The Lost Dragon King

Game Seventeen - The Liberation of Winterhaven
Game Date: 3/21/2010
Players: ParN, Rev. Millson, Hoegaard, Thomas Alton, Rook, Aelar
XP Awarded:
Online part: 175 XP
Face-to-face part: 573 XP

What Happened
After a brief rest to recoup from the final battle with Kalarel the party decides to move through the levels of the keep to make sure that there is nothing left behind. The party quickly finds a locked and barred door with a ‘Do Not Enter’ sign on it. Of course the party enters. :) The hallway is surprisingly clean. They move down the hall following it to the left until they come to a Tee in the hallway. Parn goes to the left while Hoegaard goes to the right. Parn is quickly jumped by a Gelatinous Cube. Hoegaard turns and helps out and is quickly overrun by the cube. Joining the fray, two Corruption Corpses shamble down the hallway. Hoegaard is absorbed into the Cube. Thomas using some tricky maneuvers is able to free him. The party fights hard and the Cube is the first to go. Next come one of the Corpse which explodes upon it’s death showering party members near it with infected pus and rot. Soon after that the final corpse is destroyed but it’s explosive death does not harm any party members.

The party quickly recovers and moves up to the next level of the keep checking all the dark corners that might have been missed before. The party moves into the area that previously they had heard the sounds of digging. The room seems to have been the center of archeological digging. Most of the room has been dug up. There are digging tools and buckets spread throughout the room and it is currently empty. The party searches the room finding a few gold pieces and a magical holy symbol. The party quickly moves on into the naturally formed cavern. It contains stalagmites and stalactites. At the edges of the darkness the party can see large rat scurrying around. Further exploration find a secret staff of survival gear in a secret room and a rather complacent Ochre Jelly. The party seeing no value in the fight moves on down a hallway where they find a shallow pit. The pit seems to be a trap that has been previously sprung. At the bottom is the corpse of a young goblin underneath the corpse of a Hatchling Kruthik. Perceptive party members quickly notice that there are other traps that have not been set of and make them so party members do not trip them by accident. The party begins to see signs that the area that they are in is actually a Kruthik nest. Getting deeper in they find the liar and are attacked. The battle goes rather quickly but is tough on the front line. Thomas is bloodied and then healed multiples lines but hold his line. Eventually the Kruthiks go down and and after a short search a couple of Potions of Healing are found.

At this point, the Keep has been cleaned out. The party, being weary and spent, decided it is time to head back to Winterhaven. The trip to town is quick and uneventful. The lands surrounding the keep are totally changed since the party had last seen it. The animals have returned, birds are flying overhead. Upon reaching Winterhaven the residents are rejoicing in the streets. The party is praised as heroes. Children tug on their pant legs and mothers give them hugs. Ale and food are handed to them whenever they want. The entire town is celebrating and parting. The party is exhausted. They quickly visit the Lord and claim their reward for a job well done and then go the the inn for some food. Before entering the inn they are stopped by Valthrun who asks them to come to his tower in the morning. The party agrees and has a great meal, during which Thomas retell the parties entire tale to the town’s historian. As a think you the historian give the party a +1 Symbol of Battle. The party celebrates late into the night and then they finally gets some much needed rest.

The next morning the group visits with Valthrin. He asks to see the Tome that was found in the Tomb nearby. After performing a subtle spell casting on the Tome he sits and tell the party that most of the book is magically locked. He was able to unlock the second section of the book but the remaining sections are indecipherable. He does read a passage from the Tome that states that the Tome was written to relay knowledge to future generations on how to save Adokul, the Dragon King, who has been captured in the Shadowfell for the past several hundred years. Upon hearing this news Dara decides that the rest of the group must continue with this quest. She will take this news to South Karngian command. She quickly leaves. The party figures out that they need to head to the mainland to begin this quest. Locals say that the best city to go to to find passage to the mainland is Witchacre.

Monster Tally
  • 1 Gelatinous Cube
  • 2 Corruption Corpse
  • 6 Hatchling Kruthik
  • 3 Young Kruthik
  • 1 Adult Kruthik

    Loot Found
  • 2 +1 Symbols of Battle
  • 2 Potions of Healing
  • Safewing Amulet +1
Game Sixteen - The Fall of Kalarel
Game Date: 1/24/2010
Players: ParN, Rev. Millson, Hoegaard, Thomas Alton, Lahn, Ruth
XP Awarded: 560

What Happened
The group, after an extended rest in Winterhaven work their way down to the room where the group had last faced some of Kalarel’s minions. Gathering the parties forces they move to the center of the room and descend the blood soaked chain into the room that waits below.
The room is the same size is the room above. On the northern wall a large portal pulsing with energy contains a inky blackness that seems to stretch at its bounds. To the west a amazingly large human in scale armor is standing before an alter chanting in a low drone who everyone assumes is Kalarel. The the east a Deathlock Wight stands guard waiting for anyone to disturb the ritual. Protecting Kalarel are two Skeleton Warriors. The battle begins quickly and soon everyone is engaged. The party quickly finds out that Kalarel is not to be trifled with as he is very difficult to hit and seems to be able to strike anyone in the party at will. The party is smart though and quickly begin to eliminate Kalarel’s allies. Hoegaard singles up against the Deathlock Wight, keeping him occupied while the rest of the crew engage with the Skeletons and Kalarel when they are able too. Soon the battle pushes towards the portal and the party is introduced to a new ally of Kalarel. It seems if a party member wandered too close to the portal it would reach out and drag the party member closer to its empty blackness.
Soon though the tides begin to turn and once all of Kalarel’s allies are destroyed the party can focus on him. Kalarel is on the run, shifting away time after time, dealing out a lot of damage even dropping Thomas with one particularly deadly strike. But time was on the party’s side and Ruth, with a vicious back stab ended Kalarel.
The portal shrieks in agony and the black tendrils reach out, grabbing Kalarel and dragging him into the portal. Such is the reward for failure. Ruth, thinking quickly, is able to pull a dagger off of Kalarel’s corpse before it disappears into the inky blackness of the rift.
Quickly the party moves through the room. Behind the alter they find a sack with a cache of money and a letter in it. They then work their way up to the secret storage room and take an extended rest after deciding that the party would explore the remaining sections of the dungeon. After the rest the party quickly works through the second level, soon arriving at a section that is barred shut. The party opens the sealed doors and moves slowly down the hallway until…
We’ll just have to wait till the next game to find out.

Monster Tally
  • 1 Kalarel
  • 1 Deathlock Wight
  • 2 Skelaton Warriors
  • 1 Thing Beyond the Portal

    Loot Found
  • +2 Magic Dagger
Game Fifteen - Special Bonus Extra Holiday Game
Game Date: 12/16/2009
Players: ParN (Part 1), Rev. Millson (Part 1&2), Hoegaard (Part 1&2)
Special Appearances: Dara(Part 2)
XP Awarded:
  • Part 1 – 260
  • Part 2 – 278

    NOTE: This game was run during the Holiday Party at work.

    What Happened
    When last we left out party they had been pretty beat up and getting dangerously close the the evil mastermind Kalarel, who was attempting to open a gateway to the Shadowfell. Known that continuing on would be certain death the group decided to quickly head back to Winterhaven, rest and then return to the Keep to finish off Kalarel and his evil plot.

    The party arrives at the outskirts of Winterhaven in the late afternoon and are greeted by locked gates and except for the fully armored guards in the parapets, not a soul to be found. Lord Padrig calls down to the guards to open the gate quickly to allow the party in. Once inside the safety of the towns walls, Lord Padrig explains that a large group of undead have been terrorizing the locals, burning farms and killing the farmers. He asks if the party could somehow assist the people of Winterhaven. After a short discussion Parn, Hoegaard and Rev. Millson agree to see what can be done after a short rest. The rest of the party decide to stay and make sure Winterhaven stays protected.

    The three head out of Winterhaven and head down the path leading to the community graveyard. Once there they start hearing what sounds like a moaning wind but as they get closer they realize that it is actually the moans of over a dozen skeletons stumbling around the graveyard. The party quickly attacks but soon realize that there are more then just skeletons in the graveyard. A female elf who had been seen around Winterhaven is also with the skeletons and seems to be controlling them. The Reverend quickly sets about eliminating the Skeletons with a giant rolling fireball. Unlike the skeletons, the female elf, Ninaran hits the party pretty hard. Hoegaard, Rev. Millson and Parn end up getting coordinated quickly and Ninaran finally falls after being crushed by Hoegaard. The party quickly finishes of the stragglers and begins to search the area. PArn leaves the group and heads back to Winterhaven to check with the rest of the group. Hoegaard and Rev. Millson continue searching and come up with nothing valuable. The only significant thing found is a large magic circle that seemed to be the cause of the rising dead that had been plaguing the Winterhaven. Rev. Millson figures out how to break the circle and the evil magic is removed.

    Hoegaard and Rev. Millson begin to head back to town and are quickly joined outside the graveyard gates by Dara. Dara explains that she has just returned from sending some important news to command and is waiting a response. The three start to head back to Winterhaven when stumbling out of the forest come another wave of undead. This time though, they were shuffling Zombies. The party spread out and after a slightly hairy moment with Rev. Millson they finish off the threat quickly and efficiently.

    The three party members quickly hustle back to the safety of Winterhaven. They re-supply and rest again in preparation of the final assault on the Keep.

Monster Tally
Part 1
  • 12 Decrepit Skeltons
  • 2 Gravehound Zombies
  • 1 Ninaran the Elf
    Part 2
  • 18 Zombie Rotters
  • Maw, Kalarel’s pet undead

    Loot Found
  • N/A
Game Thirteen

Game Date: 11/29/22009
Players: Hoegaard, Thomas Alton, Troy, Rev. Milson, Rook
Special Appearances: Ruth
XP Awarded: 251

What Happened
After killing several hobgoblins and a giant Deathjump Spider at the end of last game the party rested for awhile to get their breath. The party moved down the southern hallway entering a large empty room. On the western wall was a short hallway they ends in a set of double doors. On the southern wall was a small vestibule with another set on double doors heading south. The party searched the room and finding nothing interesting moved to the southern doors. Beyond the door was a large room with an enormous statue of a Titan in the center. On the eastern wall, in the two corners, were smaller statues of dragons. On the southern wall was another vestibule with four small statues of cherubs holding vases above theirs heads in the four corners. On the southern wall of the vestibule was another set of double doors.

Luke walked a few squares into the room and the doors they entered through slammed shut and locked, sealing Bryan outside the room. The giant statue animated and swung the sword it was hold hitting Luke and throwing him back. Eventually the party determined that if you got within 3 squares of the Titan it would animate and attack. They also figured out that if they got within 5 squares of the dragons, the dragons would attack with a breath weapon. Troy walked the perimeter of the room and eventually got to the cherubs. Inspecting them he wandered a little too close and activated a trap. An energy field activated and trapped him within the 4 cherub statues and the statues started dumping torrents of water into the area. Eventually the the area filled up with about 5 feet of water and then started throwing Troy around. Luke and Troy decided the best approach was to destroy the statues to deactivate the energy barrier. After several turns and some added help from the rest of the party the barrier was dropped and Troy was saved.

The party healed itself and moved south into the next area. As soon as the door opened the smell of rotting flesh wafted through the party and immediately the cause was identified. The room was filled with ripped up copses and shambling zombies. The zombies aware of the party started moving towards the party. The battle started and two new enemies made themselves known, a Ghoul and a Clay Scout. The Zombies went down pretty easily but the Ghoul and the Clay Scout were tough and almost finished off a couple of party members. Eventually the party prevailed and the enemies were dispatched. The party looked around and found a small hole cut or chewed into the stone wall. Bryan ventured down it and found the Ghoul’s liar. In the debris he found a Bag of Holding. Currently Bryan has the bag and it has not been opened yet.

Monster Tally
  • 12 Zombies Rotters
  • 2 Zombies
  • 1 Ghoul
  • 1 Clay Scout

Loot Found
  • 1 Bag of Holding
Game Twelve

Keep on the Shadowfell: Deep into the Keep

Game Eleven

Keep on the Shadowfell: The Legend of Sir Keegan

Game Ten

Keep on the Shadowfell: The Meeting of Splurg

Game Nine

Roaric the Mad

Game Eight

Irontooth at Waterfall

Game Seven

Tomb of Dragon King Advisor 2


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