Restoration of the Seven Kingdoms

Assemar/Enterond Contracts Complete!

After several days of scouting and bringing in reinforcements The Mercenaries of Obton formed a new team for the Assault of Farglow Keep. Craggy and Cloud stayed to lead the assault. Kavi’kai a goliath Warden, Kumiko the Half-Elf with her large cat companion, Ace W. the Deva Druid, and Pip the Halfling Bard all joined the team.

After weighing their options the adventurers decided on the direct approach and assaulted the guard tower while the guards had come down to the slop wagon for lunch. It was a furious attack and the adventurers were victorious but tired. They devised a plan to camp in the caves of the mountain pass and allow the next days patrol to pass them by before heading for the keep itself.

Disguised as members of the hand the group tried to trick their way into the keep only to found out when Orog the large Orc champion saw through the ruse. Crathlorth the old orc mage quickly sent his guards after the intruders, but through superior tactics and strength of will the heroes prevailed.

They soon found themselves in middle of the keep courtyard where an old goblin was training new recruits. While the old veteran tried to put up a good fight the new recruits were no match falling quickly to the war hardened mercenaries. The party then broke into the Temple where Kerek the Deceiver was hold up. There they struggled against Kereks body guard, a Bronze Warder, and his three Silver assassins. After a long and difficult battle the heroes managed to corner Kerek just as he was about to teleport to safety back to his home plain. Craggy delt the final blow causing Kerek’s guardian to become inert.

The Assemar Contract was complete!

While the active party completed the Assemar contract the Enterond contract was completed by Fenrus, Gravis, and Elzalor.

How was the world affected by the heroes’ choices and actions?

The Assemar have gained standing with the small folk of Islan allowing them to increase the size of their standing army and thus increasing their influence in the Council.

The Enterond have quelled rumors that could have harmed their position within the Council and now indebted to the MGO (Mercenaries Guild of Obton).

The Benoth’s trade mission with Metlal was a failure. Their wares were stolen by a bunch of bandits led by a man who calls himself the Red Robin. In will be a long time before Metlal will enter into any trade with Islan again. As a result the Benoth’s influence in Islan as diminished and all merchandise in the kingdom now cost 10% more do to Benoth’s increased overhead.

New Beginings

Our heroes have taken over management of the Mercenaries Guild of Obton in the Kingdom of Islan. They soon find themselves in the middle of a political struggle. Obton is unaligned with any family though the Mayor has received pressure from all three families as of late to throw their weight behind one of them and with the return of the heroes of Obton the pressure will only increase.

The guild has outstanding contracts from all three families and a neutral contract. The guild can choose to take up one or more of these contracts (Note: PC characters will only be taking on one of these but your stand-by character will be sent on one of the other contracts).

Assemar Contract

A town on the south eastern peninsula named Fallcrest has come under attack by a horde of hobgoblins. The town’s militia has been keeping them at bay but as of late the hobgoblins have become far more organized and the contract asks that you investigate and eliminate the source of their new found organization and training.

Benoth Contract

The Benoth trading company has recently established a trade route with the neighboring Kingdom of Metlal. Their initial shipment of goods will be travelling to a border town called Tomlak and they need an armed escort to ensure nothing goes wrong.

Enterond Contract

The Enterond have requested the assistance of a discrete set of heroes that can relieve them of a lesser family noble threatening to usurp the ruling family’s power through blackmail and subterfuge.

Neutral Contract

The townsfolk of New Crundon have requested the assistance of the guild. It seems a local necromancer lost control of his work and has unleashed a horde of undead on the town. The necromancer was killed in the initial wave of undead. While the town’s folk are able to keep the town safe they need someone to come and clean out the crypt where the necromancer originally caused the issues and to reverse what he has done.

The guild accepted two contracts.

Craggy, Cloud, Tika, and Clay decided to accept the Assemar Contract and headed off to the South Eastern Peninsula town of FallCrest. After several days of travel they came to a small village whos town square is filled with tents and refugees running from their lands. They quickly learned that what used to be an unorganized group of orcs, goblins, and hobgoblins is now an organized fighting force calling themselves the Hand. While having a meal inside the Frothing Wench the party hears a blood curtling scream from the refigees outside. They are quick to action and save one of the refugees from certain death at the hands of a very tough Orc Cheiftan.

After securing the town the party finds a partially burnt map leading farther east to the mountains. After several more days of travel the find a farm house and are invited in for a meal and shelter for the night. Unfortunately the Hand had been working with the farmer to move weapons for their soldiers and the party was caught in doors as a Hand Patrol came knocking. The party quickly dispatched the patrol and then turned their attention on the older gentleman who was storing the weapons. The Barbarian lost his cool and began trying to kill the old man, but he had a few tricks (also known as repeating cross bow traps) up his sleeve. The Barbarian got even more angry and eventual burnt the man’s house to the ground.

The party was able to acquire a new map from the patrol that outlined their supply routes and led them to a gate tower overlooking the Mountain Pass. There they camp while they work on their next move.

Fenrus, Elzalor, and Gravis accepted the *Benoth contract *and are currently working to complete it.

Mystery of Shilous [Conclusion]
Rebrith... the word was rebirth

Heading out of Coldcap Teerk Ironskin rejoined the party in their quest for the last sigil. When the party arrives at the center they see Contrak preparing himself for what must be done and encourages the party to hurry and retrieve the last sigil. After several days travel the party finds themselves in Ocdoc. A city and up of docks and house boats wedged between the sea and the swamps. Flarespawn spends several hours speaking with the local frogmen and discovers several interesting details of Ocdoc. Ocdoc is ruled by a mob boss named Heywood who operates a import export business and the gambling house at the far end of town. There is a fortune teller boat nearby that is highly regarded. There is a small medical clinic in the city and there is a nightly drinking contest at the Drunken Tadpole.

Gundin and Teerk make their way to the medical clinic to heal the sick and convert some of the local to worship Bahamut. While there they perform several miracles and learn that the sigil of the east is likely in the possession of the local fortune teller Croakess.

Fenrus, Gravis, and Elzalor all head to the gambling house where they all lose some coin on the shell game. Gravis also makes some contacts in the black market trade and arranges to buy several vials of posion. The group reunites and speaks to the fortune teller who tells them that if they can retrieve her onyx orb from a shapshiftting horror of the swamp then she will allow her son Dundlin(the champion of the east) to travel with them and bring the sigil to the center.

Before heading out Flarespawn bests the current champion of Ocdoc in a drinking contest thanks to the slight of hand of his friend Gravis. Fenrus and Elzalor make a tidy sum off their bets while Samantha withdraws her bet in protest to the frogman cheating.

Once in the swamp the next morning the party encounters an enchanting wood nymph the draws them into a trap with some rather nasty clear jellies. The nymph turns out to be the shape shifting hag that stole the onyx orb from the fortune teller and after a long and difficult fight the Hag is over come. Returning the orb to the fortune teller earns her respect and Dundlin is allowed to travel to the center to perform the ritual of legend.

The heroes perform the ritual and are transported under the obelisk, but they are also asked to align themselves with a champion.

Each of the champions faced a difficult challenge they and to overcome but with the aid of the heores they all over came. After their ordeals they passed through a magical door and faced two stone statues that asked them “In a world that should never change filled with creatures that are ever changing how does it return to its natural state.” Gravis remembering the vision he received when he touched the two sigils recalled that the answer must be “REBERTH”. Uttering the phrase the statues allowed the party to pass and address the Nameless Ancient One.

Each of the champions in turn were asked to stay or leave Shilous and all but Gravis chose to stay in their world and rule for the dawn of their new world. Gravis and the other heroes were transported back to The Seven Kingdoms, but 300 years in the future from where they left.

Obton is now a bustling city and the heroes themselves are held as the saviors of the town. They find themselves standing upon their own memorial where according to the people in the street they themselves were just statues. Eloise the, mayor’s daughter, and the worm mage that tried to steal her amulet are still cast in stone. Out from the four story building behind the memorial, with a sign above that reads “THE OBTON MERCENARIES GUILD”, walks a large burly man overcome with joy and emption at the sight of the heroes.

He humbly asks the heroes to take over ownership of the guild and to help train the young adventurers within.

Mystery of Shilous [Adventures in Ferlo and Coldcap]

The adventurers then set out to the west. With Gravis as their guide they soon found themselves in the tree city of Ferlo (home of the monkeykin). The heroes soon got a job from the current leader of the monkeykin who asked them to travel to the western tower and defeat the Hippogriff that guards the tower and return its smell glands to him to be used in a prank to shame a rival family. The heroes climbed the ten story tower and bested the Hippogriff and obtained the Sigil of the West at the same time.

After returning to Ferlo Gravis took an odd glowing organ they found in the guardian Hippogriff to a local shaman who turned it into a potion that granted Gravis the power of flight. Though his evil nature soon became apparent is the power manifested as two bat wings. It was also revealed that Gravis may be the monkeykin champion. The heroes had a wonderful time at the festival which is more than can be said of the rival family who was shamed after the ruling family successfully planted a perfume that made them smell so bad they caused others to get sick. Once a messenger returned from Sand City the heroes learned their actions with the Sigil of the South had caused all but one glasshair to vanish from the world. The heroes found that the legends they had heard of the four Sigils and the four Champions may have some truth to them after all.

Encouraged to finish what they have started by the lone glassahair survivor (Contrak) the heroes set off for the city in the north.

The adventurers reach Cold Cap and meet up with Teerk who tells them the leader of the ironskin is also the high priest of Kord and he will want to speak with them. The high priest offers to allow his son Wingar to bring the Sigil of the North to meet them at the center once they find they remaining Sigil if they can prove themselves worthy and clear the rock Troll out of the mine.

Never backing down from a challenge the heroes make their way into the mine and after a tough battle destroy the rock troll. (to be continued.)

Mystery of Shilous

In celebration of their rousing victory over the plot to destroy Obton the heroes enjoyed a night of drinking and merriment. All was right with the world, until… Fenrus was doing his best to seduce the daughter of the mayor and took her for a late night walk, but before they got to far a strange creature appeared from the shadows demanding that the young girl hand over the amulet she was wearing. A blood curdling scream for the young girl soon brought the other heroes out to investigate just in time to see the amulet ripped from her neck and shatter on the ground.

A blinding white light encompasses the heroes knocking them unconscious. They soon awake finding themselves in a strange land.

After several attempts to figure out where they were about what the world was they set off to the south where they came to a seemingly endless desert. The heroes undaunted by the harsh terrain ventured forth. They soon came upon a caravan of glasshairs and helped to protect them from an ambush by monsters of the desert. They then traveled along with them into Sand City. Here they first heard of the four Sigils of Shilous.

Teerk found himself in love and decided to give up his life as an adventurer and instead try to settle down with a beautiful ironskin, but the groups numbers were not dimished for too long as they met a young monkeykin by the name of Gravis who offered to serve as a scout for the group. His skills were soon put to use as the group took a job from the mayor and went into the Temple of the South and defeated a young Blaze Wyrm to retrieve the Sigil of the South.

The heroes departed from Sand City and returned to the center with a trade caravan. Once at the center they decided to place the Sigil of the South in a appropriate sized stone inset on the South side of the obelisk. The Sigil was locked in place a bright light ushered forth blinding the party for a moment. When they regained their site they saw that all the glasshairs were gone along with their caravan.

Siege of Obton

A call went out from Lord Assemar to all worthy adventurers in the Seven Kingdoms to come to the aid of Obton, a small town that was under siege by kobolds.

Samantha Daien a low ranking soldier in the Lords guard was dispatched to lead the assembled adventurers in the effort.

Soon after arriving she met up with some of those that would one day be known as the famous mercenary company Hack n’ Slash Road Show.

Fenrus Stormrage and Elzalor Haruto were two newly exiled Eladrin looking for adventure.

Teerk Soulaxe, Gundin Bundlespear, and Skartuun Strongbad were three dwarves out to gain a fortune so that they could one day reclaim their homeland from a devious bunch of humans that had taken over.

The final member of the company to arrive was Flarespawn Shadowblaze a Tiefling warlock with a shady past.

The adventures soon met the threat of the Kobolds as they attacked the town. Then tracking the kobolds they found their lair and stormed it to find the true source of their power. Finding a young white dragon was a surprise and the adventurers leapt into action, but not before a white scaled dragon born was dispatched to the town.

After besting the dragon they caught up to the dragon born and his gang of human bandits as they reached the town. Heroes stepped in and saved the inn keep from certain death once more.


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