Monday, November 24, 2014
Sunday, October 19, 2014
What happened?!? (2)
Slowly closing the
door, Thovan comes back to his companions. He sees Katie getting up and goes
over to fill her in on the situation.
About half an hour later, every one in the group is awake and
aware. Styve, Thovan and Katie all
settle in to memorize spells while Dusty and Zaven guard the door.
Once spells are rememorized and food
is eaten, The group tries to decide what to do next, or rather where to
go. Styve prods Katie to Identify the
magic items previously found by the group.
Also weapons and armor has to be reassigned since several of the party
have lost some items and armor.
After spending an hour trying to
figure out what several items are using her bardic skill, Katie then casts
Identify from a scroll. The spell takes
8 hours to cast and Katie discerns the properties of a good deal of items.
Bone Armor +2
Dagger +2 (but is a charged item)
Quarterstaff +2
Ring of Protection +1
Ring of Tsathzar
Bastard Sword (+2 to damage)
Long Sword (+2 to damage)
Horn of Collapsing
Helm of the Wyrm
Saturday, October 18, 2014
What happened?!?
Thovan wakes up, stiff and sore but not
wounded. Looking around, his infravision
active, he sees his companions around him, splayed out. After checking them, they all live and are
healed as he is. Thovan then inspects
the room he finds himself in.
The room is 20’ by 40’. Unadorned except for the four statues
within. Two are along each long
wall. Between two of the statues, Thovan
sees a door. Walking over as quietly as
he can, he goes over to the door and cracks it open. Looking into the darkness outside, he sees a corridor. Worked stone walls and ceiling indicate that this
is some sort of constructed place.
Innately, Thovan is able to discern he is underground.
Saturday, September 6, 2014
Previously 8/31/14
The
group left the sleeping Lily under the care of Dusty and the mutt (as described
by Zaven) or pure-bred Wardog (as described by Thovan) Rusar while the rest of
the party went back to the keep. They arrived at the keep to find the mouth
lowered and the bars back in place. Inside, the Kobolds waited with their
crossbows. Using a potion of giant strength and shield spell cast by Styve,
Zaven lifted the gates. Once Zaven lifted the gates the party took out the
eight Kobolds in short order. The party found the statue back in its place
after having been knocked over during their previous visit. Offended by the
poor quality of the statue, Katie had Zaven toss the sculpture down the stairs.
The party then took the hallway leading left.
The
hallway led to a circular room. An ancient rune on the floor at the center of
the room depicted a dragon eating its own tail. A maggot infested Kobold body
lay at the center of the room. Alcoves around the room contained armored
statues, and a weapon rack across the room contained obviously magic weapons.
Zaven and Thovan both took weapons from the rack (bastard sword and long sword
respectively). Immediately the golems activated. Zaven sliced his in two with
one mighty blow. One-by-one the other golems activated. Zaven fell unconscious
with a critical miss and stayed out for the next four rounds. Zaven awoke to
find the combat still going. He quickly finished off the remaining golems
(armored skeletons).
At
the end of combat everyone had new magical weapons, but Thovan, at the
suggestion of the party, spider-climbed to the ceiling and pried a glowing gem
out of the ceiling. Once removed Styve and Katie’s weapons lost their magical
abilities.
Spent,
the party decided a retreat was necessary for healing and new spells. Spiking
the lever and gates open at the entrance, the party went back to camp.
Everything was fine at the camp, and Lily had awakened from her fey induced
slumber. The party ate, sharpened weapons, trained the dog, and prepared for
the next day’s fighting. Zaven kept watch through the uneventful night.
Upon
arriving back at the keep, the party found the doors barred and the statue
remnants gone. Zaven blasted through the door with an axe. The party entered
the keep. Taking the hall to the right led the party into a swarm of Kobolds.
The Kobolds quickly brought down Thovan, Zaven, and Katie the Great One. Styve
and Dusty kicked Kobold butt while the rest of the party recovered. Things
looked dire as the party, having been overrun by the Kobolds, took quite some time
to recover and eventually defeat the Kobolds. Two Kobolds, paralyzed during
combat, were left tied up.
What
will the party do? Zaven is barely alive, their spells depleted again, and the
party doesn’t have any healing kits. Will they retreat again, or will they hold
up in the keep to prevent the Kobolds from resetting their traps? Tune in next
time for As Mistledale Turns.
(As
reported by Zaven)
Thursday, August 28, 2014
Previously 8/10/14
Previously
in Mistledale
After the “fey
scattering”, the group realized that Katie’s henchmen would be asleep for
hours. Noting that the pack bearer never
returned, Katie wanted to launch a search but it was unlikely that poor Doug
survived the harrowing journey through the forest. Even Katie and Styve were severely wounded by
the red-berried vines.
The party carried
the sleeping henchmen with them and pressed on toward the Beast’s keep. Once at the dragon maw entrance, the party
noticed the mouth somewhat closed this time, with a portcullis blocking the way
in. Peering in, they were greeted by
crossbow fire. Thovan bravely ran into
the line of fire to cast light inside the maw.
Taking a few hits, he was not surprised to see kobolds were inside. Thovan did note the technique the kobolds
employed was rather sophisticated. About
8 kobolds were inside the maw, all armed with heavy crossbows. Only four kobolds fired from within the maw
while the other 4 reloaded their crossbows.
The kobolds also piled crates near the entry so as to provide cover for
themselves.
The party debated
whether to camp right outside the dragon’s maw or to retreat a safe distance
away. After common sense won out the
group retreated completely out of the cursed wood and made camp for the
remainder of the day and night. Katie
vowed to return and find her pack bearer (and her gear he carried). A convenient use of a Nap spell later, Zaven,
Lily and Dusty woke in time for the rest of the party to get some rest. Zaven kept watch that night being fully
rested, Capt. Dusty helped on second watch.
The night was
uneventful but at dawn, while the casters all meditated for spells, Zaven and
Dusty heard the heavy footfalls of soldiers.
Looking out across the plains, they saw a troop of orcs travelling
nearby. After a brief scuffle, the party
defeated the orcs with ease, the group reentered the cursed woods looking for
the lost pack bearer.
At the fey
clearing, Thovan and Zaven decided to hack their way through the forest on the trail
of the pack bearer. Meanwhile, Katie and
Styve examined the area of the attack.
Lily and Dusty discovered that the fetishes held coins. All four of them pulled down all the fetishes
they could find and gathered up the coins within.
Hard travel through
the woods turned up the pack bearer’s body, but the most important items of
Katie’s gear was missing. Examining the
scene, the group discerned that the red-berried vines slew the poor sod, but
the fey came across the body and looted it.
That means the team had to seek the lair of the fey if they were to
recover their items. After an exhaustive
search of the areas, the clearing and where the body was found, the team hacked
their way to a probable location for the fey to lair. They found a lightning blasted, ancient tree
with a large hole at the top.
Unfortunately, they alerted the fey by brushing past several wind chimes
hanging from branches.
The fey attacked immediately;
surprisingly very few of the group succumbed to the horrifying visages of the unseelie
faeries this time. A well placed Web
spell and sleep arrows rendered most of the team helpless. Katie managed to escape the Web but Zaven
couldn’t reach a clear area and was unable to jump free. This made the Web form imperfectly, weakened.
Now the party must
decide how to enter the beast’s lair and what to do with the sleeping henchmen...
Katie quickly
fumbled through her backpack for a torch and tinder but the faeries realized
the Web was weak and had other ideas. Before anyone could even think, the
second fey blasted Thovan with Aganazar's Scorcher. Thovan looked
up and was horrified by the sight, he fled from the group, burning as he did
so. Disgusted by the situation, Katie threw her torch down and cast a Magic
Missile killing the faerie that cast the Scorcher. Through the quick
spell work of Katie, the second Unseelie was also slain and the party found her
spellbooks in the trunk of the tree. In addition, they discovered some
heavy glass vials of sparkly, colored “fluid”. Thovan identified the
vials as containing “souls”.
Friday, August 22, 2014
Monthly Calendar
This is the
monthly calendar. I inserted an extra day that is used for Midwinter,
Greengrass, etc. It helps if the extra day is at the top so those days aren't
forgotten. Again, this was downloaded
forever ago so the websites listed don’t work.
I left those notes on these jpgs because I am not claiming ownership of
these, so credit should go to whoever these folks are. They’re great resources, it’s sad that they
are so hard to find on the web today.
Labels:
Background,
Mistledale campaign
Location:
Atlanta, GA, USA
Yearly Calendar
Here's a year long calendar of the Realms. I found this on the web
over 10 years ago, so the websites listed no longer work. Remember
Midwinter, Greengrass, Midsummer, Harvestide, and the Feast of the Moon are
special days. Think of them as 31st days of the previous month.
Current date is Marpenoth 25, 1365.
Labels:
Background,
Mistledale campaign
Location:
Atlanta, GA, USA
Monday, August 18, 2014
Mistledale
History of the Dales
General Knowledge
The modern Dalelands were created 1,365 years ago when the elves of Cormanthyr and the humans who began settling here signed the Dales Compact. In addition, the elves raised the Standing Stone to ratify the treaty. The current year is 1365 DR (Dale Reckoning) The calendar used is based on this occurrence. The Standing Stone is E-NE of Ashabenford (See map).
Here's a map for you folks...
Remember, Teland is a small hamlett between Mistletarn and Erages, just north of the Moonsea Ride. It takes about a day walking to get there from Erages.
Labels:
Background,
Maps,
Mistledale campaign
Location:
Atlanta, GA, USA
Sunday, August 17, 2014
Previously 8/3/14
Previously
in Mistledale:
The party
received a message from Sir Galwaith while training in Erages. He informs that
the beast yet lives. The party travels to Teland to investigate the matter. The
town leader, Lady Casandra, tells the party that the kobolds that serve the
beast are still active. The beast however, has not been seen in some time. The
party leaves the next day going to basalt stone that fell in the forest over 300
years ago. Unknown entities crafted a keep atop the basalt stone and ruled here
before the area was settled by folk that are today known as Dalesman.
Traveling to
the beasts lair, the party lose their way after avoiding a perceived trap. Taking the left trail they discover of a stream and realize they are going the wrong way and turn back. Soon after they come to a clearing and find some strange fetishes. Suddenly horrid, little evil fey appear. The startled party flee
in all directions.
This was a
disastrous occurrence for the party:
- Katie, her pack
bearer and Styve ran in random directions through the dense, cursed woods
getting cut as they ran.
- Captain Dusty and Thovan
ran up the path to the left followed by Rusar and Lily (who was not feared
but chose to follow the largest group to better her survival chances.)
- Zaven followed the
path to the right, running full out then
falling into a wide pool of quick sand.
Thovan,
Rusar and the extras ran a foul of some wild dogs. Rusar flew into a rage after
killing the first dog but the rest of the pack jumped on her and wounded her
grievously.
Katie made
it through the forest emerging near Zaven. Throwing him a rope, Katie begins
pulling him out but Zaven “feels” he would like to explore the quick sand
first. Searching the bottom, Zaven finds an item and is then pulled out. While
Zaven explored Katie is confronted by one of the mischievious fey. She dispatched
with ease and pulled Zaven free of the trap. Zaven’s prize was a ceremonial scimitar
dedicated to Meilikki.
Styve ran
further into the woods.
Seeing his
companion losing her battle with the mongrels, Thovan and Dusty pressed on but
Rusar refused to retreat. Two of the fey followed the group. One cast a Grease effect under Rusar and Thovan. Thovan
hopped to safety but Rusar lost her footing and fell prone. The mongrels
continued the attack. The fey shot Dusty and Lily with sleep arrows, leaving Thovan
to fight alone. Luckily he slew enough of the wild dogs to force the last two
to retreat. Then turned his bow on the
fey, slaying one.
Styve made
it through the brush onto a trail but was soon followed by one of the fey.
Styve blocked the small fey’s arrows with ease but was almost ensnared by the
creatures Web spell. Following the
path Styve met up with Thovan. The two of them held off the two fey until they
exhausted their ammunition. The two fey retreated into the woods leaving Thovan
and Rusar gravely wounded and Lily and Dusty asleep.
The party
met up once again in the clearing with the fetishes where they first
encountered the fey. The pack bearer was
not found. He was carrying Katie’s spellbooks,
which are somewhat important.
To be
continued…
Thursday, July 10, 2014
Summary 6/29/14
The kobold assault
burned 17% of Erages. The citizenry have
stepped up militia patrols and found several areas where kobolds came up from
beneath. Officials in Ashabenford have
said that several Riders of Mistledale will arrive in about 2 tenday to
reestablish order. For now there is
strict martial law and no one is allowed to go out after dark.
Interactions
in town
Father Prasst
helps the PC’s and cares for Zaven as best he can with all the other injured
folk. This extra care grants Zaven a +2
bonus to his saves while under Prasst’s care.
Father Prasst is very interested in what the party is going to do. He urges them to go back into the sewers and
find out why the kobolds are attacking.
He wonders who is organizing them.
Prasst becomes very friendly to Zaven and Styve.
A warrior named Cygar,
who has been in the Seven Silvers for some months now, was very instrumental in turning back the kobolds in the southern portion of town. No one is sure why he is here but reports
after the attack say he is a capable warrior.
He also managed to save several citizens during the fires as well. Cygar is keen to see what the party do about
the kobold situation in town.
Jocyn, Katie’s
mentor, was injured in the attack and nearly killed. Sir Dramott managed to rescue him but not
before Jocyn was grievously injured. He
remains bedridden next to Katie in the hall with many other wounded folk. He asks that Katie help the people of the
town. He tells her that two orphanages
were attacked and several kids are still missing.
As
Thovan goes in search of his dog, Rusar, he finds her with a human female,
warrior. Her name is Holly Huldane. She found and helped Rusar when kobolds where
closing in on her. Holly was also
injured in the attack but did manage to rescue the hound with her falcon,
Skymark. Holly assures Thovan that his
friend is ok and asks what the party intends to do?
Thursday, May 22, 2014
Erages
On the north western edge of
Mistledale lies Erages, a town populated almost exclusively by half-elves.
Originally a small logging village, Erages was quietly used by the aristocratic
elves of the Elven Court
as a place of exile for any shameful half-blooded children they procured via
relations with non-elven guests or visits to the human city of Ashabenford . While this practice is still prevalent (as
evidenced by the numerous orphanages to be found in Erages), the village has
since blossomed into a small town. While
most elves leave in the Retreat, Erages is populated and maintained almost
solely by the mostly content half-elves who flock to the city
from all parts of the Moonsea.
Half-elves from as far as Thar and Rashemon make pilgrimages to Erages, either
to simply see the unusual city for themselves or in hopes of making a new life
among people just like them.
Though
Erages is often regarded as a sanctuary for half-elves who are unwelcome in the
less tolerant realms around the Moonsea, the rights of its people are still subject
to whatever elven overlords remain in the Elven Court who previously controlled the
city. Citizens live mostly as they please, but still adhere to the laws of
Mistledale and consider themselves more Mistledalesman than subjects of
Cormanthor.
Erages
was known for its criminal element, notably smuggling rings that specialize in
getting humans into Myth Drannor and elven artifacts out of the country - for
the right price. Most believe the infamous half-elf thief and smuggler Bienia Santritia
to be master of these rings, but few know where to find the elusive criminal
mastermind. Some 7 years ago, the Riders of Mistledale came in and cleaned up
most of the bad element of town. Zhents
have been trying to fill the vacuum left by the smugglers but have so far had
only mixed success.
Erages
is built among ruins far older than the half-elves living today - Remnants of
an ancient elven town lying beneath the surface draws archaeologists of all
stripes to study them and the dangerous subterranean passages under the town.
The esteemed Erages
Academy was founded in 1325
DR to support
this influx of scholars, both half-elven and otherwise, addressing their needs
and interests. The school specializes in elven archaeology and history, though
many students also attend in hopes of learning from the school’s adventurers
wing.
The
Blackash Training Grounds, named after the famed half-elven hero who fought in
the battle against Moander, has training for rogues, warriors and wizards. Warriors learn many martial tactics and skills
here and several Riders of Mistledale spend at least 6 months honing their
abilities in Erages. There is also a
bard school for novice bards and a small mage tower facility for apprentice wizards.
The
Academy is currently run by Headmaster Sarouna Lei, a half-elven archaeologist
and talented fighter/mage; beloved among the townspeople for her generosity and
wise counsel.
CN small town
Corruption
+0; crime
+2;Economy
+2;Law
-1; Lore
+1; Society
+0
Qualities
academic,
notorious, prosperous, tourist attraction
Danger+5
DEMOGRAPHICS
Government
As
Mistledale
Population
750 (480 half-elves, 120 humans, 90 elves, 60 other)
Notable
NPCs
Headmaster
Sarouna Lei (female
half-elf)
Mayor
Mayor Uptal
(male half-elf)
MARKETPLACE
Base
Value 500
gp; Purchase Limit 5,000 gp;
Places
of Interest
The following are some of the more important buildings in Erages.
If the PCs grew up in this town, they should have a home, located somewhere
near the town’s edge.
1. Seven Silvers:
Most visitors to Erages end up at this comfortable two-story inn and tavern.
Run by Trelvar Silvers, this inn features modest prices (4 sp/night), decent
food (3 sp/day), and a lively taproom. Trelvar is assisted by his daughter,
Asina, and the overly friendly Jimes “Short Change” Iggins, who is known for
giving himself generous tips.
2.
Greathall: Typically used for meetings, weddings, and
other celebrations, the Greathall is a tall, three-story wooden structure near
the center of town. Inside is one grand space with a number of smaller rooms on
each floor.
3.
Orphanage (overloaded)
4.
Temple of Meilikki :
The only stone building in town is home to Erages’s only temple. While the
church is officially dedicated to Meilikki, there are a number of shrines housed
here, including Silvanus, Chauntea, Rillfane, and Solonor. Father Prasst is the only priest, but most in
town refer to him as the “High Priest.”
5.
Town Watch Headquarters: This, usually empty
building is the “garrison” of the Riders of Mistledale. Any member may use the building as a
temporary base and many riders passing through the town use the building at
various times, holding prisoners, resting or restocking.
6.
Renet’s Steel: While Renet’s shop services much of the
town’s needs when it comes to metalworks, his quality is nowhere near that of
Braggar’s. Most metal items can be found here for the standard prices, but
there are no masterwork items to be found at Renet’s Steel. Most weapons or armor from the equipment
lists of 300 gp or less can be found here.
The mark up of items here is only 10%.
7.
Holly’s Home: This is the home of Holly Huldane, one of
the few human rangers who lives in Erages.
Mayor Uptal, who trusts the ranger’s instincts implicitly, frequently
calls Holly to the town council to report and advise.
8.
Sir Dramott’s Home: This is the home of Sir Dramott, a retired
knight from Cormyr. He retired here some
5 years ago and has a high standing in town.
9.
Braggar’s Shop: This is the workshop and home of Braggar
Ironhame, a dwarven blacksmith. Braggar’s works exceed those of Renet’s Steel,
but he works much slower and charges a higher price. Braggar can forge nearly
any weapon or armor item on the equipment list as well as custom items and
armor etching. His prices are high
(+25%) but the quality of his work grants +5 hp to items and +1 to saves if
applicable to items he forges. Any rare
or odd items from the equipment lists can be found here 10-60% of the time.
10.
Orphanage (good quality)
11.
Holgast’s Tower: Holgast’s slightly crooked tower stands at
the edge of town.
12.
Mayor Uptal’s Home: This modest building along the water is
the home of Mayor Uptal, who can frequently be found in the Greathall holding
meetings or on his small boat in the river, fishing.
13.
Vargidan Estate: This is the home of the eccentric Vargidan
family, and has a bit of a spooky reputation in town.
Monday, January 13, 2014
Last time, 1-5-14
Previously…
The party has
taken a contract from the Eldritch Gauntlet to Discover why Castle Kraal sank
into the Black Swamp .
Travelling by boat, the party arrived just north of the castle, having
to travel only a few miles to reach there.
After finding the castle grounds and
exploring the bailey area, they cleared the barracks and had Justin and Deanna
set their camp there. On approaching the
main keep doors, the party was swarmed by several dozen stirges. The creatures seemed endless until a quirk of
magic opened the sealed entry into the keep.
The party then seized the opportunity to escape and shut the door behind
them. Unfortunately, the doors relocked
when closed.
Cautiously exploring the long
corridors, the party noticed an odd echo effect within the keep. Sounds reverberate through the corridors and
are magnified greatly, thus a few people moving through the corridors sound
like several dozen people. The first door
the party came to was locked. Chad dutifully
attempted to pick the lock but failed.
This failure meant that someone had to force the door open. Bellen accepted the challenge, and with a
loud bang, the door was forced open.
The reptilian inhabitants of the room
were ready, however, and a battle ensued.
Rhoen remained outside the room and soon noticed that the “attack” on
the door was loud enough to attract another band of reptile men. Two small battles went on and the party was
victorious.
Facts:
- The party fought 2 different types of
reptilians.
- One type was locked in a room. The lock was only on the outside.
- No treasure was recovered after a
search.
- The spellcaster escaped but could not
leave the keep.
This is what the scene looked like after the battle.
Sunday, January 12, 2014
History of Castle Kraal
Two hundred and fifty years
ago, the Horned Hills were overrun with ogres, ores, goblins, and their vassals
the kobolds. These corrupt beasts, not content to remain in their own lands,
raided human, elven, and dwarven communities throughout Thunder Rift. For
years, ogres led their troops into battle, stealing whatever goods they were too
lazy to produce for themselves. In response to their constant attacks the
humans and dwarves proposed a plan to build a large castle in the Lower Great
Grasslands, near the Horned Hills.
For
years the ogres and their cohorts frustrated any building attempts by constant
attacks which destroyed all such endeavors. The humans and dwarves had almost given
up, when an elf suggested that they use the ogre’s own fear of water against
them. The Black Swamps, just north of the Lower Great Grasslands, held great
promise for a keep - if a method could be found to hold back the water. Two
months and three ogre attacks passed and then a smith named Kraal conceived a
plan. A portion of the Black Swamps was to be raised above the water table, and
the castle would be built upon the rise. The project was completed in two
years. Unfortunately, over 300 of the folk of Thunder Rift died in the process,
either in the attacks of the ogres, or in the claws and talons of the natural and
hungry creatures of the swamp. One of the folk who died during the construction
of the castle was the smith, Kraal. After its completion, the fortress was
christened Kraal Castle .
To
garrison the keep in a state of constant readiness, 100 fighting men, 25
priests and 10 wizards were recruited to man to fortress. Whenever a threat of
assault developed, these valiant warriors would ride out, on the dangerous journey
through the Black Swamps, to greet the raiding savages with whetted steel and
mystical compositions.
Originally
considered to be an unattractive assignment, Castle Kraal soon became the one
most sought. Great war heroes and
leaders emerged from its aging walls by the scores. The civilians sought the
Kraal heroes to marry, and to become teachers, leaders, mayors, and guards.
Their exploits became the rhymed tales in children's songs.
After
nearly a century of service to the people of Thunder Rift, a rumor of
degeneracy began to reach the ears of the folk there, and the honor of Castle
Kraal dipped severely. It was whispered
that the success of an ogre raid against a small populace in the Lower Great
Grasslands was due to a bribe given to the commandant of Kraal. No amount of
talking, even with the use of magical divinations, could convince the people
otherwise. The commandant was discharged and expelled to Kandor, in the south. Thereafter, every commandant of Castle Kraal
promised to clean up the evil deeds of the previous administration. And a once proud leadership position became a
circus act.
During
this period the effectiveness of Castle Kraal was severely impaired. Raiding
parties from the Horned Hills grew bolder with each foray and the morale of the
castle's warriors and spell casters plummeted. They were increasingly inept at
combating the marauding bands. Soon
morale became so low that a period of service at Castle Kraal was viewed as a
punishment. And often, it was.
After
seven years of bad conditions, dreadful morale, and an extraordinarily high
desertion rate, a bright, talented, and young, commandant took command. Things did
not change overnight, but feelings of quiet hope, subtle relief, and real
expectation came over the Castle. The commandant ordered a salary increase for
all personnel and gave each a substantial bonus for every year they had served
before her installment.
She
expanded the training available to all recruits and initiated free instruction
for careers and occupations outside the militia. This enabled the garrison's defenders
to prepare themselves for civilian work. All her planning and initiatives began
to bear fruit. Morale increased sharply, requests for transfers from Castle Kraal
decreased, and outside requests for transfers to the stronghold were on the
rise.
It
is unknown if the commandant's plans would have been successful in raising Castle
Kraal to a station of respect and admiration again - the castle and all its
inhabitants were destroyed shortly after her inauguration. Castle Kraal sank
into the Black Swamps, taking everyone with it. No one came to report its
destruction and a month later a scout was sent to investigate the silence.
Rumors
abound concerning the castle's demise. Some believe that the Ogres prayers to
Lamashtu were heard and she acted against the castle, others that the
inhabitants of the swamp itself, somehow caused its fall. Regardless of the
reason, the Ruins of Kraal, rotting in the Black Swamps, are universally
shunned by the inhabitants of Thunder Rift - for their fear is stronger than
their curiosity.
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