D20 EQ Summer 2003
Home Up D20 Insane Campaign D20 Modern Horror Autumn 2004 D&D FR Summer 2004 D&D Autumn 2004 Arcana Unearthed Summer 2004 D20 Futuristic Winter 2004 GURPS Winter 2004 D20 EQ Summer 2003 GURPS Fall 2003 D20 Futuristic Spring 2003 D&D Summer 2003 Bunnies and Burrows d20 Gamma World D20 Alpha Spring 2004 Gamma World D20 Beta Spring 2004

 

D20 EverQuest Campaign Setting

  • Befallen
  • Time Frame:    Norrath Age of Wonder
  • Genre:    Fantasy (d20)
  • Progress Level: EQ = EverQuest 
  • Life:    Undead skeletons and more
  • Setting:    Norrath, Befallen 
  • Plot:    An adventure to find a lost friend, a book, and retard an undead threat
  • Goals:    
    • find a lost friend
    • find a diary
    • retard an undead threat
  • Game Master: Mark
  • Characters:    1 Cleric, 1 Rogue, 2 Shadow Knights, 1 Wizard, 1 Beast Lord, and 1 Ranger

Character Backgrounds

Name: Shateiel, High Elf Cleric
played by Manny

Home Community: Felwithe Elven City
Temperature: Warm (tropical and subtropical)
Childhood Education: Multicultural
Trade Education: Healing
Formal Education: Astronomy
Childhood Events: Astronomical Event
Youth Events: Healing
Pivotal Events: Religious Awakening
Family Economics: Religious Order
Family Power Structure: Oligarchy
Family Defense: Magical
Family Ethics: Good
Family Public Ethics: Beyond Reproach
Family Political View: Supportive
Family Religion: Historical
Family Reputation: Outstanding
Family Social Standing: Positive Religious
Family Ancestry: Prophecy
Parents: Parents Lost 
Siblings: Youngest
Grandparents: One Grandparent on Each Side
Extended Family: Many Living Relatives
Friends: Some
Instructor: Other Race
Enemies: Diabolic Enemy

Home Community
Shateiel grew up in the Elven city of Felwithe in Norrath. His community is proud to trace its lineage back to the original Koada'Dal. Felwithe is the capital city of elven government in Norrath. Shateiel enjoyed living in North Felwithe.

Climate
Shateiel lives where conditions are warm year-round.

Education
Shateiel traveled or moved enough to learn that the world is a big place with many different people and places. His tolerance for all races is quite extraordinary for a High Elf.  Shateiel studied the movement of the stars as they influence the patterns of nature; specifically patterns that Tunare herself would reveal.  Shateiel learned the skills of a healer. Shateiel studied the movement of the stars. 

Events
Shateiel was born under a comet in the sky. Shateiel cared for a recovering family member or hero. Shateiel's home community is faced with faith when a new prophecy is announced.

Family
Shateiel was raised as part of a religious order. While Shateiel's ďfamilyĒ didnít have much direct income, it had access to resources through its order. The richest members control Shateiel's family. Shateiel's family relies on divine protection. Shateiel's family is known for involvement in the community and acting to help others regardless of race. Regardless of Shateiel's familyís actual ethics, public opinion is so ingrained about his family that itís essentially unchangeable. Shateiel's family supports the current political structure and rulers. Shateiel's family has worshiped a patron deity Tunare for years. Shateiel's family is known to produce upstanding individuals but has an occasional bad apple. Shateiel's family is closely tied to a group thatís generally well regarded by the community, like a local order of Tunare. Shateiel's ancestor, Lanenya,  was the focus of some great omen.

Relationships
Shateiel's parents were lost on a pilgrimage. Shateiel may learn more about them in a future adventure, of course. Shateiel has three older siblings, Sadriel, Sachriel, and Shamiel. Shateiel's one grandparent is living. Shateiel has 192 living relatives. Shateiel has several friends who are companions or associates but who arenít intimately close.   Shateiel has friends among almost every race and sees all races as being a part of nature.  Only those that turn against nature or natural living shall be dealt with accordingly.

Shateiel's favorite instructor of note is of a different race human, Burk who has taught Shateiel many things utmost to respect all life and races. A powerful outsider identifies Shateiel as a current or future threat.

Shateiel is an easy going elf who often feels disconnected from the hustle and activity of most of his compatriots.  Shateiel knows that life is long since his grandfather, Kaldywen is over 550 years young and this instills the belief in Shateiel "that long life is worth living."  Shateiel's other grandmother is also living at an age close to three hundred.  Shateiel tries to be careful but sometimes enjoys smashing the unnatural.  Shateiel is not above letting evil living beings live because he believes all natural beings have a right to long healthy lives and people change.  Shateiel is especially strong willed and his physical strength is amazing for a high elf as well.  Shateiel makes for an attractive being among other races.  Shateiel lacks in athleticism but makes up for it in wit.  Shateiel is often seen as a bit distant, but many races call him friend. 

Name: Dai, Vah-shir Beastlord 

Home Community: Human-Dominated Area
Terrain: Nomadic People
Temperature: Cold (arctic or subarctic)
Childhood Education: Business/Politics
Trade Education: Monastery/Knightly Order
Formal Education: Agriculture
Youth Events: Arcane
Pivotal Events: Under Siege
Family Economics: Monastic Order
Family Power Structure: Domination
Family Defense: Mixed
Family Public Ethics: Undeserved
Family Political View: Enfranchised
Family Religion: Neutral/Uninterested
Family Social Standing: Negative Religious, Arcane, Monastic or Military Affiliation
Family Ancestory: None
Parents: One Ill
Siblings: Youngest
Grandparents: Great-Grandparent alive
Extended Family: Few Living Relatives
Instructor: Angry
Enemies: Villain



Home Community
For some reason, Dai's home is among Vah Shir.

Climate
Dai doesnít have a specific home terrain because he migrated through more than one. Dai 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.

Education
Dai was curious about money. Dai has been accepted for training by an order of beast masters. Dai learned farming and animal husbandry techniques.

Events
Dai displayed an innate talent for arcane spellcasting and an affinity for magic. Others took notice. Attacks from organized raiders menace Dai's home community over a substantial period of time.

Family
An order of beast lords have taken Dai's family in. They live a spartan existence, and so does Dai's family. A violent or dangerous family member rules Dai's family through fear. Dai's family has no consistent pattern of preparedness. Some members are very prepared for combat, but others are unprepared or unwilling to fight. Whether Dai's family is unfairly painted as cheats or has a better reputation than they deserve, itís clear the community has the wrong idea. Dai's family is a part of the system and supports it. Dai's family has no commitment. Dai's family is closely tied to a group thatís generally despised and distrusted by the home community. Perhaps Dai's family is affiliated with the the mysterious wizards in the tower on the hill. Dai's family has no ancestors of note.

Relationships
One of Dai's parents has a long term illness. Dai has 6 older siblings. At least one, maybe more great-grandparent is living. Make a note of how many and who they are. Select again to check on your grandparents. Dai has 10 living relatives. Dai has angered an instructor of note. One or more local villains have chosen to direct their hatred toward Dai, perhaps because of some minor adventure Dai completed.

played by Mandy

Name: Treena, Half-Elf Ranger

Home Community: Fringe Community
Terrain: Underground
Temperature: Cold (arctic or sub arctic)
Childhood Education: Religious
Trade Education: Politics
Formal Education: Agriculture
Childhood Events: Personal Epiphany
Youth Events: Discovery
Pivotal Events: Community Crisis
Family Economics: Arcane Order
Family Power Structure: Patriarchy
Family Defense: Rudimentary
Family Ethics: Untrustworthy
Family Political View: Apolitical
Family Reputation: Mostly Bad
Family Ancestry: Failed Rebel
Parents: Adoptive or Foster Parents
Grandparents: Motherís Parents Alive
Extended Family: None
Friends: No Friends
Instructor: Unrelated
Enemies: Diabolic Enemy

Home Community
Treena's fringe community was a settlements consisting of 5 to 50 half-elves, half-orcs, and other mixed breeds and outcasts.

Climate
Treena grew up in a subterranean community just beneath the surface world. Treena 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.

Education
Treena learned the religious beliefs of his community or family. Perhaps he embraced them, or perhaps he rejected them. Treena has apprenticed with a political or bureaucratic functionary. Treena learned farming and animal husbandry techniques.

Events
Treena had an earthshaking brush with greatness, when she was contacted directly by her god. Treena found a unique aptitude or talent such as extremely keen vision. Treena's home community has a crisis which could included structural problems like an earthquake.

Family
Treena was raised as part of a arcane order. While Treena's ďfamilyĒ didnít have much direct income, it had access to resources through the rangers likely provides the resources. The male members control Treena's family. Most of Treena's family members are versed in basics of using clubs, spears and knives in self-defense and defense of the family home. Treena's family often tries to break agreements or recant promises. Treena's family has no specific political stance. Treena's family is treated in general with contempt, but occasionally a family member has demonstrated positive qualities and earned respect. Treena's ancestor is known to have supported a failed rebellion.

Relationships
Treena has foster or adoptive parents. Treena's fatherís parents are deceased. Treena has no living relatives beyond the ones already mentioned. Treena is a loner by choice. The person who taught Treena the most isnít actually in the same area of expertise. A powerful outsider identifies Treena as a current threat.

played by Jenni

Name: Deebo, Erudite Wizard

Terrain: Plains
Temperature: Cold (arctic or sub arctic)
Childhood Education: Book Learning
Trade Education: Healing
Formal Education: Agriculture
Childhood Events: Undertook a Long Journey
Youth Events: Battle
Pivotal Events: Under Siege
Family Economics: Military Support
Family Power Structure: Meritocracy
Family Defense: Magical
Family Public Ethics: Beyond Reproach/Beneath Contempt
Family Political View: Enfranchised Radical
Family Religion: Enmity
Family Reputation: Bad
Family Social Standing: Newcomer
Family Ancestry: Unsuccessful Merchant
Parents: Parents Lost or Unknown
Siblings: Oldest
Grandparents: Motherís Parents Alive
Extended Family: No Known Relatives
Friends: No Friends
Instructor: Angry
Enemies: Enemy of the Family



Home Community


Climate
Deebo feels at home in mostly flat and often cultivated by nearby settlements. Deebo 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.

Education
Deebo learned how to read and write. Deebo learned the skills of a mage. 

Events
Deebo took a one-way  trip. Player decide where Deebo went and why. Deebo aided in the defense of the community against raiders. Attacks from organized raiders menace Deebo's home community over a substantial period of time.

Family
Deebo and his family are dependents of someone in the military. This means little direct income, but the army provides for for Deebo's needs. The members with the most talent usually ability in the family business control Deebo's family. Deebo's family relies on magical protection. Regardless of Deebo's familyís actual ethics, public opinion is so ingrained about his family that itís essentially unchangeable. You decide whether public opinion is accurate or not Deebo's family hides this commitment from the public. Deebo's family is a part of the system but is actively seeking to change the system.
Loyal Opposition. Deebo's family supports the current political structure but favors a change of rulers.
Others treat Deebo's family with contempt, and every member is assumed to be disreputable. Deebo and family are settlers in the community. Deebo's ancestor created a new business, that has been bought from the family.

Relationships
Deebo's parents are lost or unknown. Deebo may learn more about them in a future adventure, of course. Deebo has 1 younger siblings. Deebo's fatherís parents are deceased. Deebo has other relatives out there somewhere, but doesnít know who or how many. Deebo is a loner by choice or circumstance. Deebo has alienated an instructor of note. Deebo's family has earned the enmity of a person, group, or opposing family.

played by Mark

Name: Miblik "Milk", Gnome Rogue

Temperature: Warm (tropical and subtropical)
Childhood Education: Book Learning
Trade Education: Religious
Formal Education: Literature
Childhood Events: Astronomical Event
Youth Events: Great Romance
Pivotal Events: Climactic Battle
Family Economics: Poor
Family Power Structure: Unorganized
Family Defense: Magical
Family Political View: Supportive
Family Religion: Mixed
Family Reputation: Mostly Bad
Family Social Standing: Skilled Trade or Merchant Family
Family Ancestry: None
Parents: Parents Lost or Unknown
Siblings: Middle
Grandparents: No Grandparents
Extended Family: Huge Extended Family
Instructor: Favor
Enemies: Diabolic Enemy



Home Community


Climate
Miblik lives where conditions are warm year-round.

Education
Miblik learned how to read and write. Miblik has advanced studies in a formal school setting. Includes training as an special functionary for tinkerers. Miblik read poetry and prose extensively, and Miblik has some skill in composition.

Events
Miblik was born under a strange moon. Miblik has lingering effects which may include a jilted lover. A significant monster threatens Miblik's home community and was eventually driven off.

Family
Sometimes Miblik's family had to beg for food and shelter. They own no property and income barely covers basic needs. Miblik's family has no internal organization. Family members are responsible for their own actions. Miblik's family relies on magical protection. Miblik's family supports the current political structure and rulers. Miblik's family openly venerates one deity while privately venerating another. Miblik's family is treated in general with contempt, but occasionally a family member has demonstrated positive qualities and earned respect. Miblik could be the child of someone as simple as the village cobbler. Miblik's family has no ancestors of note.

Relationships
Miblik's parents are lost or unknown. Miblik may learn more about them in a future adventure, of course. Miblik has 3 older siblings and 3 younger siblings. Miblik remember his grandparents, but they have passed away. Miblik knows dozens of relatives of various generations. A favorite instructor of note has requested an oath or service from Miblik. A demonidentifies Miblik as a current or future threat.

played by Mike

Name: Xasanik, Iksar Shadow Knight

Home Community: Large Delve
Terrain: Underground
Temperature: Warm (tropical and subtropical)
Childhood Education: Outdoors
Trade Education: Military Training
Formal Education: Math
Childhood Events: Became a Refugee
Youth Events: Adventure
Pivotal Events: Cultural Shift
Family Economics: Refugee
Family Power Structure: Oligarchy
Family Ethics: Neutral
Family Public Ethics: Normal
Family Political View: Apolitical
Family Religion: Participatory
Family Reputation: A Black Sheep or Two
Family Social Standing: Noble
Family Ancestory: Item Creator
Parents: Adoptive or Foster Parents
Siblings: Youngest
Grandparents: Motherís Parents Alive
Extended Family: No Known Relatives
Friends: Lost
Instructor: Angry
Enemies: Enemy Within


Home Community
Xasanik's home, like a delve, but with more extensive community structures and a population of up to 2,000.

Climate
Xasanik grew up in a subterranean community far beneath the surface world. Xasanik lives where conditions are warm year-round.

Education
Xasanik learned basic wilderness survival skills. Xasanik has military training, from which commoners typically become warriors, and those with higher social status become shadow knights. Xasanik learned basic disquise.

Events
War ruined Xasanik's community. Xasanik participated in a minor adventure such as building a homestead. A large, cohesive group moved to the Xasanik's home community, creating friction with the existing community. As a result, Xasanik was exposed to a new culture and new challenges.

Family
After fleeing some war, Xasanik's family owns nothing and has no regular income. The richest members control Xasanik's family. Xasanik's family has no consistent family ethical direction. Xasanik's familyís ethical reputation matches their private ethics. Xasanik's family has no specific political stance. Xasanik's family is a part of a religious order. In general, Xasanik's family is upstanding, but one or more members of family are known to be disreputable. Xasanik's family is at the very pinnacle of social standing in the community. Xasanik's ancestor is believed to have forged a magic item of significant reputation.

Relationships
Xasanik has foster parents. Xasanik has 2 older siblings. Xasanik's fatherís parents are deceased. Xasanik has other relatives out there somewhere, but doesnít know who or how many. Xasanik's significant friend is missing. Xasanik has angered an instructor of note. Someone in Xasanik's family hates Xasanik, openly .

played by JC

Name: Gort ,

Home Community: Elven-Dominated Area
Temperature: Warm (tropical and subtropical)
Childhood Education: Multicultural
Trade Education: Healing
Formal Education: Natural History
Childhood Events: Death in the Family
Youth Events: Arcane
Pivotal Events: Climactic Battle
Family Economics: Wealth Unimportant
Family Power Structure: Matriarchy
Family Defense: None
Family Ethics: Fair
Family Public Ethics: Recent Change
Family Political View: Enfranchised Progressive
Family Religion: Historical
Family Reputation: Mostly Bad
Family Social Standing: Upper Class
Parents: Both Ill
Siblings: Oldest
Grandparents: Three Grandparents Alive
Friends: Few
Instructor: Advanced
Enemies: The Enemy of My Friend Is My Enemy


Home Community
Gort's family lives among the elves.

Climate
Gort lives where conditions are warm year-round.

Education
Gort traveled or moved enough to learn that the world is a big place with many different people and places. Gort learned the skills of a shadowknight. Gort studied biology and the accult.

Events
Gort lost a parent or other significant family member. Gort displayed an innate talent for arcane spellcasting or an affinity for magic. Gort kept his fetish for magic a secret. A significant villain threatens Gort's home community and is eventually driven off by Gort.

Family
For some reason, Gort's familyís economic status was difficult to measure. Perhaps Gort lived a solitary life on the frontier as a scout, living entirely off the land. The female members control Gort's family. Gort's family has no ability to defend themselves. Gort's family holds to the letter of contracts and agreements. Family policy has changed for better, but Gort's familyís reputation has not yet been affected. Interesting question: How did the policy change, and why? Gort's family is a part of the system but is open to suggestions for change. Gort's family has worshiped a patron deity of Evil for years but may not observe religious commitments consistently. Gort's family is treated in general with contempt, but occasionally a family member has demonstrated positive qualities and earned respect. Gort's family is considered the ďupper crustĒ of the home community.

Relationships
Both of Gort's parents have a long term illness. Gort has 4 younger siblings. Gort's has three living grandparents. Gort doesnít make friends easily, but Gort is a good friend to those he has. Gort has a few close friends. A top-notch instructor taught Gort more advanced arcane techniques. One of Gort's friends has an enemy, and now that person hates Gort, too.

played by Ryan

Name: Morchebus, Human Monk

Home Community: Small City
Temperature: Cold (arctic or sub arctic)
Childhood Education: Book Learning
Trade Education: Hunter/Trapper
Formal Education: Literature
Childhood Events: Witness
Youth Events: Religion
Pivotal Events: Climactic Battle
Family Economics: Monastic Order
Family Power Structure: Meritocracy
Family Ethics: Evil
Family Political View: Supportive
Family Religion: Strong
Family Reputation: A Black Sheep or Two
Family Social Standing: Positive Religious, Arcane, Monastic or Military Affiliation
Family Ancestry: Successful Hero
Parents: One Ill
Siblings: Oldest
Grandparents: Fatherís Parents Alive
Extended Family: No Known Relatives
Friends: No Friends
Instructor: Unrelated
Enemies: The Enemy of My Friend Is My Enemy



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

Climate
Morchebus 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.

Education
Morchebus learned how to read and write. Morchebus spent time seeking animal skins or meat in the wilderness. Morchebus read poetry and prose extensively, and Morchebus has some skill in composition.

Events
Morchebus saw a horrible crime. Morchebus served his faith in a minor capacity perhaps including a minor oath. A significant villain threatens Morchebus's home community and was eventually destroyed.

Family
An order of monks have taken Morchebus's family in. They live a spartan existence, and so does Morchebus's family. The members with the most talent control Morchebus's family. Morchebus's family takes actions detrimental to the community. Morchebus's family supports the current political structure and rulers. Morchebus's family is deeply committed to a patron deity. In general, Morchebus's family is upstanding, but one or more members of family are known to be disreputable. Morchebus's family is closely tied to a group thatís generally well regarded by the community, like a helpful monastery. Morchebus's ancestor is known to have been instrumental in completing a great quest.

Relationships
One of Morchebus's parents has a long term infirmity. Morchebus has 2 younger siblings. Morchebus's motherís parents are deceased. Morchebus has other relatives out there somewhere, but doesnít know who or how many. Morchebus is a loner by choice or circumstance. The person who taught Morchebus the most isnít actually in Morchebus's area of expertise. One of Morchebus's friends has an enemy, and now that person hates Morchebus, too.

played by Andrew

EverQuest Befallen Adventure Log

Adventure #1
Shateiel and Treena both arrived in Freeport. Shateiel arrived to many harsh glances from the local militia, while Treena was received much more kindly. They both went to the Temple of Truth dedicated to the twin gods of Erollsi and Mithaniel (Love and Truth). However, their warm arrival was torn to pieces at the site of hastily cleaned blood and a distraught guild master, who remained nameless. The guild master told Shateiel and Treena that one of their own, a knight named Vulcar, had fallen down the well in "Befallen." He was in the company of a Half-elf Paladin of Marr named Dugalle and a monk named Soniel. The guildmaster tells the players that Dugalle and Soniel returned to him to tell of Vulcar's fall. However, they were both badly injured from their encounter in Befallen and their blood was spilling on the floors of the temple. The Guildmaster then tells the party it will take 4 days to get to the Crow's foot inn to meet the wounded Dugalle and Soniel. Along with the very rough estimate of time given to the adventurer's the Guildmaster gives a very crude map that isn't to scale. Shateiel and Treena set off from Freeport to go to the Commons of Freeport, an area of oak and very strangely palm trees 
The Commons Journey

The pair reached the first commons village by about noon. This village had a blacksmith, a small shrine to Rodcet Nife (God of healing), and a curious little magic shop along with 10 huts. About an hour later there was a break in the road that lead to the north, but they continued on due west. Many hours passed by with nothing occurring until about dusk when the duo came across a small village full of huts. All of the huts were abandoned and flies buzzed about the village but there was no other sign of life. A well over the village had a large flag flying above it. The symbol on the flag was that of Bertoxxulous the Plague bringer. The The only house in the village had a door that seemed to open and close in the bridge, but there was no breeze at the time. Figuring it is best not to test fate the pair did not wait inside the plague village and continued on. About four more hours passed and the pair came across an abandoned hut. It was looted and many parts of the former furniture inside had been smashed. However, a fresh bed still existed inside the hut. Once again believing discretion is the better part of valor, the pair decide not to rest here for the night. At midnight the two encounter a guard on the road, who shares some knowledge of the commons with Shateiel but then stops sharing when he hears that Shateiel is associated with the Knights of Truth. The guard leads them to a nearby inn where about 5 guards form a post. They spend the night and continue the next day at dawn. About two hours later they pass up a hill with a large obelisk that seems to be guarded by four elven women armed with long bows. About 4 hours later they pass up a fair sized town that is in a circular shape. Most of the buildings are stone but there are about 20 huts. The characters did not spend enough time to view to see the shops that this town had. The journey continues for about 7 hours and the forest thins into a large hilly grassland. The two run into a militia man, who leads them to almost a "toll booth" (more like a fortress toll booth). The two are required to pay a charge, 1 gold for Treena, 10 for Shateiel and are allowed to pass along the road to the Crow's foot inn. 


A Crow's Feast

The pair go to the inn and meet up with Dugalle and Soniel, who after a day of rest are still very damaged. Dugalle tells them that somehow Vulcar vanished and then reappeared above the "well of souls." He then plummeted to the bottom of whatever lies down the well. When asked what they were doing in Befallen, Dugalle merely says that they were on a mission. Dugalle and Soniel say they are in no shape to join Shateiel and Treena in retrieving their comrade, but they can show the elves the way. Shateiel and Treena now must find more to replace Dugalle and Soniel. Shateiel composes a note then he retires for sleep for the night after telling Treena to post the note asking for adventurer's to assist in explore befallen for a lost friend. Treena then discusses something with a shady individual, and they goes upstairs together. Treena then descends the stairs to find a dying old man in chain armor reading her ad. They discuss the mission at hand and agree on a price of 10 gold a day, and Xasanik joins the party! A gnome overhears the discussion and decides he wants in. Miblik attempts to charge a higher price than Xasanik but they agree on a deal, and then Miblik joins the party! An Erudite man and a Vah Shir woman stand in the corner bickering about something. Well they pull out floating stones that combine to each other in a bright flash. This draws the attention of the crowd, who then shout "Sorcery! Dark magic is a foot!" This draws the attention of one of the guards outside, who comes in to kick out the Erudite, the Vah Shir, and Treena. Shateiel steps down to see what all the noise is about, and then steps in to defend the three. The guard doesn't want to hear anything from what looks to be a ranger. However, Shateiel suggests to Treena to bribe the guard with three hundred gold to assuage the guard, who gladly leaves outside with his new found cash. The Erudite and the Vah-Shir agree to go along with the group as long as the new found stone that the Erudite has points in the same direction, which it does by chance!. Deebo and Dai join the group! Every one now goes to sleep for the night and wakes up with an unexpected surprise. Their is a lot of commotion outside in the back of the inn where caravan horses and oxen are held. The party rushes out and sees a large crowd forming around the pens that held the cattle and horses. All were killed and some were partially eaten in the middle of the night. Also, the wagon guards that stayed with the wagons during the night were killed but none of the items were taken. The sight of the slaughter dampens the party's morale as they trek south towards the misty shroud that covers the Serpent Spine Mountains. 



Befallen

Dugalle and Soniel lead the party to Befallen's mist enshrouded entrance, the party arrives at nightfall. All vegitation within 100 feet of Befallen has turned yellow and died, leaving only loose dirt and sand. Dugalle and Soniel turn back towards the Inn to wait for the party's triumphant return. Miblik then remembers the rumors that he heard of Befallen. One involved a troll lich king who has now returned. Another spoke of how the mists of Befallen killed all who entered. This frightened the party to the point where they were too afraid to go inside. Suddenly a timid voice creaked out from the Befallen entrance. The voice soon should its face as a dark elf wearing armor peeked out from the entrance. The party not sure what to make of this odd creature invited him to join their band. Gort the meek joins! The party then enters a twisted hallway of cracked black and white tiles, that can only fit one person at a time at turns. The party encounters three blackened gnomish skeletons that catch Gort at a choke point and concentrate on him. Gort, Xasanik and Miblik quickly slays the skeleton gnomes. Then the group moves further in to find the hallway opening up into a larger room. The entire area so far has been completely shrouded in mist but now the mist grows even thicker. Four skeletons stand at a pile of boulders chipping away at them. One appears to be a foreman and says in a hollow voice "Remove the bodies, the boulder is under there..." The party thinks this message is rather odd, and Shateiel decides to turn the skeletons. The skeletons flee in terror to the southern end of the room. This room is dominated by a large pile of boulders that block off a passage way to the east. Also, 6 impaled corpses line the walls to the left and right sides of the room. Xasanik loots one of the corpses and finds that it is trapped. A large axe slams into him doing minor damage, but his image of a sickly human changes into an Iksar form for a moment. Only Miblik and Treena notice this change. They don't mention it to the group. Dai tries to steal the necklace off of a dead corpse. Her first attempt fails and she takes an axe to the head. Miblik attempts to disable the trap.  Dai attempts again and grabs it but still takes an axe. Miblik then tries to remove some boulders when he hears a voice in his head asking for "Cleric of Tunare." Mike tells Shateiel this and he is intrigued. Shateiel moves over to the boulders and also hears the voice in his head. Miblik decides to cross the rocks and gets stuck. He tries again though and is successful. He finds a corpse of a young elven male, who has not decayed but displays a look of utter sadness on his visage. Suddenly a ghost appears behind Miblik and speaks. However, Miblik detects the sounds of skeletal feet approaching from down the hallway he is in and ascends back up the rock slide. 



The Neophyte's lesson 

Once Miblik crosses back across the rocks, the party is then encountered by two darkened skeletons and two Erudite Shadow knights. The skeletons wear breastplates bearing the symbol of Marr. They provide a good challenge for the party but are soon destroyed by the overwhelming firepower of the group. The Shadow knight neophyte's soon beg for mercy. They tell the group that a dark elf controls this level of Befallen. He is not nearly as powerful as some of the denizens of the lower levels but he is still a gifted shadow knight. Also, a gnome by some name that they can't remember has taken control of the eastern half of the first floor and is trying to turn the dead into mummies. He has placed clockworks that now guard the eastern areas of the Befallen. They were not sure of how many acolytes followed the dark elf on this level but they said anywhere from 10-100 and that all skeletons merely comeback to life or un-life sooner or later. They also said that there is only one entrance and exit to this place. And some stuff about Marnek Jaull. Xasanik then summons a skeletal pet that made the young neophyte shadow knights gaze in awe. Xasanik then ordered them to give their armor and weapons to his new found pet. The two neophytes then leave Befallen and head back to Paineel. The party was not so impressed with Xasanik's skeleton display and Miblik openly criticized the abomination.  Shateiel is quite disappointed as well. 

Adventure #2 Sedrit
The Goodly Monk

After sending two cowardly Erudite shadow knights home, the party had a small discussion about Xasanik's new skeletal companion. Very little dissent came from the group about the undead comrade. Soon the party heard footsteps coming from the entrance of Befallen. A monk Morchebus stepped out of the shadows and introduced himself. He said his intentions were good, and he wished to join the party. They accepted him and proceeded down the steps to the Great Hall of the dungeon.

Strange Tracks and Glowing Skulls

After proceeding down the stairway, the party entered the great hall of the former temple. However, the roof caved in long ago and left large boulders standing in the middle of the great hall. Also, many small fires were lit in the great hall to keep off the intense cold radiating from the frost covered door to the south. The mist here mixed with smoke to form a strange smog that covered the area. Rubble of various sorts littered the ground and a strange orange light was glowing brightly to the south behind all of the rubble. The great hall had 4 visible doors. Two to the west neither special and two to the east the southern most covered in a thick frost. Treena immediately started noticing some strange tracks that lead to the south. The tracks were very strange and were not like any animal track that Treena had ever seen before. It appeared that either a creature with 8 legs or 4 different creatures moved to the south to about a 4 foot tall and 6 foot wide break in the wall. This break being between the doors on the east side of the great hall.

The party discovered that the break lead to another room that appeared to be filled with trash and debris, but decided not to waste time on it. The party began to search the rubble in the middle, but the search did not yield anything. Curious about the glow to the south the party split up between good and evil, well mostly, and decided to confront the glowing orange light from the west and east. At the very tip of the rubble's end was a stairway that was filled with broken rocks and rubble. Also, the group noticed two green transparent glowing skulls with bright orange eyes that were floating near the stairway. Gort spoke to one of the skulls and it answered back. However, Shateiel was not about to allow the undead a chance to explain itself and turned the creatures. The skulls began to scream and flew through the eastern more evil party and damage them. The skulls passed through the frost covered door and not a sound was heard afterward. Morchebus began to remove some of the rubble on the stairs but realized it was futile and ended his pursuit. The party then ventured to the southern most western door and peered inside.

Mutiny on the Befallen

The party saw that this hallway was void of all small fires and had been immaculately polished. They entered and noticed that the wall had a bend to the south. A strange thick cold mist blew on the party from the south causing shivers to run up their spines. However, the mist and darkness were too thick for any light to reach the end of the hall to the south. Two doors were in this hall. The eastern door was a thick ornate door marked with brass trim. The western was wooden but had been mostly rotten away and barely was able to stay closed. The party heard voices from the western door and began to listen in. They heard 5 voices. Three smaller voices, two male and one female and two human male voices. The smaller voices seemed to be saying that they hoped the "intruders" would kill Sedrit, and they hoped that someone new would rise to fill the void of power. The other two human voices argued against them saying that the intruders must be stopped. At that point, the party opened the door to see who was talking. Being in such a heated discussion, the inhabitants did not notice the arrival of the "intruders." There were three gnomes and two erudites in the room. The room had 10 mats strewn across the floor and was filled with trash and human waste. The party then made their presence known to the occupants by shouting for them to surrender. Well the gnomes eagerly replied, but the erudites were not going to pushed around and began to cast. The erudites were quickly dispatched and the gnomes were interrogated. The gnomes said that they were just neophytes trying to earn enough favor with Marnek to study on the bottom levels. The party asked about Marnek but they have never seen him before, but they did know that he lived on the bottom levels. They did say that Sedrit lives in the room next door. It was said that he kept initiates defending him along with some powerful undead companions, and they shared that the party was expected. Next, the party asked one of the gnomes to open the door. The gnomes said no way. The party then roughed up one of the gnomes, and he decided to open the door. The party and the other gnomes gathered around the "little gnome that could." He creaked his head in the door and said, "Sedrit?" However, it was already to late for the gnome because the enemies inside were waiting for him. He was struck in the head with a poison bolt, and it instantly destroyed the little gnome. After this unusual occurrence, the other two gnomes quickly began to scream in terror and then fled from Befallen. The party then heard the door lock from the inside. Well, Miblik decided to unlock the door without looking for traps. Bad mistake.... He opened the door but the poison dart trap wasn't disarmed, but Miblik quickly dodged out the way! Unfortunately for Gort, the dart hit him but did little damage. The party entered to find an extremely polished room with black and white tiles and torches lining the walls. Another smaller room was linked to this room from the south. Inside the room, four initiates and their skeletal pets waited inside for the party and combat began once the door was opened. The party mowed down these guys. Once only one initiate remained, darkened skeletons began to emerge from the southern room. Three came out, but one of these was different than the other two. It had burning red eyes and the ability to do an area effect life drain. Once These skeletons died two more leapt from the southern room. These were also killed. The party peered into the southern room but could only see darkness. Somehow, strange magical effects began to inflict wounds on the party as they looted the dead necromancers. Shateiel decided he would investigate the darkened room. He cast Divine Aura, which makes him invulnerable, and ran through the darkness. A poison bolt trap struck him but did no damage, and he saw what lied within the room. It appeared to be a well furnished bedroom. Inside there is a four poster bed, a desk, a wooden wardrobe, and an overstuffed chair. Two blackened skeletons with burning eyes guarded the inside of the room, along with Sedrit Hague the dark elf shadowknight and his skeleton pet. The party wiped Sedrit and his pet out in about 5 hits. The other skeletons picked people that they didn't like and tried to stick with them. However, they were also dispatched and the party was victorious.

Adventure #3 Skeleton L'rodd
Healing after the fight with Sedrit and his defenders, the party then decided to investigate the hallway to the south. Shateiel, the cleric of Tunare, protested this action as he was feeling low on manna. However, the party decided to throw caution to the wind and proceed down the dark, cold, misty hallway. Upon the hallway's end, the party gazed into the eyes of two troll skeletons, whose bones had a greenish tint. A well glowed with a bright green light behind the skeletons. The party then began to advance on the two skeletons, but a strange disconnected laughter began to fill the room. The party decided the laughter was nothing and advanced on the skeletons in front of them. Morchebus, the monk, struck the first blow against the skeletons. All the party members joined the fray, and the skeletons reached back into the dark mists of the room. Morchebus then ran into the darkness to the east and chased after the skeletons. He rounded the well and discovered the trolls and that the floor was full of bones. He quickly punched one into submission, but the laughter then centered just behind him. Skeleton L'rodd appeared and began to tear into Morchebus with his razor sharp skeletal talons. Each hit that landed on Morchebus caused L'rodd to heal back wounds. Soon other party members went into the darkness looking for their screaming comrade. Dai, the Vah Shir beastlord, soon found her friend and began to attack L'rodd with her tiger companion. After receiving many blows from L'rodd, Morchebus was forced to evacuate the situation and jumped down the well and grabbed on to an inner lip. He clung tightly to the cold stone for his very life, and the cold wind that blew from the well chilled his very bones. Luckily, L'rodd lost interest in his former prey and moved on to Dai and her tiger. Dai was struck many times by L'rodd, but her tiger was able to gain his attention. By this time, all of the party had started engaging L'rodd and the troll skeleton. The troll skeleton attempted to bull rush Dai into the Well of Souls but failed. Soon the shadowknights Gort and Xasanik slayed the troll skeleton and moved onto L'rodd. Deboo began casting powerful fire spells at L'rodd and wounded him from a range. Treena, the ranger, began to shoot arrows from a distance at the skeletal shadowknight. Miblik, the rogue, decided to throw flasks of acid at L'rodd and avoid melee combat with the beast. Shateiel began to cast warding spells at L'rodd and moved in to attack the monster in melee. L'rodd seeing that Shateiel was a high elf and a cleric was infuriated at him and decided to disengage with Dai's tiger, who was near death. After one flurry of strikes from L'rodd, Shateiel was very wounded, but L'rodd only got stronger. Treena threw a rope down to pull up Morchebus, who was weakened by the deathly cold of the well. Realizing that Shateiel was near death, Xasanik bull rushed L'rodd into the well. However, the party was safe only temporarily.

Soon Gort began to hear voices in his ear telling him to leave,while the party healed. He tried to warn the party by telling them that they had to get out of there, but they did not heed his warning. A thick mist began to form in the hallway and move towards the party. Gort, believing escape was now impossible down the hallway, jumped down into the well. The party, slightly confused by Gort's rash action, was engulfed in the mist. The mist suddenly faded, and L'rodd appeared behind Shateiel. L'rodd began to slash and hack into the young cleric, who was already damaged. Shateiel called upon a Divine Aura to protect himself from harm. Xasanik, Dai, and Morchebus then pounced upon L'rodd. L'rodd began to attack Morchebus again. Luckily, Morchebus was healed by Shateiel who used some mummy bandages and was able to take the initial onslaught. L'rodd being already weakened by the three was finished off by a bolt of fire from Deboo. The skeleton cackled and said, " I will return tomorrow."

As the skeleton faded away, it dropped a strange mallet head. Dai and Shateiel rushed for the mallet head, but fate decided that Shateiel would have it. Shateiel realized that this piece was part of an ancient elven holy weapon and decided that it should stay with him for safekeeping. Gort fell 40ft and laid on the floor a bit dizzy after the fall. He was in a cavern at the bottom of the well and saw a group of ghouls and skeletons slowly advancing towards him. He quickly regained his wits and cast Invisibility to Undead, but the spell did not last. The undead began to slowly creep towards him, so he decided to try the spell again. It worked this time. While invisible he discovered a holy symbol of Rodcet Nife, the God of healing at the bottom of the well. His party members on top threw a rope down and pulled him up through the cold tunnel of the well. Milk began to search the room for interesting items. He found a note that read, "I was once lord of this place, and now I am trapped here forever. All who enter will share my fate!" He also found a skeleton that had a suit of elven armor on. Deboo being the worldy man that he is stated that he heard of a tale of elven paladins that came down to Befallen 40 years ago to retrieve the Thex Mallet that was down in the dungeon but none returned. It was assumed that this poor fellow was one of the paladins. Gort showed his new found symbol to Shateiel, who confirmed that it was indeed a medallion of Rodcet Nife. He also realized something strange was occurring. The party was told by Dugalle and Soniel that Vulcar was a cleric of Mithaniel Marr. Either this was not Vulcar's symbol or the party had been lied to. The party then moved into Sedrit's old room and meditated.

Meditation Session

The party meditated and healed up in Sedrit's room for 9 hours.

The Frozen Door

The party then moved to the frozen door in the great hall. Morchebus tried to open the door with his keys on a ring but it did not work. Gort then used his wooden key from Sedrit and opened the door. The inside of hallway was charred and the smell of charcoal filled the nostrils of the intrepid adventurers. The party advanced down a blackened hallway that could fit two at a time. However, Morchebus set off a pressure plate that caused the ceiling to cave in on half of the hallway. He and Milk were nearly crushed by falling rocks, but they managed to evade the boulders. Morchebus in his effort to evade the rocks ran down a nearby hallway and was confronted with a burning eyed skeleton. Both caught each other by surprise but soon the party joined in. Xasanik got into melee with the skeleton, while the others quickly moved behind him. Deboo hurled spells at the skeletal combatant, but he was very resistant to fire. Shateiel dove into a room to the right to make room in the hall, while Morchebus dove into a room to the left. The room Shateiel was in had 4 dark elvish necromancers, who were very surprised by the break in. Morchebus came into a room with 4 zombies. Shateiel then shouted at the necromancers that they should surrender. They didn't look too enthusiastic about surrendering, so Shateiel cast word of pain and they got the message. They soon summoned skeletons and attacked Shateiel, but Dai and Treena assisted Shateiel. The words of pain that Shateiel was inflicting on the necros were also wounding his fellow team mates, including Xasanik in the hallway. Milk then attempted to tumble past the skeleton fighting Xasanik, but screwed up and was struck by it, he still managed to sneak past it though. Morchebus began to engage the 4 zombies inside the western room. However, they flanked him and his situation turned sour. Luckily, Gort rushed in to aid Morchebus, and Morchebus began to parry off the blows of the zombies. Shateiel and the others still engaged the necros and their pets in the eastern room. His words of pain inflicted a great deal of damage and slayed most of the necromancers and their pets. The fight was not going well for Xasanik from repeated slashes from the skeleton and the words of pain from Shateiel, and he decided to retreat to Shateiel the cleric. The skeleton then moved on to Milk, who was in full defense. Dai, Treena, Deboo, and Shateiel soon wore down the skeletal foe, and it faded into shadow. By this time all the zombies had been destroyed by Gort and Morchebus. The necros were then looted of their money.

Adventure #4 - #9

undocumented

Final Adventure

After Marnek was defeated he said he could see the desert. The party immediately went to visit the book which was no longer covered in a shimmer of runes. The book was too heavy for Shateiel to pick up, but Gort could pick it up and read it. Gort tried to flee with the book but was rooted by Shateiel. The book opened up to a passage known as the Calling of Shadow. Gort began to read it and Munger, Shateiel, Vahn, and Sarnor began to wail on him to make sure he did not finish the spell. Gort was slain by Sarnor when he nearly completed the spell. Munger then found that he could read the book and could lift it up. The book even opened up to a page to Munger known as the Golden Showers but Munger was not about to try and invoke the spell. And that is where we left off.

Munger plans to find out first whether the book is evil or simply a tool that can be used for good or evil.

If the book is truly evil, then he'll want to see it destroyed, by whatever means seems most sure and safe. I didn't know Munger had an order (he's a DN wizard), but if there is a group of people he can trust that he can turn to for help in destroying the book, he would do that. This could be his order, or perhaps Shateiel and his order or Sarnor character and his order (assuming they are good). Since the book apparently tempts whoever examines it, Munger is not likely to let the book leave his sight until it is destroyed and will insist on special precautions whenever the book is examined. I suspect Shateiel and Sarnor will feel similarly, and Munger would cooperate with them. Otherwise, if no one trustworthy will help, Munger would try to figure out how to destroy (or at least neutralize) the book himself.

If the book is not evil but just a tool, then Munger would be inclined to keep it and figure out how to use it. But Munger is not particularly possessive, and he would be willing to part with it if it was in connection with some overall fair division of the spoils among the party.

Sarnor needs to continue with his main mission and find out more about these merging stone(s). He asks Dai if he may have the special stone(s). If she wants to keep them, then he suggests that she accompany him on his mission, after he meets up with his master.
But, he also tells Munger that he will help him decipher the secret of the book as well. He feels that he and Munger make a good team, and he feels that they will need to work together with Shateiel to keep the book safe and probably ultimately destroy it. He suggests returning to Freeport where they can discuss the book with his master.