Early Story

First Meeting - 12 Days

Beginnings

The story begins in Isoks, where six people found themselves in the Dragon's Scar Tavern.

The barkeep Hamdel announced that there was a birthday celebration so the next round was free. That was the last thing people remembered before waking up in a dusty stone room with a locked door. The five individual looked around wondering what had happened. Varen employed some tools he had hidden away on his person to pick open the locked door and the five began making their escape. In the next room over they were faced with a couple of Troglodytes. One of them descended upon Varen, rendering him unconscious in a single blow. The group managed to defeat the creatures and they continued looking for a way out, while carrying Varen. Soon the sound of running water could be heard, as they reached the sewer. Following the tunnel they managed to make it out.

Their main priority was finding a cleric to heal Varen. Sardielr, Panis and Murmer went to the local temple to Morradin to seek help, while the others went back to the tavern. Varen was left in the temple to be tended to, Murmer staying with him. Panis and Sar wanted to ask around to see if anything like this had happened in other taverns. Murmer pointed out two other taverns, warning them to avoid one of them, as it was for the locals. Ignoring his advice, Sar headed to the local tavern with Panis following and asking Sar to reconsider. They entered the tavern and Sar talked to the barkeep. While this was happening, a drunk dwarf began protesting shouting at them to leave, before getting up to Sar and threatening him. Before Sar could respond, Panis got in between the two of them and asked the dwarf to calm down, saying that they would be on their way. The dwarf was having none of it and punched Panis in the crotch. Sar then let loose a kick, going over the bent over Panis and hitting the dwarf in the face, knocking him out. The two of them then took their leave and later found out the dwarf's name - Bob the town racist.

First Job

After Varen was healed, the group reconvened in the Dragon's Scar and wondered what to do next. They decided to stay together and try to do some jobs. One that caught their eye, was a request from a local wizard called Faldir. Faldir had a shipment go missing containing a magical book he had been searching for. The party left town to find the shipment. It turned out to have been raided by a group of goblins. After defeating then they searched the place for the book. Right as they spotted it sitting near the edge of the room, a duergar man teleported it grabbed the book and teleported out. When they returned to Faldir and let him know, he seemed annoyed, revealing himself to also be a duergar, called Maldor and explaining that the man they had seen was his brother Taful. The two brothers, were students of teleportation magic and have been looking for this book for years, but Taful had began acting weirdly over the last few years. He told the party he might need their help again soon and handed then their reward.

Silver Mine

The next job, came from a job board, where Sar saw a notice asking for help rescuing a silver dragon. The party met with a dragon preservation officer called Draak, who informed them that a silver dragon wyrmling had been captured by a tribe of orcs on an island north of Isoks and he needed their help to free it. Sar was ecstatic at this chance to meet and help a dragon and the group set off, following the heated canal to Shakalow. On the way, the party saw an Ancient White Dragon hunting and were attacked by a group of Yeti. They also met a different group of travelers, that they camped with, one of which was a noble gold dragonborn called Uxar, who was the first to tell Sar of Unthar. It was that night, that Sar noticed the strange clicking emanating from Quiggly, who let him in on his secret of being a construct. He told Sar of the persecution he faced due to the Temerian Construct army long ago, and the decades of imprisonment he was subjected to by the Mages. His goal was to find his creator Hector Blanchnetta, who had been kicked out of the guild, as punishment for creating Quiggly.

Eventually they reached the Shakalow and got on a boat the the island. On the island they found the group of orcs which had taken over a silver mine and captured the wyrmling. through some deception, the party managed to get inside and arrange for Panis to face off against the orc leaded. With some help from the shadows, he managed to defeat him and was named Ironbeak, their new chief, who would lead them to victory against their rival clan, who sought protection from the white dragon. With this, they arranged for the wyrmling to be freed and it introduced itself to Sar as Merik. When asked about its family, it said that his mother Alfedanna would be worried. The group then returned to Draak, who thanked them and said Alfedanna would be thankful, as well.

Leaving Isoks

Maldor reached out to the party asking them to help track down his brother. He had figured out that his brother was operating in the are near Colchester. A teleportation circle in his shop would allow him to teleport the group there, but he warned them, that he would likely be imprisoned on arrival, as he had been banished from the Wizard's Guild. Quiggly was also wary of returning to Colchester, having been the Guild's prisoner for decades, but the party assured him they would keep him safe. With that the group teleported to Colchester.

Adventuring in Colchester - ???

Arrival

The party were teleported to a stone room, with only a ritual circle on the floor. A single wizard guarded the room, which Quiggly unsuccessfully tried to put to sleep. More wizards rushed in and a small fight happened, Neither side was trying to kill the other and the conflict ended with Maldor being taken as prisoner, while the Quiggly and the party were allowed to leave. Now left in Colchester the party decided to look for clues, that may lead him to Taful and also any jobs. They made their way to a tavern called the Wizard's Tower, where a goliath monk picked a fight with Murmer, defeating him, but accidentally striking Quiggly in the process, which prompted Sar to beat the man up. A job board was present in the tavern and Sar grabbed every job posting. With that the party got to work.

Mimic House

This job came from the mages, who wanted someone to investigate the Manticore Inn, where people had been disappearing. The party went inside and found the building mostly empty. Suddenly the voices of children could be heard from upstairs. Sar and Panis went to investigate and found a young boy asking them to come help. Sar noticed the particular was the room swayed and the fact that the boy moved almost as part of it and attacked, convinced the boy was a monster in disguise. Panis was appalled and tried to stop Sar, but it turned out that the monk was right, as the boy revealed itself to be nothing more than an appendage, part of this room, which was a huge Mimic. The party managed to defeat the mimic and went to collect their reward from the mages. Despite lacking the neded paperwork to enter the high-top district, they were escorted in to the Wizard's Guild and the waiting room of it's leader - Magi Ardrelle. Ignoring her secretary's pleas to wait, the group burst into her office and asked for their reward.

Library

This job came from the council, after a ambassador from the Wood Elves deduced Varen's identity. The goal was to explore the ruins which were found beneath the Great Pyramid of Colchester. The party followed the path under the grand building, fighting the creatures below, before reaching the sealed library. After entering, they were faced with the library's guardian - a couatl called Elfanrinka. The Couatl read the character's hearts and took a liking to Sar and Panis, letting them each take a book. Panis sought a book that would hold the secret to extending his people's lifespan - his life's mission. Sar, on the other hand picked up and Ancient Temerian tome on business strategy called "The Art of the Deal.". Elfanrinka said he would allow the characters to use the library as they wish and when they explained that the city wanted access he agreed to negotiate with the council. With the job complete the party collected their reward from the Council's Spymaster - a human man called Alexander.

Mummy

The party followed up on a job posting asking for a group of adventurer to accompany a expedition into and ancient Temerian temple. Inside the temple the party found many magic items, including their Bag of Holding.

Lengrave

Unsettling rumors had been circulating about the dead returning to life in the town of Lengrave, west of Colchester. The party went to investigate and before even reaching the town, could see some skeletons and zombies walking near the road. Varen shot at them from beyond their reach and the undead were defeated without issue. When the party reached the town, they were not greeted as saviours, but rather looked at as murderers. Confused they asked around and found out what was going on. The dead had started returning a week ago, but not as mindless monsters. They had somehow kept their personality. Families were reunited with their lost ones, albeit sometimes without the flesh they had in life. This is why the town was angry, they didn't want this "problem" solved, they were happy. The situation didn't sit right with the party and the kept looking for the cause of this, eventually going to the local graveyard. There they found a lot of empty graves, some people having climbed out of, other had been dug up. Waiting until night, they found a necromancer digging up graves and putting together a massive bone colossus. A side effect of his ritual had cause the other dead ton return with their souls still partially attached. The party confronted him and he unleashed his creation on him. It was here, blinded by the necromancer's magic, that Sar realised that he didn't need to see to catch arrows. The party defeated the necromancer and ended his ritual, causing all of those animated as consequence of it, to return to the beyond. Despite the party's explanations, the townsfolk were livid and the group was formally banished from the town, never to return.

Hag and Hearthstone

A town to the south called Buckgrove had a number of children go missing over the last few weeks. The party went there and investigated, finding that the town was beset, by nightmares. They also deduced that the scarecrows in the fields had something to do with the missing children. One of the scarecrows, suddenly animated attacking the group. They fought and defeated the constructs, but the true culprit lay in the forest east of town. In a secluded cave a night had, fed on the dreams of the townsfolk and abducted their children. The party tracked the hag down and defeated her and her Carrion Crawler. The people of Buckgrove thanked the party and they returned to Colchester to collect their reward.

Portals Opening - Hydra, Manticore, Meeting Captain Vettel

Priest of Bahamut Help

Five Shapeshifter in the Barn (Rafters)

Templeton 1 - Lex cruses Panis, Taful is caught

Temple Gargoyles - Murmer has his new axe here

Templeton 2 - Gnolls - Murmer Death

Cambion - Meeting Kalen

Dis Coliseum - Meeting Popov

Getting Edar Poison - Figuring out Ardrelle and Lex's intentions

Killing Blue Dragon