Flatlands Hunt

The Band of En'rir 6

Back in town the group rested and restocked.

The mayor greeted them warmly back to town, and they asked if there was anything they could do to help the town now. The mayor said all was well, but mentioned that an old goblin had been hanging around outside town and making everyone nervous.

Urukiora wandered around outside town until the old goblin was located near the gate of town near dusk. She wore a hood and cloak, but seemed peaceful enough. He questioned her, and noticed that she was terribly burned. She explained that she’d taken a long sought vengeance against an elf that wronged her years ago. She was simply waiting until he happened by in the hopes that she could see the pain in his eyes.

Urukiora thought this was a bit of cruelty, but ultimately harmless. He asked her to move further from the gate though, since she made the villagers uncomfortable. She moved several hundred feet down the road and sat there.

After that, Urukiora examined the book he’d found and found that it contained a hint at what he’d sought. He told the group that with vengeance against the goblins taken for their attack, they should sneak up into the Bone Ring and practice combat against Zombies.

The band agreed and headed north to the sea. They explored until they located a town, which was constructed oddly with tall walls and secure buildings. Everyone in the town seemed tense, and the dock hosted strange boats with very tall sides lacking portholes.

The band got some rooms and looked around for a ship willing to take them all the way over and drop them off on the bone ring. They located a Captain Samus who was willing to take them across for 20 gold. His was a towership, and was slow, but that’s the only sort of ship that could make it through the horror filled waters.

The next morning they headed across the sea to the bone ring, a three day voyage by towership. Once there they wandered a bit until finding an outpost with notes and maps. They decided to head to ruins a bit south of them to seek fortune and battle.

The ruins were home to a crypt with great stone doors. Beyond the doors was darkness and battle, which they threw themselves into completely.

The Band of En'rir 5

Having received word that the camp was occupied, the Band of En’rir headed to seek out the goblins that had devastated Dol’nir.

Once there the band found a Goblin stronghold complete with slaves. They freed the slaves, including a Fluumim who’s family was hostage. The Fluumim joined them in battle and defeated the goblins on the surface, then headed off to free his family. Meanwhile the band headed down into the depths of the goblin stronghold.

Inside, they found themselves in a corridor ending in a door. Urukiora examined the door but missed the trap of golden shears that dropped upon him when he opened the door. He was injured, but lost no time dismantling the trap and taking the gold.

Beyond the door was a room with a great door forward, and two smaller doors located to the left and right. The band followed the sound of laughter into a goblin hall. The hall had an area for sleeping, dining, and research into primitive magics. At the table with some goblins sat a Grue. The band decided to challenge the goblins to drinking games instead of risk fighting the grue and goblins together, and Barliir Swiftarrow quickly found himself unconscious on goblin booze. The goblins offered the band cots to sleep on in what they called the “Corpse room.”

At first the band were uncertain of whether sleeping in the corpse room would be wise, but with one man unconscious and the goblins alert and armed they decided to try it. The room turned out to be an experimental area filled with chained zombies. Cots near the back were comfortably out of reach of the zombies, so the group slept a fitful night before awakening and closely examining the zombies to determine what was being done with them.

The zombies were salty and waterlogged, and some had been cut open. Barliir though located one female zombie with a familiar look. Closer examination revealed her to be his mother. Barliir was enraged and the party destroyed all the zombies, then headed across the hall to demand an explanation. The goblins failed to explain quickly enough, and tempers were lost.

A hard battle was fought then, with all but one goblin being slain, and then the grue being destroyed as well. The remaining goblin, seeing his clan lain to waste, simply drank himself happy and offered himself as a slave to the Band of En’rir.

The band then entered the great doors and found a family of 5 giants. The band were about to attack, but thought better of it and attempted parlay with the giants. The giants turned out to be great simpletons, but were friendly enough to the band that freed them from their goblin captors.

The group then located a door near the back of the giants prison, and realized there was a good chance the giants were meant to protect something within. Urukiora picked the door’s lock and inside the group found a number of books and scrolls and Urukiora browsed them briefly and located a particular looking old red book, which he put away in his pack.

Further back, the group located a mad looking goblin with a red band on his arm. Chains kept snaking out around him, and eventually bound him and drug him to the ceiling. The eye of The Woman in the Red Dress appeared within the chains and kindly asked the group to drown themselves in the sea. The band fought the apparition within the chains and won, retrieving the goblin from within.

The goblin rewarded the band with a sack of gold he’d hidden within his desk, and the band happily took it and asked to review his notes. He agreed, and they examined the notes which were mostly about goblins.

The band searched for any further doors, but found that they’d cleaned out the goblin stronghold quite aptly so they headed back to town.

The Claim 1
Dreams of Red & The Beast of Erinon

A shadowy group met in the Tavern of Erinon. None knew the others, but all could feel an unexplained kinship to the others. They shared drinks and stories at their table. After a time they noticed a troubled looking hunter in a corner of the bar and found their way over to offer aid.

He revealed that a string of grisly murders had overtaken the town. The guards were seeking a murderer, but the hunter suspected a beast. He’d seen monstrously deformed hoof prints around the murder sites, and the victims were all mashed to pulp and left to rot.

The band sought out the captain of the town guard and questioned him about the murders. They found that he was offering a bounty for the capture of the murderer, but the bounty was a little small for the danger of a live capture of a murderer. The party asked if he’d raise the bounty, but he said the bounty was set, and that they could either earn it or not.

The party headed back out to the street, and Tyroshi, the Mimm bard, suggested that perhaps they could get the bounty raised by making the threat of the murders feel personal for the captain. He clearly didn’t understand the grief of those who’d lost family members or he wouldn’t offer such a pitiful bounty. The towns people deserved justice, but this captain seemed in no hurry to pursue it.

The party knocked at the door of the captains home a bit later. The captain was still at the guardhouse, but his kindly old housekeeper answered the door. The band politely requested to come in and talk, but the captain’s wife was busy tending the baby, and the housekeeper asked the band to leave.

The party needed in though, so they rushed into the house and closed the door. Once inside, they reduced the housekeeper, wife, infant, and small child they found inside to pulp in a flash. Unfortunately they hadn’t been quite quick enough and the wife had gotten off a scream. The guards were on their way. The towering Fluumim warden broke a hole in the back wall of the home and the party escaped into the woods behind the house. They circled the town to the other side and reentered to see if the captain’s family being attacked had brought the captain to identify with the plight of the townsfolk.

The captain didn’t realize his family had been reduced to pulp by the killer though, and simply thought the house had fallen in on them. The hour grew late though, so the party retired to the inn and rented a room.

As they ascended the stairs the group smelled sky and wood before blacking out. Next they realized they were descending the stairs again and it was morning. They decided that whether the captain was fully concerned about the plight or not, the murders must be stopped. They asked around and discovered that there was only one place in the area that someone or something could be hiding, and that was a small cave system to the east of town that a breed of small grubby men used as a hideout.

The band headed over to investigate the caves, and inside found a fairly large number of men as expected. Man is a lesser being without much by way of manners or intelligence, and attacked the group when they got close. As a result the band wiped out the lot of them and headed deep into the belly of their cave to locate, as they’d suspected, a dark alter at which the men worshiped a corrupted horse beast. The party slew the priest and his worshipers, and butchered their bodies into meat chunks. They then coaxed the beast down from it’s ceiling lair.

The horrific creature was like a horse that had been twisted into a bipedal shape. It’s great body heaved upright, it’s great distended jaws foaming and it’s eyes mad. The creatures arms and legs ended in great hands with great hoof tipped fingers. The beast moved about much like a starving and rabid gorilla.

The band was careful and clever. They soothed the beast and used the meat chunks to lead it back to Erinon and into the town square. The captain of the guard was so grateful that he paid the party the larger bounty they’d requested and begged them to get it out of town. The party then led the beast away through an alley, where they smelled sky and wood, and found themselves heading down the stairs after a good night’s sleep, the town saved from the beast of Erinon.

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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