The party:
-Artemidoros, magic user 2 (shortened to Artem)
-Richard Thornington, fighter 1, henchman to Artem
-Lormer Dayseeker, ranger 1, Henchman to Artem
-Bernard, cleric 2
-Thorgus, fighter 1
-Slyvan, elf 1
-Bardimas, bard 1

Arriving at Highfireton on the ferry from the southern city of Drialfield, two small adventuring teams were introduced to each other by the dwarf, Gorn. Gorn filled the party in on regional happenings at a warm local bar over a meal and a couple drinks. VAmpire hunters prowled the dwarven city to the north, a hydra disrupted trade routes to the east, a dragon sighted across the channel to the south, orcish pirates plundered the trade ships in the channel, and a mysterious statue that rose from the ground was spotted a couple miles to the northwest. Opting to investigate the statue in the morning the party used the rest of the day to gatherf supplies before resting and setting out through the winter forest in the moring.

Following the lead of Lormer and Slyvan through the light snow, the party made quick time to statue, and by luck, found it. The statue of white marble stood in a clearing about 100 feet wide and long. Topped by a carved eagle with a wing and head facing west, covered in runes, and guarded by a shambling mound that walked in circles about 20 feet out from the statue. It was quickly discovered that the mound reacted aggressively when someone entered the clearing, attacked the mounds, or attempted to approach the statue. A quick battle plan was drawn up that had the fighters in the front and casters in the back.

The party approached caustiosly to begin firing arrows and spells at the mound. the plan quickly spirilled into chaos as the spells proved ineffective, the arrows missed, and the mound charged the party, colliding with Richard. Thanks to good intiative rolls on the party’s part and low attack rolls on the DM’s part, the fight was able continue for a couple rounds. Richard, Thorgus, and Lormer started taking damage (the DM rolled very poorly on his 2d6). After a round of complete pummlinmg by the mound, the frontline was unable to contiune without sustaining causulities and the party beat a retreat to the woodline, a large rock chasing them out for good.

Floating a couple Ideas of how to get to the pillar while being healed, the [party ended up deciding that evening approached and shelter was needed for the battered party to stay the night. Moving east toward the river for a couple more miles, the party broke the edge of the forest and on to a path filled with wolf tracks. A ruined, burnt out tower lay to the north a long the edge of the Coldhill Weald. Mimicking the tower to the north, another one lay to the south, but this one glowed with the light of warmth and a signal fire atop. Fighting the wind and the encroaching darkness, the party moved towards the southern tower spotting half a dozen wolves and their riders leave the premise. A ruckus of goblinoid voices drifted ttoward them along the wind. The party moved on as the wolf riders departed, using natural cover and the flying snow to stay concealed. spotting two small figures fist fighting in the uppermost part of the tower, the party came to the concolsion it was held by goblins. Thge weather began to turn and it became apperent that the party would not survive the in the elements. a hasty plan was hatched.

Lormer and Slyvan would attempt to inflitrate the lookout and dispose of the guards before dropping a rope down to the party. The tower would then be cleared of goblins from top to bottom. the two inflitraters crept to the tower and began climbing unnoticed. An unlucky roll spoiled the plan causing Lormer to be stuck by a goblin arrow and an alram bell rang. scrambling up the final edge, Slyvan engaged the two goblins, quickly followed by Lormer. The other half of the party charged the large duoble doors on the ground level of the tower. Thgrowing the portal open, the main force engaged three confused goblins in a entry room and dispatched them in a short manner. Preparing to enter the next set of door as the inflitrators struggled with the two on watch at the top, the party was greeted by over a dozen goblins coming to meet them.

Commanded from the back by a large goblin with a battle axe and his two subordinates, all sense of cohesion fell apart on both sides Artem moved up and crushed the first goblin he found with his quarterstaff. The melee became desperate as the goblins rallied. Lormer and Slyvan barely stood after dispatching one goblin in the tower, Thorgus killed a goblin every round to get to the champion, Bardimas was struck by a spear and retreated leaving Artem unprotected as Richard was forced back by a trio of goblins

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