Cornyrius Campaign

If the price is right...

A Half Orc, Changling, Razortooth Shifter, and a Half Elf all find themselves at a makeshift refugee camp in the saymar province near the border of Tazmygor and Ebeos. The horrors of the war are evident as the people live in poverty hoping to recieve work, provisions, or anything they can find to support themselves. For some the camp has become all that they know. For others it is a stop en route to help pay for their trek to their homelands. The chracters travel around the camp before arriving at one of the only solid structures within the camp. The building is a rickety wooden building refered to by the refugees as “The Griffons Gullet”. Upon entering the chracters speak with various refugees ordering what little food and drink they can afford. Seperately they sit eating and drinking before approaching three well equipped humans laughing and toasting in a corner of the so called tavern. The adventures refer them to a small shack just outside of the residential tent encampment. They refer the chracters to their employer Badger. Badger is said to offer jobs for those compentant and able to handle his delicate matters. Arriving at seperate times the ill tempered Badger berrates the chracters as they enter. The halfling Badger is quick to notice the chracters are not ordinary refugees and offers them all a bit of work should they find a way to work together. Mikail the half elf warlock ensures Badger of his abilites to lead the party to success. Badger tells of a caravan cart that has gone missing on its way to the camp. He offers to pay handsomely if the party can find and retrieve the unknown goods it was carrying. Armed with little knowledge the party follows the path from the camp. Several hours of walking reveal what looks to be cart tracks veering off into a wooded thicket off the trail. While the trail appears to wear off Rayne the shifter shaman detects the soft indents in the folliage and they contine further. Finally the thicket opens to reveal an out cropping of sorts one that has been cut away from the interior as to not reveal its presence from the road. At the far side of the clearing the cart can be seen. Badly beaten and damaged yet still intact. Brewntuk the half orc monk moves closer to the cart only to be ambushed by a readied goblin brute. More goblins jump out from within and around the cart and the battle ensued. After defeating the goblins the party made its way into the cart to retrieve the goods. The cart held four large strongboxes all with locks. Despite several picking attempts Skye the changeling rogue was unable to pick the locks. The adventures took turns bashing the locks until one opened. The packages within the boxes all wore the mark of the Imperium. Imperium guards after hearing the skirmish ran through the thicket to confront the party. Skye attempted to change into Badger hoping to have a connection with the guards but they were unaware of who Badger was. The guards formally charged the party with unlawful search and siezure of Imperium goods after being unable to produce formal papers regarding the matter. Mikail failed at persuading the guards to let them return with the cart howerver after his explanation of the goblin assault the guards dropped formal charges allowing the party to go free but the Imperium had taken control of the goods. Not leaving empty handed Rayne managed to sucessfully hid a package admist the commotion to bring to Badger. Players returned to Badger’s shack with unfufilled promises and a whole new set of problems.

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The Hiest

After some tactical reneogating on the part of Skye a new deal regarding retrieval of the goods was worked out. Badger agreed to up the stakes if the party could pry the goods from the Imperium’s hands by any means nessecary. As the next day began a new adventurer wandered to badger’s residence in search of work. Nadar a dragonborn paladin joined the ranks of the party as they set out to scout the Imperium camp. The party travelled back to the clearing in the woods to access the Imperium’s make shift camp. Skye attempted to scout the perimeter only to discover three guards an a large guard dog walking the parimeter. While the party stayed hidden in the woods Skye returned with the report. Skye brought more than a report he also caught the attention of the guard mastiff. Though the dog could not trace the scent it was aware of the presence of others near the camp. Skye proposed the idea of lacing a sling bolt with the scent of Nadar and firing it through the camp there by giving the dog something new to trace and a distraction to the guards in the camp. Nadar agreed greasing the bolt before Brewntuck fired the bolt. The bolt found its mark through the trees alerting the guards to the oppisite direction. However the mastiff was undetered. Brewntuck grappled the dog sucessfully. Nadar then charged the mastiff leaving Brewntuck unharmed. The dog threw Brewntuck an regained his composure. Skye headed into center camp to deal with the distracted guards. After a sucessful backstap the guards turned their attention to him. After being wounded Skye retreated into the forrest as the the rest of the party engaged the dog. The party realized they were taking fire from know source as they engaged the gaurds in melee combat. Skye attempted to change into a bugbear to frighten the guards providing a distraction for his fellow party members. However his lack of the goblin language and a failed imtimidate check made the distraction laughable at best. The party found the halfling sniper hiding in the cart with the goods as they closed in on the rest of the guards. When the battle went sour the last Imperium guard made a run for it. The group caught up with an dispatched the guard. The group returned to the camp removed the goods and returned to Badger’s. Badger collected three of the wooden lock boxes opting to give the party the last box full of old mundane weapons along with payment for a successful job. Within the box was amulet with an engraved snake and shield on it, tarnished copper bangles with flames etched upon them an a vial of pink liquid. Badge wasted no time in askin if the group was up for a delivery mission. After some debate the party began packing up for their travel to Hirondel a coastal town a few days march of the camp. Badgers contact Imyth would meet them in Hirondel an the rest of their payment would be collected on a successful drop.

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Road to Hirondel

The adventurers are set with the duty of escourting Badger’s goods to Hirondel a coastal town three days march from the refugee camp. As the party leaves town the skies are black as night. The heavens burst forth in a torrential down pour. The road is hard travelled with the rains but each night passes without incident or attack. As the rains had slowed the group it would take them four days to reach Hirondel rather then the usual three. The only trouble came on the morn of the fourth day. Brewntuk noticed the wheel of the cart was coming loose. With the help of skye the two repaired the wheel enough for it to reach town. The party reached the gates of Hirondel at midday. The town was alive with the hustle and bustle of business. Upon entry to the town Brewntuck left in search of the temple, while Rayne stayed near the gates with the cart. Skye and Mikal went in search of Imyth. As the two entered the market district the wall burst before their eyes spewing a small horde of goblins into the town. The goblins paid them no mind as they cut down a few merchants. Rayne hitched the cart near the gates and rushed to the sound of the explosion. Brewntuck across town at the temple also heard the commotion and rushed to aid his allies. Skye and Mikal engaged the goblins however they continued their purpose. They smashed into a store front and began to make off with something. The party reformed an brought the attack to the goblins. Despite their efforts one goblin escaped the battle with its stolen goods in tow. On the body of the squads leader was a rolled piece of parchment indecipherable to the group as none of them had knowledge of the goblin tongue. This was only the beginning of their troubles in Hirondel however as the cart was now missing. The proved difficult without their newly acquired paladin ally so Brewntuk returned to the temple in search of healing and rest. Skye, Mikal and Rayne began the search of the city for the one known as Imyth as well as their now missing goods. Mikal visited the shop keep which was vandalized. Inside he met Curwin an old Dwarf his shop full of oddities and curiosities. Curwin revealed that the item that was taken was a newly acquired but only a few days ago. He called the item Ogre Fang. From the shop Mikal met with the others at the Tall Tankard. Skye had been pumping citizens for information regarding Imyth and the missing cart. While none of the dead were Imyth. Skye discovered that Imyth was not a local merchant but came to sell his wares often and was still missing following the blast. The locals suggested searching the stables for their missing goods and donkey. The stables were run by three Dwarven brothers constantly arguing amongst themselves. The party found the donkey but no cart was to be found. The Dwarfs revealed that the local hooligan Druun sold them the donkey. Being that the bargain was unjustly struck the Dwarfs paid the adventurers for the mule. The party returned to the tall tankard to find more of this Druun. The locals described Druun as the local ruffian often getting into trouble where ever he could find it. They described him as a stocky hot headed young dwarf with tattoos along his arms and dressed himself in dark leather clothing. They said he frequents the docks. Night had fallen as the heroes traveled across town yet again to the docks. The workers were finishing as the adventurers questioned them. The dock workers said that Druun is often at the docks at night long after the harbor master will allow workers to be out so any of his affairs he must hire his own help or do it himself. The party went into the Fisherman’s Pub in hopes of waiting for Druun. In the early morning hours still cloaked in darkness Druun arrived on the docks. The party cornered and pressed Druun about the cart. A successful intimidate on the part of Skye loosened Druun’s lips. Druun no longer had the goods but he offered to retrieve them if the group gave him a day to collect from the crime lords that had taken root in Hirondel. The group agreed an returned to the Tall Tankard to aquire rooms for the coming days.

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Criminal Elements

While the party waited for Druun to return Badger’s goods they visited various parts of the town. Mikal and Nadar went to Curwin’s Curiosities and Oddities to see if Curwin could translate the scroll from Goblin. The two helped Curwin replace his shattered store front in hopes that he would help them translate the scroll. Curwin agreed to translate the scroll but it would require some time. From the shop the two traveled to the magistrates home. They met the Magistrate lady Imara. Imara was instantly taken by the demeanor and stature of Nadar. The two asked what could be done to aid her city. Imara pleased with the heroes thanked them for helping to repeal the Goblin incursion. She asked that if they could find what was the cause of the Goblin attack until then the city wall was in desperate need of repair. The two bid Imara adieu and headed to the exploded wall to help the masons with their repairs. While Nadar and Mikal worked on the town wall Skye and Brewntuk searched for more information regarding Imyth. They questioned various towns people before stumbling upon an empty cart reported to be Imyth’s. Reluctantly a few local merchants told the two of what had been going on to the merchants. A group of thugs had begun gathering protection money however no one would come forth with names. At Imyth’s cart there was clearly signs of a struggle although the other merchants had not seen him since the Goblin attack. The two investigated the town guards at a distance but found that they were genuine in their work. Skye and Brewntuk thought it best to regroup with the rest of the party. The group rejoined and shared there news with one another. After they shared their insights they returned to Curwin’s to retrieve the newly translated text. Curwin told the party of the goblins plans. They were to retrieve the Ogre’s Fang at any cost and return it to High Shaman Sarscogg so that he could complete the ritual and summon him. Before returning back to the docks to find druun the party went to the magistrate’s house to fill Imara in what what they had uncovered. Imara gave her approval to hunt down both the crime lords of the city as well as the Goblin invaders. Before setting off to meet Druun, Skye rummaged through the library in the magister’s chambers regarding the towns history. He found repeated attacks by the Red Claw Goblin tribe. The town had many skirmishes with the red claws but it wasn’t until the “terror” arrived that the town could not handle the goblins. The “terror” as it was referred to was an Ogre who took over and reformed the tribe. He militarized the tribe, teaching them battlefield tactics as well as how to forge their own armor and weapons. The books chronicled the savagery of the tribe through out the years until the ogres death at the hands of some traveling adventurers some time ago. After completing his readings it was well into nightfall so the adventures went to the docks to meet up with druun. While at the docks a small fishing trolley was docked in the harbor. A deck hand asked them to unload his cargo for a few gold pieces. While unloading the crates and barrels, Rayne heard noises from within the cargo. Opening the barrels revealed several small children stashed within. The deck hand alerted the crew and they began to undock. The adventurers attempted to board the ship. Nadar fell into the harbor but Mikal an Brewntuk both made it aboard the ship. Nadar used his dragons breath to freeze the trolly in the harbor. The crew said they just made the drops and were not aware of the slave trade, they were just trying to make some coin. With much reluctance the adventurers let the ship sail off as druun appearing stumbling to the docks. The group confronted Druun about the children but he had nothing to say of them or the parties goods. He could not get the goods back and he just unloaded the ships and took the cargo to the syndicate. Brewntuk decided to take the children to brother Lain at the temple while the party drug druun back into town so that he could show them where the thieves hideout was. On the outskirts of town several abandoned houses lined the streets within one of these houses was a hidden cellar. Before going into the cellar Skye pulled out his short sword an stabbed Druun in the eye plucking it from his skull. Druun dropped to the floor lifeless. The group forced open the old cellar door and made their way down into the hideout.

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Criminal Elements part II

The party carefully went down the stair well checking for traps along the way. Skye opened the door and proceed to walk down the hallway. A click went off and suddenly the floor of the hallway gave out revealing a shallow pit of yellow acid. Skye waded through the acid though he was seriously burned in the process. The rest of the party managed to navigate the small ledge on the side to safety. The party proceeded to another door an prepared for the worst. Since they sprung the trap the element of surprise was lost. They opened the door to reveal a large room full of thugs and bandits. The room looked as if living shadow danced across it. A large fountain spewed forth black liquid as the shadows waxed and waned. Next to the fountain was a shade creature who ordered the bandits to attack. The bandits fought well but they were no match for the heroes although the shadow blinded both Skye and Brewntuk with its viscus black shadow. Within the empty rooms the party found what was left of the slave quarters. The room was littered with blood stains, remnants of torn clothing and a few bone fragments as well as the contact Imyth chained to the wall. The bandits had stashed 89 gp and 213 sp hidden throughout the hideout. The final room of the hide out led underground to a cave network which emerged an hour outside of Hirondel. Once back in Hirondel, Imyth paid the party what was owed for the goods they transported for Badger. He thanked the adventurers before they returned to the magistrates office to discuss what they had found in the abandoned district of town. Pleased with that the adventurers had rid the city of some growing criminal element she annouced that they were honored guests of the town. She also personally gave them a gold embossed invitation to a masquerade ball in Hirondel occurring in two weeks. Imara implored the party to set out once again to find the meaning behind the goblin assault. The party returned to the wall where Rayne successfully found the goblins trail an so they marched west to find the goblins lair.

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Red Claw Tribe

Rayne caught the trail of the goblin who fled with the Ogre’s Fang so the party marched west. They marched a full day making camp once before reaching an outcropping of rocks and ruins. Rayne cautioned the party to stand their ground something was amiss. Skye successfully located and disabled a trip wire in the middle of the outcropping. Rayne then searched through the rubble and found a small tunnel entrance buried beneath the old stone blocks. The party squeezed into the tunnel until it eventually opened up. The floor was full of rubble from the rubble the floor gradually began to incline before topping off at a flat surface with three large pillars holding the roof of the dwelling. Skye sneaked his way through the rubble scouting out what he could see of the room. Near the pillars stood three goblins on watch. Skye motioned the party to enter the room quietly however Nadar failed to be stealthy in his full plate mail and the goblins began to throw javelins. Brewntuk charged up the incline only to trip just in front of one of the goblins.Once the party reached the top of the summit they were greeted by Red Claw Skirmishers and another Red Claw hexer. The warriors and skirmishers pulled the gaps in the pillars placing the parties movement at a stand still giving time for the hexer to unleash his red hex cloud. The hexer moved closer to combat as the goblin line was weakening to better assist his guards. Nadar attempted to engage the hexer only to spring another pressure point trap within the room. Nadar fell hard into the pit where a group of hungry beasts waited for him. The hexer managed to grab the ledge and pull himself to safety but it was to no avail. The goblins were bested and soon he fell as well. The party rested for a few minutes before Skye again returned to point an investigated the hallway out of the room. Skye again sneaked into the hall and was able to see the room to his left was full of zombies locked in by a portcullis. He peered into the other room and noticed two shadows in the room. Skye returned to the party to tell them what he had seen and to try and devise a plan. Skye noticed that the portcullis lever was on the interior wall zombie room. Rayne suggested jamming the lever. Once locked in he would fire on the unsuspecting targets in the other room drawing them to a full party ambush. Skye successfully jammed a dagger in the lever making it inoperable. He then allowed the party to move in before firing in on one of the goblins. The goblins rushed out unable to escape the trap and were crushed by the party. Within the goblin room a large dusted statue of the great ogre loomed over the room. Rayne searched the statue finding a small stash of gold and a healing potion. The party went down the hall and up the stairs to the last door. Nadar bursts open the after Skye peered through it. He saw another hexer back next to a gaping hole in the floor as well as a hobgoblin archer. Upon entering Skye realize that two hobgoblins were flanking the door so remained hidden until he entered. The hexer fired off the red hex cloud in which Nadar charged to the hexer as a response. Shortly after the hexer was pushed into the hole in the floor by a bull rush from Nadar. The hexer plummeted to his death. With the rest of the party working on the hobgoblin guards Nadar turned to the archer. The party dispatched the hobgoblins and Skye attempted to open the locked door to the south. He failed his frist attempt but on his second he managed to pick the lock and the door opened. Inside was the goblin barracks. The room was a natural cave with a door placed at the entrance. The barracks reeked of waste an spoiled food. Nadar searched the the room finding a magically suit of chain mail as well as four small statues. The party then ventured down the spiral staircase deep into the ground. The stair case opened to a tiny room with a goblin painted in red paint wearing tribal dressings next to a large stone sarcophagus. The Goblin was High Shaman Sarscog the leader of the Red Claw tribe. He spoke in common to the adventures of trying to raise the terror from his death to help protect his broken clan from Human encroachment. Mikail asked of the ritual to which Sarscog explained what was to be done. The ritual would never work even with the Ogre’s Fang in his possession. Sarscog could attempt but he would never have what was needed to complete the ritual. When asked about the attack, Sarscog replied he was merely taking what was rightfully Red Claw property. From that Mikail recalled Curwin speaking of a wizard how sold the Fang to him a week ago. Feeling assured Sarscog would not attack Hirondel again the party left him to his impossible ritual. The party returned to Hirondel to find more information of the traveling wizard and to inform Imara of what happened with the Red Claw Tribe.

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Visitor

The party gathered information regarding the traveling wizard known as Bulron. Bulron had left Hirondel several days before and had been going through the local archives along with those in the Saymarian capital regarding the Saymarian crown jewels. The adventurers found through Imara the the jewels were hidden and scattered throughout Saymar when the capital was marched on by Imperium forces. Imara said that it is believed that some of the jewels were taken to an ancient citadel within the Andorian mountians in the north. Imara urged the party to retrieve the lost artifacts before Bulron could. Such a find could be crucial to her masquerade ball and the reconstruction of Saymar. The party headed out from Hirondel back to the refugee camp in hopes their old contact Badger had more information regarding the citadel hidden in the mountains. The party Skye and Mikail bought 2 horses and a cart to speed the travel to the refugee camp and up to the mountain as well. When the party arrived at the camp they found a tall thin figure staring oddly about. The figure was soaked as if pulled from the recesses of the sea. His eyes and hair white as chalk his skin a series of light and dark patterns. The figure approached Nadar speaking to him of his insignias. He said he was drawn to his holy symbols and felt a kinship with him. Nadar noticed he wore a shell medallion around his neck. The creature called himself Sered. He said he remembered nothing of his homeland. Only that he was compelled to defeat evil where ever it may reside. Nadar asked Sered to join the party. The cleric of Melora wasted no time an wished to take action immediately. The party then rendezvoused with Badger. Badger spoke of the citadel in the mountains. The mountains were 3 days march from the camp, but Badger had no real map only that the citadel was up in the mountains and once near it, it would be easily recognized. Badger said the mountains may put them into Tazmygor itself so to be very careful and of course any thing of value he’d be happy to purchase.

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Citadel

The party made haste to the mountains. The group made camp at the base of the mountains deciding to get a full nights rest before attempting to scale the mountains. Rayne entered a trance in an attempt to commune with the mountain spirits. A few members heard war drums off in the distance during their watches throughout the trip to the mountains while others did not pick up on such sounds. Once morning came the troupe abandoned their horses and wagons and proceeded to climb the summit of the mountains on foot. Rayne like a woman possessed darted up the ledges leading the party along what appeared to be a usable trail. The party traveled well into mid day before coming upon a reflecting pool. The pool was filled by a cascading waterfall that originated high above in the greater crags of the Andorian moutains. The pool eventually drained down the mountain providing a source of fresh water to Norther Saymar. Off to the northwest there appeared to be a grouping of ruins. Mikail recalled that Saymar had many mountain strongholds due to its strategic local an relative proximity to Tazmygor. The ruins appeared to be destroyed some time during the last war. The party figured these were the ruins Badger spoke of. However there was no citadel other then perhaps those ruins in sight. Sered noticed while staring at the waterfall that something was unnatural about the nature of the cascade. It appeared to shift back an forth. While the party tried to examine the waterfall, Rayne dove into the pool disappearing from sight. Sered walked into the pool and the rest of the party soon followed. Behind the waterfall laid a cave complex descending into the water. The party inhaled deep and dove into the sprawling cave. Eventually the cave opened up to an entire cavern carved from the very mountain they were gazing out. While the party pulled themselves up to the citadel door Brewntuck noticed Mikail had not come out of the underwater cave and dove in after him. Mikail saw Brewntuck who helped to lead him our of the cave and up to the surface before he went unconscious. The party unloaded Sered’s floating disc of their weapons and armor and prepared to enter the Citadel.

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Inside the citadel

The party pushed through the citadel battling a raging hoard of orcs which they had heard on the way up through the mountains. The pounding war drums were deafening as the party clashed with the hoard. The party narrowly dispatched the orcish legions before find that other sinister creatures had made claims to the ruins high in the mount. Kobolds skittered about ledges an along tiles peppering the party with sling blasts and javelin volleys. The party moved quickly to dispatch there reptilian opponents making sure to cut off the high ground advantage. The kobolds guarded what appeared to be an entrance to another layer of the citadel but the heroes had a nagging suspicion about the door they had not entered at the entrance of the citadel. The heroes trekked back and after many tries forced the door open that had a strange script scrawled across it. To the horror of the party the doorway revealed a hallway littered with the rotten corpses of the past inhabitants. The group crushed the shambing hoard to find a small corridor at the end of the hallway. The hall was filled with remains of the great war as well as the ghostly presence of two guards who now even in death held there orders to defend their position. The kobolds knew of the evils the citadel held and forced the old door shut keeping the monsters away from the citadels new inhabitants. The party narrowly defeated the ghosts of the guards allowing there weary souls to travel to the after life in peace. The party rested once again before descending deeper into the mountainous tomb.

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The catacombs

As they delved deeper into the subterranean fort, the history of there lands could be seen. Murals, paintings and statues depicting the great warrior Mulrock were found throughout the citadel. The party picked through the spoils of the long ago war taking what was deemed valuable or historically important to the Saymarians. As the party pillaged and looted the forgotten fort they noticed the walls suddenly turned unworked ab the smell of fetid water filled their nostrils. The hall was pitch black as they reached an opening from the corridor they could see a stagnant pool of water. Within the the shallow pool stood a young black dragon, who unleashed its corrosive breathe all over the unsuspecting warriors. The party bucked an dodged as they tried to bully the black dragon into a corner. The dragon fought ferociously but in the end the party proved to much as the combined efforts of Skye and Brewntuk brought the beast down to its knees for good.

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