Black Orc Down

The Long Road to Nowhere
We're not in Karaz anymore

Last time you found yourselves sitting face to face with Darzun Ryazar as he lectured you on the foolishness of stealing from the doppelganger. On Darzun’s Request, you sought out the help of Seul Gygax, a hermit living in sunder valley below. On his suggestion you allied yourselves with Erik Korag in the quest for Kingship, mediating the problem of the Grimlocks by negotiating with Rroland, Convincing the trader family Berken to join Erik’s side by promising them free trade of Noble only goods, activating the Gelding hammer and installing within it a Geus to stop regicide, gaining the support of the commoners by defeating a spider nest, and drawing blood from the Dragon egg for said spell with the help of Ben Mroag, a Karaz born, Tiber localised dragon slayer.

After solidifying support of Erik in Karaz, you sledded for Seul to transport you to Orhm with some timber from a very shady looking Mossbeard. There you assisted Orhm with the problem of a rogue lieutenant, mediating the problem, driven by his hometown’s inability to pay taxes, eventually getting the town of Razzle a tax exemption for the year, and allowing the lieutenant to face a tribunal to decide his fate, though not without Orhm’s promise that he would attempt to sway the decision.

After finally watching the corronation of Erik Korag, you and your allies in Karaz rejoiced in the Commoner’s Tavern, regaling the tales of your exploits until the early hours of the morning. To prevent you from stumbling through the back alleys of Karaz at night, the management offered you a room, free of charge, for the night. it is in this room that you awake, around noon, to begin your grand quest to Azenthia in order to find a way to unbind yourselves from the curse the Red Wizard has bestowed on you.

In addition, you have promised that you will escort Huckleberry Soft-Sneeze Zyarbak III down the mountain when you leave.

*The books in your possession are – The Aramaque, The trouble with Orcs, On Elves, and On Dragons, by Ben Mroag

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A Very Poor Decision
That was probably a big mistake...
  • Time passed in-game: About 2 weeks

After emerging from the mines, the players found most of the populace of Karaz inhabiting the Miners’ Level, forced into by the Grimlocks on the floors above. The players explored the masses here and were quickly directed towards a tent housing Darzun Ryzar and Varz Kroag, as well as some warriors from both the Civil Militia and the Moragmar. The players were able to mediate a discussion between the two parties, managing to convince the Moragmar to assist in taking back the Commoners’ Level so that they could gain access to more supplies before beginning their ascent. The players met a few traders in the lower quarters, most notably Twiddle-Thumb Hucksberry Soft-Sneeze Zyarbak III: a Gnomish trader with an interest in the legendary Korag Hammer, and Marx Veinar, an armourer who presented his son’s suit of Moragmar armour to Leon Kroagar to assist in his journeys.

The party took back the Commoners’ Level, defeating a clay Golem and getting a stern talking-to from Darzun in the process. They then led the Moragmar to the armoury through a back entrance before losing their sway over them and seeing them leave to continue the fight to the Nobles’ Floor. They also journeyed into the treasury to rescue the Royal Crown. After reclaiming it, Dwobo convinced Leon and Theo to let him take a Gnomic Eyepiece. Looking through this Gnomic eyepiece, the party discovered a large and very secret door. After returning the crown, the party returned to the treasury in order to find a large, red dragon egg. They decided to leave it in the treasury for now, but later told Darzun of their discovery.

On the Great Bazaar, the Traders’ Level, the players encountered a group of Karaz Guard led by Shen Dordarz and helped them stave off hordes of Grimlocks. With Shen’s thanks, the party and their cohort led the charge to the Nobles’ Level, finding the remaining Moragmar and saving Erik Korag, Ven Maruthro and Darzan Dordin.

The players then joined forces with the most significant members of their entourage as the other warriors cleared the level of Grimlocks. Taking the fight to the throne room, the players encountered Edvar Varum. Upon his defeat it was revealed that he was a Doppelganger with the mark of a Red Wizard seared into his flesh. The players relived him of his dagger, cloak and glove, all of exotic nature.

Now, the players sit in a private meeting room in the back of The Iron Hammer with Darzun Ryzar, who wishes to discuss the events of the previous few days with his new found friends, especially Theomarche Isonhorte, whom he has built a very strong bond with. It is here that the game resumes

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Trouble in Karaz
  • Time experienced in-game so far: 6 Days

Tensions were high as the Dwarven council sat in session for the third consecutive day to discuss the appointment of a new king after the extended absence of Old Maruthro.

While Darzan Dordin and Ven Maruthro argued with the court for the right to be corronated, the players sat in a small tavern, The Iron Hammer, ordering drinks as they waited for news from the Council. Forced to sit at the same table due to the number of patrons in the bar, the players spotted Darnum Korag, Patriarch of the Korag family, ordering drinks. After Darnum recognised Dwobo from his work as scribe apprentice in the Court, he was quick to reveal the true danger behind the Court proceedings.

With Maruthro in liege with the Moragmar, and Dordin with the support of the Karaz Guard, any serious disagreement would be sure to spread outside the courtroom and into the city. In the middle of discussing the importance of the Civil Militia in quelling civil war, a dwarf burst into the room, shouting that fighting had broken out in the council chambers and spread to the lower floors.

Fleeing alongside Korag, the players were to make their way to the commoners’ floor to alert Darzun Ryzar, Captain of the Civil Militia, when they encountered Edvar Varum, an influencial Dwarven sorcerer and a host of Grimlocks moving upward through the passageways. Despite a fierce battle, Korag was felled and the Party wounded when a Clay Golem joined the fray. Pushed into a dark passageway and locked there by Edvar’s spells, The Party journeyed for three days through the upper sections of the mines until they finally found an exit leading upward. It is at this exit that the Party stand now, ready to continue their adventure.

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