Team Awesome


We leave the library with our newfound information and approach the temple of Avandra. Li takes her leave on the temple steps, saying she is too old for the kinds of adventures in front of this group. The three remaining people go inside and plead with the clerics of Avandra for a boon; two planar shift rituals so they may traverse the Astral sea. A dragonborn cleric dining with a rogueish good looking human rose to ask them of their needs. Upon hearing the dire circumstances, the cleric Anoura took the group to meet the Abbess, bringing the bard, Jax along to keep him out of trouble.

The abbess agreed to help the party after being convinced of their dire plight, but needed components to finish the rituals. She spoke of a place where crystal creatures of madness lurked, whose shards could complete the ritual. The abbess commands Anoura to help the party, and seeing lucrative opportunity, Jax tags along as well.

We enter the cave that few have returned from, and begin plumbing its depths and defeating monstrosities within in pursuit of our most noble quest.


We begin our exploration of the Library underneath Highfort. We push past the foyer to enter a huge natural-seeming cavern, but closer inspection showed it to be carved from the living rock with stacks upon stacks of shelving rising hundreds of feet into the air.

Suddenly from behind us comes a whispering sussurus of “shhhhh.” We meet a spectre who tells us that the ghosts here serve the Librarion (capital L implied). When asked who the librarian is, they reply “The Librarian IS.”

Another spectre appears, and beckons for us to follow. After leading us on a maundering path through the library, we finally arrive at a stand of shelves that don’t look spectacularly different from the others, and the spectre points to a book titled “Manual of the Planes. – second printing”. It speaks of a Librarian, who is an exarch of Ioun from the astral sea. Ye gods, we are seriously outclassed.

Placing the manual of the planes back on the shelf, we ask the spectres to show us to information relating to the lost kingdom of Gor. We are led away to a new section of the library, discussing on the way the capacity and scope of the Librarian. We are led to a huge section of the library that contains all the knowledge of the kingdom of Gor. It is a daunting amount of info, but we begin the search anyway for the info we need.

A voice whispers around us, “Who seeks knowledge of the lost kingdom of Gor?” Each person points at Kaeronus, terrified of the voices in the dark. Li notices the tiny spirits that haunt these pages wisp away, and the library begins to bend around the shape of an enormous owl with a face reminiscent of the full moon.

Kaeronus steps forward and speaks to the Librarian, explaining our need to find the parts of the key to the thundering chaos to prevent it from falling into the wrong hands, as the wrong hands are seeking it.

The owl nods his understand, and speaks that he is commanded by the Librarian to serve the scion of Gor, the son of the lost royal family, and the most rightful person to bear the burden of the keys to the thundering chaos. We begin our hours of research into locating the lost kingdom.

We eventually learn that the kingdom of Gor is on a fixed point-one on the astral plane, however, which means the kingdom moves around this plane in nomadic fashion. We learn that Bane sent his hobgoblins to assault that fortress in search of the teeth of the key to thundering chaos, a fact which is strange given that the thundering chaos is the prison for a primordial, an ancient enemy of the gods. We assume that Bane is prideful, and believes in his arrogance he can control the destruction within.

We search for the tools to navigate the stars of the astral sea so that we may use them to track the movements of the lost kingdom of Gor. We learn that the planes will not be coterminus for another 6 years, but we may be able to travel to the astral sea, traverse it until we find the star of Gor, and then travel back along that line to this plane to the place here where Gor should be.

We depart the library in search of a temple of Avandra, goddess of travel, and hope they will take pity on us and grant us a discount on planar travel.

We spend the rest of our evening resting in the Muddy Pig Inn, getting a hot meal after all that exhausting research. While we are trying to peacefully enjoy our meal, the sound of muddy pebbles and stones cascade across the room, and the inn explodes in arcane magic. Elementals rise up from the floor, and the shadowy figure in the corner throws back his hood to reveal Inveress, the snooty Eladrin we had fought and defeated before, in the dwarven temple below the city of Barrows Edge.

Current party gold: 1270 gp


We continue to descend into the sewers, and are surprised when crossing a bridge by a hideous adolescent otyugh (they like poo), and swarmed by roaches. The rushing waters of the sewer were unsurprisingly toxic, and wading through them often caused more fatigue and damage than the monsters themselves.

We move on, after fishing a dwarven corpse out of the sewage and recovering magical possessions from him. We discover arcane runes in elvish pointing the way to a library, signs we handily follow into tunnels that lead away from the sewers. We hear the sound of dripping water on worked stone, the origins of such stone being dwarven, elven, and human, just the same as those who hold the three parts of the key.

Fungus crawls along the walls, which erupt into a crazy fungus plant thing which we slaughter in our startled mercilessness. The library waits just beyond for us to explore, but is adly filled with more livid mold and myconids.


New place: Highfort New NPC: Mikaal

We arrived at Highfort without further incident along the road. We found that the city was huge, but to our great fortune our wizard, Kaeronus VII, was adept at navigating the city. We soon found the great library, amongst the temples and other houses of knowledge within Highfort, and proceeded to ATTACK THE BOOKS.

You know. With our knowledge and skills and book learnin’.

Oh wait. We have a warden, a shaman, and a druid…ok, so book learnin’ isn’t our strong suit. Nonetheless, the druid attempted to sniff out in her wolf form any books that shared a scent with our lost prince of Gor, our warden attempted to use his knowledge of dungeoneering to suss out where such a book might be kept, and our shaman attempted to speak with the spirits of the books, which once were trees. The wizard used his familiar, that all-seeing eye Blinky to scout the very top shelves of the books.

Alas, we found our search in the history section of this library fruitless. So, we used our last resort: we asked a librarian.

The librarian consulted his big book o’ more books, and told us there appeared to be no reference whatsoever to the great, lost kingdom of Gor. He treated us like kids playing at a game of pretend, and was very rude. Thbbpt.

He did, however, grudgingly direct us to a mad mage who lived and worked in one of the highest towers of the scholars quarter of Highfort. There we met Mikaal, covered in blasting powder, and surrounded by strange and crazy creatures, most comprised of two other creatures mashed together, such as the bear-owl (an owl with a bear’s head), a squark (a squid-shark), and what he referred to as a domesticated griffin (a pigeon-housecat crossover).

After some back and forth, we finally found out from Mikaal that there exists a city under the city—that Highfort had been built on a swamp, and as the city sank, the denizens simply built on top of it. That’s why there are so many towers within the city-someday the tops would be at ground level.

The library was no exception. However, visiting the undercity had been banned by the duke of Highfort because of the high amount of danger below, and all regular entrances to it had been blocked off accordingly. Mikaal was able to let slip that there was an ancient sewer entrance nearby that would, at one point, descend into the depths of the old city, provided that we were willing to break the law of the Duke to enter in the first place, and that we were foolhardy enough to fight through whatever lurks below to get it.

We’re adventurers, we said. Breaking the law and foolhardiness are our main skills.

So we slipped off into the afternoon sunlight, leaving Mikaal with a promise that we’d bring him a present from our vacation to the sewers / old city, and dropped ourselves into the sewers.

Yes. It’s disgusting down there.

We encountered our first opposition in the form of sewer rats. Rats, pfft, we thought. We prepared ourselves for some boot-stomping action, when some of the rats shifted in form to become halflings. Oh. Were-rats. Where-rats? There-rats! Oh crap.

And there our story ended for the week, with us standing victorious, blood-and-sewage spattered, facing a long road ahead of us.

Game 05/23/2010
Finding the lost kingdom of Gor

We decide to head off to the library at Highfort to investigate the lost kingdom of Gor. We are not far along the road before we come upon an orc encampment. Our luck holds, and while we can see no way around them, we are able to get close enough to surprise them while they camp. They have with them a krenshar, whose horrifying visage chills us to our bones, but nonetheless we put down these orcs like the rabid, venemous beasts they are.

We found amongst their possessions a bag of holding.

Finding the rod

To recap so far: We had fought our way through the temple under Barrow’s Edge, and chased off the gnolls and their foppish eladrin leader to recover the artifact they sought for the “cloaked man.” We started today’s session by opening the sacred box in the center of the temple.

Kaeronus opens the chest and pulls out a rod. Li sees the spirits of dwarven ancestors and asks them the nature of the rod they have found, and the spirits respond reverantly “It is the key against the thundering chaos.”

We decide to follow the tunnel beyond the broken wall of the burial chamber, reasoning that that’s where the gnolls had dug down, with the hopes of finding their camp and finding out more about them, or at least sealing the tunnel to keep others from using it to invade Barrows Edge from below.

We hear scurrying down the tunnel, and half our party rushes forward to enter an area rimmed with light. We hear around the corner the voice of Imveriss, the haughty eladrin that fled battle earlier.

Kaeronus hands the rod to Grom’kar for safekeeping, and Grom’kar recognizes that this rod, that which is a key against chaos, rails against the chaos forces Kaeronus taps into for his arcane machinations.

Kaeronus sends his eye familiar, whom we call Blinky, around the corner to spy on the group. It brings back images of gnolls and crystal formations, and of Imveriss fleeing again. It becomes imperative that we pursue him, for he clearly knows more about this situation and may have info regarding the “thundering chaos.” We enter the room, and are confronted by gnolls and hyenas, whom we soundly defeat.

We wend our way out of the caverns, exiting via an abandoned mine shaft, which we collapse to prevent future invasion by that route. We return to Barrow’s Edge to inform the mayor, Mallie Marchess, of what transpired beneath her inn. She rewards us for our efforts.

We visit the Thamior, the eladrin mage, who tells us this rod is the shaft of the key of chaos, which when assembled would unlock the thundering chaos and plunge the world into disaster. We tell him of the dwarven temple below the city, and he is excited about the find. We ask about a large library or mage school we could visit to learn more information, and he tells us there is one at Highfort.

He tells us the teeth of the key is with the elves of corellon, whose fortress disappeared into the feywild. The grasp of the key was in the human kingdom of Gor, which is Kaeronus’ homeland. In fact, Kaeronus is the lost prince of Gor, whose parents were murdered when he was young. We learn that the chaos held back by this key is that of Mual-Tar, the thunder serpent, who lies chained in the elemental chaos.

Welcome to your Adventure Log!
A blog for your campaign

Every campaign gets an Adventure Log, a blog for your adventures!

While the wiki is great for organizing your campaign world, it’s not the best way to chronicle your adventures. For that purpose, you need a blog!

The Adventure Log will allow you to chronologically order the happenings of your campaign. It serves as the record of what has passed. After each gaming session, come to the Adventure Log and write up what happened. In time, it will grow into a great story!

Best of all, each Adventure Log post is also a wiki page! You can link back and forth with your wiki, characters, and so forth as you wish.

One final tip: Before you jump in and try to write up the entire history for your campaign, take a deep breath. Rather than spending days writing and getting exhausted, I would suggest writing a quick “Story So Far” with only a summary. Then, get back to gaming! Grow your Adventure Log over time, rather than all at once.


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