Flatlands Hunt

The Band of En'rir 4
Dreams of Green

The band continued deeper into the goblin stronghold, and found a room containing a raised platform upon which a desk sat with a goblin working at it. There was a small door near the back of the platform, and another door on each other wall. Two guards stood by the platform watching out. The party spoke with the goblin at the desk, who turned out to be the chief of this goblin clan.

He told the party that his clan weren’t the ones responsible for wiping out Dol’nir. The chief refused to tell them any details regarding who may have done it though, fearing retribution from the other clans.

The band demanded to know and threatened the chief, who stood up and left out the doorway upon the platform. The party attempted to follow but the guards stood in their way and battle broke out.

Soon the Band of En’rir fought their way past the guards, and made it through the small door upon the platform. Beyond they made their way down a 60 foot cliff, at the bottom of which they found a bit of blood, suggesting that the goblin chief had injured himself climbing down. The party made their way through one of three doors they found in that room, and found their way into the chambers of a Fluumim who was ruling over that clan of goblins as their god king.

The Fluumim told the party that he would allow them to leave if they left their rouge, Urukiora, for him to devour. The band refused, and attacked the Fluumim. After a vicious battle, the Fluumim escaped up the 60 foot cliff and out the door and the party tended to their wounds.

Shortly, a dwarf in scale armor found his way down into the dungeon with the band. The Hriiun that the band had freed had told those in En’rir that they had needed some help, and Ostrogoth the dwarf had heeded the call and come to aid them.

The party then decided to check the nearest unused door and found it unlocked. Once the door was open though, reality unraveled and the band found themselves struggling to exist in the nightmare between worlds. They managed to push through, and have vague memories of conversing with a man in green robes who told them to remain and work together, as the fate of their world rested in their hands.

The next thing they recall they were walking down the stairs of the En’rir Inn with a memory of where the goblin camp that attacked Dol’nir was located.

They sent a scout to where they suspected the camp was, and he returned with a confirmation that there were goblins west of En’rir. They rested a few days and restocked their supplies, and then readied to set out towards the new camp.

The Band of En'rir 3
The Dungeon is Breached

Having rested a couple of days in En’rir, the band once again set out towards the goblin camp.

Arriving at the camp, they found it better defended than before. They fought their past the goblins guarding the camp and climbed down the chest entrance into the goblin stronghold. Once inside they found themselves faced with a trapped hallway ending in a door. Sneaking past the trap and opening the door, the group found themselves faced with a large group of salt hardened zombies that the goblins must have scooped out of the north-eastern sea near the The Bone Ring.

After killing the zombies with fire, the party found another door in their room, which led into a hallway containing a make shift prison cell guarded by a number of goblins. At the far end of the hallway was another door. The party defeated the goblins and found a Hriuun diplomat named Gruen Blackpaw prisoner within the cell.

The Band of En'rir 2
An adventure continues

Having rested for about a week, met a charming rouge named Urukiora, and paid Eriss Blackwater to take care of the goblin infant they’d stolen, the band sets back out towards the goblin camp to investigate the underground structure they’d located.

On the way to the goblin camp the group meets with a lot of resistance, including a goblin hunting party waiting for them in the woods, and an ambush waiting for them at the camp. After overcoming the camp’s defenses again, the party is exhausted and rests there in the goblin camp.

In the night, a little goblin girl named Clik’Nalia sneaks into camp to retrieve something she’d evidently left. Bercthun pretends to be another goblin in the darkness and lets her know that the goblins won the battle, and tells her to go to sleep. She obeys, and once she’s asleep Bercthun uses animate rope to have a rope slowly bind her hands and feet. Then he lights the tent on fire.

Awoken by the little girl’s screams, the rest of the party is disgusted. There was no time for that though, as a horde of goblins could be heard in the forest coming to the burning girl’s aide. The party escapes into the darkness of the woods and heads back to town.

The Band of En'rir 1
An adventure begins

The elves Barliir and Talek had known each other for some time, and decided to meet in the unnamed tavern of enrir . Barliir’s grief at the recent loss of his father was still great and conversation quickly turned to revenge. A nearby human mage named Bercthun overheard the possibility of adventure and sat down with them.

The trio asked around the bar for information about goblins, and found that there was a goblin camp north out of town. They headed north into the wild and faced the goblins they found there. In their camp they located a goblin baby and a hidden entrance to an underground structure filled with goblins. They tried to fight, but were wounded by the first wave and so took the goblin baby and retreated out of the camp and back to town.


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