Session Three
Down with Goblins

Characters Present: Franco “Thokk” Bouve, Ajax “The Infiltrator”, Damtor Bronzebeard, Fuuge, Gnyx, Raynor Eldon

Thinking quickly Ajax throws a flask of oil at one of the goblin blockades followed quickly by Gynx igniting it with her magic. The group then used the distraction to escape in the other direction. They easily smash through the goblins and head back to Amvianda to recover from the ambush.

After their rest the party returns to the tomb, now much more cautious of goblin ambush. They discover some of the goblins recovering themselves in a makeshift barracks. They make quick work of these goblins and continue their exploration only to find the main goblin nest.

After a pitched battle the party finally rids the tomb of its goblin infestation.

Session Two
Those Fucking Goblins!

Characters Present: Ajax “The Infiltrator”, Damtor Bronzebeard, Fuuge, Gnyx, Raynor Eldon, Thokk

The party finds their mule in the next room huffing and puffing with a wild eyed panic. Damtor calms the creature down and the group sets off to find a better place to keep it. They settle on the embalming fluid storage room and set off to continue their exploration.

They decide to start exploring the catacombs underneath them and head to the stair case they found with the Tomb’s warning. As Raynor walks down the stairs a glob of gray ooze swings down and smashes him in the chest. Acidic steam rises from the blow and the party engages the strange creature finding that it eats away at their metal weapons. Fuuge discovers that it only seems to eat metal after smacking it with his walking staff, and the slime is reduced to a puddle of liquid.

The party continues down into the catacombs discovering a chamber roughly covered out of the rock. In the middle of the room is an ornate iron table covered in runes with a large spike extending outward from it. Gnyx notes that the runes on the table are designed to channel some outside energy and analyze whatever is placed on its surface. Tracks on the bottom of the table enable it to be slid in a circular motion. Thokk starts to spin it and discovers that there are small grooves that the device clicks into. Fuuge also starts to play with it and the two half-orcs discover that the huge dial is designed to point at the three exits of the chamber. Except for one groove which causes the spike to point at a corner of the room. Curious the party examines the corner and discovers that it is a secret door.

Inside the secret chamber they discover two huge chests covered in a thick shell of iron. Then the madness starts to set in. The two half-orcs start having strange visions and the party frantically tries to keep everyone from freaking out. Gnyx seems to think that the two half-orcs are freaking out because they are not wearing the rust-colored hoods they had discovered earlier. After the chaotic scene of bleeding, winking, and dagger-eating chests the party decides it might be prudent to finish their exploration of the upper structure first in hopes of finding more hoods.

Going back to where they stopped exploring before, they follow a winding hallway that seems to wrap around the western part of the structure and come to a room filled with moldering robes. Someone discovers a handful of seed pearls.

They continue into another hallway that seems to wrap around in the opposite direction of the other hallway. They enter an empty chamber with some moldy carpets and Thokk opens a door in the room revealing a group of goblins counting their loot. The group is bedecked in trinkets and grave goods.

A tough battle unfolds and the party seems to have routed the goblins when the door behind them opens and another group of goblins pours through. Ajax shoves the door closed and the group quickly assesses the situation. Three of their number are down and the remaining three are nearly exhausted. The group decides to make a mad break for the exit of the Tomb and drag their three unconscious friends out and into the woods. There they patch their wounds and decide to head back to town to refresh themselves and possibly pick up a hireling or two.

In town the party resupplies and Gnyx begins to look for some more muscle. Unfortunately the town is small and there is only one man willing to go into the Tomb with them. His name is Blackboar and he carries a wicked barbed spear.

Rejuvenated the party heads back to the Tomb and go back to where they fought the goblins. The room is empty now, only blood stains on the floor. Reynor looks for traces of where they might have gone, but the creatures seemed to have masked their tracks.

The group decides to continue their exploration. They discover some moldy wheat and nest of rats. A few highly detailed iron statues of what look to be monks. After investigating these statues they find that their faces are moving ever so slowly in a rictus of fear and agony. They find a cage with what might be the body of the high priest of the temple inside.

Then the group discovers a room that was once a luxuriously appointed bedroom. In the center of the room another iron statue, this one looking up at the ceiling in fear and shock. As soon as they enter the room though this statue quickly moves towards them with shocking speed (for a statue).

The party seems to be doing well against the animate statue, but as the battle ensues a volley of arrows flies towards their rear from a large dark chamber. The goblin ambush decimates the party even as they destroy the deranged statue. It’s a mad dash for the relative safety of the once opulent bedroom. Injured party members are healed with magic just so they have a chance to escape. Fuuge even drags someone into the room with his great axe.

The party barricades the door and licks theirs wounds. All the while they can hear the goblins whispering and giggling. Some kind of construction project seemed to be going on in the hallway outside the door.

Things look bleak but the party decides to make another break for it. After resting up they take a glance outside and notice some sort of contraption attached to the door. Standing against the walls of the bedroom they gingerly open the door. Nothing seems to happen except for some clanking as pieces of wood fall to the floor out in the hallway. The door is swung shut just as a massive iron plow flies down through the doorway smashing the door to pieces. As the crashing sounds end the party hears a rip and a cloud of flour flows through the doorway. Nothing happens for a few seconds and then a bright flash nearly blinds the party as somehow the cloud of flour is ignited.

Time to enter the gauntlet.

Session One
Entering the Iron God's Tomb

Characters Present: Ajax “The Infiltrator”, Damtor Bronzebeard, Fuuge, Gnyx, Raynor Eldon, Thokk

For centuries, peasants in the Nybling Hills have brought their dead to the Tomb of the Iron God, a largely forgotten, minor deity of the underworld who guards the spirits and bodies of the dead. A community of monks has maintained an ancient temple above the god’s sacred underground catacombs since before recorded history, performing funeral rites and bringing dead bodies below to rest in the Iron God’s protection. However, the monks of the temple became corrupt and venal. About a month ago, as the frozen grip of winter began to soften, the Iron God visited a terrible vengeance upon these disloyal servitors. Lightning struck from the heavens, lighting the dark skies for hours as every building of the temple complex was blasted from existence.

The party has secured a fine contract for their group’s first official foray. The Church of Pluto who has tolerated the worship of the Iron God for decades has taken this disaster as a sign that the Iron God’s worship is no longer sufficient for the burial of the Nybling Hill people. They plan on closing the temple down completely and moving the bodies in the tomb to somewhere under the watchful gaze of Hades. Unfortunately news travels slowly in Venatia and the church worries that bandits and goblinoids may take root in the ruins of the temple. Therefore they hired the party to scout and hopefully clear the temple before they arrive in Amvianda in a weeks time.


After provisioning themselves with a jointly owned mule to help carry back any contractually legal loot, the party takes the short hike to the ruins of the monastery. Surrounded in a field of ash and singed splinters stood the main temple itself. Raynor noticed signs of goblins entering the temple and the party entered after them, now expecting trouble.

In the main entrance of the temple sitting on the floor before the great statue of the Iron God was the severed head of a goblin that spoke: “Begone tomb robbers, or you will all find your fate. Death awaits you.”

The party did not heed the dead goblin’s warning and began their exploration of the structure. They found a stagnant fountain, storage rooms filled with junk, some strange tracks, a strange library with books made of iron, two entrances to the catacombs that also bore warnings:

“In the name of the Iron God, beware, you who enter the Sacred Catacombs of the Dead, which the Iron God watches over. Be you not draped in respect, and do you not speak your name for the scribe of the dead, you shall suffer the wrath of the Catacombs.”

After entering a strangely shaped room, looking for secret passages, Raynor began to float straight up in the air in a trance. As the party watched on a sword of pure iron formed in his hand. He awoke from the trance with new purpose in his eyes.

Oh and Ajax had found a door into an octagon shaped room. The room had a single door, which when opened revealed a dozen standing skeletons arranged as if in storage, waiting to be used. Unfortunately they were not waiting for the party and immediately set out to attack the party.

Holding the skeletons off at the doorway the party smashed them until whatever foul magic giving them unlife was released back to the ether. Catching their breath after the fight they notice their mule had run off somewhere.


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