Resurrection of the Hidden

Introduction

Seeking to form a party with fellow adventurers Gharn and Emperor Skelgozins met in an inn just outside Jeney Keep. Adventuring as a pair in the surrounding area they fought monsters and explored caverns but quickly bored of such simple tasks despite almost dying on a few occasions. These two decided to travel to The Divine City of Damor in order to find more members for their party and harder quests to complete.

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Chapter 1 - Session 1

Travelling through the Towe Woods the party of Gharn and Skelgozins are ambushed by two bandits. Gharn started the battle by ramming one of the bandits straight through with his great horn. Skelgozins proved himself useless in battle missing all of his eldritch blasts. Coming to his rescue Ziggy “Zan-Zan” Zoran took off the ear of the remaining bandit drawing its attention giving Skelgozins a brief respite. Gharn continued to utterly demolish all the enemies standing in his path in addition to Skelgozins finishing off the last bandit with an eldritch blast. Searching the dead bandits the party discovers a green medallion of which no significance is found. The party heads to a nearby tavern where they find out more about Zan-Zan and are told a story by a drunk Dwarf. Skelgozins asks for a room at the tavern while Gharn and Zan-Zan sleep in the stable in exchange for mucking it out.

The next day the party travels on to Brystwe to buy som supplies. Seeing smoke on the way there the party hurries there where Maysm the village butcher says that it is only a minor fire in the bakery and that there was no trouble. However, the key to their new storehouse had been taken by bandits who come at night to steal supplies. After Zan-Zan had left to help put out the fire, Gharn charges the door numerous times while Skelgozins attempts to pick the lock; both to no avail. Seeing that this was a futile task Skelgozins went to the town hall to persuade the people to fight. At around the same time as Zan-Zan returns from putting out the fire, the bandits attack. Thankfully Skelgozins succeeds in persuading the village folk to fight and starts heading towards the storehouse. Gharn being the fighter he is, decapitates a bandit straight away with his warhammer. Approaching the scene, Skelgozins sees a bandit sneaking up behind Zan-Zan and attempts to warn him, however, his efforts are in vain as he is outside earshot. Channelling his innate luck Zan-Zan manages to dodge the sneak attack and drops from the roof of the building to hide behind the shield of Gharn. Arriving at the storehouse the village people see the black bear and Skelgozins missing a spell and decide to make a run for it. The Rhinofolk, Arachne and Dragonborn proceed to dispose of the black bear and remaining bandit to obtain the key.

Taking this opportunity to stock up on supplies without the townsfolk noticing, the party enters the storehouse and steals anything worth taking. Proclaiming to the villagers back at the town hall that they had taken their reward, after making a dramatic entrance, of course, Skelgozins gets scuttled out. As penance for this, with some resistance from the rest of the party, Skelgozins burns down the storehouse. Leaving Brystwe behind knowing they may never be able to return, the party sets up camp in the Towe Woods sleeping in preparation for another day travelling to Damor.

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Chapter 1 - Session 2

Following a good nights sleep, the party sets off once again toward Damor. They come across a cabin just off of the path where they find an old elf lady called Iris. Emperor Skelgozins eldrich blasts one of her plant pots and so gets muted by Iris. With the riff-raff out of the way, she tells the party that her son Gundo has not returned from selling goods in Damor. Gharn being the gentle Rhino that he promises to find her son.

With the proper respects paid, the party continues down the path towards Damor (Emperor Skelgozins is unmuted after leaving) and comes across a crossroads. One path leads along the top of a cliff and the other heads towards the beach. Smoke can be seen in the distance. Seeing this smoke Gharn decides to smell the air to see what the smoke is and which direction it is coming from. Smelling meat Gharn heads down the path towards the meat which happens to head towards the beach.

After 5 minutes of walking the party is ambushed by 2 giant crabs, a Kuo-toa and a pixie. After first being dazed, Zan-Zan is turned into a giant hawk by the pixie. With his newfound strength, Zan-Zan helps the party clear up the remaining monsters. Following this encounter, the party is now more enchanted by the smell of meat and continue towards the smoke.

Upon finding the source of the meat the party discovers that it has all been eaten by its owner, the orc Grodog. Grodog is selling items from his grandmother’s house as she has recently passed. Gharn buys a set of Adamantine Armour and Zan-Zan stole the money back from Grodog once he fell asleep. Following this dastardly action, the party settled down for the night.

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Chapter 1 - Session 3

Waking up staring at the treetops once more, Gharn, Zan-Zan and Emperor Skelgozins set off down the path towards Damor. After a few painful hours of walking (Emperor Skelgozins was spouting nonsense the entire time), the party found themselves facing a sign. On the sign was written ‘Turtlehead Town’. Attempting to stock up on supplies they enter the general goods store. It turns out that the shopkeeper had a ghoul problem.

Resolving this rewarded Zan-Zan with Studded Leather Armour of Force Resistance. Unfortunately, Gharn thinks it is a good idea to steal the shopkeeper’s moneybag following which Zan-Zan stupidly tries to sell his old armour, causing the shopkeeper to find out that his money bag had been taken. Well, let’s just say this didn’t go down too well with him and the party ended up being chased out of the village after using some creative tactics to evade the unending onslaught of arrows coming from the sky. Reaching the trees Zan-Zan throws a makeshift Molotov which lights the ground and nearby trees on fire.

After fleeing for a few hours, Emperor Skelgozins, Gharn and Zan-Zan set up camp, rotating the watch to make sure they are not attacked during the night.

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Chapter 1 - Session 4

The party finishes their rest, having not been attacked, and awake lost in the woods. Gharn however, smells the excrement of a horse that he remembers roaming the wild plains near his home. The party follows Gharn’s nose which leads them to a path, down which lies an abandoned town. In this town, there are four buildings: a blacksmith, a grocer and two houses.

Inside the blacksmith, Gharn finds a block of metal which he names ‘Blocky the block’. This block of metal was half a metre squared, however, was mysteriously lighter than expected. Following this, the party investigates the grocer. All of the food is rotten however, there is a chest underneath the counter. Inside the chest was a conker, however one could not move it far from the chest and when moved to its maximum extent a loud metallic thunk could be heard. Smashing through the floor with his hammer Gharn reveals that the conker is attached to another mysterious block of metal by a magic spell.

Taking this opportunity to put his smithing skills into action, Gharn took both blocks of metal and started to warm the furnace. At this same time, Emperor Skelgozins and Zan-Zan went to check out the houses. Inside the first, they find a normally furnished interior, however, seeing that a floorboard was loose, Skelgozins finds 3 paintings of a female elf who lacked clothing. In addition to this alluring find, the two adventurers obtain 2 bandages and a 7-metre long rope.

Entering the second house these two find that it is almost empty. In the centre of the room, they see a vase on a pedestal. Approaching the vase, Zan-Zan falls through the floor, but in the process knocks over the vase, breaking is into many pieces. At the bottom, Zan-Zan finds a horrific site. The room is covered in blood and there is a ritual circle on the floor. Zan-Zan manages to climb out of the room and Emperor Skelgozins draws the symbol on some paper.

Upon returning to the blacksmith, the party witnessed the birth of a new weapon, the mighty hammer ‘Goresmash’. Being the conniving bastard that he is, Zan-Zan sets the elf paintings on fire, leaving two of them burnt and one remained. Pissed off by this Gharn threw Goresmash at Zan-Zan, who gracefully dodged out of the way causing the hammer to destroy the remaining painting. Angered by his failure Gharn smashed through a wall with his hammer while Zan-Zan set fire to the village.

Leaving the village, the party continues down the path and finally, after four days of travel, they reached their goal of the Divine City of Damor.

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Chapter 1 - Session 9

The party wakes after sleeping away their troubles from the previous evening to find the city on high alert and soldiers running around searching every building in the city for them. Wanting to find out more about the situation Skelgozins disguised himself and went downstairs; however while descending the staircase he spotted a pair of guards in the entrance talking to the owner of the inn. Seeing this, Skelgozins pretended to play cards at one of the tables in order to listen in on the conversation. Hearing that the guards would search the inn, he headed back upstairs to warn the others.

Discerning their need to escape the party exit out of the window in Gharn’s room. Gharn jumped first, landing in a pile of hay that happened to have a cart underneath it, which he broke. Zan-Zan climbed down the wall and Skelgozins was caught by Gharn. After checking the coast was clear (and Gharn pretending to be a horse) they found a grating through which they could enter underground. Gharn lowered Zan-Zan through the grating with Goresmash where he encountered a man from the Thieves Guild who immediately tried to attack him. Zan-Zan dodged and the party took this man hostage, forcing him to guide them out of the city after attempting to get him to give a reward for the painting to no avail.

Walking down a corridor that headed back underneath the inn and down a staircase, they entered the sewers once again. Leading them to the exit underneath the great bridge, the man said his goodbyes and was immediately eldrich blasted by Skelgozins into the wall. Skelgozins eldrich blasted once more for good measure and the party proceeded out of the sewers. Zan-Zan decided it was a good idea to jump into the gushing river at this point, forcing the rest to follow. Skelgozins held onto Gharn for protection with his shield. Zan-Zan was over 100 feet in front and so received the first volley of arrows from the archers on the bridge. Failing at an attempt to dive underwater, 4 arrows struck him in his rear, knocking him unconscious, with his head underwater he started drowning. Seeing this Gharn protected both himself and Skelgozins with his shield and started surging towards Zan-Zan in order to save him. Reaching Zan-Zan with but mere scratches, Gharn pulls all three of them to safety on the bank of the river, outside of the range of the archers. But the shield was not so lucky and was badly damaged.

Now safe from the threat of arrows raining down on them, the party takes a quick break. During this time Gharn throws a handaxe at a squirrel, slicing it in half but getting it stuck. A lot of time was wasted retrieving it, and so, when finally it was down, a large fireball shot past. The party took this as a cue to run and started pelting through the forest (Gharn carried Zan-Zan on his back). Looking back occasionally they saw the old man who owned the shop ‘Ayyyy Seeea’ hurling spells at them. Then the type of spell changed and a blue ball of light shot towards Zan-Zan. When this hit, a bright blue light started coursing through his body and lightning burst forth, forcing Gharn to throw Ziggy to the ground. A few moments later this discharged and the party went back on their way, dodging the spells being flung at them.

Out of the forest and onto a plain the party ran. Ahead they saw a large number of rocks, with a forest on the other side. They decided to take cover there. Just before they made it to the cover they heard a snap from the left and saw a glimpse of a fiery beam of light coming towards them. Just in time, they made the cover of the rocks and the beam of light struck the rocks before them. Taking this opportunity to outrun an old man, the party sprinted for as long as they could into the forest. Feeling they were finally safe as night fell, they set up camp next to a lake and went to bed, fatigued from the tiresome few days.

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Chapter 1 - Session 5

Crossing the bridge the party sees it is very heavily defended with 12 armed guards and 20 archers stationed there.

TBC

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