• Iron Fortress
  • Time Frame:    Unknown Time
  • Genre:    Fantasy (d20)
  • Progress Level: D&D = Dungeons and Dragons 
  • Life:    ?
  • Setting:    unknown fantasy world 
  • Plot:    An adventure company on a mission for a lord Gelbin 
  • Goals:    
    • Who knows what else???? 
  • Characters:    3 Magic Users, 1 Rogue, 2 Clerics, 1 Ranger, and 2 Fighters


    Character Players

      Meldor of Kuhl is a half-elf Sorcerer played by Mike
    Char (Shar) a female half-drow Sorceress/Alienist played by Mandy.
    Gelb Flinderhop a human Wizard played by Ryan
    Ashrem is a human Rogue played by Manny  Thornseld a half-Orc Barbarian played by Obi
    Alein human Paladin Meldor's cohort.
    Sandier a halfling Sorceress

    played by Randee


    Ulfgar the bowmen played by Jean Claude
    Horken - Meldor's NPC cohort


    Lydia is a beautiful human Cleric played by Mandy

    presently not with the group

    Lysander of Blackmoor is a human Fighter played JC.

    Presently not with the group.

    Magnarus a human Cleric played by Mark F.

Now available in Audio form

Hero Backgrounds

Name: Lysander

Lysander comes from a great family. His father, Alexandre, was a great and respected military leader. As a child, Lysander started learning the ways of the sword. Then ill fortune fell upon the family. Alexandre was defeated by the three headed monster, Ovakiel, who then destroyed their city, Mornec. Alexandre was not killed, though. Lysander's family has a wrongly deserved reputation in his home town, as they blame them for the destruction of their city. Ever since Alexandre was defeated, the name of Aristides has been a word of scorn. Alexandre later died of shame. Lysander, his young brother Leander and his mother, Dijana, left Mornec as refuges and went to Blackmoor. Lysander took up a life on the streets, and was forced into the militia after being arrested one too many times. After he was released, he vowed to make a name for himself as an adventurer. He set off on the road, not knowing where it was going to take him.

Home Community
Lysander grew up in a large town which served as regional and provincial centers its size ranges from 2,001 to 5,000 inhabitants.

Lysander feels at home in mostly flat and often cultivated by nearby settlements. Lysander grew up with cold winters, but warm summers.

Lysander learned basic wilderness survival skills. Lysander has military training, from which commoners typically become infantry or archers, and those with higher social status become staff officers or squires. Lysander spent time on the street which taught him minor thievery and con games.

Sometimes Lysander's family had to beg for food and shelter. They own no property and income barely covers basic needs. The male members control Lysander's family. Lysander's family trains actively in matters martial and is prepared for combat with a few days of last-minute preparation. Lysander's family has neutral ethics or no consistent family ethical direction. Whether Lysander's family is unfairly painted as cheats or has a better reputation than they deserve, it's clear the community has the wrong idea. Lysander's family has no specific political stance. Lysander's family has no commitment or an inconsistent family religious direction. In
general, Lysander's family is upstanding, but one or more members of family are known to be disreputable. Lysander's family are like most laborers and servants. Lysander's father, Alexandre, was a great military leader who was eventually defeated.

Lysander's father eventually died of shame after his defeat.  Lysander aided in the defense of the community against raiders or a marauding monster. As a result of some calamity, Lysander was forced to become a displaced person.

Lysander has 1 younger brother, Leander. Lysander remembers his grandparents, but they have passed away. Lysander has 2 living relatives. Lysander is a loner by choice or circumstance. Lysander's Father instructed him in basic skills. Lysander's family has earned the enmity of the whole of his home town where his family name is anathema.

Name: Ashrem

Home Community
Ashrem grew up in a large city which had more than 25,000 residents.

Whether it’s a tangled jungle or sparser pines, trees are the dominant feature of the landscape, that makes Ashrem feel at home. Ashrem grew up with cold winters, but warm summers.

Ashrem was curious about government and how officials wielded power. In his youth Ashrem was exposed to an unusual skill ... the secret art of assassination. Ashrem spent time on the street which taught him minor thievery and con games.  He desired to become an assassin.

Ashrem lost both parents and other significant family members to an assassin. Ashrem broke the law and got caught and suffered many years of punishment, from this Ashrem learned how to dodge the consequences and survive. As a result of his ways, Ashrem was forced to become a displaced person.

For some reason, Ashrem's family’s economic status was difficult to measure. Perhaps Ashrem lived a solitary life on the streets with frequent retreats to the surrounding wood. Ashrem's was family is lead by an outsider; to whom the family has sworn support. Ashrem's family has no ability to defend themselves considering they are all dead. Ashrem's family took actions detrimental to the community. Regardless of Ashrem's family’s actual ethics, public opinion is so ingrained about his family that it’s essentially unchangeable. Public opinion is accurate, his family deserved its fate.  Ashrem's family hid this commitment from the public. Ashrem's family has no specific political stance.. Ashrem's family has inconsistent family religious direction. Ashrem's family is treated in general with contempt, but occasionally a family member has demonstrated positive qualities and earned respect. Members of Ashrem's family may be guilty of crimes, or wrongly convicted of them. Either way, other members of the community treat Ashrem poorly as a result. Ashrem's family’s ancestors of note are unknown or forgotten. Information about them could be revealed in a future adventure, however.

Ashrem's parents are deceased. Ashrem may learn more about them in a future adventure, of course. Ashrem is an only child Ashrem does not remember his grandparents, since they were executed as well. Ashrem does not believe that he has other relatives out there. Ashrem is a loner by circumstance. Ashrem has angered or otherwise alienated an instructor of note. A person of an opposed alignment has a philosophical beef with Ashrem, Meldor of Kuhl, although Ashrem has never harmed the sorcerer.  Ashrem's believes his ways of dealing with enemies unsettles Meldor.   Ashrem has often stolen things for Meldor that Meldor could not get the courage to acquire for himself.  Ashrem has entrusted Lysander with knowledge of a secret ritual and he feels close to Lysander because Lysander and he were both inflicted with Lycanthropy of the were-rat kind..

Meldor doesn't trust Ashrem, but it is only based on sneaking suspicions that Ashrem killed Horken's grandmother.  Horken is totally oblivious to this fact and only Lysander knows the truth.

Ashrem has a strange affinity for collecting body parts of those enemies he has found formidable.  He has a collection of mounted pieces in his room.  Visit Ashrem' Room  No one has yet to ask Ashrem why he decapitates his enemies, but it is believed that he is searching for the beasts who murdered his family. Ashrem has collected many heads of defeated foes.  

Ashrem also likes to collect exotic poisons, this only enhances his abilities as an assassin.

Ashrem has an affinity for platinum, and eagerly gives away all gold and silver, especially silver, he finds.  Ashrem was never one amass wealth since he figured he can always gather, in the loosest sense, what he needs.

Name: Lydia

Pseudo Background

Home Community
Up to 500 halflings live in these semi permanent villages called Shire is where Lydia grew up.

Whether it’s a tangled jungle or sparser pines, trees are the dominant feature of the landscape, that makes Lydia feel at home. Lydia grew up with cold winters, but warm summers.

Lydia learned basic wilderness survival skills. Lydia has advanced studies in a formal church setting. Includes training as an acolyte or special functionary for religious practice. Lydia learned to illustrate, sculpt, dance, or create art in other ways.

War or some other disaster ruined Lydia's community. Lydia broke the law and got caught and suffered some form of punishment, or Lydia learned how to dodge the consequences and survive.

Lydia was raised as part of a religious order. While Lydia's “family” didn’t have much direct income, it had access to resources through its church. The members with the most talent (usually ability in the family business) control Lydia's family. Lydia's family maintains a low level of readiness including a few weapons and an occasional discussion of how to defend against raiders or low-level monsters. Lydia's family holds to the letter of contracts and agreements. Lydia's family is a part of the system but is open to suggestions for change. As above, but Lydia's family hides this commitment from the public. Members of Lydia's family may be guilty of crimes, or wrongly convicted of them. Either way, other members of the community treat Lydia poorly as a result. Lydia's family produced a cleric of some repute.

One of Lydia's parents has a long term illness or infirmity. Lydia has 1d4 older siblings. Lydia's father’s parents are deceased. Lydia's significant friend is dead or missing. The person who taught Lydia the most isn’t actually in Lydia's area of expertise. A fellow apprentice or student of the arcane arts develops an intense dislike for Lydia. Perhaps you were the instructor’s favorite….

Meldor of Kuhl's Background

 Meldor grew up in a quiet, farming hamlet of humans in a relatively civilized, peaceful region of the Great Plains called Kuhl, not too far from Greyhawk.  His family, all humans, had been farmers for generations.  From watching his father and older brothers manage the farm, and his mother and older sisters manage the house, Meldor learned the importance of careful planning, hard work, and simple determination in the face of adversity.

 Unfortunately for Meldor, he was a very weak child, and not physically capable of most farming tasks.  He could no more guide a plough or fell a tree than fly to the moon.  On the other hand, he had striking good looks and remarkable talent for talking his way out of trouble or getting what he wanted.  So, with some misgivings, his parents apprenticed him to Gehru, the local village bard.  Under Gehru's tutelage, Meldor learned more about the world outside his village, honed his speaking and acting skills, and even developed a mild flair for the dramatic, but he never could sing or play an instrument any better than average.

 It was just beginning to appear that Meldor was not much good for anything, other than perhaps village jester, when his parents finally confirmed to him what he had been beginning to suspect for some time – he was not really their son.  They had found him as a baby, wrapped in swaddling clothes, on their doorstep one morning, with only a simple note accompanying him: "May the Creator protect this child."

 Plunged into an identity crisis, Meldor hid in some nearby woods to sort things out, and there had an epiphany: the note did not refer to Pelor, as his human parents had assumed, but to Corellon Larethian, and Meldor's unusual looks were actually the result of having a measure of elven blood in his veins.  But he was even more surprised when the intensity of his emotions over these sudden discoveries, catalyzed by a chance accident, triggered his most astounding discovery – he could perform magic!

 Deciding he should no longer stay in Kuhl, Meldor bade his family and Gehru goodbye and headed for Greyhawk, with no particular goals other than to develop his new-found magic talents and make a name for himself.  Fortunately for Meldor, he soon met up with Lord Gelban, who saw to it that Meldor began to be trained properly as a sorcerer.

 Home Community:  Actually a half-elf but thought to be human, Meldor grew up in a quiet, farming hamlet of humans in a relatively civilized, peaceful region of the Great Plains called Kuhl, not too far from Greyhawk.

 Climate:  The Great Plains have mild weather and a temperate climate.

 Education:  As a child, Meldor learned about farming and household economics.  During times when he was too weak to help with the heavy manual labor, his mother taught him to read and write.  Later he was apprenticed to Gehru, the local village bard, from whom he learned public speaking, basic acting, a little about the world, and very little music.  After Lord Gelban took Meldor under his wing, Meldor began to learn some basic spellcasting.  Nevertheless, at the start of his adventuring career, Meldor knew very little about magic and almost nothing about the various monsters that inhabit the world.

 Events:  Meldor's early childhood was entirely noneventful, unless you count watching fireworks at the annual Kuhl Fair.  As a youth, Meldor struggled to fit in with the guys, without much success, although the girls usually seemed to like him.  The pivotal event in his life, of course, was his sudden, triple discovery that his parents were not really his parents, that he is part-elven, and that he has innate magic powers.

 Family:  Meldor's parents own a small house and farm.  Through careful planning, hard work, and determination, they grow enough food and produce enough simple craftworks on the farm to support themselves.  His family has farmed in Kuhl for generations, and are considered solid, dependable, if unexciting, folk.  They have no military or combat training, but most of the men and some of the women can wield a mean pitchfork in a pinch.  His family members are generally fair, good, and trustworthy, although there are exceptions now and then, and the family reputation in Kuhl reflects this track record.  His family has worshipped Pelor for as long as any of them can remember, and is apolitical.  His family is something of a "meritocracy" – respect goes to those who get the job done most efficiently and well.  His family's ancestors have been largely forgotten.

 Relationships:  Meldor's parents are both alive and healthy, tending their farm in Kuhl.  Meldor does not know who his biological parents are or anything about them, other than that one or both of them has some elven blood, and they apparently were faithful to Corellon Larethian.  Meldor has three older brothers and two older sisters; he does not know whether he has any biological siblings.  Meldor's grandparents have all died, but he has a fair number of cousins and other kin in the Kuhl area.  Due to his charm and generally good nature, Meldor has always made friends easily, but has usually not been particularly close to any of them.  His closest friends are generally the members of the party with whom he has traveled the longest, the obvious exception being Ashrem, whom Meldor finds disturbing.  Meldor does not know of any living enemies.  Meldor was instructed by Gehru, the local village bard, and later by agents of Lord Gelban.

 Miscellaneous:  Meldor started his adventuring career with a "chaotic good" alignment and a desire to worship Corellon Larethian, largely due to his reaction to his discovery of his elven blood and magic powers.  Over time, however, he has switched to "lawful good" and reverted back frequently to honoring Pelor, influenced both by his upbringing and by his association with Lydia and Magnarus.  He has also been troubled by his own drift away from goodness toward neutrality, seemingly under the pressure of the moral dilemmas so often posed by the exigencies of adventuring.

 Meldor has a definite penchant for planning and analysis, traits that were highly respected and encouraged by his family, and brings these talents to bear in his use of magic.  Thus Meldor carries a wide-assortment of scrolls for every occasion, almost always maintains his concentration, and takes true pleasure in casting a well-placed, carefully-sculpted, four-cube fireball.  He tries hard to use the right spell at the right time, and one of his favorite sayings is the single word, "Control."  He often uses the wrong spell, however, because his knowledge of monsters is based almost solely on his own experience.

 Due to his good looks, preference for finesse rather than sheer power, and perhaps some lingering influence of Gehru, Meldor enjoys using his diplomatic skills, specializes in enchantment spells, and has even developed his own style of casting magic missiles with unnecessary flair and uttering suggestion spells in rhyming couplets.  Meldor looks on Gelb's larger-than-life, dramatic antics with a mixture of admiration, amusement, and friendly rivalry.

 Meldor's leadership abilities have developed with the experience he has gained through successful adventuring, and he currently has four followers – one adept and three experts.  Meldor sorely misses his cohort, Horken, not only because of their mutual friendship but also because of Horken's extraordinary defensive capabilities in combat.  Meldor has never adopted a familiar.

Name: Ulfgar

Ulfgar comes from a long line of adventurers. He was trained as a fighter from when he was young. As he got older, though, his family shifted into politics. Not interested in politics, Ulfgar decided to become an adventurer. A good basic fighter, Ulfgar got involved in a quest to raid the lair of the local monster, Karthadoc. In the course of his first adventure, Ulfgar's party is all killed off except for him and his friend, Marthek, whom Ulfgar saved from terrible peril. But, Ulfgar stole Karthadoc's Flaming Mighty Longbow and blinded Karthadoc's left eye with it. Karthadoc vowed revenge, but couldn't catch Ulfgar. Ulfgar's family urged him to leave the city, and he did so, happy to go on new adventures. On his travels, he learned as much as he could about archery using his new Flaming Bow. After another adventure, he came across a small monastery. This was no ordinary monastery, though, for it was not filled with monks. Instead it was filled with masters of the "Order of the Bow". Here he started training and became an Order of the Bow Initiate. Filled with his new skills and knowledge, he set off adventuring again, and ended up in Brindinford...

Home Community
Ulfgar lived in a city of up to 12,000 residents, small cities are big enough to be the capitals of smaller nations.

Ulfgar feels at home in high altitude and rugged lands where vegetation is sparse above the tree line, but forests and meadows predominate lower down. Ulfgar welcomes the cold all year long, although where he comes from seasons are still discernible. The length of day and night changes greatly from season to season. 

Ulfgar learned basic wilderness survival skills. Ulfgar has military training, from which commoners typically become infantry or archers, and those with higher social status become staff officers or squires. Ulfgar learned basic local or national history.

Ulfgar contracted a lingering sickness or developed a congenital defect. Ulfgar participated in a minor adventure such as building a homestead or working on a caravan on a new route. A significant monster, Karthadoc, threatens Ulfgar's home community and is eventually either destroyed or driven off. 

Ulfgar's family owns a moderate dwelling. The family's income slightly exceeds its needs. The male members control Ulfgar's family. Combat is a regular part of the lives of Ulfgar's family.  Most adult members are veterans of some combat, and martial weapons and training are commonplace. Ulfgar's family has neutral ethics or no consistent family ethical direction. Ulfgar's family's ethical reputation matches their private ethics. Ulfgar's family is now a part of the political system and supports it. Ulfgar's family is also a member of a religious order. Ulfgar's family is known as stalwart companions. Ulfgar's family is closely tied to a group that's generally well regarded by the community, like a local church or helpful monastery. Ulfgar's Father holds a high position in the
current political system.

Both of Ulfgar's parents are alive and healthy. Ulfgar has 2 younger siblings. Both of his grandfathers are living. Ulfgar has 10 living relatives. Ulfgar doesn't make friends easily, but Ulfgar is a good friend to those he has. Ulfgar has a few close friends. A top-notch instructor taught Ulfgar more advanced military, religious, or arcane techniques. One local monster, Karthadoc, has chosen to direct his hatred toward Ulfgar, because of some minor adventure Ulfgar completed.

Name: Horken
Born in the Dwarven province of Mrid, Horken proved to be an exceptional youth. Enlisting in the Guard at Mrid's Gate, Horken soon became well known for countless heroics performed during a period of intense activity from the Karak Guun.
During this time, Horken met Caithana, a barmaid at a tavern he frequented. One year later they were married, and at Caithana's request, Horken retired from the Mrid's Gate Guard early, as a Captain.
Horken and Caithana lived happily for three years until a particularly fearsome attack by the Karak Guun managed to breach the Gate (a feat the Karak Guun have managed only a handful of times in all of recorded history)
Horken's house was burned to the ground in the fighting, and while Horken survived, Caithana perished. Horken slew the orcs responsible for her death, but in his despair found little left to keep him in Mrid. Distraught at his beloved wife's death, Horken left Mrid, declaring himself an outcast, unable to ever return except with the express permission of the King.
Horken traveled for some time, before eventually settling down again in Brindinford with his aunt Shoomma, likewise a Dwarven outcast. Shoomma was also, however, a master smith, renowned throughout the Great Plains. Horken buried his sorrow at his wife's death by learning the art of the forge, proving himself an apt pupil under Shoomma's teaching.
When Shoomma died under mysterious circumstances during an attempted coup within the city, Horken again found himself alone in the world. Vowing to avenge his aunt, Horken decided to join the adventuring party which had prevented the attempted coup and driven out the fiends behind it.
Name: Gelb Flinderhop

Gelb Flinderhop was born the only son of a merchant. Mr. Flinderhop had high hopes for his son. The family wasn't wealthy by any standard, but they had more coin than some noble houses, and Mr. Flinderhop wanted his son to rise high. The military, civil service, it didn't matter
much to Mr. Flinderhop. His wish was that his son would somehow, through word or deeds, get a foot in the door of land and title. Mr. Flinderhop, sadly, would probably never get his wish.
When Gelb was about 13, he accidentally set the house on fire. The details aren't important, but suffice it to say that, as a result of the incident, Gelb was discovered to have some latent talent for magic. Mr. Flinderhop was overjoyed by the news, and arranged for Gelb to attend an
exclusive wizard's academy.

Sadly, Gelb did not flourish in the structured environment of the academy. Indeed, he earned a reputation for laziness, and had a penchant for practical jokes. Gelb was more concerned with entertaining his classmates than practicing his spells. He managed to learn the basics in his one and a half years at the academy, but, much to his father's dismay, he did not distinguish himself for anything other than tomfoolery. When he and his best friend, Jert Angelhort, somehow
managed to inadvertently summon a dire rat into the headmaster's study (they were trying to steal a flask of the headmaster's brandy; it's a long story) Gelb decided it was best that he head out on his own. Gelb left the academy. He got a job working in a tavern, and continued to learn bits and pieces of magic lore from passing wizards. Indeed, it's surprising how much you can learn from drunken mage, and Gelb learned quite a lot. It was also during this time that Gelb
learned to sing and play the lute, and to tell tall tales, and party with the best of them. He would put on shows combining magic tricks with music. He got many compliments on his magic, but much fewer on his singing...

Eventually, Gelb honed his wizardly skills enough that he was able to take odd jobs here and there. He became an "adventurer" of sorts. Gelb, as he'll eagerly tell you, has seen many things and done many quests. Half of his boasts and stories might even be true. And this leads us to the present:

Gelb Flinderhop. A true renaissance man. A singer, a poet, and a wizard. (and a carouser, and a dandy, and occasional exaggerator).

Name: Magnarus

Pseudo Background

Home Community
Magnarus lived in the smallest community that supports a number of craftspeople. The population ranges from 401 to 900.

Magnarus' home included swamps, moors, and other low, wet areas. Magnarus grew up with cold winters, but warm summers.

Magnarus learned basic wilderness survival skills. Magnarus learned an unusual trade such as bookkeeping or the law. Magnarus studied comparative cultures of other races, or other nationalities.

Magnarus was born under a strange moon, a comet in the sky, or some other phenomenon. Magnarus participated in a minor adventure such as building a homestead or working on a caravan on a new route. Magnarus' home community has a crisis which could included structural problems like earthquake, climate shifts, famine, or repeated waves of plague.

Magnarus was raised as part of a arcane order. While Magnarus' “family” didn’t have much direct income, it had access to resources through the magic of wizards and sorcerers likely provides the resources. One branch of Magnarus' family follows one leadership structure, and one or more others follow a different structure. Most of Magnarus' family members are versed in basics of using clubs, spears and knives in self-defense and defense of the family home. Magnarus' family is known for involvement in the community and acting to help others. Magnarus' family is a part of the system but is open to suggestions for change. Magnarus' family has a historical conflict with followers of a particular deity (player decides which) assumed to be disreputable. Individuals are treated without regard to Magnarus' family name. Magnarus' family is closely tied to a group that’s generally well regarded by the community, like a local church or helpful monastery. Magnarus' family’s ancestors of note are unknown or forgotten. Information about them could be revealed in a future adventure, however.

Both of Magnarus' parents are deceased, and the player chooses how the parents passed away. Magnarus has 3 older siblings and 1 younger siblings. Magnarus remember his grandparents, but they have passed away. Magnarus has 7 living relatives. Magnarus' significant friend is dead or missing. A favorite instructor of note has requested an oath or service from Magnarus (describe the oath or service). Magnarus has no known enemies, yet.

Name: ?


Name: Thornseld

Climate: Thornseld doesn’t have a specific home terrain because he
migrated through more than one. Thornseld grew up with cold winters,
but warm summers.

Education: Thornseld learned basic wilderness survival skills.
Thornseld spent time seeking animal skins or meat in the wilderness. His youth spent learning how to defend the mobile nomadic tribe

Events: Thornseld aided in the defense of the community against
raiders. A significant tribe threatened and possibly defeated
Thornseld's own community.

Family Tribal Name: Thurisuruzauthiz, this name was shortened to Thorn.
Seld is the orcish word for shield.

Family: Thornseld's family owned a long caravan, trading from one place to the other. They also hired themselves out to traders. The family’s income slightly exceeded its needs. The male members control Thornseld's family. Thornseld's family relied on own protection as guards or mercenaries. Thornseld's family had neutral ethics or no consistent family ethical direction, it was simply a matter of coin.
His family were viewed as mercenaries and traders Thornseld's family had no specific political stance. Thornseld's family had no commitment or an inconsistent family religious direction. Individuals are treated without regard to Thornseld's family name. Members of Thornseld's family may be guilty of crimes, or wrongly convicted of them. Either way, other members of the community treat Thornseld poorly as a result.

Relationships: Thornseld's parents are lost or unknown. Thornseld may learn more about them in a future adventure, of course. Thornseld may have a living fraternal twin, identical twin, or two triplet siblings.
Thornseld's grandparents died before he was old enough to remember them.
Thornseld has 6 living relatives. Thornseld is a loner by choice or circumstance. The person who taught Thornseld the most isn’t actually in Thornseld's area of expertise. One or more local organizations view Thornseld as a threat, perhaps as a result of some minor encounter.

Thornseld ,originally meant to lead an honorable and prosperous life as the leader of one of the most powerful trading nomadic tribes of his region, survived their brutal annihilation. While serving as his family’s point, the first man to attack the enemy, a tribe of brutal raiders mercilessly attacked his tribe. Left in the plains for dead, he slowly returned to civilization looking for clues of the massacre.
Finding that he needed coin, Thornseld hired himself out as what he knew best, a defender, a shield for wizards or sorcerers that wished to explore dangerous places such as dungeons or keeps. He made a good name for himself as a hired sword. If he is found in the dungeon, he had recently lost the person that hired him. Thus he is pissed and probably beant on revenge.

Thornseld is a steel machine, a juggarnaut of pain ready to crush those that oppose. Not used to bragging or showing off, he will simply defeat his enemies. He enjoys battle and has a preference toward defense of people rather than himself. It is in the nature of the way he was
raised- as caravan defender.

There is an air of moodiness about him, usually in the negative, and he will be prown to anger if pushed. He does have a high respect for coin, as his whole family did, and when someone gives him a payment. By no means will he betray them, ever. He is a believer in the honor of coin.
While he will not steal, he does hold monetary obligations in high regard. You will be fine, just do not owe him any money.

Name: Char

The daughter of Rilatin the Infernalist and one of his human-concubines, Char was singled out at an early age for the exceptional inborn magical abilities that she possessed.

Taken into Rilatin's tutorage, Char rapidly began to master the magical arts, especially that of the school of Evocation, which her master favored. Her childhood years were spent in continuous study under Rilatin. In his keep she remained, never being permitted to leave.

Char's potential, however, was more than even Rilatin had dreamed. Enticed by her beauty and budding power he soon sought to claim her as his consort.

It was not long, however, before being consort to her father and mentor began to have a detrimental effect on Chars psyche. She began to spend long hours in the keeps extensive libraries, studying ancient volumes which even Rilatin feared to read. Unknowingly surpassing Rilatin in knowledge and power, Char soon became obsessed with one particular tome that contained formulae suggesting the existence of creatures beyond the boundaries of the multi-verse itself. As her studies intensified her power began to grow exponentially, and with each bit of knowledge gained another bit of her sanity was lost.

A few years into their curious relationship Rilatin began to grow intensely jealous and fearful of his young lovers ever growing power. Unwilling to allow himself to be surpassed as the penultimate Sorcerer in Theralu' acli, he decided to eliminate his lover and daughter while he could still overpower her. Knowing she would like be warded against magical assault, Rilatin chose instead to utilize the deadly Cunoxiuos Poison, distilled from the spores of Vapon mushrooms.

Cunoxious Poison is exceptionally rare, its actual existance in fact doubted by some. In small doses Cunoxious simply produces hallucinations of a maddening and terrifying nature for a short period of time. But a large enough dose can easily drive an imbiber into a catatonic state, tormented by horrifying visions for the rest of their days.

Placing the poison in Chars evening drink he sat back and waited expectantly for the scene to unfold. With relish he imagined her fevered screams as her hallucinations overcame her. However, when she ingested the poison, something peculiar occurred. As the hallucinations came to her, she was not frightened but instead considered them curiously. She found herself captivated by them, as fantastic images began to dance in her head and whisper dark secrets in her ear. Pushing down the cacophony, she began to look curiously at the only man she has ever known in her life. Without hesitation she struck down her father, master, and lover, the Drow Sorcerer Rilatin the Infernalist.

Freeing his slaves and leaving his keep to burn, Char left Theralu' acli, never to return again.


Adventure 1 - Where is Horken?

Meldor meets with Idalla, the witch he had freed some time earlier.  She mentions something about Horken and crashing cubes.

The group visits Meldor in Brindinford to tell him that Magnarus is going to commune with Pelor and he needs help preparing for the commune.  Ashrem is approached by Char to help steal Horken's crown for herself.  Ashrem doesn't see any harm in that so agrees.  Gelb is told of this plan, but refuses to go along.  Ashrem and Char invisibly sneak into the temple in Brindinford where Horken's remains lie, but find that his equipment is in a locked room.  Char makes a noise and flees as a guard approaches, Ashrem uses his heartstone to pass through the door to the locked chamber, he grabs the bag of Horken's stuff and passes through the outer wall with a bit of difficulty.  Ashrem gives the bag and crown to Char, and sends her to return the remaining contents to the temple after she takes the crown.  Ashrem and Char return to Greyhawk just as the commune begins. 

Magnarus speaks with Pelor and asks questions about Horken.

Ulfgar speaks with his mentor.

Meldor finds out through his new cohort Alein that Horken's crown was stolen.

Gelb: "I think Pelor's right about Horken's captivity being unrelated to Nuenthor ... As I said, I suspect Horken's just the bait in a fancy trap.
No one's after him ... he's just a pawn in all this. Nevertheless, the issue of Nuenthor seems important. It doesn't surprise me at all that someone stole the crown. If we could find the thief, we might be able learn more."

Meldor: "A trap? A TRAP?? Hmmm . . . . so who do you think is the REAL target here? You are undoubtedly the most visible member of our group -- do you have enemies you think might be behind this? Or do you think perhaps someone may be seeking revenge against our entire party? Perhaps an associate of Guilthius, or the fire salamanders, or those creatures that attacked Brindinford?"

"As for the crown, I would guess the thief is some operative of the enemies of Nuenthor, or perhaps of a competitor for the kingship. In any event, my concern is with freeing Horken. Pelor says Nuenthor is unrelated to Horken's captivity, so I believe the crown can wait."

"But then ... perhaps the thief stole the crown in an attempt to divert suspicion to Nuenthor, and the thief is really an operative of Horken's captors? But that would not seem a very smart move by them, since the thief could instead lead us to them. Nor would it be consistent with the trap theory. Or would it?"

"Hmmm ... this is all most perplexing. I think our main concern still needs to be to focus on determining where Horken is. Magnarus, Char, Ulfgar, Ashrem -- what do you think?"

Gelb: "I'm not aware of any enemies that would be after me. Unless
it's one of my misguided groupies, but uhhh *ahem* that's another
story. As a group, I think we've made enough enemies and strange
allies that there a number of potential suspects. The Vrock,
Gulthias ... that friend who visited you the other day in
Brindinford didn't seem to be a shining beacon of morality, either.
And how did she know all those things she told you, anyway?"

*Char just sorta rocks back and forth on her heels muttering softly with a vacant expression on her face. She seems not to have heard the question or have even been paying attention. Crazy.*

Ulfgar: "I agree with you Meldor. We need to focus on finding
Horken's captors. Nonetheless, If we don't find the thief now, and
wait until after we free Horken, we might lose the trail. It might
be best to get the crown back, coerce a little information, rescue
Horken and then go after the Nuenthor people.

"I have not been too present in the dealings about this, as this
matter with Karthadoc is weighing on my mind heavily. I too will
need some time here in Greyhawk before we depart for our next
adventure. I want to find out any information on the whereabouts of
Karthadoc, and I want to put this matter to and end. I do hope that
I can call upon all our groups' resources. Before we sell anything
off the Druid, what kind of equipment did he have?"

On recent talks within the party, Alein: "A trap has occurred to me, but what would be the purpose? Those with the power to restrain the very stuff of souls could attack in the open with brutal force, could they not? Why the need for duplicity and trickery? Although, if it is Demons who play with us, that would explain everything away. Duplicity and trickery are reason enough, in a Demon's twisted reasoning, for performing any kind of evil."
"Archeron, also known as the Infernal Battlefield, possesses four known layers of infinte size. While the top three layers all hold floating cubes, any inhabitants are most likely found on the first layer, Avalas, also known as the Battleplains. Time flows normally there, and there is no elemental bleed off. There is a mild Order seep, but otherwise Archeron, at least on Avalas, is rather hospitable as far as the Lower Planes go."

Meldor: "Good point, Gelb. Adalla evidently knows something about what is
going on. Of course, what she told us conflicted with Pelor's statements,
and Alein says Adalla's a demon, so we probably can't trust her. We also
don't know where to find her, in any event. Perhaps we could ask Alein to
initiate inquires, or spread some message, in the Church of Heironeous again
that might catch Adalla's -- or her master's -- attention?"

Meldor: "I suspect we've already lost the thief's trail, but I'm open to
suggestions. As for this Karthadoc matter, how can I help?"

Meldor: "Could someone please explain to me some basics about planes? All
this talk of inner and outer, upper and lower, and even demi planes is
getting awfully confusing. For example, I thought we had established from
Pelor's answers that Horken could not be on Acheron, but now we're
discussing it again. Did I misunderstand something?"

Alein: "The world we exist in is called by scholors the 'Prime Material Plane'. Three other planes, the Astral, the Ethereal, and Shadow, all exist along side what we can perceive as reality. Travel through the Ethereal eventually can lead one to the so-called 'Inner Planes', planes of raw existance. It is from these planes that the fabric of reality is drawn through the Etheral. In the Inner Planes one can find the planes of Fire, Water, Earth, and Air, as well as the planes of Life and Death.

The Outer Planes are reached from the Astral, and are places of belief and spirit. They are the birthplaces and abodes of both Angel and Devil. Archeron is indeed one of the Outer Planes. Master Magnarus's Commune indicated Horken was not located upon an Outer Plane. I simply offered the information into an inquiry made from Idalla's comments. I must remind you, however, that she is a Demon and not to be trusted.

If you wish I can ask within my Church again, although I request you refrain from reminding me of how Idalla contacted you the first time."

Ashrem: "Meldor, I am a bit confused about this paradox of statements
about the planes as well. If your god tells you Horken is not on
Asheron but your demon tells you otherwise, why would you believe
your demon?"

"What's the big deal about this crown of a lost civilization
anyway?" "Where did we even get this crown, and wasn't Horken
supposed to sell it?" "Not that I need the coin, but shouldn't
Horken have bought from the group pot it if it were acquired through
our adventures?"

"Anyway, I don't see you guys running out and making a big deal to
resurrect, your fabled friends Taz, Zat, Jozan, the psionic dwarf,
the gnome. What about Dekker Rough-Poot, Holg or that monk?"

"Personally, I am happy you took care of bringing me back, I have
unfinished business in this world."

"Why all the extra effort for a lousy dwarf who never liked me

"So, Meldor, let the dead rest, I say we go whereever adventuring
takes us. If it is to the plane of crashing cubes, then lets go kill
that Idalla chick."

"Meldor, you worry too much, I'm sure its a trap, I'm sure you can
deal with it."

Gelb: "I can't speak for the rest of list, but good riddance to that
gnome. That guy was annoying!".

more to come....


Adventure 2 - Steel Pups and the Drinking Sword

In this session the adventurers found another member, Thornseld, who aided them in the defeat of two steel predators in the town of Brindinford. Obeying his Golden Oath, seeking those that killed his caravan, Thornseld joined the band after meeting the halfling sorcerer Sandir, the company fought the assassin Tchtalinocktolae in the dangerous outlands. A perilous battle where the band fought valiantly against invisible assassins and the high level murderer. Steel and spells formed a lethal combination for the Tchtalinocktolae and his band.

The company plane shifted to Rygas, after fighting 2 more steel predators, the party found a gate in the shop of an efreeti trader, providing a gateway to Archeron - the plane where the steel predators originated.

Adventure 3 - The other side of the Portal

The company journeyed through the portal, instantly arriving in Archeron. There they faced a giant spider a drow and an berserk ogre.
Char did some impressive blasting at the spider, Magnarus did some destruction on the enemy band, and Gelb flashed his "signature spell"
(prismatic spray). Yet despite his efforts, Ulfgar fell to the unearthly swat of the berserk ogre. Snapping his neck, the archer flew back into the portal. Defeating the spider and drow, the band concentrated its efforts on the ogre. Possessing supernatural beserking, the company could not defeat him, and he swat the members as if they were insects.
If not for the forethought of Meldor, calming him with a suggestion spell, the band may have found themselves buried in a plane not their own.
Adventure 4 - Wrath, Fire, and Hell

After retrieving Ulfgar's body, the group decided Sandir could turn him to stone as a monument to Ulfgar's works.  Thorn swapped out his ordinary bow for Ulfgar's might Arc Storm.

While half the party choose to approach a far cube via flying carpets, they had to battle with the some Nightwings and spectres in space.

The other half of the party remained behind waiting to teleport, and were found by two Axiomatic rocs. They fought the two rocs, and one carried off Char, but Magnarus put an end to that and Char.  Magnarus had to resurrect Char after teleporting to the other cube world.

During the night the party battled triumphantly against two firegiants and their hellhound minions.

Adventure 5 - Working for the Ants

After Magnarus found the path to the iron fortress, the party helped save an ant creature from some evil humans at the cost of Thornseld, who was imploded- whom Magnarus resurrected later. It turned out the humans were a band of Slaad. The ant warriors invited to meet the ant queen and parleyed. Gelb and Meldor performed well, but the queen seemed unimpressed.

Traveling to the steel predator lair escorted by two ant warriors (who stayed behind), the party encountered only two of the beasts on an incline. The battle had the band scurrying and firing spells and arrows, many falling to their sonic blasts. Magnarus created a blade barrier and the battle resumed at the outside of the cave.

Adventure 6 - Adamantium and Arch Storm- Products for Conflict

The battle at the cave of the steel predators became grizzly, with many in party being grappled and stunned by sonics. Passing the blade barrier with ease, the queen of the den attacked the party with a fantastic array of spell resistance and range attacks. Only through a coordinated effort was the enemy slain.

Searching the cave, Ashrem found a plate inscribed by Imperagon, in thanking Tavaris, the queen predator, for the use of her kin.

Grateful for the demise of the hive’s enemy, the ant queen gave the companions a multitude of potions.

Just as they were being hailed as heroes, Mundrut, a hobgoblin in the employ of Karthedoc demanded the return of Arc-storm. Ulfgar took Karthedoc’s bow, using it to buy Arch-Storm. Since Karthedoc could not get to his original bow, he set his will on Arc-storm. Since the party, and Thornseld, does not negotiate on demand- the two sides battled. Outside the hive, Mundrut and Karthedoc had two giant tigers, and two henchmen waiting. Again the coordinated effort of the party saved the day, easily defeating Mundrut.
His two tigers and henchmen proved a bit more difficult, until spells either held them or defeated them outright. In a last ditch effort, Karthedoc cast a prismatic sphere on himself and teleported away- perhaps to regroup and fight another day.

Adventure 7 - Blue Dragon Den

Rules for (Blue) Dragon slaying, as discussed with Waiteerius, the illusionist, by Thornseld while traveling on the Mannaza caravan from x to y...

1) Try to not do it in (their) dark

2) Never fight them in their own lair

3) Never assume there is only one

4) Disrupt their magic first

5) Know when to retreat

6) Grab the treasure only AFTER the dragon is DEAD

7) Spell-wearers should never fight hand to hand; especially against  something that has claws, teeth, and a tail; instead of hands

8) Likewise, warriors should never wield just steel against the
spelled tongue of a dragon

9) Protect your healer; before he has to protect himself

10) For dragons, pay attention to color

11) Carpets, potions, and immobilization are your best allies

12) Insanity does NOT mean death

Adventure 8 - Damned Drunken Dream

Thornseld awoke on the central bar of the Broken Anvil Tavern, there in that town within Greyhawk. He pulled his massive frame, still groggy and heavy headed, up from the gentle mist that settled over the bar. His eyes, unfocused, centered on the dozens of kegs and empty steins about his body. He moved his leg and a barrel of spirits scrawled in dwarven letters rolled out from under it.

“Damn dwarven spirits,” he said to himself. "Truly the quickest way to reach the savage lands beyond death!”

Finding his axe amidst the rubble of the broken bar, he searched about but could not find that bow Arc- Storm which appeared somewhere in his mental inventory.

His head, amid the fermenting liquor winding through it like the coils of a jungle snake, filled with memories both familiar and strangely foreign. He cursed in Orc, remembering the damnable assault on the Iron Fortress, the steel predators that only he had fought on land- while his magic- enhanced friends hovered and rang blows of deadly force upon them from afar.

“Damn carpets!” he whispered.

Dreamy images of people named Ashrem, Gelb, Char, Meldor and himself slammed into the underbelly of an iron fortress, expecting to expose its vital entrails, and weaknesses. Instead they crashed into the very heart of the Iron Fortress, finding not only a nightmare named Imperagon, but a fallen angel and an invisible pit fiend with him. They all fought valiantly, except for Thornseld and Gelb. The mage, immediately seeing the uselessness of the attempt, teleported back to the outlands, after taking a hit from what appeared to be a shower of meteors.  The meteors instantly killed Meldor and Char.

Thornseld felt cowardly, he had slapped the sacred golden oath, thrown away all he believed in just to get out alive. What was life without that most sacred of promises that held his wild band of warlords together?

Yet the adventure now did not seem real, did not seem authentic, as if the entire affair had been conjured by a demonic wizard bent on totally killing every player in a twisted game. Thornseld looked at the giant mug clenched in his hand, his stomach revolted and he retched the spirits from his body.

Then he remembered meeting the bard- illusionist, Gelb, the night before, after the other had sang a wondrous Orcan battle march. The two had drank ( served by a lovely maiden named Char) and cheered at a poet coincidentally named Meldor, reciting his poetry as his lovely Paladin companion looked on. A cleric named Magnarus cheered every verse.

The bard introduced the barbarian to a dwarven drink, Horken, a potent elixir originally used by dwarven smiths to clean their forge. Somewhere along the lines, perhaps falling on brutal times, the smiths had begun to drink it- causing powerful illusions and hallucinations.

The Barbarian bent over the bar and his head swooned, apparently orc head did not mix with dwarf mead. It rang, sounding like the clash of steel and the explosion of a wall. He looked beyond the bar, seeing the form of Gelb leaning on Alein, both asleep about a dozen instruments.

Then a voice came from the entrance, a stern and familiar voice that he had never heard before but somehow felt familiar in his memory. It poked at the half-orc, making him go instinctively for his axe. Yet he recognized it as perhaps the voice a long dead friend. Not that the half- orc ever had the opportunity to use the word often...

“Dammit Ashrem I’m telling you where the hell did Ulfgar's bow, Arc-Storm, go, been looking for it for days- maybe in this bar...”

“Look at this place!” Ashrem said. “Looks like its been hit by a band of raging orcs!!!”

And with that Thornseld’s head could hold no longer, his vision went black and he started snoring before his head hit the bar.


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