Journal Posts

Cult of Cinders, Part 4
Summary: The Cinderclaws have made their headquarters in the shadow of an ancient skeleton—the fossilized remains of Dahak’s manifestation, slain thousands of years ago by the powerful magic of the Ekujae elves. In order for you to defeat the cult and save both the elves and themselves from further danger, the cult’s leader had to be defeated. In doing so, you gain the potential friendship of a red dragon who may have seen the error of his ways—or at the very least has lost interest in serving a god who has betrayed him.

Key NPCs:
Belmazog: Draconic boggard leader of the Cinderclaws
Kyrion: Young red dragon prisoner of Belmazog

Key Events:
- Destroyed the skull of Dahak
- Freed Kyrion
- Honored by Ekujae elves as kelidi
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Cult of Cinders, Chapter 3
Summary: You discover a large-scale mining operation in the middle of the jungle, a strip-mine the Cinderclaws are using to extract tainted gold from the ground. Disrupting the Cinderclaw mining operation will help to weaken the defenses at their headquarters, but could also provide you with valuable clues about the nature of your still-mysterious enemies, the Scarlet Triad.

Key NPCs:
Hezle: Female kobold alchemist and member of the Thornscales

Key Events:
-Disrupted the mine
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Cult of Cinders, Chapter 2
Summary: A fell magical influence blinds Ekujae elves who travel too far east into the jungle, so it falls to you to explore the trackless wilderness. As you explore, you discover more clues to the nature of the Cinderclaws’ plans for the region, including the creation of numerous powerful dragon pillars that help to power a deadly defence over their base of operations. Other allies and wondrous treasures await discovery within the jungle, as do ample opportunities for disease and death.

Key NPCs:
Chioma: Non-binary choral angel rescued from a kishi
Gerhard Pendergast: Gentleman adventurer
Ifiok: Tattooed female half-orc demon hunter

Key Events:
- Explored the Mwangi
- Destroyed all dragon pillars blinding the Ekujae
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Cult of Cinders, Chapter 1
Summary: You restore Huntergate to working order, only to discover that passage through the portal presents its own dangers—a manifestation of Dahak still haunts the space in between. Emerging from the other side in the Mwangi Expanse, you encounter the Ekujae elves and are brought back to their jungle settlement of Akrivel, where a great feast gives you a chance to make new friends and learn more about the Cinderclaw cult—worshipers of Dahak who have long been enemies of the elves.

Key NPCs:
Jahsi: Ekujae keledi (hero)
Akosa: Ekujae scout and freedom fighter
Nketiah: Ekujae half-elf linguist
Harriet: Lion
Ose Panin and Ose Atsu: Twin rulers of the Leopard Clan
Mauuko and Sanyo: Young dancing Ekujae
Kadija and Kuakae: Older dancing Ekujae

Key Events:
- Befriended the Ekujae
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Hellknight Hill, Chapter 4:
Summary: The PCs determine that Voz Lirayne has been using the escape tunnel that leads from the crypts of Citadel Altaerein back to Breachill, then investigate her bookshop, only to learn she’s relocated to an abandoned military station in the wilds. There, they must contend with the bandits that Voz hired to protect the outpost and her trail, all while staying on the necromancer’s heels. With Voz defeated, the PCs are free to explore the cave complex that leads to the lowest level of Citadel Altaerein—and the elf gate ring that both the necromancer Voz and the sinister Cinderclaw cult want to restore, each for their own nefarious ends. As they near Alseta’s Ring, the PCs face Malarunk, the Cinderclaw cultist who is working to reactivate Huntergate and open the way for the rest of his cult to invade!

Key NPCs:
Roxie Denn: Owner of the Pickled Ear
Demiri Yoltosha: Leader of the Bloody Blades
Renali: Anadi herbalist
Malarunk: Charau-ka Dayak cultist (defeated)

Key Events:
- Discovered notes from Voz Lirayne suggesting Lamond Breachton was a fraud
- Defeated Voz and discovered letters to Laslunn of the Scarlet Triad
- Defeated the last of the cultists and found the deed to Citadel Altaerein
- Discovered Alseta’s Ring and Huntersgate
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Hellknight Hill, Chapter 3: The Citadel Below
Summary: In this chapter of the adventure, the heroes forayed deeper into the bowels of Citadel Altaerein to investigate the dangers that drove the Bumblebrasher goblins from their home. As they did, they discovered the fragments of a dangerous cult lurking in the keep, whose stronger presence in the lower levels spells an even larger threat to the region. Finally, a secret tunnel leading back to Breachill from the citadel’s crypts looks to have been used recently by an unknown visitor—it seems that even more sinister forces might have caught wind of a possible “elf gate” and could be about to harness its power for nefarious purposes!

Key NPCs:
Pib and Zarf: Kobolds and self-described “mitey dragons”
Skorp and Venak: Charau-ka cultist deserters

Key Events:
- Identified cultists as Cinderclaws, worshippers of Dahak, god of evil dragons and destruction
- Helped Alak find his family heirloom
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Hellknight Hill, Chapter 2: The Ruined Citadel
Summary: The PCs set off toward the citadel atop Hellknight Hill, and once there, they find an abandoned building filled with opportunistic monsters, dilapidated Hellknight trappings, and infrastructure failures blocking many of the main stairways. When they finally meet the Bumblebrasher goblins on the battlements, the heroes learn about a secret doorway leading down to an even greater menace—and they must face the harrowing creature that has cornered the goblins.

Key NPCs:
Alak Stagram: Hellknight Armiger searching for a family heirloom
Sasha and Gray: Warg puppies discovered in the ruins
Calmont: Halfling arsonist
Helena Bumblebrasher: Goblin chieftain

Key events:
- Captured Calmont and saved Bumblebrashers
- Cleared ground floor of Citadel Alterin
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Hellknight Hill, Chapter 1: The Council’s Chosen
Summary: During the opening portion of this adventure, the heroes are pulled into a crisis at Breachill’s town hall, where it’s up to them to save the councilors and the gathered townspeople from a raging fire as well as a manic fire mephit. Witnesses report that the arsonist fled the town toward Citadel Altaerein. What’s more, a beloved ambassador to a goblin tribe hailing from the keep is desperately worried that she’s lost contact with her people, and she’s concerned about smoky distress signals that waft from the citadel’s battlements.

Key NPCs:
Trinil Uskwold: Proprietor of The Wizard’s Grace, where your heroes met
Melma Ann Sendari: Town councilperson of Chelish ancestry whom you met at The Wizard’s Grace
Warbal Bumblebrasher: Distraught goblin ambassador
Greta Gardenia: Head of the town council

Key Events:
- 3 dead in arson attack on town hall
- Heroes commissioned to find the arsonist and aid the goblin tribe
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