Quest for Starfire

The Genesis

Three strangers met in the wilderness during a violent electrical storm. They ran into each other while looking for cover from the hail and lightning. They found it in an old tor built into a mountainside. Introductions and backgrounds were given. Chigaru the assassin Deva remained mostly quiet and mysterious. Vengeance the warden Tiefling took it upon himself to find out more about the others. Agarwane the rogue Human was quite reserved.
Chigaru has lived thousands of lifetimes being reborn into new bodies after each. Vengeance once led a famed group of warriors into battle many times before being imprisoned. Agarwane remembers nothing. His past has been lost.
The strangers fight their way through the tor finding treasures and defeating villains. After defeating the zombie bugbear knight that the tomb was created for, Vengeance found himself with a magic weapon forged in the fires of the very blade he’d always carried with him. The adventurers then left the tor as the storm had calmed a bit and headed into the woods. There they met Widgeon, a bard gnome whose home had been taken from him. They defeated the kobolds responsible and let Widgeon take them to the nearest town. There they met a strange rider who knows Agarwane by name. Chigaru saw visions of this shadowy figure riding from the Misty Kingdom. The rider agreed to meet them at the inn at sun-up to talk more.

In the Mountain

Chigaru, Agarwane, and Vengeance awoke at the inn. They were told to meet an old man in Stallcroft. The old wizard known as Petendithas Oaklord told the players that they have a much bigger future than they realize. They were instructed to travel to the Misty Kingdom with the “sun-up rider,” Graster Arroway. They took Widgeon the gnome along. They fought through the Western Woods and entered a dungeon beneath the northern mountains. Here they found a secret study with an interesting journal entry.
The dungeon began growing colder and they noticed ice covering the pillars and walls. Moments later they were face to face with a young white dragon. This was where he was making his lair and his ice cold stare made it known that visitors were not allowed. An EPIC battle ensued. Agarwane was knocked unconscious. Vengeance met the shadow of death but a true friend stepped in and brought him back to life. Widgeon, giving all he had, sang a song of resurrection on his lute. This pulled Vengeance away from death’s cold hands. Widgeon fell unconscious with exhaustion. And it would be the war-pick of Chigaru that brought the dragon to its end. The adventurers took a much needed rest.

Welcome to the Misty Kingdom

After our adventurers gathered their wits from a rest, they made their way through the mountain being led by dwarves they had just met. They made it through the mountain and to the Misty Kingdom. In the city of Asalia, they met King Antoban Heroldi who had a favor to ask. They were to rid Mt. Promontor of Kalarel and his evil sorcery.
Chigaru visited the the scholar at the castle and studied the mountains and the history. He also got more information regarding the strange text he found in the mountain. But the information was limited. To gain more he must travel to Brightkeep in the Feywild. King Heroldi can help him get there.
The adventurers set out to the mountain and entered. They destroyed charmed statues and escaped traps before finally meeting Kalarel in his sanctuary. He was attempting to summon a portal for the demon lord Orcus to enter the world from the Shadowfell. After a trying battle and near-death, our adventurers destroyed Kalarel and took his body back to the king. Misty Kingdom was released from the grip of evil and returned to its beautiful and good state. Would King Heroldi now uphold the promises he made for payment? Would he lead them to the Feywild?

Searching for Brightkeep

Our adventurers set out for the Realm of the Vines seeking the city of Grennal and an elf named Rolen. On the way out of the city, Boris the dwarf met them. He was an old friend of Chigaru’s and seeks treasure so he joined the group. They fought their way through panthers and spiders and discovered the Axe of Terror. They swiftly defeated two demons guarding the treasure and Boris obtained it.
Once in Grennal, they wasted no time finding Rolen and getting out. The tiefling and the dwarf did not feel comfortable in the presence of elves. Rolen led them to a crossing point to the Feywild and they were able to cross over. They defeated three Eladrin knights to gain access to Brightkeep.
Inside Brightkeep, they discovered new clues to the mystery of Starfire and new information on the past of Argarwane. Vengeance was able to locate the head wizard and obtain information on where to travel next. Will they travel there? Will they stay at Brightkeep and continue searching through the knowledge within?

Welcome to your Adventure Log!
A blog for your campaign

Every campaign gets an Adventure Log, a blog for your adventures!

While the wiki is great for organizing your campaign world, it’s not the best way to chronicle your adventures. For that purpose, you need a blog!

The Adventure Log will allow you to chronologically order the happenings of your campaign. It serves as the record of what has passed. After each gaming session, come to the Adventure Log and write up what happened. In time, it will grow into a great story!

Best of all, each Adventure Log post is also a wiki page! You can link back and forth with your wiki, characters, and so forth as you wish.

One final tip: Before you jump in and try to write up the entire history for your campaign, take a deep breath. Rather than spending days writing and getting exhausted, I would suggest writing a quick “Story So Far” with only a summary. Then, get back to gaming! Grow your Adventure Log over time, rather than all at once.


As we started to leave, Aranil met with us and told us that Starfire had indeed been to Brightkeep. But it had been a number of years since he had seen him. Aranil then offered to take us to the last known place Starfire had been. Aranil then magically teleported us to the city of Fallcrest. After talking with several townfolk, we decided the best place to ask around for information would be the local taphouses and inns. We first went to the Netter Inn where we met a noble tiefling. Who told us about the Markelhay family and the power they have. Next we ventured to the the Blue Moon Ale House where we met Sergeant Murgeddin the head of the Guards. He told us about Old Man Markelhay who during the Great War took the family heirloom, a sword, and hid it in the Guardmore Abbey and was not seen again. Upon hearing this we decided to visit the Lucky Gnome Taphouse to see if there was anymore information available. Upon entering we started talking with Kelson who talked about the gang problem in Low Town. Upon venturing into Low Town we talk to an individual and they tell us about the River Rats, which is the gang that plagues this part of town at night. We then decide that it would be in the best interest to venture to the Abbey and retrive this sword of power. Upon leaving town we were stopped by a messenger of Armos Kamroth who was summoning us to his estate to discuss something. Upon entering Armos Kamroth‘s estate we were given a very well prepared meal and asked to retrive the Markelhay heirloom from the Abbey. Kamroth being a collector has an artifact that would enhance the sword and is willing to give us the artifact and the sword on the completion of the job. We then took our leave to find Moonbane, the family heirloom sword. Upon arriving at the Abbey we notice we are not alone. There are many Orcs and other creatures that have taken refuge here. After defeating the Orcs, Drake, and solving the riddle to gain entrance to a sanctuary where we find an alter with a void of what appears to be something with wings which has been taken. We search for the sword but at first glance there is nothing to find but an empty sack, but upon Boris sticking his hand into the bag he finds it! Upon completing the quest we immediately head back to Armos Kamroth’s estate only to find no one. We enter cautiously trying to find him, in the basement we do find a secret door which reveals a staircase and we proceed. We then take the left and go down a hallway into a study where we find a sheet of paper titled Incoming Goods which has our names on it and Moonbane, Kelson with Incoming Supplies next to his name, Bartstorman Strongbeard. Kelson’s and Strongbeards names are crossed off. And finally on the list Starfire with the Wings of Bahamet next to his name. Downs the other study we find a map of with Teldorthian Arms circled. We then listen to the double doors in the middle of the landing and the foot of the stairs to the conversations inside where we find out that someone thinks that Starfire has ran with his item. We then enter and preceed to lie to Kamroth about not finding the sword but leave the two shortswords we did find with him for him to inspect. We then try to figure someway we could stop the corruption that Kamroth is causing on this town.

Defeating the Tomb of Shadows
Finally out of there!

You feel the darkness enclosing around you. Within seconds, all is dark.

You can see your friends are with you in the darkness with the exception of Thalion. Suddenly, there is a flash that cuts through the darkness, temporarily blinding you. When you can see again, your vision is blurred. It appears a long hallway stands before you. Two doors stand on either side.

Door 1 – You can see Brightkeep, in the Feywild. A group of wizards sit around a large table with grim looks upon their faces. You recognize a few of them. Their sadness reaches out to you.

Door 2 – You see an underground dwarven city, trapped between the very planes of existence. The cries of the dwarves strike terror into your soul.

Door 3 – A familiar kingdom lies before your eyes. Algoria. But it looks nothing like it did. Flames engulf the countryside and cities are in ruins. You can hear the cries of women and children.

Door 4 – You can see Greyhawk. Suddenly, a large army, covered in darkness storms across it. The lands are filled with the darkness as it continues to grow. It strikes fear into your soul.

The next room is strange. Through the glass floor, you can see the world. Familiar faces reach up to you with a look of terror on their faces. You can see King Heroldi, the dwarves of Hammerfast, Oaklord, the elves of the forest all reaching out to you. Yet they cannot reach you. Petendithas Oaklord holds a scroll in one hand that comes close to the surface beneath your feet, yet does not cross into the room. King Heroldi holds his hand out with a small statuette of a unicorn. It does not cross into the room either.
The PCs acquired the scroll (planar portal ritual) and the unicorn statuette (a unicorn summons).

Perception DC 25 – The ceiling has images of the gods. Their eyes lie not on the people below, but rather on the doorway ahead. A look of slight worry, unusual for the gods, is upon their faces.

The next room resembles the last in shape. But that’s about it. This room has all its energy focused upon a single chest at the far end of it. The chest is the most elaborate you have ever seen. It radiates a golden light from it. Three dark figures in hoods stand guarding it. Their gaze has been upon you since you entered the room.
If the PCs move forward, the drow attack.
When you open the chest, its as if you begin flying through the sky. Clouds begin passing you at tremendous speeds. You can see a large city in the sky ahead. As you approach it, you see a castle. Next thing you know, you are in the castle staring at a large window overlooking the city. A strange figure stands in front of it staring at the stars in wonderment. He turns and says, “The Gaze is coming.”

The players land back in the Shadow Tomb. Thalion is waiting. They fill him in on what just happened. The group next attempts to cross the bone bridge in the ossuary. Two phantoms manifest with an army of skeletal beings. The PCs, luckily, identify the undead as more than mindless. They are warriors protecting their resting place. Through a skill challenge, the PCs are able to earn the trust and respect of the undead and cross safely.

Next they find the remains of the shader-kai who entered the tomb before them. They find a journal that speaks of Acerak and his phylactery. Finally, the find the shadow engine room. This room is channeling all of the energy from this place to some unknown location. An aspect of Acerak, in the form of a floating skull, attacks as the PCs try and disable the engine. They make quick work of the engine, but Acerak takes a little more time. Thalion is able to fly thanks to his boots and Shadow is able to invoke the wrath of the gods with is new rod implement. In a moment of desperation, Shadow summons a fire angel. He rides on the wings of the angel to Acerak, who is floating high above the battlefield with no need for melee combat. With a leap of faith, Shadow drives his blade into the skull and it explodes with arcane energy. The Shadow Tomb has been defeated.

Using their newly acquired portal ritual, the PCs return to Algoria so Argarwane can rule. He equips them all with special gear before they next set out to find the man who stole their Bag of Holding.

Finding Quinn
Let's get that bastard...

The group heads to Hammerfast to find details about the whereabouts of Quinn Morlin. Quinn had previously stolen their Bag of Holding. They want it back. They gain the knowledge that he is in the trading town of Nenlast. A dwarf named Jarel Hammerthorn agrees to show them the way if they will guard his caravan that he is taking there. They agree.
They meet Rendar the half-orc fighter who also has agreed to see that the caravan makes its journey safely. The journey is a day and a half. They endure a harsh lightning storm and an attack from ogres and orcs. Three also finds and heals a hurt dire wolf. He decides to bring it along.
In the town of Nenlast, the characters hit the Hawk Tavern. “The best Ale in the Nentir Vale!” the sign outside reads. Jarel ends up sending them to the sewers to look for Jaerys Foxstone. He is a famed adventurer and surely he can locate Quinn. They battle through the sewers fighting aboleths until the reach Jaerys’ lair. They retrieve a special item by fighting more aboleths, cyclops, and a golem. Finally, they endure a combat encounter with Jaerys who turns out to be Quinn. He gives them treasures and asks to join their quest. They agree and get their Bag of Holding back. Finally!

Skull Island
The Tomb Awaits...

Joined by Quinn the adventurers leave Algoria and Argawane behind once more as they approach the true Tomb of Horrors. They receive word from a contact of Quinn’s that their next destination is Skull Island. Upon reaching the beach to set out to the island they are accosted by a gnome who bears the symbol of Algoria. The gnome reveals himself to be a bard, and good friend of the king of Algoria known as Widgeon. Utilizing an enchanted feather found earlier on the quest, the newly expanded group of adventurers set out for Skull Island. Once on the island they head toward a great skull shaped rock in the center of a city. This leads to several encounters with undead as well as the three warring factions on the island. Finally defeated in combat with several powerful warriors, the adventurers find themselves guests of the Skullbreakers, a group of adventurers who have previously braved the Tomb of Horrors and failed in their quests leaving them scarred either mentally or physically. After bestowing upon the party a few gifts, they stand ready to enter the Tomb and face whatever terrors lie inside.

The Tomb of Horrors
A great evil manifests itself around the party as well as inside one of them...

The brave party enters the tomb crafted by a mad priest and accolade of the Demilich Acerak, and finds it to be a treacherous labyrinth testing their bodies as well as minds. Each of the encounters in the mazelike Tomb leaves its mark on the adventurers in one way or another. The first being the least taxing, though still leaving the party fatigued and confused. The second encounter took place in a horrible mockery of a burial chamber wherein the party encountered two mummies, and managed to lay three more to rest. However this encounter was not without its dangers, as Thalion was struck a deadly blow by one of the mummies, causing him to contract the mummy’s rot plague. The final encounter found the party fighting a bewitched eladrin woman, as well as each other due to a dangerous spell being cast by a hallway coated in runes. After surviving the encounter and helping the save the woman from the mists of madness caused by the runes the party returned to the Skullbreakers’ haven. Unfortunately, during the rest that the party took in this place Thalion’s condition worsened requiring Quinn and Widgeon to be sent to mainland in an attempt to find a cure. The party’s only option now is to return to a newfound passage in the Tomb and pray that help arrives before it is too late for Thalion…


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