders, crash and fall asleep. With the loss of their defense the goblin archers panic, revealing several of the berserkers behind them. Turok, using the same strategy from the morning launched a flaming sphere into fallen and sleeping goblins. In the tight stone hallway none of them could escape from the heat. Red feather attacked the waking and sleeping goblins, taking them out with quick strikes. Fearing the attack, and seeing their comrades fall with ease against the powerful magics several of the goblins retreat back into the warren.

Seeing the hallway narrow, Brill volunteers to stay behind and guard the door, while the rest of the heroes enter deeper into the warren.

. So The PCs storm the goblin warren, carved from the red stone crags. They fight through the goblin defenses, survive several traps and battle the leader, a Hobgoblin and his Goblin mage assistant. They also find a goblin temple that points to the constellation of the hunter.

Endelwyne Campaign - Seventh Adventure
Travel and and Loss on the Plains


PCs continue their journey north, camp at an abandoned settlement and enter into a wide cotton wood flood plain. They meet a camp of natives.

Endelwyne Campaign - Adventure 8
City of the Dead

PCs just entered the city. Meet the skelleton horse. Saved by Anna. Survive until dawn. Make their way to the tram way and enter the tram.

Endelwyne Campaign - Adventure 9
Aerial assault in the tram

First battle in the tram. Attack of the specters and willowisp.

Endelwyne - Adventure 10
Second Battle of the Sky Tram

Hanging 200 feet above the dead city of Jembokel the PCs take a quick minute to catch their breath and recover from the battle with the Specters. They Will-o-wisp has vanished into the night. The tram car is badly damaged from the battle with the Specters and the raging winds that Zook and Turok used to blast them. The shutters on the windows are all blown out, the doors are wide open, barely hanging on their hinges and the whole tram creaks with every movement of the heroes.

Closing the gap is the oncoming tram, full of skeletons. From his perch on top of the cable, Sharesen can now see the car coming. His spider climb has worn off but as they two cars close the distance, he uses a bit a halfling dexterity and luck and launches himself across the gap between the cable he was on, and the on coming tram. He lands securely on the roof and hears a chattering of teeth down below him.

To get a better view of the oncoming tram Red Feather climbs to the roof of the hero’s car and waits.

As the trams move closer the PCs create a plan, they will risk catching the oncoming tram car on fire. They will count on the spells of the druid Zook to put out the fire before the decades old hemp cable catches and snaps. When the two tram cars are just 30 feet away he starts to heat the metal in the clamp on the roof of the skeleton fullltram car, which holds it to the hempen cable. Sharsen sees the immediate results and smells the wood of the clamp as it starts to smolder. Sharsen examines the clamp to find it is linked to a control box, just like their tram and a plan starts to form in his mind.

Suddenly the shutters on the skeleton car drop and the hero’s car is lanced through with arrows. All the character dive to the floor of the tram as the dangerous missiles sale through the tram car and bury themselves into the dry wood of the tram wall. Copper the blink dog, starts to moan and together Red Feather and Zook come up with a plan.

Turok and Anna return fire on the skeleton car, Anna with her heavy cross bow hitting a skeleton and Turok, with a fire bolt. As he stands up a final arrow sales past him, throwing off his aim, sending the fire bolt sailing against the wall of the hero’s tram instead. He frantically puts out the resulting burst of fire and cinders.

Working together Zook, how casts Speak with Animals, and Red Feather, with his connection to the blink dog, show copper what they want him to do. In the hero’s tram are three levers, which they used to clamp the tram car to the ever moving cable of the tram way. Now they explain to the dog that they want him to blink to the other car and attack the levers in their car, releasing the car from the clamp.

Convinced that the dog is ready, they send him and with a snap and flash of light the dog blinks to the other car, surprising nearly 15 skeletons. Their eyes flash purple at the intruder but are so surprised they don’t immediately react.

The trams are now just a few feet from each other. Sharsen, understanding what might be happening leaps for the hero’s car, roof top to roof top. Red Feather is there and reaches out to grab him right as Copper leaps at the levers. He is so excited that he knows just what to do, with his nose and two paws he slams the three levers up and with a satisfying click the clamps holding the skeletons car to the cable releases. Finishing the leap and sure the levers are unlocked Copper blinks back to his tram and poses, tail waging and tongue rolling. He knows he’s done good.

Sharsen connects with Red Feather’s hand as the skeleton’s car begins to fall out from under him. The trams have gotten close enough that the doors are nearly equal. Five skeletons rush forward, crossing the few feet between the trams and attacking the heroes with their short swords. Behind them the tram car falls away.

Zook, Turok, Copper and Anna battle with the skeleton invaders. One of the skeletons catches Anna from behind, driving his short sword deep into her back and causing a terrible injury. Zook casts Shillage on club and make short work of two of the skeletons. In its rush to get in the tram, one of the skeletons tumbled and fell right in front of Turok. With his hand crossbow he shoots the skeleton right in the back of the head, nearly ending its undeath in one shot.

One of the skeletons has a scroll case on its back. Zook nails it right on the temple, shattering the head of the skeleton, dropping it into a pile of bones. Near the end of the battle, with just a few skeletons remaining the Will-o-wisp reappears, surrounding the heroes in globes of yellow light. Red feather leaps down from the roof, after delivering Sharesen safely.

Anna is forced to heal herself from the wound in her back. Sharesen does a perfect back flip over his skeleton adversary, but is unable to hit with his follow up attack.

The Will-o-wisp targets Turok once again and with a terrible bolt off lightening strikes him down. The bolt is so strong it scorches all the hair of his head and leaves singe marks all over his clothing. Immediately when he falls the globes pulse dark purple and begin to swirl over his fallen body. A purple mist starts to rise from Turok’s broken body.

Moving forward in a single movement Red Feather calls his tomahawks to his hands and with a mighty swing catches the largest globe and sunders it in half. The other globes turn gray and fall to the ground bursting like balls of jello.

Sharesen completes another back flip back the other way he came and then connects with this quarterstaff, shattering the back of the final skeleton.

With the battle over the night is suddenly quiet once again. The PCs take stock of their situation. Zook casts his final spell to heal Turok back from the edge of death. They all realize how close they came to losing their friend to the terrible powers of the Will-o-wisp.

They all gather as Zook opens the scroll case, barely avoiding what he is sure is some sort of contact poison. Inside a schedule follows out. On the paper it says “Land Trams to the Capital”, roughly translated from the original Assarisan language, which Zook knows how to speak. All the departure times, other than first watch, about 10:30pm are crossed out in fresh ink. Down below is writing “See you then” in Assarisan with a symbol. The PCs recognize it as the symbol of a totem-god names Horchet. He was once known as a totem-God that helped souls pass into the after life. The belief was that if he didn’t help them across, they would be cursed to roam the Earth in undeath.

Zook correctly reasons that the undead army, the skeletons especially that carry the symbol of Horchet on their foreheads, may belong to Horchet. If he had gone insane trapped inside a totem, then when he was released he may have hated the living so much that he wanted to trap them as undead.

The heroes ride the tram until it stops in the station, as the sun starts to come up over the city again. On the wall of the tram station is a map of the city, showing them how to get to the Land Tram station and they decide to head that way.

Outside the tram station they find a pile of old wagons, some contain treasure. They travel and find a place to rest, not sure what the following night might bring, but sure that something will be waiting for them in the dark when they get to the Land Tram Station.

They decide


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