Princess of the Apocalypse

Killing the Dead
A Necromancer and Spectre Face Death... Again
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Lance Rock
Enter the Cave of the Necromancer

Following the lead Kaylessa Irkell gave them the adventures journey to Lance Rock (a large piece of stone, 70 feet in diameter, that is rumored to have been dropped by a dragon flying overhead, piercing the ground) They believe that a necromancer is living there and causing trouble in Red Larch. The suspicions are soon confirmed when the adventures enter the first room they find a group of rotting corpses that come to life when they are touched.

When the adventures had finally finished off the last of the zombies they move deeper into the cave. Being a little more cautious when they enter the next room they first inspect the entrance where they discover another group of zombies ready to ambush them. Having the upper hand they make quick work of the zombie ambushers. When the ambushers were dealt with the group finds in the middle of the room a human chained to the table. Enter Ivon a man traveling to meet the same delegation but was ambushed on his way to Red Larch by a group of zombies. Ivon joins the group and they move on to another room.

In this room the adventures find a very odd group of zombies. One is dressed like a bear, another a Knight, a Queen, and a Jester. Intrigued by the zombies the group sits back and watches them perform simple slapstick melodrama pantomime not realizing that the zombies are using there act to take the adventures by surprise. The fight had by far been the most difficult that the adventures have faced yet taking a lot out of them. The group now takes a little time to recuperate before continuing further into the cave.

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The Laughing Skull
Rise of a Skeleton Army

The adventures hear rumors about strange things happening around Red Larch. When talking to one of the local shop owners Endrith Vallivoe of Vallivoe’s Sundries, they hear about a small group of travellers that was attacked by a massive army of skeletons. The group decides to investigate a little more before taking action.

When at the local pub Helm of the Highsun the adventurers find a small group of travelers pale and shaking. The party convinces one of the travelers to take them back to where the army attacked them. When they get close the traveler stops and points in the direction of the attack where a sinister laugh can be heard. The party moves in the direction of the laughing and find a skull that has been pinned to a tree by a black arrow. Farquad touches the arrow and the party is thrown back by a massive shock wave and immediately hundreds of skeleton hand pop out of the ground. The army pulls itself out of the ground and starts to attack the adventurers. After failing a Skill Challenge the party is overrun by skeletons and knocked out.

Waking up the group all find themselves on the ground with the same feeling of dread. The army seems to have gone but the skull remains laughing, pinned to a tree. One adventure shoots the skull with an arrow and the skull shatters, falling to the ground and the laughing ceeses. The party instantly realizes that their sense of dread has vanished and they return to town. The small pack of travelers also are in much higher spirits and pay the party for freeing them of the curse.

The party returns to the Swinging Sword Inn where the innkeeper Kaylessa Irkell ushers them over. She tells them her theory of why the cursed skull was there. She offers to pay them to inspect a landmark just outside of town called Lance Rock where she believes an old necromancer dwells and performs all kinds of evil magic.

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The Adventurers Arrive in Red Larch
Of Bears and Bows

One by one the adventures arrive in Red Larch, each eagerly awaiting the arrival of a special delegation from Waterdeep. Do to the delay of the delegation the adventures find nothing but time on their hands. The local Constable, Huxley finds the characters and seeing that they seem fairly capable asks for assistance in taking down some of the local riff-raft, which he feels poorly suited for accomplishing on his own. For a small sum they agree.

The adventurers stumble across a small encampment just outside of town where a small band of bandits has captured a bear, keeping him locked up in an iron cage. Things quickly become hostile and the party takes out the bandits with the aid of a small pack of naturalists seeking to free the bear. The naturalists decide to join the party when they realize that they are all awaiting the arrival of the same delegation.

The now larger party returns to Red Larch to receive their payment for taking care of the bandits are bringing one back for questioning.

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