Starblazer Adventures

Chestnut Defeats the Stairs
In which our epic hero defeated the epic stairs.

After an epic fight with Vyrellis’s body, the party decided to rest in the now heavily fortified library. In the meantime, Chestnut had been scoping out Garesh Vren, who had found religion, and he and his followers now refer to him as “Garesh Ba Vren”. He has become a Deacon of Bahamut, and prays constantly. As proof of his first miracle ( at least to his followers ), the chapel is somehow producing Potions of Healing, which Garesh was extremely happy to share with Chestnut. Chestnut could find no fault, and therefore let Garesh live.

Deciding that the room with scratching was probably giant vicious biting rats, the party decided to investigate the mysterious drinking songs emanating from behind an unexplored door. Awaiting them was a mysterious Eladrin at the top of a complex, multilevel staircase, who had apparently charmed a harpy. Their attempts at conversations soon went south, however, when the harpy lost patience with them interrupting the beautiful singing. The battle had a familiar ring to it, with Wictor casting bolts of magic, and Grix charging into a trap. The stairs were boobytrapped, but even with sliding stairs and a harpy luring the heros to a gory death, no heros fell into the pit. Chestnut, sick of the stair trap, disarmed it in a flurry of speed. After that, the enemies fell quickly, though not without bloodying the entire party.

At the bottom of the pit, there were the remains of a healer who was overcome by the forces of evil. The party found a magic sword, and some chain mail, and intends to use it more carefully than the previous owner.

After resting quickly, the party climbed to the top of the stairs and opened the doors. Stretching out in the corridor before them were a set of 7 demonic face statues—4 feet tall, with 3 feet of mouth. The statues were inanimate, and so the party decided to take the fork in the road to the east, bypassing the statues. This seemed like a good plan till they heard a noise behind them, and saw a foul-spawn spying on them. (The foul-spawn are thralls who have become too enamored by the Far Realms, and whose bodies have been corrupted by it.) Praxidus, however, called on Bahamut’s power to cleanse the land of these demonic forces, and Bahamut blessed the endeavor. Because of this,the battle was short and one sided.

Brindol's only Arch-Mage

The room which housed Krikar had frozen statues of Guardsmen, and Wictor realized that the guardsfolks had actually been magically frozen inside these icy prisons. The party therefore decided to transporte the bodies back to Brindol. On the way back, the party noticed that the necromancer who was tied up had escaped. It was noticed that the knots were still tied, and that the rope was not cut.

Brindol's Peace Shattered

The intrepid adventurers are drinking a pint in Brindol’s only leather bar. Each of them had their own reasons for being there, but they all revolved around Sobchak. Their drinking was interrupted by Goblins, who crashed through the front door and started causing mayhem. While the rest of the party dealt with the goblins, Wictor used his cold ray to keep the bar from burning down, and dramatically rescued the Bartender. The party subdued a goblin, and from him found that this attack was masterminded by Sinruth, a hob-goblin inspired by the history of the Red Hand.

However, this particular goblin didn’t know where Sinruth had home base, but only knew of Krikar, Sinruth’s lieutenant. Krikar had attacked an outpost to Brindol’s east and apparently subdued the forces there. The Mayor, Derek, requested they retake the keep. The party sets out to investigate. The second hour out, the party runs across a strangely corrupted bog—it appears to be a forest that has died, leaving more wet swampland. Upon checking out this rather strange occurance, the party runs into an elf, wielding a staff of Orcus. This elf is apparently a necromancer, as 2 zombies groan out of the ground and attack the party. A fight ensues, and the party knocks out and ties up the elf. Vowing to come back to bring the elf to justice, the party continues on.

Chestnut sneaks into the outpost, and attempts to sneak up to the top level. Unfortunately, Praxidus’s clanking alerted Krikar, and Krikar was alert and ready. Chestnut found himself bearing the entire rage of Krikar, who was wielding two chains and whipping them around in a frenzy. This battle was bloody on both sides, with Chestnut falling early. But, Sobchak healed Chestnut, turning the tide of the battle. In Krikar’s possession, they found a note, addressed to him from Sinruth, mentioning the Rivenroar Keep, and from this, the party has a new clue. After this epic battle, the party holed up for the night, waiting till the morning to venture back to town.


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