4e Chaos Scar

Chaos Scar Adventure Log! Pg. 4

The party recuperated, and the next day came across a Druid elf named Kazak Nailo grumbling about the Canadian bacon that turned out to be ham instead of fancy bacon. The party inquired his purpose out here, and Kazak stated he was a world-class traveler and his journey had lead him to this place. The party accompanied by their new primal companion, and headed back to finish the off the troupe of kobolds in a cavern nearby. Upon entering the kobold lair, the adventurers did a search of the chamber. They discovered the bottom of the sink hole was connected to a network of small tunnels. Probably a means for the kobolds to escape or get to other portions of the their domain. After the druid Kazak was hoisted back up from inspecting the sink hole, Oldris Namere thought it wise to seal off this passage as to avoid being flanked later on. Oldris and Grumbar began to move stones to block the passage. Kazak used insight to find a better method to accomplish this goal. Kazak noticed the mining picks might be used to collapse some of the nearby wall and fill in the sink hole passage. Grumbar struck the wall with all his might, some bad-luck befell him as the pick ricocheted off the wall and lodged into his eye. Grumbar screams in pain as blood gushes out of his head. Grumbar removes the pick and loses consciousness momentarily as Oldris and Nevitash stabilize Grumbar. Oldris attempts to motivate Grumbar into continuing to blockade the sink hole, and using the pick and help finish the job, Grumbar is unmoved by the attempt. Navitash using silvery-tongued words gets Grumbar to assist once more. Through some prayers and feats of engineering they create a sound closure equipped with buzz-saws. Navitash and Rangrim gather the mining instruments left behind by the deceased kobolds. The party continues onward to find the cave has broken through into an old dwarven-made citadel. The party finds what looks like an old library in disarray. Kobolds and a dragonborn occupy this room waiting to attack the intruders. The party is victorious as Oldris shuts down the Dragonborn mobility. The druid whips the slinger kobolds pulling them into the great crevasse in the middle of the room. The ranger Grumbar decisively slashes through one combatant after another. Afterward, Grumbar picks up three books from the piles of codex, books, scrolls, and parchments he thinks might be valuable if restored. The dragonborn prisoner is questioned and reveals the way to the Brothers Gray via portal sigil pattern used in the room below. The party agrees to release the dragonborn if he tells them all he knows. The party approaches the desk with the ritual scroll and portal sequence, however with a discerning eye notice the desk is trapped with a password. The password is quickly considered and used to power down the trap. The ritual scroll with the portal sequence of sigils inscribed is found along with some curios chalk. The chalk is clearly not ordinary yet after a few party members attempts to discover its purpose is met with disappointment. The party lowers down a rickety kobold ladder to the teleporation circle and they activate it. Oldris readys his gear and enters the portal the rest of the party arrives soon after. They are met by several more kobolds and another dragonborn wearing drake scale hide armor. Navitash quickly begins to parley with the dragonborn, assuring they are aligned with the dragonborn and kobolds to stop the threat of the halfling gang Brothers Gray. The dragonborn allows them to pass the party is let though a large doorway into an eight foot by eight foot passage. The passage is wrought with several crafty kobold traps. Kazak is hit by spikes, Rangrim is smacked by the kissing maiden trap. Only for the group to be faced by a 20 foot pitfall trap. Oldris decides to triggers the pitfall trap. He reveals canvas tarp covered with dirt, it free falls into the abyss of darkness, well a past the light of Oldris’ equipped sunrod. Kazzak and Navitash are certain that something is just not right. Navitash ties him self to the kissing maiden trap with Grumbars rope and tries to walk across the pit. The traps illusion was too great and Navitash kicks and screams in terror as he believes he is free falling into the pit to his death. Grumbar pulls on the rope and Navitash is saved. Kazak runs across un-phased. Grumbar knowing the trap is an illusion also tries to run across but again the traps illusion is too great for Grumbar to over come and he falls down to the ground screaming in terror as he is pulled back by Navitash. Finally Navitash and Grumbar hold hands to give each other internal strength, and both successfully make it across the pit-illusion holding hands. The fighter Oldris, and the avenger of Moradin, Rangrim Spirebeard both make it past the illusion. The party arrives at the mining mill-house of the Brothers Gray. They overcome their first combat encounter with the gang, all calling each other Boss. The party enters into mill and easily takes on two of the Brothers Gray, Finneus and Lambert Graybairn.

Chaos Scar Adventure Log! Pg. 3

The party having exhausted most of their efforts in defeating the drakes and ants decide to take a quick rest before heading out of the cavern. On their way out of the cavern another wall bursts with giant ants. Closer toward the entrance of the cavern the group can hear dwarven war cries. In the aftermath the party meets Rangrim Spirebeard is an avenger of Moradin his devout nature to destroy all things evil, his typical dwarven chrisma, and having a mutual friend the Arwic wizard named Geoferry. The party invites Rangrim to rest the evening with the party. The cave made for a very restless period of relaxation, even the consumed field rations did not comfort a hungry soul.

The next morning, while still in the Chaos Scar Vale; the party decides to try to find the trail of some notorious halflings. They spent the morning hours looking for The Brothers Gray Gang; this outfit is notorious for its bloodthirsty and merciless raids on isolated farmsteads and small groups of travelers. They’re number anywhere from a half dozen to ten or more, and it’s said they use an old mine works as their base of operations. The Brothers Gray gang is named for its leaders, halfling brothers named Graybairn, orphaned from a troll raid on a distant village years ago. They’re said to be completely insane overcome with blood-lust for their lost family and friends. Given the conditions of the party after a mostly restless evening the lack of information on their actual operations, the group decides to return to Geoferry. The think maybe locating the portal near Glenden Wood that a kobold told them they could use to get near the Brothers Gray hideout might prove to be more successful.

Nevitash uses the ritual scroll to contact Geoferry The party arrives at Geoferry keep. He is very excited that party was both successful in finding his friend Rangrim Spirebeard and the party recovered some of the residium from the drake corpses. The party also shows Geoferry the fragment of the chaos meteorite. Geoferry quickly announces the true nature of the meteorite shard by declaring the fragment “Evilllll!” He talks about this meteorite has a connection with the far realm. He also informs the party that the prism curios the group left for him to study are being manufactured using meteorite shards and in their manufacture an entity of the far realm is somehow connected and to activate the object is to break it which somehow summons a horror from that realm. “Ingenuous really.” Geoferry scoffs, as he suggests using a purification ritual to destroy the meteorite pieces and their associated curios objects. He asks to have some more time to study the meteorite and the trinket.

Grumbar needing a drink and some proper rest ushers the group to head into town. Their they find a common inn called the Lord’s Unicorn . The owner is a very tired venerable Eldarin named Marcela He greets the party into his establishment and gets their drink order. The tavern-maid Shiela delivers the fours rounds of Stouts to Grumbar and Rangrim Spirebeard They both drink and eventually the stouts take their toll. A large not so bright looking man, who turns out to be a drinking buddy; Tiny from Cragstone arm-wrestles Grumbar for the the next round of stouts. Grumbar definitively drinks Tiny under the table. Nevitash is proselyting the Sun God Pelor outside the inn, and gathering for himself a small group of elven and eladrin on-lookers. The rest of the group seeks out lodging at the inn, whilst Grumbar and Sheila relaxed, cough in her room.

The next morning the party is rearing to get moving onto adventure. They decide to take the the day fare (5 gp) portal route from Arwic to Glenden Wood. The party asks some local Glenden Wood elves in town and they direct them to a chaos scar portal near the Feywild world fall. The party verifies the portal and enter with a quick twist of the world as if the world was suddenly compressed, the party emerges in the Chaos Scar Vale but in a different area than their previous foray near the Kings wall.

The arrival into Chaos Scar Vale; they note the broken wall surrounding the rim made of imported stones. Rumor has it the Virindi built the retaining wall called the kings wall. A rift in the wall makes a natural passageway for the explorers. They quickly note some kobold-sized and larger (possibly Dragonborn) reptilian tracks are discovered. As before, very little life springs forth inside the Chaos scar besides some scrub grasses, thorn bushes, and weeds. Further in the scar can be found large copses of “Joshua” trees. Most wildlife here are well suited to the harsh habitat, such as vermin, and insects, and strange reptiles scurry about looking for a meal to scavenge. The vale seems covered in a multitude of natural and artificial burrows and caverns along the various tiers of the valley walls. The kobold tracks terminate into the mouth of a cavern where the sounds of metal hitting rock can be clearly interpreted as mining.

The party being very mindful of kobold traps manages to sneak unnoticed by the kobolds and attacks them. The party has trouble stopping the barrage of various ammunition slung at them while two well equipped kobold “dragonshields” press the party. During the battle a brown dragon wyrmling is aroused and quickly goes on the offensive with claw attacks on Rangrim Spirebeard Then it polymorphs into a vortex of sand blasting all its enemies as it passes through them. The wrymling declares itself as Kethendtir “destroyer of worlds” and the preaches about the audacity of interlopers to disturb his lair. The party narrowly defeats the kobolds and the wyrmling. They quickly retreat back to the portal drop to recover from their wounds. The party makes camp and readies for their next day.

Chaos Scar Adventure Log! Pg. 2
Session #2: Journey to Arwic and beyond

The party on its journey from Cragstone to Arwic to meet a wizard named Geoferry the skilled. The group encounters an eladrin sword mage fighting a rabble of kobolds. The party quickly rushes in to assist the eladrin. The kobolds ambush area was set with deadly traps which Nadarr stepped into the blow from the well concealed kissing maiden proved fatal as he was impaled by the blades of the trap. The party although shocked, focused their attention on the kobolds. The kobolds were defeated and the one did manage to escape. The eladrin named Dayereth thanked his new found companions and explained we was traveling in the same direction to Arwic when he was attacked by the kobolds. The party noticing was desperate for better armor; Nevitash used the dead kobolds hide armor to fashion some leather armor for the eladrin, although the armor wasn’t pretty in sight or smell it was functional. Nadarr Baldric was buried roadside in the tradition of Pelor’s funerary rights lead by Nevitash.

The group arrives after a few days journey to Arwic. the town of Arwic is bustling with arcane curiosities, useful and also frivolous magic practices and presentations. After some walking around the party stumbles upon “the Bloody Wench” tavern. Grumbar asked where he may find a wizard named Geoferry? The old wizard apparently is well known by most Arwicians, the barkeep happily gave instructions to Geofferry’s abode. Grumbar thanked, the barkeep and tipped the man 1 gp which also included the cost of the ale.

Less than a mile outside of town proper the wizard’s place was came upon. A strange tower that has an impossible curve to it. The party checks the area for traps, none were noticed. The party advances to the door, and knock. A magic mouth asking who they are and why they are here presents itself. Nevitash and Grumbar mention their quest and the name of the lord mayor of Cragstone. They are welcomed inside. The party begins to explain about the evil pendant curios that are discovered and wish him to do some research upon it, Geoferry agrees if they in turn find a friend that was attacked by some drakes in the chaos scar vale rim. The party happily agrees when they learn about the residium filled boils that form on the drake corpses. Geoferry asks to find his friend who hasn’t came back this time and if they find any drakes be sure to bring back the residium. The venerable wizard cast a linked portal spell to the hunting area and hands the party a ritual scroll of elemental wind messenger. This scroll allows them to ask Geoferry to link the portal to return the party.

The party arrives at the Chaos Scar Vale rim and notice a broken wall surrounding the rim made of imported stone. Rumor has it the Virindi built the retaining wall called the kings wall. Inside the one of the fallen parts of the wall some drake tracks are discovered, later more tracks and human tracks too. Very little life springs forth inside the Chaos scar some scrub grasses, thorn bushes, and weeds. Further in the scar can be found large copses of Joshua trees are noticed. Most wildlife here are more suited to the harsh habitat, such as vermin, and insects, and strange reptiles scurry about looking for a meal to scavenge. The vale seems covered in a multitude of natural and artificial burrows and caverns along the various tiers of the valley walls. Finally the trails ends at the entrance to a dark cavern. Oldris Namere ignites his sun-rod, the walls fungi and mosses sparkle back with a purple-red bio-luminescence. The party hears the sounds of what is recognized as drakes inside. The party tries to sneak inside and are attacked by two visous grade drakes with eyes glowing purple-red. The guard drakes are dispersed and the the party advances to take on a rage drake, guard drake and two spitting drakes. The party hears a loud explosion at the entrance of the cavern. As the last drake is slain; giant ants and a strige enter to try and take the residium boils from the drakes corpse, the party being in the way are attacked on sight. The party takes heavy damage from the tactics of the ants. Nevitash supplements for help from Pelor as a resist all damage prayer then falls upon the party. The swordmage Dayereth drinks a mixed potion to heal which has some beneficial side effects. The party defeats the onslaught of giant ants, and recovers 8(9) residium boils each worth 50 gp each, and Grumbar finds within the backpack of a corpse on the cavern floor some quick hit bracers. They also find a shard of material much like the curios pendants that they found only this stuff has not been fashioned into the prisms. The party having exhausted most of their efforts in defeating the drakes and ants decide to take a quick rest before heading out of the cavern.

Chaos Scar Adventure Log!
Chaos Scar log

Time: Morningthaw

In the marketplace of Cragstone, the Aluvian capital. Grumbar a solidly built Half-Orc, wearing the former hide of his quarries as protection; keeps his hands close to his side near his trusty axes, as he fixes his gaze on the happenings of a cleric of the Sun Pelor preaching loudly to any who will hear his call. This priest calls himself Nevitash. His eye features are unusual for most kinds of humans, and Nevitash seems to use this feature to his advantage when getting or keeping peoples attention. Another individual named Oldris Namere, with obvious appearances of martial training looks upon with interest as the cleric performs small miracles in the name of Pelor.

Another gentleman asks the cleric if he can look at an item he recently purchased from a Dragonborn barbarian adventurer named Nadarr Baldric On inspection this curio was noticed as evil and tainted with perversion. Nevitash advises the owner to get rid of the item, the man being out three gold crowns was a bit distraught when hearing the bad tidings of a trade gone poorly. Nevitash showed mercy and purchased the dark item while inquiring more about its former owner (an adventurer named Baldric). The man realized quickly this had all the makings of something bigger and suggested the cleric, the ranger, and the fighter form a squad and make sure that the other curio Baldric has gets destroyed as well.

Navitash, Grumbar, and Oldris share introductions, and then press on to find this Dragonborn adventurer named Baldric. Asking around the group picks up Baldric’s trail to a provisoners called Kasty’s. The group enters the building to find that several Halflings are bound and gagged on the floor. The cleric telepathically asks, “What’s going on? Are the bandit(s) still inside?” The Halflings are unsure. they did indicatre their assailants as five humans in yellow robes and brown rimmed hats. Grumbar with back up from Oldris tried to stealthily clear the general store.

The bandits must have made a get away but no before they stole a horse and wagon and along with many of the stores victuals. The group tried to track the wagon, but the drought made it difficult to track the wagon ruts. The group used some intuition and checked the north gate; after all Kasty’s isn’t very far that location. The group arrived to the gate and got a positive identification from the gate guard. The guard said he just seen the people in yellow robes and brown hats passed by on the horse and wagon. Not wanting to be out ran by the horse and wagon. The group quickly went to procure horses but being light on funds, asked the Kasty’s if they could assist. Assistance they did receive and each were loaned a riding horse for the pursuit.

The party caught up to the brigands and a Dragonborn in hide armor wearing all sorts of teeth, feathers, claws, and other fetishes engaged in combat with two of the yellow robed brigands. The other three bandits were occupied trying to save their horse and wagon which had partially fallen into a sink hole. As the party drew nearer the wild-eyed leader of the yellow robed cult hollers “Behold, I have prophesied this! It’s a trap! Kill them all!” With that the party engaged in combat. The wild-eyed cult leader could raise his companions from the death. The seemingly harmless sink hole turned out to be an ant tunnel. The giant ants were trying to pull the horse into their domain. After some tough blows from the squad; the cultists were stopped the ants were laid to waste and the evil charm worn by the crazed cult leader broke against the wagon and unleashed a vile creature from the far realm called a taint-lasher. This aberration, a truly horrific sight, pulsed and phased in and out of reality. Those with weak will could feel their hold on sanity tear away from them. The taint creature was destroyed.

The party shackled the crazed cult leader and questioned him about these creature and the meaning of these sickly purple glowing cubes. The plot thickens as these cubes are used as transportation vessels into the world. Those with weak wills will fall under the taints influence and go to chaos scar to deliver more of these caustic curios to inconspicuous places around Dereth. The horse and cart were returned with gratitude and reward for the party. The madman was turned over to Cragstone law enforcement. The party was interested in an audience with the lord Mayor. An audience was granted and the party went to relax and recuperate from an exhilarating day at the King and Troll. The group was sent a message to meet the lord Mayor early that morning. A stately looking Eldarin wearing finely made clothing, directly asks why they take his time? Navitash tells of the danger of the taints and what they discovered about these prism like curios. The Lord Mayor asks them to go to Arwic and talk to a Sage named Geoferry . He maybe able to assist them in their quest. The lord Mayor thanked them for their service to Cragstone and the Aluvian people.

The party request horses from the Kasty’s who are happy to oblige. And on the way to Arwic destroy encounter a living plant type creature which is slowly creeping toward them. The plant is destroyed and from inside the plant a Kobold which was discovered still alive wanted the party to help him stop some Halfling bandits called the Brothers Gray. The declined his plea and discovered in a near by cavern two more of the far-realm monstrosity filled curios. The party destroyed the prisms and their occupants. The party continues their ride to Arwic.


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