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Adventure Synopsis

I will try to fill in as much information as possible. If there is something I forgot or got wrong lemme know via website topic on Legion Message board Harbinger Website Topic at the Legion Board
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The Eyes of Justice

Session 1
Session 2
Session 3
Session 4
Session 5
Session 6
Session 7
Session 8
Session 9
Session 10
Session 11
Session 12
Session 13
Session 14
Session 15
Session 16
Session 17
Session 18
Session 19
Session 20
Session 21
Session 22
Session 23
Session 24
Session 25

Session 1
The party meets up for thier final test at the adventure academy. Carew the bard. Genevive the meat sheild. Rosco the sneak. They go through a small ruin and defeat a gnoll. Locating a underwater passage way, after performing poorly over a balance beam, they move into the unknown, into a hidden crypt. The group battles zombies inhabiting the crypt. Plently of Loot is found after rummaging though nooks and crannies (and dead ol grannies? oh yeah that was dumb). After their graduation they move into an inn in the nearby city of Kroar. They are also given an adventuring stone which serves as their adventuring group id in this region (as well as +5 to skill of choice). Rosco and Carew perform on the streets well and make some change. Rosco attempts to steal from a paladin and fails. He races through town and evades a prison sentence.

Session 2
Adventurers wake to the begining of their quest for fame and fortune. They greet an addition to their party, Thaddeus a cleric of Pelor. The choice for their first adventure is an old dungeon outside of town. Thaddeus heals a wounded halfling outside of the dungeon and learn his entire party were slaughtered. They battle through the dungeon a ways and return to town to lick their wounds.

Session 3
They return to the dungeon, fighting through the first level, and killing a small black dragon. After searching and located the dragons hoard, they locate the corpses of the ill fated adventurers. They were bloated and tenderizing in the fetid moat within the dragons lair. The bodies are returned to life by the Kroar clerics (due to the generosity of Thaddeus).

Session 4
The adventures go to the local adventure school office looking for new quests and bigger bounties. They are refered to a local noble looking to hire a hearty group of adventurers. They locate the noble and are asked to aid a nearby town. The town has been under seige by constant raids by gnolls. The situation is becoming dire, the town may not last much longer. The noble offers them a map to the gnoll lair. The Party accepts the qwest and are awarded light horses to speed them on their way. They travel until dark fighting orcs and other beasts along the way. Arriving at the town of Hillcrest they see a stressed and worn populace. Many of the townsfolk have been killed, are missing, or wounded. The town guard has been reduced to a handfull of inexperienced youth. The party follow the map to the entrance of the Gnoll Lair

Session 5
The group enters the cave. They pass two large reinforced locked doors and pass depper underground. The carved out walls shift into natural caverns. They begin battling gnolls. They defeat several and find a human and a half elf that may have been more than just friends. Next the adventures climb/fall down a 100 ft drop, while evading arrows shot from gnoll shortbows. The Natural caverns stop abruptly at what seems to be the stone walls of a keep, complete with large gate. Inside they battle more gnolls, including two seargents. Rosco and Carew make a big deal out of the contents of a mysterious jar. In the process alert nearby gnolls. In desperation Carew lauches the contents of the jar toward an enemy. A semi rotted chunk of flesh lands on the face of the charging gnoll. After the battle they enter an open courtyard, with a sheer cliff along a side, which opens into a massive cavern. As they turn a corner Genevive and Yugi find a Gnoll feasting upon the entrails of a human. The two slaughter the gnoll and gain entry into the slave pit. They see the horror of emaciation, desperation and insanity in the slaves. They free the slaves and return them to town. Genovive drops a major donation to the church to aid in the recovery of the slaves.

Session 6
The adventurers celebrate the night away. Carew performs marvelously for the crowd and lightens spirits. Rosco woos a halfling gal that they had saved from the pit. Genovive and Yugi are praised and thanked, offered money which they refused to accept. A agitated town guard questions them as to the amount of gnolls they had killed. The local Preist questions inquire on the groups intentions, satisfied that they would return to the cave he rewards them with healing potions. The next morning They are awaked (minus Yugi who was up praying) by a horn call.The remaing of the gnoll tribe surrounded the town and shot fire arrows into town for several rounds. Then grapple and climb over the timber walls surrounding the town. The gnolls ransack the town and take back more slaves then before. Party fights a gnoll seargent who begins battle by encasing Genovive in a dome of ice. After the group defeated him Genovive recieved a nifty set of magic armor. They then helped put the fire out in the towns and locate corpses for burial. Returning to the gnoll cave they begin their revenge. They fight back into the open courtyard.

Session 7
Genovive, Rosco and Yugi were separated from Carew by a cave in. The ground opens up and they tumble into to darkness. By luck the three narrowly miss being smashed into paste by rubble. They crawl out from under the rubble and heal themselves from the drop. Fighting through some underdark cavern they encounter werewolves, lizardsmen and a giant crocodile. An exit is found through a newly opened crack (courtesy of the tremor that sent them tubling into darkness) leading back into familiar terriroty and meeting back up with carew.

Session 8
The party presses deeper into the gnoll lair. Battling gnolls and working around the rubble from the cave in. They are accosted by a spiritual weapon and battle more gnolls. A troll climbs from a well and attacks the group. After a feirce battle they defeat the troll. The team lowers Rosco into the Trolls well. After digging around Rosco locates a magnificent 4.5 inch diameter ruby globe. He pockets it, showing it only to carew. Who also shows/shares the loot that he had snuck while the party was busy in battle.

Session 9
The Party exited a tunnel coming out at the base of the cliff they were previously atop. They see a network of caves and rope ladders/bridges for access across the entire cliff face. Inside each cavern are the weak, the mothers and the young gnolls. After some debate the Adventurers move from cave to cave slaughtering the evil beasts. Rosco and Carew decide it will be a good idea to keep on of the young. They move further into the cavern and come across massive castle gates with a crest (sun on sheild) upon them. Entering the gates they are immediately attacked by a group of gnoll who are defeated quickly and easily. They enter an adjacent room. The room is dark and divine spell casting is heard across the room in the unseen. A thoqua magically springs forth and the Party battle it and a Gnoll Cleric of Erythnul. After the battle carew finds a wooden sheild in a secret compartment. Rosco inspects the body of the gnoll. He prys a large bundle from the dead grasp of the cleric. Opening it the party finds two massive books. One bound in obsidian with the Sun on sheild etched onto the cover. The other bound in Marble with an arcane symbol inlaid with gold on the cover. The books are thus far indecipherable to the pcs. Further inspection of the room revealed 8 sacraficial alters, bodies and parts. And a large main alter, where the gnoll was, with blood smeared symbols scrawled across it.

Session 10
The party come across a jammed door. It takes abit of time but genevive bursts open the door. As The Sneak and Carew walk along searching, Rosco notices a floor panel that is odd, as he steps off of the unnoticed pressure plate. During which the rest of the party has moved into the room searching and also stepping off of the large 10ft by 40 ft pressure plate in front of the entered door. A huge stone slap falls withinin the door frame. A click from above signals the ceilings slow decent. A click from below signals the opening of two chambers across the room. 2 Hell hounds leap out and attack the Eyes of Justice!

After dispatching their foul foe, the Sneak returns to the floor panel. He is able to remove it uncovering a 20ft shaft of water (straight down). Genevive jumps into the water, and promptly begins to sink. The ceiling has dropped 7 feet now. She gets her bearings and swims back up and climbs out. A rope is tied to Rosco who jumps into the water. Yugi cast light on a coin and tosses it into the water. Rosco removes another plate, and then disables the intricate trap. The door they entered, and another stone door slide open.

They face off against 3 minor Xorns in a hallway. The move into another room, intricately laid out. Marble floors. Large 10' diameter eye in room center. Different colored marble, for eye, white (with ruby veins) blue iris, then a 12" diameter obsidian pupil. the pupil is faceted and concave (1/2" max at center). They notice a tiney 1"d clear crystal in the center of the pupil. Carew looks up and finds what appears to be a shaft. Lifting Rosco up he finds the way blocked by rubble (small amount of dirt/rocks were cleared off of pupil while inspecting it).

They leave the room and go down the palaces main hall. They enter the throne room and confront the Gnoll Barbarian leader. Standing upon a large stone lobbing javelins. He breaks free from the dome of ice from Genevive. He leaps from the stone and attacks carew. The party surrounds and defeats the raging gnoll. The slaves are found (with more than a few ripped open and sprawled across the anceint granite floors) and rescued.


Session 11
The Eyes of Justice, fresh from their victory return the rereleased slaves to Hillcrest. Wallowing in their success and having a few drinks in the tavern. Cora quickly leaves after an halfling enters the tavern. The party overhears a group of townsfolk discussing their work at a gold mine. The sneak attempts to press them for more information to no avail. Yugi decides that her abilities can be of better use to the townsfolk and stays behind.

The party begins their journey back to Kroar. They battle a minotaur and a worg. Genevive drops during the battle. As they argue over the contents of carews pocket, a very tan Bryan Goomba attempts to calm the verbal lashing. The party aquires a laid back pacifist cleric. They battle some bugbears, two of which lob javelins from tree branches. They succesfully avoid battle with a tsuno and dire ape. Arriving in Kroar late at night they get rooms and turn in. What will the next day bring this mismatch group of adventurers?


Session 12
The Eyes of Justice groggily get up after a long days ride from hillcrest. After an uncomfortable discussion around breakfast the group split up completely and ran separate errands across town. Carew and Rosco are offered an assasination gig to which they decline. The sneak sells a 4.5 decorative globe "lens" for 2,500 that he had found in the ruins of a seemingly sunken castle. He offers 1000 to Carew, and 500 to Genevive. Genevive purchases some gear and a nifty new masterwork blade. The party begins discussing the other bit of mysterious bounty, the obsidian and marble bound books. The discussion soon breaks down into bickering and the group splits citing professional differences. Carew and Rosco are left alone with the weight of ancient knowledge sitting dormant in thier laps. Many questions lay unanswered. Many more still lay unasked. Behind the scenes

Session 13
The Eyes of Justice are shattered. Carew 'the best' and Rosco 'the sneak' head back to the adventuring school to try and get some new members. They enter with much bravado, and are met with the respect of having heard of their good deads (and an intersting love triangle rumor explaining the breakup). They're directed to the practice field to meet up with thier new party members. Enter Tweedledeedee A cleric, Treece Tosscobble a halfling theif (and cousin to Rosco), and Tyros a fighter/bard. The group is also given an hint toward a possible job with Partick at the Kroar Library.

The group returns to town. with a new bard in the group the gang quickly sets about entertaining in a local hole in the wall. Being 3 in the afternoon only the serious drunks are present. That being said the groups singing, acrobatics, music, and light show wow the bedazzled drunkards. Everyone present eventually got their buttocks pinched by a sneaky little gnome.

The group decides to check out their lead. They head to the Library and meet a easy going and red eyed Patrick. He explains that regardless of wards and planted guards he has been unable to stop the continual thefts from a restricted zone. The thefts have been occuring for the past 3 weeks. The group walk around the library but only pay attention to the room the thefts occur, and come up with plenty of consipracy theories (one implicating Patrick himself). How many clues lay under the next rock? No one will know unless it is searched.

After locating a scying sensor the group leaves for a tavern to discuss their actions with Patrick. The group decides to split, leaving the sneaks to see what comes out at night, and using the bards to create a show to draw attention. The concert performance is amazing and the team makes a large amount of money. The sneaks are suprised themselves when the restricted door unlocks and three wights come in seemingly searching for blood instead of books. Rosco and Treece escape after taking some nasty energy drain attacks. They then make haste to the nearest temple to pay for healing of their lost levels. Next week we will see what actions the Eyes of Justice take. Same geek time, Same geek channel.



Session 14
One word dominates this session. Poop. The party meets in the inn at dawn and inform each other of the happenings of last night. They continue to plain their stake out. Rosco (the leader)graciously donates money to a church of pelor. Their reward was Holy water and a hallow spell planted on the restricted section of the Kroar Library. Carew goes to the can. During which he further questions the leader of his theives guild about their involvement in the Library robberies. He is given a piece of info regarding the presence of a 'necromancer.' Patrick speaks to the rejoined group about their progress after the grounds are hallowed. The group admits to having not searched the library at all to locate a point of entrance from the invading wights. They find obvious signs in the basement. An access panel for the upstairs fountain has a trail of dried/previously wet footprints. As well as more subtle signs of continual access.

They follow a sewar access tunnel into a wider sewage pipe. The group split and two moved along the walk ways on each side of a 20ft river of poop. They happen upon the wights from the previous night. Battle ensues. The group quickly resort to dropping their heaviest hits, Attacking with healing spells. The wights are reduced to corpses sinking slowly into the river of raw sewage. The Triumphant Eyes of Justice suffered only one successful attack from the wights. They travel further and come across a large wall of steel bars closely spaced. The door is locked. Treece sits back and takes his time working at the old rusted lock. Rosco convinces Treece to lend him his grappling hook so that he can go fishing for wight corpses. He instead finds a large treasure chest. He searches for traps, when he is convinced that there are no traps he attempts to unlock the box. Tweedledeedee casts detect magic and learns that there are two magical auras as... A bolt of lightning streaks toward Rosco and the neat line of his comrades behind him on the 5ft wide sewar walkway. The party members each avoid the bolt completely. Treece comes over to see what the heck his cousin did. He finds the reset trap, disarms it, then unlocks the case. Revealing a cape... Tweedledeedee learns the cape has a moderately strong aura.

The Eye's of justice boop it and decide to cut back to town. Before leaving Carew casts alarm on the small bar door in the sewar they recently unlocked. Treece with the generosity of his cousin Rosco (the leader) purchases a potion of lesser restoration refilling the hole the dead touch of the wight left in him. Carew begins to attempt to identify the cape. Shortly after however the ping of alarm alerts him to activity by the sewar gate. He alerts his group and they all rush to the basement of the Library. At the access panel they hear the terrific sound of twisting/breaking iron and crumbling stone. They wait and listen as poopy splashes work their way up the larger sewage tunnel. The sounds then drift off in the distance. The group move into the sewars again and move up toward the gate. They find the entire structure ripped from the wall and scattered about the tunnel. They move deeper in and find that the tunnel end in a sheer drop, creating a slow sewagefall. 20ft from the edge and 20 ft from the group Rosco comes face to face with 3 Huge Zombies scaling up the fall. The groups face off in battle. The group holds and the zombies lumber towards them. Rosco is quickly cut off from the group as two zombies pass him for the other party members. Treece lobs vials of Holy water at the undead behemoths. After a short time into the battle the Eyes of Justice decide to sound the horns of retreat, turning tail and running back to town. They relax the rest of the day heal and learn at 10 pm that they had found some wings of flying in the chest. A unanimous 'sell it' rang forth.


Session 15
The eyes of Justice return to the dank sewer tunnels to once again battle the undead. They fight past the huge zombies. They effectivly run from two mummy's until Tweedledee successfully turns them. The group quickly dispatches these has been defenders of evil.

Session 16
After searching the sarcophagi they come across a armfull of coins and and 5 cure mod wounds. They also find a passageway. After closing the lid, Carew casts alarm and the eyes return to town. Rosco hires an animal trainer to gnoll-sit snappy. The eyes of Justice Performing outfits are finished. The logo on their wagon will soon sport flames. They purchase many items for their handy sack and then hit the sack. But not before performing epically in the twisted dagger. They make a hefty sum. Carew is gifted a ioun stone for his spectacle. Replenished with spells they seek to dole justice out to those who deserve it.

A tar golem and a dire lion stand in their way, as well as a curiously trapped room. This is no obstruction to the eyes of justice! They move into the next room to find their spell casting advesary with 4 wererat companions. A fierce battle ensues leaving half of the group dead. The rewards far outweigh the costs.


Session 17
The Eyes of Justice gather themselves after a fierce battle. A detailed search of the dark lair reveals a fortune to the weary adventurers. They carry their booty and the stolen arcane writings and a dead body of tweedledee back to the library. The Lead Librarian Patrick is extremely happy about the results and rewards them with free identifications and a tome. Patrick seems confused over the marble and obsidian books and asks the party to come back later to check on his progress. He is suprised and makes some proclomations of doom over a stone the group found on the Necromancer. He urges the group to take the stone to the silver wizards tower.

A jaunt across the street and through some large gates and the party enters the magical center of Kroar. Two 200 ft towers loom above them. They move toward the silver one. After dropping Patrick as a reference the secretary shows the eyes of Justice to the headmaster, Lamac a frumpy elven mage. "Id like to take that off your hands." The Justice trade the stone for a True res spell and 2000 gold.

With all of their earnings the Eyes of Justice let it fly. The group as a whole spends 10's of thousand on magic and mundane gear. Including begining production on a stack of 150 Eyes of Justice t-shirts! The shirts will be done in a week. The party goes to a temple of Pelor to have themselves 'tested.' Carew and Rosco purchase healing for the lycantropic curse they received battling the wererats.

The Party meets up at their Inn to have a late lunch. The Innkeeper informs Rosco There is a messenger here to see him. The Popular Eyes of Justice are formally invited to peform tonight for the Govenor. After the basics of setting up their show, they are lead into a large room with a mass of nobility before them. The lights go dark. Suddenly each member is surrounded in a halo of Light. Carew begins spinning a tale masterfully. The Eyes of Justice before the might of a sinister black dragon! Rosco begins a tumbling routine enacting parts of the battle. Treece got the beats to make the booty go.... The audience is on the edge of their seat massively impressed at the theatrics before them. At the end The nobles toss more than an armfull of coins onstage. Backstage the Governer greets and applades them. Claiming that he will refer them to the King! The Eyes of Justice call it a night.

The next day the Eyes of Justice are itching for adventure again. They enter the adventure schools office. Treece's wooing causes the secretary to blush. She refers them to the Temple of Heironeus for a fitting quest. Upon entering the immaculate temple they come across a paladin. Rosco quickly recognizes him as the paladin he attempted to pickpocket early in his career. The Large and well armored human doesnt appear to recall him. He explains there are two minotare-like creatures inhabiting a catacomb west of town. The reward is 2000 gold upon removal. The group moves out. Shortly they are before large iron doors set in an stone structure.

They pass through the doors and down into a large entry room. Two large stone altars occupy the room. The group pull out light sources, spread out and move through the room stealthily. They pass several side hallways, working their way across, they all converg near the entrance to a single hallway across from the catacomb entrance. They hear the growling and clacking of horned feat as the Tsuno rounds the corner at the end of the hallway. It releases a Roar that causes Tweedledee to Run right out of the room. Keen ears note the sound of clacking through the side hallways on the right flank. Sneaky shots, Unconcious then concious treece, crushing falcions, gnashing jaws, and goring horns. The first tsuno drops. Tweedledee turns to reenter the fray. The Second Tsuno closes in on the Main battle. With a Roar Carew is set running for a short time. Flanking and attacking ensue until treece drops. Carew reenters the battle. A sneak attack by Rosco sends the beast into a dramatic angry death. Treece who failed to pull through passes on during the final attacks. The group look through and find a hefty bounty in the catacombs.

Upon returning to town they trade some art and gold for a resurection spell. Treece happily joins the living.

Patrick faces uncertain results with the books. He offers to continue research and requests the taperstry they found. Patrick refers the Royal Library in the Palace city of Harmaer for the possibility of fast answers, if one can gain access. Rosco recognizes a certain ruby globe in an illustration in the Marble Book. Rosco is itching for the open road. Where will this adventure lead?


Session 18
The group spends the week waiting for their t-shirts and wagon to be finished. They perform that week making them more than a decent wage, though not quite to their full potential.

Another day, another adventure. Tweedledeedee, Carew and Treece sit around the lounge of their inn and discuss tv, movies, pc characters, violets and the like. In the meantime Rosco begins to try and track down the ruby globe he had sold to Karalda. Karalda is unable to recall what happened after he purchased the globe. Rosco speaks with Clarice about what she is willing to do to help locate this globe. Clarice requests a drawing. Rosco retrieves the books from Patrick (since he was unable to decipher a thing from them). He flips to the page the illustration is on. Two illustrations are on the page along with a number of undecipherable script. The first is of the globe Rosco recognizes. The second is of a large "lens." Rosco commisions an artist to recreate the picture of the globe (at a premium for secrecy). He gives the picture to Clarice and waits until the end of the day. Clarice offers a map to the location of the globe for a mere 5,000 gold. Rosco, being short on cash, convinces the group to help finance this mission.

The group moves east out of town on a scarcly used trail. Tweedledeedee catches a glimpse of what would otherwise have been an ambush by two displacer beasts. A long battle ensues. Treece uses many ingenious methods to try and circumvent the cats displacement ability. Carew and Treece drive one away while the other falls to Rosco's mighty sneak attack.

Shortly after battle the gang comes upon a dilapidated mansion cooreponding with the description Clarice gave. They scale the fence with a convenient 20 ft ladder out of a haversack which gains them entrance to the top of the stables. Moving across the stable roof they spot two robed figures on the balcony of the house. The figures go through a door. Treece and Rosco follow them after the sounds of footsteps disapear. They enter a green house room, find some cash and an opal, then move into the next room. The enter onto a balcony overlooking the mansions parlor, complete with artwork and central statue. They begin searching the place until a group of 3 patroling robed figures move across the lower level parlor room without noticing two sneaky halflings. The sneaks move back and meet up with Carew and Tweedledeedee, deciding that moving as a single stronger group is the smartest plan of action. To be Continued.


Session 19
The Eyes of Justice continue their search through the old mansion. They sneak into what would have been the master bedroom. Rosco becomes aware of the presence of something flappy and invisible. Attempts by Tweedledeedee to locate it further are unsuccessful. Tweedledeede, Treece and Carew question Rosco further into the purpose of the mission, apparently not convinced of the worth of it all. Seemingly convinced the Eyes of Justice continue on. Looking through the bedroom they find a trapped secret passage. The chute drops straight down. Rosco shims down with some rope and finds an access to the 1st floor, he follows it down another 30 feet and locates the bottom. The rest of the group climb down. The next room has an easy battle vs gelatenous cubes. Carew the apparent meat shield charges right into the fray. A xill and 3 monks meet them in the next room. A battle full of tumbling leaves them several masterwork items, some gold and a curious ruby globe. Exiting the cellar the team avoids a cluster of assasin vines. The Eyes of Justice begin the hike that will lead them home. They walkout of the mansion gates into the light of the sunset... But something is blocking that light? A few hours trek puts them closer to Kroar, which appears to be burning. The eyes of Justice crest the horizon to see an army set on and apparantly inside of Kroar. How long were they gone? a handful of hours and this? The realization sets in that their wagon and t-shirts are possibly in that inferno, as well as a animal trainer and baby gnoll. The group laments the people they know and have come to rely on. Plans are made to become involved with the resistance.

Session 20
The Eyes of Justice stand a distance from their beseiged town. A shroud of invisibility covers them as they approach a section of wall free of orcish invaders. They climb the wall and head toward the maket center of Kroar. Quick thinking has the group going toward the fence for a nice 5 finger discount on goods. They pass a group of clerics battling undead... thats curious. Climbing a short wall separating the towns sections, the group see a band of town guards battling orcs and a hill giant. Treece and carew separate from the group and run toward the fence. Rosco and Tweedledeedee stay to aid the obviously outmatched guards.

Rosco attacks the giant as Tweedledeedee heals him. After a time Tweedledeedee makes a run for the fence. Rosco stays behind, putting a dart into the giants brain, it crushes an orc as it falls. One guard is left alive. Rosco talks to him as they run on, learning that this attack came out of the sewers and holes blown out off the ground. As well as a group of orcs and hill giants assaulting the walls from the north. They catch up with Tweedledeedee by the building carew and treece are atop of.

Carew and Treece run past several groups doing battle. They find themselves near the center of town and behind a battle of epic proportions. A group of Kroars finest are doing battle against a growing tide or orc, ettin, bear, and hill giant. A massive Demon stands at the front line smashing humans into walls and goring them with his horns. Carew notices a white tuft over the ledge of a building beside them. Their route toward the fence has them climbing that building. Popping atop the building they notice two drow across the building from them. The drow seem to have noticed them as well, turning in their direction. Carew and Treece attack. Battle ensues, Treece drops a massive attack and kills a drow in a single hit. The other works his fingers in an intricate pattern then drops Carew with a poisoned bolt. He escapes off the side of the building. Treece works on reviving his comrade as Tweedledeedee and then Rosco arrive on the scene.

After seeing the Demon Ghour Rosco charges into the fray. Tweedledeedee and Carew join to aid the defense of Kroar.

Treece slips off to make sure this adventure reaps some treasure. After moving across some building he begins to receive attacks from hidden light crossbows. Bolts zip by him, he eventually is hit succumbing to the poison. He is later roused by being shaken. He landed next to a group of freedom fighters, one of which rouses him. He bolts toward the fence. He eventually reaches the fence and goes straight to the back for the good stuff. After locating a bag of holding he starts tossing stuff in. The ground begins to rumble. After a while the front door opens. Clairice (theives guild leader) tells treece to come out. If your not on the side of evil leave this city. Treece runs.

The rest of the party quickly learns that their weaponry is no use against the demon. They all stay on the top of the building and rain ranged attacks. They focus their on the orcs, orc leutenants and ettins. Effectively taking the heat off of the more experienced and better equiped adventureres who stand face to face with impending doom. Mages blast lightning and fire, Fighters cleave with magical blades, Barbarians shout warcries and bash with hapless abandon in defense of their town. The new bacon cheadar meatsheild sustains fatal damage. Carew manages to secure a +3 magical weapon spell from a local mage, allowing him ranged attacks on the demon. The group recognizes the necromaner they know, he animates the corpses of two fallen soldiers. Tweedledeedee's faith causes them to flee. Many of Kroars defenders are smashed into the ground or walls by the Ghour. During battle carew notices that the demon is standing upon a large cicular table top 30ft diameter. It is coming out of the stone of the streets. Strange etchings web arcoss it. The demon is felled by one of Kroars avengers. Rosco watches as the demon ozzes onto the platform. He notices that the marks are actually grooves channeling the blood into holes. Rosco begins to yells at the defenders around the slain demon. Smear the blood! Pour a potion on it! They turn with dumfounded looks on their face. Then the ground begins to rumble.

The cicular slab begins to move upward, slowly at first. Four points puncture the road on each corner and 30 ft from the central pillar, which has raised 5 ft. It thrusts up 20ft crumbling the building and street around it. Those that were standing on top tumble off with wagon sized stones thrust off the road. The tower continues to raise, a metal obelisk drawing the attention of every combatant in Kroar. A burst of steam out of each corner. As it raises Drow pour out. The eyes of Justice run.

The Eyes of Justice meet up at their predetermined rendevous location. They turn upon the dark form thrust into the sky above Kroar. A faint purple light barely visible outlines the tower.


Session 21
The Eyes of Justice turn to the east. After a few miles they set up camp. Abit of camoflage a magical alarm from carew and they go to sleep. 5hrs later and the alarm goes off. Something begins to go through Rosco's bag. He strikes it and it sheds its invisiblity, a crafty imp. The imp drops a fireball on the group, which isnt as effective as it should have been. The imp is invisible again and the team begins to try and search it out. The imp jumps on Rosco's back and reaches into his pack. The battle finishes with rosco killing the imp as it offers a surrender. As the imp disapears in a puff of smoke, Rosco's ruby orb drops to the ground.

The Eyes of Justice decide to head north to Rastling. On the way they battle 4 owlbears, avoid a 10 headed hydra, and battle a few slaads. This adventure ends as Raistling comes into view.


Session 22
The Eyes of Justice... the peepers of prosperity... They stealthily move toward town. Carew appears to be the only one visible, and ambushed by the ogre mages that the others spot. A healthy assault from a battle wearied group. One of the giants fades into mists and escapes out of the canopy of trees. Victory is short lived and the group quickly becomes paranoid about what lay ahead. The dead ogre mage was obviously a scout. Carew recognizes a scar tatoo signifying him as a scout for the army of Fire eyes. An army of Ogres who control a region within western Rintar Zin. They camp within view of the gates of Raistling. At day break the sneak and jr sneak suprise the guards at the gate. The on edge guards respond with attack. Quick apologies and excuses recieve a reprimand from the guard. Rosco tells the guard about thier encounter with the ogre mage scouts. The guard asks for their assistance in retrieving the corpse. To bring it to their superior and to describe the circumstances. The sneaks decline. They recieve a formal thanks as the guard moves out to retrieve the corpse.

The group reassembles and moves into town. They begin talking about the destruction of Kroar, attempting to entertain but receiving scouls from those who are having to relive the horror of the past day. This town of a few thousand has more than doubled in size from the relatively few surviving refugees who attempted to escape Kroar to the north. The Eyes of Justice realize their err and make commendable ammends by donating large portions of their gold to ease the suffering. They also hold a charity concert earning more money and more importantly alittle light for those deep in darkness. *[each party member receives 2 hero points]*

Carew locates a Kroar theives guild member and shakes him down for information. He learns that Fire Eyes apparantly broke of from the assault of Kroar after the death of the Ghour demon. Apparantly very angry. They also locate a traveling mage looking to make money or goods off of some adventuring types. A few purchases are made. Carew indentifies a pile of magic items and they are split up.

The Eyes of Justice score a place on the next ship out of town. They also succeed in having a lady and her children kicked off to secure that place. They begin to argue with the sailor, then suddenly horns are blaring. The group, after detour, enter the town square to hear the apparant head of the town guard speaking. A ogre army of a couple thousand would be upon Raistling within 8 hours, the gates will be closed in 7. Evacuate within the time limit if it is your intention.

The Keen Eyes are quick at work. After much debate and an offer of tome of clear thought they convince the traveling mage to begin teleporting refugees to a safe place. Then convince him into helping the town in the battle.

A black fog of Fire eyes army crests the horizon. The Eyes of Justice have set themselves upon the wall at the front gate. Looking with spy glasses they spot Fire eyes striding in arrogantly. Carew gets an idea. He slips off of the wall and becomes invisible. The army attacks. Flaming pitch strike the walls and doors protecting Raistling. Volley after volley of arrows are launched in the ogre ranks as they charge the walls. The wave of giants break upon the walls and begin climbing. Carew weaves through tenatively seeking Fire eyes himself. The traveling mage levitates from the wall into the throng and begins cutting down ogres by the hundreds. Blasting meteors and a fire wall that scorches any ogre within 20 ft of the Walls of raistling for 400 ft. The shock troops had already reached top of the wall. Fierce fully armored 12 ft tall behemoths crush into the defenders. Supported by a handfull of regular ogres.

Carew eventually reaches the back of the massive army. He cast tounges and moves toward Fire eyes. Using his knowledge gained/viewed and posing as an invisible ogre mage scout he tells Fire eyes that the Ghour and the Ogres had been used by the drow. It takes a few rounds, but Fire Eyes calls for a pull back of his army. Carew then moves back toward town. Most of the army retreated. The beasts in the front ranks however did not hear the call. The battle is fierce with Tweedle dee dee falling valiantly in combat, and Carew being knocked unconcious. The town rewards the group by reviving Tweedle dee dee. The lessons learned from this battle are great ones. Justice has prevailed this day.


Session 23
The eyes of justice continue on their quest toward the kingdoms capital city. They secure themselves passage on a ship heading toward the distant port of Tireald. On the way they pass the coast near Kroar. The sneak climbs to the crows nest and looks through his spyglass. He notices something large moving toward them in the water from Kroar. The eyes battle a black dragon and aquatic drow rider. The battle ends with the dragon diving under the water and blasting the hull of the ship with a line of acid. Rosco and Treece burst into the captains quarters and rob him blind as he attempts to fight them off. They knock him out and throw him into a bag of holding. The rest of the group climbs in as well, and Rosco walks on water thanks to his ring. Once on solid ground they leave the slumbering captain and begin their travel toward Harmaer (the Capital city). A battle with bullywug barbarians and a cleric ends the session.

Session 24
After their battles the Eyes of Justive set camp. Awakening refreshed (thanks to Treece's candle) they prepare to continue their journey. Spotting a near-by lake Treece and Rosco head out to do some fishing. Rosco uses a fish caught by Treece to bait something alittle bigger. He attaches the fish to a grappling hook. This is secured to a tree with 50 ft of rope. The rest of the Party arrives. Soon after something takes the bait. The rope jerks wildly from side to side. Treece tries to pull it in, but is unable to budge it. The rope goes slack, and when pulled back reveals only a frayed end of rope. Two large black shapes move toward the shoreline. A pair of adult black dragons burst from the water and greet the group with dual lines of acid. The eyes of Justice set into a long battle. It is quickly apparent that these dragons are rather difficult, and not the wussies previously thought. The parties only saving grace was that Tweedledeedee could sheild the group from evil, preventing many of the dragons feirce attacks. Eventually the dragons drop dead. The party quickly hack into the beasts to reveal a small fortune in coin.

A short hike and ferry ride takes them to the castle city and capitol of Rintar Zin, Harmaer.

Treece immediately separates from the party. He then makes an odd move. He sets off specifically to sell the ruby globe, the groups quest item (see session 8, 12, 17(last paragraph), 18, 19). Feeling that it was worth alittle more than 7,000 gold he opts not to make the sale to the jeweler. He regrets not doing so later that day. He notices a strange movement from the clerk, which he interprets as a signal of some sort.

Rosco moves about gathering information about the assault on Kroar. He isnt able to learn much about the intentions of the Drow and their allys. He does learn that armies throughout the country are mobilizing, though nothing of worth will likely happen for months.

Tweedledeedee shops while Tyros and Carew do what they do best... PERFORM. They make a wonderful show and are invited to a nobles home for a performance before his friends/buisness partners.

The group meets up and distributes the earning from the sale of all their booty. Treece opens his bag of holding and offers whatever items the members want out of the communal storage bag. Rosco, getting a twinge of distrust for his cousin, picks up the ruby globe and the ancient tomes from Tweedledeedee. Treece gives all of his money (over 20,000 gold) to charity, then leaves again to steal from rich people. After lifting some coin purses, he goes to do some shopping. When its time to pay he realizes that the coin bags have been lifted from him. He trails an appartently rich person back to his mansion. He then returns to the group.

That night Tyros and Carew go to their show. They perform wonderfully and are offered a gig before one of the lower courts within the castle. He agrees, also mentioning the rest of the group so that a major show may be performed.

Treece and Rosco slip off to pilfer from the mansion. During which someone slips out of the shadows and throws a projectile, sticking it to Treece and suddenly illuminating him. The sounds of comotion and guards approaching send the sneaks out the window. They separate and escape over the walls. Treece makes a decent amount of pawnable items.

What was only days ago a fierce and efficient dispenser of their unique brand of justice has turned inward with distrust. Will tomorrow be a better day for justice?


Session 25
The Eyes of Justice turn toward buisness as usual. At breakfast Carew informs the rest of the group about their gig tonight. Plans begin to be made for a charity party for the Kroar refuges. Rosco and Treece find some discussion in a pair of halflings. While talking the two halflings excuse themselves to meet with an obvious theives guild recruiter. Keen and invisible ears hear them being offered a job which they accept.

The group decide to prepare for their charity festival. They succeed in renting an amphitheatre for a few days. The entertainers guild is tapped for a variety of performances over two day event. Vendors are notified, flyers are drawn up, tunics with eyes of justice logos are made. The group decides to make up a raffle. Grand prize is a light war horse, Second is an eyes of justice personalized wagon, horse and feed.

After a day of shopping several members decide to get new outfits for performing that evening. They arrive at the castle and are escorted to their stage, then shown backstage. The performance was a success earning them coin, fame and a favor from the circuit judge, Fritz.

The next day the party decides to call in the favor, wanting access to the castle library. The judge requests the reason, then requested to see the books. Treece thought the Judge had an odd look in his eye, and Rosco didnt want to show him the books. The eyes of Justice had a mental teleconferance to decide to go another route. Rosco claimed they dont have the books on them and would be back. They instead went to the other library. But not before Treece pockets a vase. Using their ties to Patrick in Kroar they convince the head librarian to get them access to the castle library. It will take 3 days for the appropriate paper work to be filed. Treece later returned the vase to the judge, recommending he up his secrerity. The judge was apparently in a good mood, as he did not have him arrested. Tho he did chastise Treece for illegal action.

Party on. The Festival is an amazing success, raising a few thousand gold in all for the Kroar Refuges. The raffle grand prize winner is Nomolos, the thieves guild member the group saw at the inn. The second prize winner was an over excited fan with a grating voice. After the party Treece hooks up with an large half orc. He sustains damage.

The group eventually get their access to the castle library. They look for the head librarian, Sophie. After explaining the books the group gets alittle history lesson. The underground keep they were in must be remnants of an ancient city. They learn that Harmaer itself was built upon ruins of that civilization. She is unable to decipher the books currently. However after being shown the ruby she leads them to a section of sealed catacombs built underneath the Religion ward of the castle city.

They move into the basement of Pelors temple. They are led through a plain catacomb. This section is obviously older and seems to have the wear of centuries. They come across what seems to be a dead end. There are reliefs of demons and a Sun on Sheild in the middle of the wall. She leads them to a semispherical hole. The ruby fits in, triggering the wall to split apart into a long hallway. Sophie stays behind while the Eyes of justice peer into the unknown

The hallway moves out onto a narrow bridge. The bridge ends and at a large balcony with sheer drops on 3 sides. They are met by 3 Tengu statues. As they move in it is obvious they arent statues. In a swift movement unsettling years of dust the birdmen draw Katanas and strike at the party. A fierce battle ensues. The Eyes of justice are victorious.


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