Restoration of the Seven Kingdoms

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.


I'm sorry, but we no longer support this web browser. Please upgrade your browser or install Chrome or Firefox to enjoy the full functionality of this site.