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Monday, August 25, 2025

Chapter 3 / Episode 70 - Highport


Weather: Cold seas, steady winds from the west, clear skies at night under the full moon

Players:


The Mission

Dame Gold’s request still burned in their minds: infiltrate Highport, the festering den of orcish slavers, and rescue her captured brother. The party accepted under no illusion of safety—this was a plunge into the Pomarj, a land of shadows and treachery. Disguises as slavers would be their cover; the Rod of Law and the favor of St. Cuthbert their only true protection.


The Ghost

Growfest 7, 576 CY

At dawn, they boarded their vessel—the Ghost. Her timbers groaned with age, the sails patched and weather-stained, yet her crew moved with the ease of men long accustomed to dangerous waters. The captain, a scarred veteran with one clouded eye, met them on the deck.

“You keep to your cover,” he rasped, tugging at his salt-stiff beard. “In Highport, words cut deeper than steel. Speak too clean, or pray too loud, and you’ll not see another sunrise.”

Dog nodded silently, while Terry concealed the mace of St. Cuthbert beneath his cloak. Even Irving, resolute as always, covered his tabard of faith with a roughspun surcoat. The crew gave the adventurers wary glances but asked no questions. Gold had been paid, and the Ghost sailed for the Pomarj.

The voyage lasted three days. Salt spray lashed the rails, the sea heaving under a pale moon. Orcish corsairs shadowed them once but never struck—perhaps mistaking the Ghost for another ship in the slavers’ trade. Irving spent the nights with the captain, learning the ways of the stars and sea, and by journey’s end had gained the first touch of a sailor’s craft.


Highport

The port city revealed itself at dawn on the third day, rising like a wound upon the coast. Blackened walls, half-ruined towers, and docks crowded with chains and cages marked Highport as a place of misery. Orcs and men mingled in equal measure, their commerce bound in shackles.

The Ghost moored without challenge. Disguises, kept guards from asking too many questions. For now, they were just merchants come to trade in flesh.


The Phantom

Planting 4, 576 CY

Their first step was contact. In the smoky bar called the Phantom, the party found Roderick—a bent man in a threadbare cloak, face lined with suspicion. Dog showed the badge discreetly, and the man slid a folded parchment into his hand.

“Not here,” Roderick muttered. “Read it when the shadows are your only company.”

The adventurers blended into the crowd, drinking sour ale while the sounds of dice, laughter, and distant screams mingled beneath the low rafters. They did not linger long.


The Plan

Roderick’s message confirmed what Dame Gold had feared: her brother was being processed through the temple, the heart of Highport’s slaver operations. A secret southern entrance, half-forgotten, offered their only chance of entry. To reach it, the group purchased a small rowboat and planned to land under cover of night. They would approach by cliffside, climb to the hidden path, and strike when the moon was high.


Watching the Temple


From the ridgeline above Highport, the adventurers crouched low in the brittle grass, their cloaks drawn tight against the sea-winds. Below them, half-shrouded in mist and shadow, the ruined temple loomed—its broken walls jutting like the bones of some long-dead giant. The faint glow of torchlight flickered within, betraying signs of orcish activity, though no guards were visible at the shattered gate.

Dog’s keen eyes traced the movement of shadows across the courtyard while Irving muttered a prayer to St. Cuthbert, fingers tightening around the haft of his mace. Oleg adjusted the hood of his cloak, his gaze drawn to the jagged cliffs that concealed the hidden path Roderick had whispered of.


The party exchanged tense glances, knowing the true path lay not in bold entry but through the secret way spoken of in hushed tones. They lingered in silence, the brittle grass hissing in the sea-breeze, watching as the sun bled into the horizon. Only when the valley surrendered fully to darkness would they dare their move toward the temple of chains.


XP Award: 500 each for roleplay and planning
Treasure/Items: Parchment map from Roderick, rowboat, Irving gains Navigation proficiency (1 slot)


Tuesday, August 19, 2025

Chapter 3 / Episode 69 - The Feast of Edoira

Chapter 3 / Episode 69 - The Feast of Edoira

Players

  • Dog, Ranger of the Gnarley Forest

  • Irving, the Reluctant, Paladin of St. Cuthbert

  • Slash the Bard

  • Oleg, Half-Elven Cleric/Magic-User/Thief of St. Cuthbert

  • Tiger Wong, Kung-Fu Monk of the Eastern Lands

Date: Coldeven 25 576 CY - Growfest 4


Territory of Narwell 

Leaving Narwell behind, the company turned their eyes east. Maps were unrolled, coin purses counted, and supplies taken stock of as the road stretched before them. The journey would carry them through Zulern and Blue Bay before finally reaching Dame Gold’s summons in Safeton.

Coldeven 25 – The adventurers reached Zulern by nightfall and lodged there, taking rest from the road.


Journey to Blue Bay by Horse

The question arose of whether to take the river barge eastward or continue overland. The cost and dangers of the river swayed them to remain on horseback. Dog offered to cover the expenses for others, and with determination they rode hard across the plains.

By the end of the day the salt air reached their nostrils as they approached the small fishing town of Blue Bay.


Blue Bay Arrival and Rest

The town, walled and modest, bore a cheerfulness despite its vigilance. 

With the toll paid, they entered, lodging at the Fish and Chips Inn. The long ride weighed heavily on Tiger Wong, who found little ease in his rest, but morning promised better fortune. By noon the next day, the adventurers made ready for Safeton.



Arrival at Safeton’s Walled City

Coldeven 27

At the gates, the company was greeted with the sight of a sign:

“Use No Magic Here!”

The fortress city of Safeton loomed before them, its battlements scarred from the long war against the orcish hordes of the Pomarj

Guards inspected the group, collecting a silver tax for entry. A grizzled watchman studied them carefully, offering his warning:

“There be law in this town—good law made by good folk. Profit by my words, or ye’ll find thyself in a cold, wet gaol. These whelps look troublesome to mine eyes…”

Amid some confusion as to their purpose, they recalled the summons from Dame Gold, an invitation extended from the Church. Slash considered turning charm to advantage, and the guards relented, granting them entry.


Dame Gold at Windy Crag

Their path led them to the manor of Dame Gold, known as Windy Crag. Servants met them at the entrance, taking their horses with care. And then she appeared herself: a tall woman of middling age, finely dressed, with a natural grace that commanded attention.

“Why, greetings, wayfarers! Welcome to my hearth and home. Most guests will not arrive until tomorrow, but some have come before you. I am Dame Gold, and I welcome you warmly to Windy Crag. Would you be weary of road and riding, and wish a hot bath? Of course!”

Clapping her hands, she summoned attendants to guide the company to their quarters.

“You heroes have two rooms among you—Windy Crag will be crowded this week. Be well!”

With that, she bustled away, overseeing the preparations for the feast to come.


The Feast of Edoira

Growfest 4

The festival began in splendor. The halls of Windy Crag filled with the nobility of Safeton, priests of St. Cuthbert, and guests from afar. Tables bent beneath the weight of roasted goose, baked hare, and fine wines of the domain. Revelry and good-natured banter filled the festive hall, but not all were a part of these celebrations.

Yet amid the celebration, Dame Gold drew the adventurers aside. In her private chamber, she revealed the truth of her summons. Pacing the floor, her voice was heavy with concern: her brother had been captured by slavers and taken to Highport—a city fallen to orcs, ruled by cruelty and peril.

The governor of Safeton entrusted the party with diplomatic immunity badges of Safeton, though with a stern warning:

“Keep them hidden. In Highport, they would be a death sentence as swiftly as a blessing.”

Her plea was clear: infiltrate Highport in disguise as slavers, locate her brother, and bring him back alive.


Highport Rescue Mission Planning

The company agreed to the task, though the dangers were plain. They spoke of disguises, of charting a ship, and of gathering supplies for the journey. The governor of Safeton pledged aid—maps, herbs, and even a rumored ring of regeneration—to aid their quest.

The path ahead was grim, but the mission was set. Highport awaited.


Absence

Terry Or shuddered. The mental blackouts were still anomalous, but they were becoming more severe. Nearly a week had passed and yet he had but little recollection of any activity during that interval. It was as though his brain had simply shut itself down to shield him from a power, perhaps an evil, he did not yet feel ready to face. The unfortunate result was that he had missed the entire celebration of St. Cuthbert at Windy Hall, and the meeting with its rather important hostess, Dame Gold. He was certain that neither were impressed by his notable mental absence.

Terry could only thank Cuthbert for the stout companionship of good and worthy friends. Dog, Irving, Tiger, Oleg and Slash, by now used to his occasional bouts of catatonia, had cared for him admirably during this last lapse. Their kindness and protection knew few limitations, and Terry knew he would need to find some method of repaying them to balance the scales of justice. Unfortunately for now, meaningful recompense to friends and colleagues would have to be postponed.

As hinted at by her letter, Dame Gold had an ulterior motive in inviting their adventuring party to the festival at Windy Hall. While her other guests had exchanged stories, insights and japes, she had asked them to accompany her to a private room where their conversation would be safe from prying eyes. She had painstakingly described a heart-rending scenario and her need for help. None of this managed to find lodging in Terry’s memory. Once again, his friends rescued him from his obscurity.

When Terry emerged from his stupor, Dog and Irving explained, in detail, the topic of their meeting with Dame Gold. They had received a righteous mission from her, and lives were at stake. Shame and atonement would have to wait.

Monday, August 11, 2025

Chapter 3 / Episode 68 - The Town of Narwell

Chapter 3 / Episode 68 - The Town of Narwell

Players:

Dog, Ranger of the Gnarley Forest
Irving, the Reluctant, Paladin of St. Cuthbert
Slash the Bard
Oleg, Half-Elven Cleric/Magic-User/Thief of St. Cuthbert
TerryOr, Cleric of St. Cuthbert
    Coldeven 24, 576 CY – Morning
    Weather:

    Description: Cold
    Temperature: 23.4°F to 48.6°F
    Wind: Light air (SW)(1-3 MPH | 1-3 KN)
    Precipitation: None
    Clouds: Clear

    Into the Domain of Greyhawk


    The morning sun weakly spilled its faint gold over the frost-hardened rode as the party rode east., leaving the shadowed edges of the Gnarley Forest behind. The land here rolled gently toward the coast, its fields bare and waiting for the first sowing of spring. The air was sharp with the promise of thaw, and from far away came the faint cry of seabirds.

    Narwell lay ahead—a walled port town and the first true taste of Greyhawk’s direct domain. The banners above its stone gates stirred lazily in the breeze, the sight both welcoming and watchful.

    Dog rode point as usual, scanning the road for trouble, but the way was quiet. The group kept their usual riding order, wary from recent events in Dunmarsh but eager to reach the town before nightfall.


    Gates and Negotiations


    At the main gate, a grizzled sergeant stepped forward, hand resting casually on the pommel of his sword. “One gold each for entry,” he announced.

    Before anyone could reach for their purse, Terry’s voice rang out in the authoritative tone of a cleric of St. Cuthbert. He explained their purpose, invoking the saint’s name and pointing out the holy symbol upon his breast. The sergeant paused, scratched at his beard, and after a moment’s thought nodded gruffly.

    “One gold for the lot of you. See that you cause no trouble.”

    With that, the gates creaked open, and the bustle of Narwell spilled into view—narrow lanes, high-gabled houses, and the smell of saltwater mixed with smoke and baking bread.


    Streets and Splitting Paths

    Once inside, the group fanned out.

    • Dog handed coins to the ragged poor in the shadow of the walls, asking after Madam Neldez’s apothecary but receiving only vague directions to “the center of town.”

    • Irving sought a bookseller.

    • Slash kept his eyes open for unusual goods and stranger rumors.

    • Oleg slipped into the crowd, his sharp gaze watching for thieves.

    The streets were tight with merchants, hawkers, and the press of sailors on shore leave. Narwell was a place where a careless hand on your coin purse could leave you lighter by the end of the block.


    Treasures in Print

    On Market Street, the bell above Madame Zelda’s Hardbound Books gave a delicate chime as they stepped inside. Dust hung in the air, and the walls were lined with heavy shelves bowing under the weight of age-darkened tomes.

    Slash found another volume on finding and removing traps—a week’s study would grant him the skill of a novice thief. The discovery left him grinning like a man who’d just been shown the keys to someone else’s treasure vault.


    The Broken Arrow Inn

    As dusk neared, the group gathered outside the Broken Arrow, a higher-end inn set on a corner where three busy lanes met. Its stone lower floor and timbered upper story looked solid against the sea wind. Inside, the smell of roasting meat and mulled cider filled the common room.

    Dornthel, the elderly elf innkeeper, welcomed them with the menu of the night—baked hare or goose, served with strong local cider. Private rooms were available for one gold each, dinner included.

    At a corner table, Terry skimmed an orc labor manual. Its pages revealed that slave traders often referred to themselves as “snaggers” and used a code of terms that might prove useful in breaking into their network.


    Thieves, Rumors, and the Sapphire Tale

    During dinner, a female elf with a bandaged shoulder caught Terry’s attention. He offered healing, but she declined with polite firmness. Later, Oleg spoke with her; she told him of a legendary sapphire locked in a tower on Narwell’s northern side, its guardian unknown.

    The evening’s bustle turned darker when Oleg felt the subtle tug of a pickpocket’s hand. A quick glance revealed a nimble elf thief slipping into the crowd with his gold. The loss was noted, but the thief was gone.


    Plans for the Road Ahead

    As the night wound down, maps were unfolded, and plans were laid. Safeton lay two to three days south along the coast. Between the cult’s reach and the growing web of clues—the elemental dagger, the code words, and whispers of slave traders—Narwell was but another step in a larger and more dangerous journey.

    For now, they rested. Tomorrow, the road called.


    XP Award: 500 each
    Treasure & Items:

    • The Letters of St. Cuthbert (+1 Wisdom to followers after 1 week’s study)

    • Hidden Staircases and Secret Doors

    • The Underground Slave Trade (locked clasp)

    • Trap Manual (Thief ability after 1 week’s study)

    • Migration of the Flannes

    • A Knight’s Guide to Arms and Armor




    Tuesday, August 5, 2025

    A Letter to Lady Tillahi of Celene on this fine Day of Coldeven 23, 576 CY


     

    A Letter to Lady Tillahi of Celene on this fine Day of Coldeven 23, 576 CY from her friend and servant Dixon Lumlir son of Haxor Lumlir the Sheriff of the Lumlir Bridge in the Duchy of Ulek.


    The Heroes of Hommlet made it to the Village of Dunmarsh after many exciting adventures.  Dear Lady of Celene it is with great sorrow that I must inform you.  It is my belief that the Sealing of the Temple of Elemental Evil is premature.  All week we have seen and fought forces from there.  You were once a target of those evil forces.  I felt it urgent to inform you.  Please double up your guard and trust no one.  They seek revenge as well as the restoration of their foul temple.  

    Be vigilant and be on guard!  Your friends the Heroes of Hommlet are on their way to the festival put on by the Lady of Gold.  Pray we make it in one piece.  

    Your Servant and Friend,


    Dixon Lumlir the Dwarf

    PS:  This letter cost me three gold.  With interest you will owe me five on our next meeting.  


    Chapter 3 / Episode 67 - The Village of Dunmarsh

    Chapter 3 / Episode 67 – The Village of Dunmarsh

    Description: Cold
    Temperature: 24.4°F to 48.7°F
    Wind: Light air (S)(1–3 MPH | 1–3 KN)
    Precipitation: None
    Clouds: Clear

    Players:

    Dog, Ranger of the Gnarley Forest
    Irving, the Reluctant, Paladin of St. Cuthbert
    Dixon, Dwarven Fighter
    Slash the Bard
    Oleg, Half-Elven Cleric/Magic-User/Thief of St. Cuthbert
    Tiger Wong, Kung-Fu Monk of the Eastern Lands
    TerryOr, Cleric of St. Cuthbert

    Coldeven 23, 576 CY – Morning



    Into the Marshlands

    The sun was still low when the party set out, their breath clouding in the crisp morning air. The ground was hard from the night’s frost, but the promise of a warmer day lingered on the southern breeze. The Gnarley’s familiar woods gave way to a patchwork of open fields—barren and furrowed, awaiting the spring planting. Here and there, half-thawed puddles glimmered in the furrows, and the sound of distant gulls hinted at their proximity to the coast.

    Dog rode ahead, eyes scanning both ground and horizon. The land ahead dipped toward a low, mist-veiled basin—the approach to Dunmarsh. Known to sailors and traders for its small port and to adventurers for its rumors, Dunmarsh was a place where river and sea met, and where strangers rarely went unnoticed.


    Reconnaissance

    Before committing the group to the main road, Dog proposed a 20-minute scout. He slipped from the saddle, leading his horse into a side path while the others waited in a small copse of leafless aspen. The ranger’s trained eyes noted no immediate danger—just a few distant farmhands moving slowly in the fields, their motions purposeful but weary.

    By the time he returned, the plan was set: Dog in the lead, Terry second, Irving third, Dixon fourth, Slash in the rear, Oleg riding alongside when the road widened. The column moved toward the village proper, the air faintly tinged with saltwater and the briny scent of tidal flats.


    First Impressions

    Dunmarsh was a patchwork of weathered timber buildings, their roofs heavy with damp moss, lining a central lane that sloped toward the docks. The marshland around the village was crisscrossed with narrow, weather-beaten footbridges and causeways, some leading to isolated homes built on stilts above the mud.

    Children stopped their play to watch the strangers pass, and more than one curtain twitched as a villager peered from behind it. The party’s boots clicked on the planks of the main boardwalk as they made for the Welcoming Hearth Inn, the largest and most central building in the village. A battered sign swung above the door, its faded paint depicting a gull wheeling over waves.


    Supplies, Temples, and Magic

    While Dixon and Irving negotiated private rooms and stabling for the night, the group split up to handle other business.

    Irving and Terry visited the Temple of Heironeous, whose austere, salt-stained stone facade stood near the central square. There, the priests offered bandages of light healing—potent but usable only by the good-hearted. Ten were purchased at great expense, their linen rolls bound with silver thread.

    Dog sought out the modest Shrine of Ehlonna, a whitewashed structure tucked behind a row of fishmongers. The air inside was perfumed with pine resin and saltweed. There, a priestess laid her hand upon his short bow, blessing it with divine radiance—its enchantment now humming at a potent +3 and able to shed a warm light for 20 feet.

    Oleg browsed the House of Mysteries, a cramped, aromatic magic shop run by the hedge wizard Riddith. Shelves sagged beneath scroll tubes and dusty wands. Prices were steep, but Oleg left with a clutch of new spells, including lightning bolt and fireball. Dixon eyed a curious wand but balked at its 10,000 gold price tag.


    Shadows at the Welcoming Hearth Inn

    As evening fell, the Welcoming Hearth Inn filled with villagers, fishermen, and the occasional sailor. Slash mingled with a group of farmers, gleaning bits of gossip about Narwell and rumors of Greyhawk’s political reach into the coastlands. Dixon chatted with the barkeep, who hinted at “strangers who don’t belong”—men who came to town with no fishing gear, no goods to trade, and too many questions.

    Irving’s watchful eye caught a tall man in a salt-stained cloak drifting toward their table. With a too-friendly smile, the stranger offered him a drink “on the house.” Suspicion prickled; Irving declined. The man’s smile froze before he quietly withdrew, the untouched cup left behind. A quick inspection revealed a faint acrid scent—poison.


    The Assassin in the Night

    In the still hours before dawn, Dog woke with a start. A tall, looming shape stood in the far corner of his room—its form indistinct, a living shadow over six and a half feet tall, its presence as cold as a winter grave. It reminded him of something from a dark legend, like the Nazgûl of old tales.

    Dog’s hand went to his weapon, and in that heartbeat, the creature moved with impossible speed. A flash of steel caught the lamplight, and the poisoned dagger found its mark, driving into his shoulder with a sickening burn.

    Before the shadow could strike again, the door burst open—TerryOr charging through, mace of St. Cuthbert in hand. With a single, decisive swing, he struck the assassin square in the head.

    The blow landed with a crack of divine force, and the figure froze, then seemed to unravel. In a moment like Obi-Wan’s final stand, its form vaporized into drifting shadow, leaving only an empty, tattered cloak and the poisoned dagger clattering to the floor.

    Dog sat back against the wall, blood warm on his shoulder, his breath ragged. They exchanged a grim look—neither certain whether the creature had been real flesh and blood or something far worse.


    What Lies Ahead

    With private rooms secured, supplies purchased, and weapons blessed, the group settled in for the night, each keeping their own wary watch. Dunmarsh’s clear skies glittered with stars above, but in the stillness came the sense of something unseen watching back.

    Come morning, they would leave for Narwell—but the cult’s shadow was growing long, and the road ahead promised no peace.

    XP Award: 250 each
    Treasure: Blessed +3 Short Bow (Dog), 10 Bandages of Light Healing, Elemental Dagger (unidentified)