Sunday, September 20, 2015

Journey through the Great Pass has come to an end, next stop the kingdom of Hule



Our brave adventurers rendezvous with the cyclops trio and find their way to the massive gate that seals the entrance. The gate can only be opened by a gargantuan chain that raises and lowers the gate. The storm giant on the other side is interested in treasure and the party coughs up a healthy pile of treasure to buy their freedom. They found out the head of the leader of the Great Pass a general Forquot wasn't worth much to the giant, but treasure and magical weapons go a long way. After buying freedom the party with their mysterious companion Mel venture out of the mountains into the Kingdom of Hule. They have learned that the Master of the Temple of Death owns an entire kingdom; a kingdom of chaotic holy fanatics that have many ways to convert an unbeliever. Half the party in Orc disguises they venture into the city of Magden; tired and hungry they find a large inn filled with stranded merchants and fill up with food and ale. (And a little wine) they discover but a single room available to rent for the night and decide to to take it. The party slumbers into a drug filled sleep, except for the dwarf who manages to shrug off the effects of the spiked wine. The dwarf finds the door of the room quietly opening and a battle with gnolls begins and ends with victory for the dwarf. The inns keeper is shaken down in the morning with revenge taken by multiple slap downs and a raid on the till. Magden has more to offer as the story continues...



Thursday, September 17, 2015

Coming soon! Ochimo - the Spirit Warrior (Oriental Adventures)

'Your family and those of your friends are deeply indebted to the Ko family, a clan of merchants from distant and alien Shou Lung. The Ko have been instructed by their emperor to develop an island possession to extend the Glorious Empire of the Shou Lung. The colony there is failing because of fell spirits and dire hauntings. The Ko family is calling in old favors to discover who is responsible for these evil sendings. And if the Ko have a problem, you have a problem...

So you and your companions and bound for the island of Akari, a small pebble in the Celestial Sea. There you will find a land rich in ancient lore and guarded by the sword of the spectral samaurai - Ochimo, the spirit warrior. Yet this is only the first taste of the adventures that await you.


Our group of adventurers meet an inferno of fire....

Having been cursed by a roving band of cyclops, our adventuring party set out to find "the well of the moon". It is rumored that this artifact has the power to transport by way of moonbeams an individual to the moon. Our cursed dwarf and paladin of the cloth must bring back a cup of water or they will never leave the Great Pass. After multiple encounters they arrive at a cavern designed to funnel the party into a narrow passage.  Surprise! A massive red dragon greets the party with a bout of hot flame. The wizard succumbed to the embrace of the fiery inferno, while the charred thief rattled on death's door and the others licking their wounds.  The dwarf and cleric decide to attack while the others attended to the dying and wounded. Against all odds the dwarf rolls a natural twenty followed by 0-00 on the critical hit chart and fell the  mighty dragon with a single blow. The ranger receives a premonition by the mysterious benefactor urging her to use a magic cloak to bring the charcoal wizard back to the living. With cup of water in hand they plan to return to the wretched cyclops to end the curse. It continues....


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