Lorr

Episode 1: Spell-edge
I want a magic item !

This is the first ever real D&D campaign im going to run, after having a number of one-shot adventures and a few failed campaigns under my belt. As such, this is a very important step not only for me as a DM, but also for my players as it is there first time in a campaign, so hopefully it’s gonna be a whole lot of fun. Playing in this episode were:
-Mike (me), the evil dungeon master of the world Lorr
-John, playing Khesdra Avaius, a neutral elven druid of spring
-Alistair, playing Halmar Antherson, a lawful good drow rogue
-Kyle, playing Kai Relin, a neutral human ranger

Chapter 1: The formation of the party
Stumbling out from the lair of the former Kobold King Karracus comes Khesdra. He was there because of a task he received from the barkeep up in Jingle-water. Now it was time to collect that reward. Along the way, he met Halmar and Kai Rellin, both of which decided to form up with Khesdra so as to ensure they travelled together safely. Halfway to Jingle-water, night fell, and the party decided to camp out in a old ruined watchtower. They were then attacked by a pair of wolves, but in typical new D and D adventurer fashion, managed to slay them both with reasonably well. They then continued on, and finally made it to the swinging axe tavern in Jingle-water.

Chapter 2: A new enemy
Upon getting there, the players found it to be quite loud, as a group of mercenaries led by a huge bearded man were causing a lot of ruck. Despite that, they met Jacob Jackson (JJ), the friendly human barkeep who gave Khesdra the quest, and Ambrose Melachor, an eladrin wizard who asked the group if they could travel to Spell-edge (a small dungeon complex belonging to a ancient coven of elves) to retrieve magic items (of which he would pay well for). As the heroes went up to bed to rest before heading off to Spell-edge, they had a minor altercation with the mercenaries around the table. They learned that they were the feared Knee-breakers, a elite fighting group of mercenaries who have as much conscience of killing heroes as they do murdering 100 civilians, and their leader, the renowned Droug Head-Smasher, was there. After a bit of sharp diplomacy, a mercenary getting hit against a wall and Droug clubbing Khesdra in the chest, they were forced to give up the 200 gold pieces that Khesdra got as a reward for killing King Karracus. Add another foe to the list, as John summarised they would no doubt run into them again-and that’s when they would have vengeance.

Chapter 3: Journey to Spell-edge
The heroes then stocked up with a few items, and journeyed to Spell-edge. They eventually, after 3 days travel, found a large stone seal inscribed with elven symbols in a gravel bank. After disabling the seal, they climbed 20 feet down a ladder to get to the entrance corridor of the dungeon.

Chapter 4: Trial by fire
Entering in through another slab, they found a room full of magical braziers. The braziers summoned fire elementals to attack the heroes. After a “hot” encounter, where the heroes sliced through their fiery foes and knocked over the braziers to stop them being re-summoned, they then went down the passageway to find a room full of dead elven mages. After a interesting encounter (where the staffs of the mages dominated Halmar and attempted to attack the heroes) their pockets were a little heavier, and they went up a long set of stairs. They then went into a room at the top where the leader of the coven, Kaidos Leaf-lord, told them about the history of the coven, and where the magic items were. They found a teleporter which should of led to a room containing magic items, but the teleporter was malfunctioning. Fortunately, they persuaded Kaidos to fix it, and looted the room, taking a few useful magic items.

Chapter 5: Kobold revenge !
However, as the party were about to leave, a large drill machine drilled through the wall, and a small group of Kobolds came through. They were led by the Kobold high priest Klast Karracus, and his large bugbear bodyguard named Brug. The party then had a largely intense fight, where they managed to beat Brug to within a inch of his life, and Kaidos was killed, but told the party before he died to find and kill Jagaer Grimsword. Klast and Brug then fled, flooding the room behind them to secure their exit. The party managed to avoid it, and went back they way they came, investigating a corridor they had not seen before. They then fought a warforged golem, looted a bookcase and decided to go back to Jingle-water to seek their reward from the eladrin wizard (whose motives they had begun to question).

Will Klast get his revenge ? Will the heroes find this Jagaer Grimsword ? Will the heroes get their own revenge on the evil Knee-breakers ? You’ll have to find out next episode folks ! AS always, hoped you enjoyed it, and I look forward to playing the next episode of this exciting new campaign. Until then, happy gaming !

-Mike, DM

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Episode 2: The rescue
Oh a Wight !

Now it was time for the second episode of the Lorr campaign. Playing in this episode were:
-Mike (me), the evil dungeon master of the world Lorr
-John, playing Khesdra Avaius, a neutral elven druid of spring
-Alistair, playing Halmar Antherson, a lawful good drow rogue
-Kyle, playing Kai Relin, a neutral human ranger

Chapter 1: Return to Jinglewater
As the players left spell-edge, they found themselves surrounded by a group of soldiers. They ordered the heroes to give up their magic items for Lord Baryonx of Jader-reach. Unsure of who this was, the party refused. They then fought and won against the soldiers, and continued to Jinglewater. They then met back up with Ambrose Melachor and he paid them for the magic items they had reclaimed.

Chapter 2: A rescue mission
After a few hours of shopping, the heroes were approached by a halfling merchant called Errich Seagar. He asked the heroes if they could find his son, Reed, who was abducted recently. Despite being known for being untrustworthy, the heroes agreed to do it. He immediately pointed them in the direction of Aros Garter, a famous human thief who they found having a “conversation” with the guards. The heroes managed to get the guards off his back, and after a bit of intimidation, they convinced Garter to tell them what he knew. He told them that he was paid by the infamous Green-rose gang (a criminal group which when they kill someone, leave a green rose near the corpse) to tell them where they boy was and what was the best way to get him, as well as where the gang’s base of operation is. The party then let him go, and proceeded to find their lair.

Chapter 3: Gang warfare
At night, they snuck up to the Green-rose gangs base (two small houses on the outskirts of Jinglewater), taking out the sentries along the way. They then attacked the first house, which had a halfling and a tiefling in their. They beat both and interrogated them, but found nothing out from them, bar that the halfling was doing this out of survival, and the tiefling is a bastard. The party then attacked the second house, which had the Green-rose gangs leader, Lans Hander, and his pet drake in. After a swift fight, the players interrogated Hander, and found out that the gang themselves were hired by a man to take the boy to Deadman’s grove. The players then killed Lander and the tiefling, and freed the halfling. The players the buned the houses down, and proceeded to Deadman’s grove.

Chapter 4: “Dead men” grove
The players found Deadman’s grove, and proceeded to clear it out, slicing their way through a few dire rats and escaping a gas trap, to finally find a large double-door constructed of bones of goblins. Despite their being a riddle to solve, Khesdra decided to smash it in. The door shattered, only for the bones to reform as skeletons. The players smashed through them with ease. They then fought zombies, skeletons and eventually a Wight (which Khesdra rightly feared) before finally making it to the last room, where an evil necromancer called Faegrar Poisongrave was going to sacrifice Reed for some bizarre ritual. After the necromancer was stabbed, shot, had his arm chopped off and his face melted, he finally was killed by being chopped in half by Kai Rellin. They grabbed Reed, and quickly explored the rest of the dungeon, fighting rat swarms and letting some holed-up goblins escape from the dungeon. The party then proceeded to return to get Reed back to Errich.

That was a pretty awesome adventure, which we all enjoyed playing. I hope you enjoyed this adventure report, and episode 3 will soon be played out. Until then, Happy gaming !

-Mike,DM

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Episode 3: The fortress of Jarl Magar part: 1
Easy XP...

Playing one adventure a day after the other was awesome, as all the D and D juices were flowing in everyone’s head, and we had a lot of fun.

Playing in this episode were:
-Mike (me), the evil dungeon master of the world Lorr
-John, playing Khesdra Avaius, a neutral elven druid of spring
-Alistair, playing Halmar Antherson, a lawful good drow rogue
-Kyle, playing Kai Relin, a neutral human ranger

Chapter 1: Banking on heroes
The party returned to Jinglewater, giving Errich his son back, thinking it best not to tell him that he was abducted by a necromancer. After more of their typical shopping, where they purchased several magic items, they received a letter from Lord William Hague, the lord of Jinglewater, ordering to meet them tomorrow morning in the courtyard. They went their the next day, to find guards lined up all around the courtyard, with Lord Hague and the town infamous unfriendly cleric, Harg Farst. The Lord asked the heroes if they would accept a perilous quest to clear out the goblin fortress of Jarl Magar, as a goblin army was rising in there. It was being headed by Bask Jargon, an old Hob-goblin lieutenant of the ancient army who never let go of the idea that the army was destroyed. The heroes were offered a home in Jinglewater, as well as a large reward. The heroes accepted. Finally, as they were about to set out, Lord Hague gave them an ancient relic-the staff of life, a ancient golden rod which can bring people back from the dead-but one use only. With this artefact by their side, the heroes set out to clear out the fortress.

Chapter 2: The foot of the mountain
The heroes travelled 5 days, and after a dangerous encounter in a forest with a bear, the players found they could not rest, as they had to keep dodging goblin patrols. They finally reached the foot of the mountain, to find a dwarf surrounded by goblins. The players quickly intervened, brutally murdering the goblins. The dwarf introduced himself as Dalos Iron-foot, a dwarf who was here to kill all the goblins in Rook-rocks as vengeance for his slain brothers. The told the players of another way in-via a cavern, although he did not know what was going to be in there.
The players decided to take the cavern way in, avoiding the large (and heavily manned) fortress walls. As the players descended into the cavern, they were attacked by several spider. Finally managing to beat them all, they found a large double door, leading into the goblin fortress.

Chapter 3: Kicking goblin ass
The players went in through the door, and followed the corridor down to a 3 door split. The took the first door, which led to the goblin store-room, and a fight with a bugbear. They then took the next door, which was the goblin sleeping quarters. After brutally butchering all the goblins in there, they followed the door up, and fought another group of goblins. They found a large double door, which needed two stone circle-slabs to open. They then fought a hob-goblin patrol, and found two large prisoner holding cells. They freed all the prisoners (after a quick encounter with some goblins), which were Jarn, a dragon-born mercenary, Freda, a girl from Maple-field, Tom and Jerry, two brothers, and an elf, who the players (despite being told his name several times) called him Legolas. The players decided to get the prisoners out of here, as they still had to clear out the rest of the fortress. After going up some ladders, and failing a stealth check, Halmar managed to alert all the goblins on the wall that there were intruders in the fortress. They players et up an ambush, and after a pretty well-played fight for the players, the only casualties were Legolas and Jerry. The players then interrogated one of the hob-goblins, and found out that the other slab to open the door was with the tribe-shaman. The players then paid the mercenary to make sure Freda and Tom got out of the fortress and back to their homes safely.

Despite all that excitement, the adventure is not over. Part 2 will be coming soon folks. Until then, Happy gaming !

-Mike, DM

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Episode 4: The fortess of Jarl-Magar part: 2
I'm using clever shot !

Now it was time to resume the previous adventure-the players epic clearing out of the goblin fortress, with much killing.
Playing in this episode were:
-Mike (me), the evil dungeon master of the world Lorr
-John, playing Khesdra Avaius, a neutral elven druid of spring
-Alistair, playing Halmar Antherson, a lawful good drow rogue
-Kyle, playing Kai Relin, a neutral human ranger

Chapter 4: Slab shaman
The players, based on the knowledge the hobgoblin gave them, went to the last place in the first part of the map they could go-the shamans room. They quickly charged in there, and after a fairly quick encounter with the shaman, got the second slab for the main door. They put both slabs in, and the door opened to reveal a large set of stairs leading up to another large staircase-however, their were 4 very heavily armed and nasty looking hobgoblins on the stairs. After a fun and hard-fought encounter (in which the hobgoblins were often pushed down the stairs to be killed) the players made it up to the next part of the map.

Chapter 5: Bugbear retaliation
Upon the next level, they found themselves in the hog-goblin living quarters. After raiding their bedroom and killing a hobgoblin in charge of the drakes, they found themselves having to fight 2 bugbears to move up to the next area in the fortress. After a hard fight, in which Kai Rellin was knocked down for the first time in the campaign, the players made it to the staircase, and presumably up to the final level.

Chapter 6: The death of Bask Jargon
As they reached the final level, the players found themselves in a sandy arena. High up on a wooden platform was Bask Jargon, the hob-goblin warlord they were sent to kill. However, he was not going down without a fight, and sent his pet rage drake (Rover) to kill the players as he fired at them from above with a powerful bow attack. Kai Rellin was quickly knocked down by the superior bow fire, while Halmar took on the Rage drake, and Kesdra climbed up to the platform. Finally, the hobgoblin fell off the platform, hitting the ground below, breaking many bones. However, he saw a foetal Kai Rellin slowly bleeding to death, so dragged his broken body towards him to club him to death. However, the party managed to push him back, and finally killed him. The quest was complete ! After finally looting the treasure room of the fortress, they headed out towards Maple-field to rest before heading back to Jingle-water to receive their reward. However, dark times were ahead-and a new adventure…

New adventure coming soon ! Until then, happy gaming !
-Mike, DM

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Episode 5: The trouble of Baryonx part: 1
The enforcer-he's mine !

Now it was time to start a brand new adventure, which would pit the players and a group of rebels against the evil army of Lord Baryonx.

Playing in this episode were:
-Mike (me), the evil dungeon master of the world Lorr
-John, playing Khesdra Avaius, a neutral elven druid of spring
-Alistair, playing Halmar Antherson, a lawful good drow rogue
-Kyle, playing Kai Relin, a neutral human ranger

Chapter 1: Bar-room brawl
The players quickly headed to Maple-field, and found themselves a inn known as “The singing wolf” along the way. Deciding they needed to rest for the night, they went in there. Upon entering the inn, they found it was filled with several soldiers, a captive druid woman, and a grim, heavily armoured and armed figure-one of Baryonx’s enforcers. After learning the druid woman was one of the leaders of the resistance against the lord’s tyrannical reign, the party quickly started a large bar-room brawl, and after much cutting and dwarf-hammering (Dalos Ironfoot decided he would stick around for a while with the party), they managed to free the druid. The woman told them her name was Emila Pax, and they needed to help the resistance fight against the evil Baryonx. The players quickly followed them to the resistance headquarters, where they met the other leaders of the resistance-Trevin Pax, Noelden Stead-heart, and Harg Farst, the infamous “unfriendy cleric” of Jingle-water. They were then given several quest to complete for Phase 1 of the fight against Baryonx.

Chapter 2: I shot the sheriff
The first was to take out the Baryonx-appointed sheriff in Orhaven (one of the 5 smaller towns surrounding Jader-reach, the large fortress of Baryonx’s army). After a a bit of sneaky-killing, Halmar and a enforcer had a minor tussle as Kesdra led the sheriff away from the fighting by pretending he was here to save him, only to have him tied up and gagged by Kai Rellin and the dwarf. The enforcer then escaped to tell Lord Baryonx what had happened. The party then “convinced” the sheriff to leave the town and not come back to till the war was over.

Chapter 3: Splinter-cell infiltration
Noelden Stead-heart then took over as sheriff, and told the players that the needed to do two more task-the first of which was to go to Lochway prison, and free many captive resistance fighter there. The second task was to go the watch-tower in West-holt and interrogate Quarst Tarkin, Baryonx’s infamous diplomat. The players decided to go to Lochway prison first, and with many good bluff and diplomacy checks by Kesdra, managed to get inside of the prison, and straight to the prisoners. After much fighting (which included Kai Rellin firing so many arrows a enforcer actually spoke, the world’s worst trained elite ruby guard, and mis-direction) the players finally managed to clear out the prison, with 2 ruby guards to torture, and only a single enforcer managing to escape to warn others.

Thus marks the end of this episode, but the start of what will be a very long, and fun adventure, with the next session being played very soon. Until then, happy gaming !
-Mike, DM

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Episode 6: The trouble of Baryonx part:2
Like a salmon !

Time to continue the next part of the adventure, which involved our heroic party being pitted against a evil lord and his army.

Playing in this episode were:
-Mike (me), the evil dungeon master of the world Lorr
-John, playing Khesdra Avaius, a neutral elven druid of spring/Teshfel Shocklord, a chaotic good cleric of Kord
-Alistair, playing Halmar Antherson, a lawful good drow rogue
-Kyle, playing Kai Relin, a neutral human ranger

Chapter 4: Interrogation X2
The party, carrying on from last time, proceeded to interrogate the Ruby guards. They didn’t learn much, bar that Baryonx’s army was rather numerous and well-armed. The party, leaving the fighter to get back on their own, headed to the watch-tower in West-holt. Along the way, they heard rumours about Quarst Tarkin, and how he always had his famous dragon-born bodyguard there to protect him. After a bit of bluffing, some fighting, and a pathetic attempt at dragon-breathing, the players managed to find Quarst Tarkin and interrogate him. They learned a number of things, including that Baryonx worships a strange deity, and that his lieutenant, Jaegar Grimmsword (0MFG !!!!) is not human, or a natural creature-also, that there was a man on the inside of the resistance. The players then decided they would give him back to the resistance, but first went to his house to get some money from him. When they went to report back to Noelden, they found that he was flayed alive, and that many houses and civilians were killed and destroyed. A bloody message had been scrawled in the side of a house: “BACK OFF”. Standing in front of the formers friends body was the 2 druids, Emila and Trevin. After asking about how much and what Quarst had told them, they then ordered the players to kill him. They did so, but then the druids attacked the players, along with some soldiers from Baryonx’s army. It turns out that these weren’t in fact the druids at all, but Baryonx’s famous dopplegangers assassins: The Twin daggers ! After a brutal fight (where Kesdra was garrotted by one), the pair escaped, and Trevin and Emila arrived to give the players their next quests.

Chapter 5: Bullywug rush
The first quest was to go to a cavern near Jader-reach, and poison a well which was the one which Baryonx’s army got their water from. When the party got there, they had to climb a small water-fall, which led Alistair to famously quip “like a salmon” when we were trying to explain how you can swim up a waterfall. After a long fight with a group of Bullywug’s (which included pits, Kai Rellin terrified and the staff of life being used to resurrect Dalos), the party finally managed to find the well in question-only to have to get past a magical barrier and fight a boggle guarding it. Ultimately, they failed to get past the shield, and the cavern collapsed-fortunately, the players managed to get out-but had failed their quest to poison the well. The players then went to do the other quest, which involved burning down the barn of a Ruby guard cavalry unit. After securing themselves a few horses, the players managed to distract the guards away from them to do so, and proceeded back to the hide-out to tell the resistance leaders their quest was complete.

Chapter 6: Khesdra’s betrayal
The party, now mounted on horses and on their way back to the hide-out, spotted Harg Farst and 3 ruby guard escorting him to a camp-however, they found out that it was a Twin dagger trick, and fought them off, actually managing to kill one of the twin daggers, and capturing the other one. As they carried on, they found themselves surrounded by a small garrison of Baryonx’s men, and a top a hill, mounted on a black stallion, was the evil lieutenant of Baryonx’s army and Kaidos Leaflords dying request to kill, Jaeger Grimmsword, clad in heavy armour which concealed everything but a black slit with 2 glinting red eyes staring out. Halmar attempted to kill the captured doppelganger-but she reacted first, a hidden blade coming out of her boot hitting Halmar in the chest, and she managed to run away from the scene. Jaeger Grimmsword ordered the traitor to reveal himself-which turned out to be (DUM DUM DUM) Khesdra, who did it because he is a secret follower of Asmodeus, and also wanted to start a war for his god. Khesdra and Jaegar rode off, and the party continued on, shocked by this turn of events.

Chapter 7: More diplomacy
Upon getting to the headquarters, they were met by Trevin. The party told him of Khesdra’s betrayal, and suggested they move their base to the previous goblin fortress of Jarl Magar. The group agreed, and asked the party if they would do the next quest-which was to capture Orlaff Vandt, a famous elf tactician-for-hire, who cared not who it hurt. The party then met their newest member-a dragonborn cleric of Kord named Teflas Shocklord, who had been tracking the party since the very beginning, as his goal in life is to hunt down all followers of Asmodeus. The dragonborn was a welcome addition, and they went off to do their quest. After a good few diplomacy checks, they managed to convince the Vandt that the resistance was the safest place to be. They took Zandt to the fortress-not before right outside it Jaeger Grimmsword invited the players to dinner with Baryonx to “resolve” the issues. Once inside, Zandt and his men were taken out, and the players were given a magical handbow of instant-hitting with a magical bolt of instant-kill., and a magical spell of teleportation. The players were then taken to the fortress by Baryonx’s men, and finally met the lord who was causing all this trouble. Currently, they are sitting round the table with him, the perfect time to kill him-but as they talk to him, they are not so sure-is he actually evil ?

Wow, this adventure is pretty fun, and the action is heating up ! We’ll be playing the next session in a few weeks time. Until then, happy gaming !
-Mike, DM

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Episode 7: The trouble of Baryonx part:3
Dwarfy ! NOOOOOO !

Once again, it was time for the players to duke it out against Baryonx and his men.

Playing in this episode were:
-Mike (me), the evil dungeon master of the world Lorr
-John, playing Teshfel Shocklord, a chaotic good cleric of Kord
-Alistair, playing Halmar Antherson, a chaotic good drow rogue
-Kyle, playing Kai Relin, a neutral human ranger

Chapter 8: Dinner with Baryonx
Containing from last time, the players proceeded to have eat dinner and discuss affairs with the infamous lord, intent on assassination. They found out that his motivation for his taking over of Jader-reach was because he despised lords, and that their rule on the world would be changed by something that would happen “soon”. This was because his wife, Zeta Baryonx, was killed by Lord Hague for no apparent reason-however, the players took a few history checks to remember that Zeta Baryonx was in fact a witch, who had been sacrificing people to her dark gods. After telling them this, Baryonx decided to retire, obviously uncomfortable talking about his dead wife. Kai Rellin decided not to shoot him, as Baryonx was almost a tragic villain. They then found out their food was poisoned, and decided not to eat it, but instead send a letter to Abos Garter, telling them they were in trouble. They then asked the servers to show them to their bedrooms.

Chapter 9: Night-time brawl
As the heroes came outside, they found Jaeger Grimmsword and several ruby guards standing over burning bodies-the parties horses. They then proceeded to fight them, and were doing pretty well. However, two battalions of Baryonx’s men were coming from either side of the tower. After a few turns of fighting (Halmar was on the castle walls), the two forces arrived. Presuming one another were infiltrating rebels, they both attacked each other, causing a mass fight. Then, a fun skill challenge took place where Kai Rellin and Teshfel had to fight their way out of the crowd. With Teshfel failing 3 times and being knocked unconscious, and with 1 passed skill check between success and failure, it was down to Kai Rellin to get out of the crowd with Teshfel. He rolled a critical success ! It was so good, rock music started playing as Kai Rellin walked in slow-mo out of the crowd, carrying Teshfel with him. The party then re-met up, killed a few blocking guards and escaped the fortress, leaving Jaeger Grimmsword in the fighting crowd.

Chapter 10: Reporting back
The heroes had a quick rest, and realising they failed their quest, and on reflection that Baryonx needed to die, decided to try get back into the fortress. After several different (and crazy) attempts, they decided to head to the rebel base to tell them of their failure. Once there, they found that the rebels were preparing for a potential attack from Baryonx’s men. Trevis gave them the task of going to an ancient temple of Pelor with a secret underground shrine, nicknamed “the temple of despair”, as adventuring parties who went there often never came back. The heroes then went to restock at Jingle-water. They were hailed like heroes, and paid for their services. Their home wasn’t finished quite yet, but the heroes were okay with that. They then re-stocked, re-supplied and headed to the temple of despair.

Chapter 11: The temple of Despair
Upon getting there, they found an ancient yellow-brick ruined temple to Pelor, with a staircase leading downwards in the middle of the pavilion. They quickly went down, and fought a band of gnolls with several captives, which they had planned to use their heads to put in claws which opened a large door into the secret shrine. After killing them and freeing 2 living captives (who were merchant brothers who promised them a discount), they used the gnoll heads to open the door. The next room was huge, with a large stone shrine to Asmodeus, with a large pit fiend statue on top. Suddenly, the statue came to life, and attacked the players with fireballs, its fists and a stunning gaze. However, the 6 red orbs which appeared in the room were dispelled by the heroes, and the trap was destroyed, the statue crumbling to pieces, revealing a door to another part of the temple.

Chapter 12: Undead presence
The heroes venture down, yellow-brick now being replaced with Minotaur made dungeon stone. They fought off skeletons and a wraith, which unfortunately killed “Dwarfy” (Dalos Ironfoot, the dwarf adventurer who continued to fight with the party), and his soul came back as a wraith. They then fought two hulking zombies, and the remains of previous adventurers. Finally, the searched the last room in the dungeon, which contained a desk, a well, and a skull (which was what was animating the undead in this dungeon). They destroyed it, and tried to get the well (which they found out was actually a scrying pool) to work, but failed. Finally, they searched the desks, and found some startling discoveries:
-The name of the necromancer who animated these undead is called Kalados Dead-tome
-References to Faegrar Poisongrave (another necromancer a few episodes back)
-The fact that Dead-tome is working for Lord Baryonx
-That he has the ability to summon an army of demons from the nine hells
With horror, the player realised that Lord Baryonx planned to summon an army of demons to assist him in taking over the world, and instilling a single, military dictatorship over everyone.

And with that major plot advancement, they will have to wait and see what happens in what will be part 4 of The trouble of Baryonx adventure. I hope you enjoyed this as much as we did playing it, and I look forward to writing the next one.
Until then, happy gaming !
-Mike, DM

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Episode 8: The trouble of Baryonx part:4
Let's finish this !

Now for the final installment of the The trouble of Baryonx adventure.

Playing in this episode were:
-Mike (me), the evil dungeon master of the world Lorr
-John, playing Teshfel Shocklord, a chaotic good cleric of Kord
-Alistair, playing Halmar Antherson, a chaotic good drow rogue
-Kyle, playing Kai Relin, a neutral human ranger

Chapter 13: War preparations
After heading out of the temple of despair, the players went to Maple-field for supplies. They found that the Maple-field army was preparing for battle. They managed to get into the Maple-field palace, and found that The lord of Maple-field, Derek Greymoor, was preparing to attack Lord Baryonx at Jader-reach. The player managed to convince Lord Greymoor to conspire and co-ordinate with the rebels, providing the rebel leader and Lord Hague could meet with him. The players then rushed to Jinglewater, and convinced Lord Hague to give them a contingent of soldiers and meet with Lord Greymoor at his palace. Throughout this, they used their favourite fried, Abos Garter, to deliver messages to all the leaders. When they arrived at the meeting, the rebels had not shown up, but instead Abos Garter bringing news: the rebel base was attacked and destroyed, and most of the rebels killed, including Trevin. Emila and Harg, along with a few other rebels, have infiltrated the base, and now want the players to do the same posed as Orlaff Zandt (The tactician) and mess up the battle-plans of the Baryonx’s men. Lord Greymoor told them they had 5 days and at dawn he would attack.

Chapter 14: Planning and a quick swim
The players then infiltrated the castle under the guise of the tactician, and met with some of Baryonx’s tacticians (including a poorly-voiced german one). After bluffing their way through when one tactician asked about a battle he had won, Jaegar Grimmsword arrived. The players (especially Teshfel) managed to roll exceptionally well on diplomacy and bluff check, convincing Jaegar that putting their strongest troops on the opposite side of where Lord Greymoor’s army would attack was the best plan. After that, a guard entered telling Zandt that Lord Baryonx wanted to see him. Upon entering, the players found themselves under scrutiny of Baryonx, in which they failed their bluff checks, and were sent down a giant hole to a large pool under the throne room. This Pool was, in fact, the armies toilet. After trying to find a way out, a large creature emerged and attacked. It was a foul Otyugh, a horrific beast which dwelled in such foul place. After a brutal round of fighting, the players finally managed to kill it, taking the key from it and unlocking a door which allowed them to escape.

Chapter 15: Returning to the tower
The heroes then came outside, to find the fortress of Jader-reach under siege, and Jaegar Grimmsword frantically trying to turn the army around. The player charged forth, and managed to slay Jaegar Grimmsword at last, keeping true on their promise to Kaidos Leaf-lord. The players then re-entered the tower, and after fighting both Baryonx’s hunting hounds and the evil necromancer (Kalados Dead-Tome), they found a slowly opening hell-gate on the 3rd floor, guarded by none other then Khesdra. The players quickly beat him and a once-wolfie now plague demon beast, they interrogated him. They found out that all Baryonx’s power came from a ring of Asmodeus, which only that could de-activate the portal. Teshfel and Kai Rellin tried to convince Khesdra to re-join the party, but to no avail. The players then went up to the final floor.

Chapter 16: Talking Baryonx down
When the players got there, they found a lamenting Baryonx, who had just realised all the horrors that he had committed. He regretted what he had done, but was unsure if giving up would allow him repentance. After a tense skill challenge, the players managed to convince him that if he gave up, he could find redemption. Baryonx gave them the ring, told his men to stand down, and promised the heroes he would repay them one day for everything. He was then taken away by Lord Greymoor’s men, as was the remainder of his army who had given up.

Chapter 17: Success and loot !!!
As such, the party found themselves handsomely rewarded with various treasures, including a flaming bow, gold and a place to call home-the tower now known as “The Tower of the Leaflord”. Ambrose Melachor now also stays at the tower, vowing to help the players in their endeavours in return for magic items. The ring was put in a magical safe, with the password of “Lelo”. The players also learned that the tower had a weak magical barrier, which could be stretched by Ambrose is necessary. In addition, the players finally managed to kill Droug and his gang as they were terrorizing the bar patrons at JJ’s bar. Success seems to be all around for the players right now….

Well, that was certainly a great finish to The trouble of Baryonx adventure, and the players very much looked forward to playing the next one. I hope you enjoyed this report, and we all look forward to whatever the next session would bring.
Until then, Happy gaming !
Mike, DM

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Episode 9: The lair of the Gnoll-king part: 1
Its not a threat...

Now for the start to a brand new adventure, which would bring some big changes changes to Lorr.

Playing in this episode were:
-Mike (me), the evil dungeon master of the world Lorr
-John, playing Teshfel Shocklord, a chaotic good cleric of Kord, and Farfal Soushard, a Chaotic good Shade cleric of The Raven Queen
-Alistair, playing Halmar Antherson, a chaotic good drow rogue, and Aerich Shadowfire, a Lawful good Eladrin Wizard
-Kyle, playing Kai Relin, a neutral human ranger

Chapter 1: For a rusty sword
After sitting on their laurels for a while with success, the players were approached by Lord Derek Greymoor. He explained to the players that he had recently sent 4 of his most noble knights to quell a monster problem in Oakenbold forest, where the town of Woodblock resided. However, the knights had not returned, and the lord would like them to find out what had happened to them. Although Lord Greymoor did not care much for forest-folk, the town of Wood-block was under the jurisdiction of Maple-field, so as such would have to be protected. The lord offered the players a reward of a ancient, magical “rusty” sword which he was in possession of, which the players (hungry for adventure) accepted quickly, and set off on their quest.

Chapter 2: A walk through the forest
The players quickly headed through the forest, and despite being ambushed by a group of gnolls and a pack of hyenas, they finally made it to Wood-block (which itself was under attack by gnoll). After killing the creatures, the players were introduced to a tough woodsman in the town known as “Arnlock”. He tended to the players wounds and their horses, and told them an ancient story about a foul creature called “The Gnoll-king”. He told them that years ago, a arragont young noble ordered his army to take the land off a group of druids by murdering them rather than diplomacy. As such, the head druid cursed the young noble, and one day in the distant future, he and his army turned into gnolls. Although the noble hated himself at first, his hatred turned him to become evil and study black magic, and now he bides his time in his underground lair residing in Bramblebriar wood, waiting for the day in which he can return to the surface world an conquer it. The players offered to help Arnlock destroy the foul creatures, which he gladly accepted. As such, the players set off into the dark heart of the forest for treasure, fighting and glory.

Chapter 3: Death surprise !!!
After a quick encounter with some evil dryads and a blood sacrifice upon the entrance door, the players found the dungeon fraught with gnolls, bulettes and ogres. After fighting through about a 3rd of it, the players found a room full of 5 gnolls-devouring the flesh of the 4 Maple-field knight, thereby answering the question of what happened to them. The players charged in with the best intentions, but the fight went badly for them. So bad, that Halmar was ripped to pieces and killed by the gnolls. Bad then went to worse, when Teshfel met his end by being beaten to death by the biggest gnoll of the group. It was a very close call, as it was almost a TPK were it not for Kai Rellin’s lucky rolls and Arnlocks solid healing powers. Despite this setback, the players were prepared to make new characters.

Chapter 4: A new party ?
Kai Rellin and Arnlock decided to continue down the dungeon, even despite knowing that the death of two of their allies would severely weaken their chances of survival. However, with a blast of violet, two new party members appeared-a shade cleric by the name of Farfal Soulshard, and a eladrin wizard by the name of Aerich Shadowfire. The pair explained they had been arrested by Baryonx’s men, but managed to escape. Kai Rellin, although distrusting of the “magical” new strangers, gave them a few of the old party members magic items (leaving the rest on the corpses to be respectful). Then they continued to the next level of the dungeon. After a fairly quick encounter with a group of gnolls and bulettes, they found that the gnolls had tunneled into an ancient tomb by accident, and the players decided to plunder it. As the entered, a large carrion crawler descended from above and attacked. At first, Aerich was very doubtful of the creatures power, but was soon worried when it stopped eating Kai Rellin and attacked him. Having finally managed to slay it, the party continued through the ancient room, wondering what it could contain…

And there we go ! A close call, but the heroes continue on ! Although an enjoyable adventure, all those character deaths have prompted me with a new idea: A Justice-league like approach with this campaign (e.g the players get two character each, and they take turns going on adventures). Being only 3 players, it might work quite well.
Until then, Happy gaming !
-Mike, DM

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Episode 10: The lair of the Gnoll-king part:2
What is the TIME ?

Now for the continuing adventure of the party, as they battle their way through the underground tunnel lair of the Gnoll-king.

Playing in this episode were:
-Mike (me), the evil dungeon master of the world Lorr
-John, playing Farfal Soushard, a Chaotic good Shade cleric of The Raven Queen
-Alistair, playing Aerich Shadowfire, a Lawful good Eladrin Wizard
-Kyle, playing Kai Relin, a neutral human ranger

Chapter 5: The riddle of forever
The players continued on, and found a well which was a magical healing well with a riddle written in elven on it:
Until I am measured, I am not known,
Yet how I am missed when I have flown
The answer is time. After trying it a few times, they went into the last room of this branching-off temple. After a quick fight with a group of stirges, they looted the sarcophagi of an ancient elf druid, taking a mystical Horcrux of light from the tomb, although they were not sure how to use it. They then went back to the riddle, and spent about an hour trying to figure it out, which they finally managed to do (thank god!) and gained back two healing surges. They quickly went back into the main dungeon and proceeded down a tunnel to the next area of the dungeon.

Chapter 6: Grunk and Thunk will thunk you up
The party fought a group of gnolls and hyenas in the next room, then went into the next room. Two gargoyles attacked them as they came in, and after slaying them both, Farfal resurrected one as a undead pet. Then with a quick rest, they proceeded into the next room. By this time, the tunnel system made of dirt had been replaced with dungeon stone tiles. The next room was huge, with 4 large statues to different evil gods in it. Two huge creatures blocked a massive iron door with a magical glyph on it. One was a two-headed plate armoured ettin, known as Grunk and Thunk, and the other was an ogre armed with a morning-star. The players battled against the two giants, and although Farfal was knocked down about 5 times, due to his disciple of death, he kept getting back up for more. At the end of it, Grunk and Thunk were resurrected as an undead pal, and the party managed to disable the glyph and proceeded down a large stone tunnel.

Chapter 7: Battling the Gnoll-king, part 1
They came to a large room, with a well full of red liquid being stirred by two ferocious looking gnolls, and sitting upon a massive iron throne up top a large staircase was a large, heavily armoured black gnoll, wearing a crown made of bramble thorns, and a iron mace in one hand and a black magical rod in the other. This was, without a shadow of a doubt, the evil gnoll-king the party were due to slay. Now it would be the end of him. The party lured the two other gnolls away, and slew them with ease. Then, the party charged towards the gnoll-king, and…

We had to go ! So unfortunate that we couldn’t finish the final fight of the dungeon, but at least the climatic fight can be played out next time without rushing it. As always, I hope you enjoyed this adventure report, and next time we will see if the party can duke it out with such a fierce enemy.
Until then, Happy gaming !
-Mike, DM

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