Ze Island

New Beginnings!
Group 1

So the group has been split after the cataclysm that was the battle for the island. Cquinn awoke to find himself no longer a dwarf, but a giant of stone. Azarean broke free of the obsidian glass to find her draconic bloodline had taken more control, turning her dragonborn. Jane caught her breath as she reeled with new full elf looks and more in touch with nature than with the gold and guns she once sought.
Looking around themselves they found waist high, amphibian tribesman wielding torches and chanting as they made small circles around the slabs of stone the group once lay upon. As they rose naked from their slabs, the shards of obsidian and violet crystal crashed and broke as they hit the ground. One form still lay encased in a lightly glowing crystal cocoon.
The frog men did not stop their chanting as the group was urged onward by torches that wound down a dark marsh path. After a few minutes of walking they quickly reached the dark spot where the torches stopped. The large tree before them had a three foot high door fitted to the base. When they knocked the familiar form of Rattle Bones. The frog greeted his changed friends happily. They were fed and sheltered until morning rolled around. They practiced channeling the energies of their new forms. Azarean felt she could breath fire, but did not yet feel the need to show off. Cquinn felt more tactical in his combat strategies, able to now shout at his friends and startle them to attack. Jane found out she could turn into a large weasel, and vowed never to be human again. As they left the slightly renovated cave the next morning, they met the dwarf king Kragyar standing before them in the street. After they palavered with the dwarf and Rattle Bones for a while they learned a few things:
1. They had been out for 15 years.
2. They never beat the god king, they were merely pawns to set off the Stone Giant Bomb.
3. Dorris was acting as the god king’s second in command the entire time.
4. The god king was the avatar of death, not so much a god king.
After learning this, the news was dropped on them about how their revival was exchanged for the promise of ridding Bullywog Bay of some newly nesting vampires. The newly equipped adventurers were ready for action. After a little hiccup with getting the bullywog herder to hand over a riding lizard to a large weasel, they set out south to root out the vampires.
They passed from thick marsh into a more solid forest. As they got deeper the canopy was so thick and the trees so old, that the Twilight had begun to show through. The shadows of the canopy replicated the night sky, stars shinning brightly in the boughs. In their travels through the deep woods, they came across a large chasm within a few hours time. Now in mid day, they could see a few rays of light shinning away through the canopy around the pits edges and over the three rope bridges that spanned it. The three bridges lead from different paths in the woods to this one cave lower on the other side of the chasm. Crossing the center bridge to the cave on the other side, the group set off an unseen wired sound alarm. A bell rang away, echoing out of the cave. After a brief look in, they were greeted with hostility. Azarean blew fire into the caves entrance and wound up setting off a flashbang trap deeper in the cave that the vampires had planted. The trap wound up stunning the undead within. With a surprised foe, the group made quick work of the three vampires inside.

Where the world left them.

The going for the Spiral Knights was not easy. They have had setbacks in their triumphs. Upon trying to convince the mainlanders to help, their pleas fell upon the deaf ears of Captain Kark. When they could not reach them diplomatically, the knights planned to set a plot into action to frame the Deserted Bluffs for fire bombing of the ships. Swain and Jane set out with new pirate friend Steve and Azarean’s new bodyguard Boobo to set off a fire upon one of the mainlander’s ships. Swimming to one of the ships, Steve and Jane were stopped before boarding by a ship-hand and through some cunning words, found themselves ushered away rather than thrown in the brig. Swain and Boobo however did manage to board the vessel. After a brief look around Swain quickly located the powder room, stocked to the brim with kegs of black powder. Using the staff of fire he had borrowed from Azarean, he launched a fireball into the confined space. Boobo seeing a flash of brilliant light from beneath a door managed to jump from the ship before the worst of the explosion set off. Through some divine guidance, Swain managed to survive the stellar explosion with only taking a minor amount of damage. Then moving to the top of the burning, sinking ship Swain would cry out “For Deserted Bluffs” which fell almost unnoticed through the sounds of screaming seamen and other boats catching fire. Within the chaos and fire, many of the group managed to escape and find their friends. Jane and Swain however were caught and thrown into shackles on the beach. Swain managed to escape but Jane managed to get the attention of Captain Kark. After a brief interrogation, Kark had Jane knocked unconscious and roped to a bed. When Kark left his tent and went about surveying the damage, the company moved in and through stealth managed to free Jane as well as liberate some minor items.

During the fiery chaos and the shutdown of the shore encampment that happened the next day, Deadsmell began his journey back to Knight’s Valley. During a few days gallop, his horse died. Then he simply brought it back from the dead as a zombie horse and rode the rest of the way back into town with little problems. After a brief meeting with the war council, he was promoted if for no other reason than the decision had to be made then.

When the group got back, it was already time for the armies to march. They sent the goblins they had obtained the loyalty of out to destroy supply lines and cause general havoc for the Deserted Bluff’s troops. The idea was to meet them at a choke point, a bridge across the low flowing river. The group of knights went ahead of the army to scout out the area. They found a group of mages along the river bank that were setting up illusions over something they did not know or had no interest in. They were simply paid to do a job. Without further investigation as to what may have been covered up, they were forced to flee when a group of mages threatened them and after a brief scuffle it seemed the Knights were not welcome.

The Knights met up once more with the moving army of Dwarves, Elves, Humans, and Gnomes. Before the two armies met up, Kragyar King of the Dwarves let Jane know that he had a trump card of iron and gold battle golems. They were point and fire warriors of destruction. With a plan to withdraw over the bridge and back into the forest in mind, the two armies met upon the field. When Knight’s Valley’s forces got close enough to reach melee combat, the illusions upon the fields fell away and hatches opened up to unleash additional undead forces upon the forces of good. At the front of these undead were the goblins, now zombified, that were sent to cause havoc. As the forces clashed, the group slowly withdrew their forces. When they reached the opposite side and things seemed to be going their way, a force the likes they had never seen joined the battle. A necromantic stone giant began to make it’s way through the field, cutting swaths of people from it’s path with great eldritch power. Feeling such forces on the field caused Deadsmell to change sides in the middle of combat, using his powers to hinder the Spiral Knights in hopes of gaining favor with the force he believed to be the God King. When the giant finally fell his mass fell upon the monk Steve, snuffing out his light. A few moments after the battle field had grown silent, the stone giant burst and an explosion of black and violet energy burst forth and left the Knights steeped in unknown darkness, the smoke and light covering them and filling their lungs with raw chaotic energy.

Dwarven Allies

Arigos reveals that his real name is Swain and guess what, he has a kid! The lovely child by the name of Jinx, who is the child of his witchy wife, has been left with a care giver at the knights housing.
Along the road the group discovers that Lilly has gotten a rather nasty case of lycanthropy from an unknown source. After a brief scuffle and a rather shocking revelation, she agrees to be put under locked manacles during the full phase of the moon.
After a long trek to the north, the group manages to wrangle themselves some dwarven allies. The Dark Hammer dwarves have lent their allegiance to the group for the hopes of battle based glory.
King Kragyar Harsk of the Dark Hammers has even agreed to turn the water back on to the autumn forest under the condition that the elves that live there agree to give him rights on the four most easterly miles of the forest.


“Darkness falls across the land
The midnight hour is close at hand
Creatures crawl in search of blood
To terrorize your neighbourhood
And whosoever shall be found
Without the soul for getting down
Must stand and face the hounds of hell
And rot inside a corpse’s shell
The foulest stench is in the air
The funk of forty thousand years
And grisly ghouls from every tomb
Are closing in to seal your doom
And though you fight to stay alive
Your body starts to shiver
For no mere mortal can resist
The evil of the thriller” ~MJ


Lilly: “Time for whips AND chains.”

Time On The Island
The Story So Far

Who knew you could cause so much havoc in less than a week?

Time on the Enterprising Mare:

The core team of four Serin the Cleric of Pharasma, CQuinn Ryder the Barbarian, Azarian the Sorceress, and Thorndrake the Wizard were ripped from their normal life to take part of one of the first missions to the Mysterious Island that appeared to the west, far off the coast of Spring Harbor. The Lord of Spring Harbor was tasked with gathering an envoy group to investigate. He pulled the four together, hoping that their various skills would help to navigate the risen land.

After a few weeks of rudimentary training and transport, the band of merry adventurers were tossed aboard the Enterprising Mare. The E.M. is a vessel of the line, and though old, can more than hold its own in a battle. With Captain Jim Kark and First Mate Piccerd, they set sail to the island.

During their time at sea, Thorndrake managed to drink far to much and get on the foul side of the ships cook. Being banned from the galley, he spent most of the rest of his time pan handling on deck.

Serin attempted to make friends with the crew and found out from a drunken member that a previous expedition had been sent out and had never left word.

Cquin spent time in the galley making friends with the effeminate Piccerd. After bringing his hopes high, Cquin managed to pull information from an infatuated First Mate. After learning about the lighthouse and the need for it to be turned on, Cquin left for adventure below deck with the ships lady, leaving Piccerd sadly alone. After spending time with the ships crew, Cquin managed to make friends and had them shore up the small boats they were to take to shore.

More to come…


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