Weight of Riches

Towers & Snkes Pt3
Finding the Dwarf And madman


The Heroes lead their expedition further up the white tower, to find many orcs. They found a Dwarf Prisoner being roasted over an open flame. in an attempt to help the dwarf, Chance used his wit to gain a Henchman, a lowly Orc only named “Minion” A sleep spell and a good fight later, shown that the leader of the orcs in this tower is only known as Gorn. It is also a bit of concern when the newly free’d Dwarf recognizes the old man. and claims that the old man was in his Adventuring party. and on top of that he says that the Wizard became violent and killed some of the other party members when they investigated a Ring that was found in possession of the Wizard. A ring that the dwarf still has in his possession since the incident.

It is also become knowledge that the old man (who still has no memories but remembers sand in his window) and the Dwarf feel as if they are not in thier home world anymore, as well as the strange bit of information that the Dwarf and Wizard entered a Black tower in a jungle, yet the group entered a slanted White tower in the woods, both seemed to be encircled with dying vegetation. and both seemed to be hexagonal in design.

Towers & Snakes pt2
Kyle Joins the group

After the fight, on the main floor of the Tower, just as the Heroes are about to proceed through the doors of the Balcony, Kyle Greenleaf bursts through the main doors and lets them know he has escaped from the hooded mans camp. the heroes welcome him as they continue on exploring this ancient tower. Coming Across a carrion Crawler, an Orc Archer, halfling assassin, and a giant spider. and even a Thoul. but then the Heroes found the main tower, and upon raching the next level they begin to find odd work stations of alchemy, and glass containers holding creatures in a strange fluid. one such container held an old man. Wizardafter learning how to use the crystal wand to de-activate the containers, and breaking the glass. they set an old man Free, who could not remember his name, he only remembered that he was from a land called Moon-Shae.

Towers & Snakes Pt 1
the group meets a new band of mercenaries that seem to be interested in them.
the battle with the Mansion laborers Began, They won initiative, and made a successful hit against Chance, who went unconscious . As soon as he did. Silverloche Immediately dropped his weapons and raised his hands and made the most impressive BLUFF roll i have yet seen by him. as he yelled “Wait, you freed us from the wizards spell, he forced us to assist him. but now we are free” the bluff amazingly worked. the laborers bound and gagged Chance (at this point he was dying still) as the group ran with Silverloche’s bluff and offered to take the fugitive Chance to the authorities. the Laborers agrees but to make sure that there was no funny business, 4 Laborers chaperoned the group as they planned to take Chance to the local authority, which just lay half a days travel south of the road.

AS the group left, Osaze secretly healed Chance, and made sure that he could hear his voice so that chance would not struggle and know that there was a plan being unraveled by his friends. but on the journey to the Authorities. A Regiment of Soldiers bearing a banner than none identified.Firesnake the Sgt of the Regiment was some kind of Militant Wizard. his second in command was some kind of Fighter. The Sgt announce to the group that they were looking for some “fugitives” particularly some “outsiders” who may have "different characteristics from what this region is known for. (at this point Carmen made her Disquise check as she hid in her cloak) it was then offered up by Silverloch that There were no Outsiders here, and that they were simply transporting the Fugitive Tiefling to the Authorities. (this caused the rest of the party to FACEPALM as the SGT respond with.. A TIEFLING YOU SAY? What is that?) so Silverloche began to try to play off the tiefling forgetting that Tieflings are not native to Mystara. more interesting the SGT into wanting to see this “chance”. as he approached chance he was able to make out a glance of Osaze holy symbol he wore around his neck. The SGT then said to Silverloche. “Very well, I will take the Fugitive off of your hands, and ask that you turn over the Cleric too” Silverloche noticing carmen becoming more eager to cast a spell says “well what do we get out of giving you our healer and our prisoner?” the sergeant responded with “fair enough” and threw a Bowlingball sized sack of platinum pieces on the ground near the feet of Silverloche “i am sure this payment will suffice” at this point Osaze realized that being SO outnumbered fighting would not be a wise thing to do, informs this to Silverloche. But Carmen was becoming agitated and looked to Silverloch for a sign to cast her spell. the SGt seeing the communication between the fighter and the mage new that they planned to do something foolish so he put his Ring of Spell turning on. then Silverloch jumps back and draws his sword. and Carmen Casts sleep, However the the spell is redirected to the caster and the group (except for osaze) and 2 of the Soldiers fall asleep.

At the mercenaries camp, there is a large tower surrounded by dead vegetation. as osaze is brought to the hooded leader of the mercenaries (who sits on a wooden throne) he was given an opportunity to complete a deed for the Soldiers by clearing out whatever evil is in the tower. the evil after all is a blight on the land. Osaze questioned the motives of this army of soldiers and their leader, but instead is answered with an ultimatum, Kyle Greenleaf will remain behind as a token of good faith along with the 4 Mansion Workers. and will only be let go if the group succeeds in ridding the evil of the tower. The hooded figure then went as far as to say that if the group didn’t do as asked that those being held prisoner would be killed. on top of the ultimatum, the Hooded one says he will still hold up his agreement of paying them with the sack of platinum. Hooded

so the Heroes agreed and proceeded to the tower, where Osaze immediately recognized the symbols of his patron immortal “Horon” in the decoration of the tower, along with inside statues and carvings of the same mythos. in the first floor of the tower the heroes are attacked by zombies, Zombies which happen to wear the same Horonii markings that Osaze has seen in his home land of Hollow World.

Queens Harvest Pt 1

after spending Some time in the village, the Heroes complete their training, and sell some items. while they divide the treasure, and prepare to set off. They did some inquiring about the note and the name of the wizard on the paper they got from the Evil cleric, finally Aralik informed the Heroes that the Wizard lives in a mansion off of the Dukes Road about half way to the next city.

The heroes began their quest to find the wizard and find out what the importance of the note is.

Arriving at the Mansion, the group is invited in and has a meeting with the lord of the house, it turns out the wizard they were seeking is apparently dead, and his Son has taken over the estate. not keen on weather to trust the Son or not, the group develops a plan to wait for the Lord to leave in the morning and bluff the house workers that they are there to measure for Drapes. with intent to snoop in the mansion to find out if the new Lord should be trusted. the bluff failed and the House workers defended their home with rakes.

Kings Festival Pt4
The Cleric of Chaos

B11 chaotic cleric

The Heroes rest is interrupted as Gargamel the Bugbear returned with a force of 8 Orcs, ambushing the Heroes proved to be fatal for him tho as they quickly dispersed of the orc threat with little sweat. afterword the heroes. recovered and continued their exploration of the lower level of the dungeon. down in the depths of darkness they fought some Skeletons and Zombies, and managed to interrupt a Chaos cleric who was “Doing his Thang” the party managed to kill him and find his treasure along with the exit to the caves. but needing to train Osaze the party decided to gather thier rewards and head back to town, and plan to come back and finish the last tunnel when they recover.

within the Treasure room of the Chaos Cleric, the party found this note:

B10 handout

Kings Festival Pt3
Gargamel & the hostages
Day 2—


After waking in the morning, the Heroes found that the barricades they set up for the doors did in fact keep out any nasty critters of the dungeon. tho it was obvious things did still lurk about while they slept. outside of each of the doors a pile of bloody Orc meat Fillet was left like a sacrifice, a threat, or an offering. the Heroes, never-less, continued on and immediately found a Pair of orc Lieutenants torturing a Dwarf And Halfling by having their giant spider bite them many times. the Heroes set the prisoners free and slaughtered the Orcs and their pet. Soon after, the Heroes found a Well Dressed Bugbear who could speak common, the Bugbear was not happy about being with orcs. and when the Heroes ambushed the monster the Bugbear surrendered and explained he had no desire to help the Orcs. he gave his name as Gargamel and that he was supposed to meet with the orc chief but was growing impationet and wanted to leave. so the heroes not feeling threatened allowed him to walk by and leave the cave. after which the Heroes proceeded to finish exploring the rooms on the top level before heading to the second dungeon level. at the bottom of the stairs the Heroes came in battle with giant red worms. at which time Silverloche nearly met his fate. after the battle the Heroes came to face a carrier crawler, after many of the Heroes planned a retreat strategy , the Forrester Kile Greenleaf stepped up and put two of his hunting Arrows in the Beasts eyes killing him instantly. but the wounds of the red worms were not fully healed. the heroes knew they needed to recover from their wounds before continuing on further. so they traveled back to the first floor and set up camp in the Orc chiefs chambers, here they found The dwarf and the Halfling once again. but unfortunately their slumber was interrupted as the sound of Orcs wakens the heroes up as trouble begins to knock at their door.

The Night Spent in Barracks
End of day 1


During the Night, our Heroes slept in the Barracks.

Kings festival -pt 2
Freedom of Aralic

After nearly clearing the first floor of the Orc infested Dungeon, our Heroes have managed to find much loot, and have rescued and sent the Cleric Aralic back to Stallanford. then deciding to continue on, the adventures fought bravely as they almost fell to a barracks full of orcs. needing to lick their wounds, the Heroes decided to barrier up the doors to the Barracks, and camp for the night. in doing so have found that other than 2 healing potions, 2 items in the loot acquired, are in fact magical of some mysterious nature.

Important notes—-
Orc Chief was slain, and Chance now carries the severed head with him.

A room of 6 orc females and 3 orc chilren was found, but were left alone.

Aralic was free from his captivity. He mentioned that he was being forced to heal multiple orcs who appeared to have been wounded in battle. leading to believe the orcs were either preparing for, or recovering from a battle of mass proportions.

B11 15orc chief throne

Kings festival -intro
Someone has "borrowed" a cleric, and without him, the fabled King's Festival cannot go on. Unfortunately, it looks like the orcs have him, and our heroes must rescue him.

Kingsfestival cover
You have arrived at the town of Stellanford,
on the Duke’s Road. The
town is bustling and busy, with many
visitors and merchants’ wagons seeking
hostels and stables for horses. This
is no ordinary day, for tomorrow is the
first day of the King’s Festival!
Karameikos has no king, but this
long-held festival honors a great hero of
the distant past, King Halav. Long before
Karameikos was a nation, King
Halav of the Traldar folk fought with his
warriors against evil Beast-Men. In a
great battle, Halav and the king of the
Beast-Men fell, but the evil ones fled
and the safety of the humans was ensured.
You’re rather late in arriving, and
many folk are asleep. You sniff the
pleasing aroma of cooking meat and
warm bread, and you make for the
tavern, the Hungry Halfling, for a
meal and some rest.
The inn is busy, but you find a table
right away. The friendly old halfling
who owns the hostelry charges 5 silver
pieces for dinner, a bed, and breakfast.
It’s good value though-the joint
of beef you see on the table will fill
your stomach after your long journey!
After a good meal and a chat with
your friends, you settle down to sleep
in a comfortable bed with clean linen.
Just before dawn you wake to the
sound of shouting in the streets, and
you can see flickering flames through
your window! Hurriedly, you dress,
grab your possessions, and go outside.
Townsfolk and travelers mill about,
some crying in panic or fear. You see
that the small temple in the town is
ablaze! A tall man dressed in gray
robes walks over toward you and begs
for your help.
“The orcs have raided us! They
have burned our temple, and Aralic
the Priest cannot be found. They
must have kidnapped him! The
wretched orcs have to be found and
slain, or they will be back to loot and
kill again. Two of our people are dead.
Will you help?”
At once, another man-older with
graying hair and angry eyes, wearing
leathers-steps forward beside the
gray-robed fellow and holds out his
arms to you.
“If you want to follow the orcs, I
can track ’em for you. One bunch of
warriors has already gone off looking,
but they’ve got the wrong trail. I can
show you how to find ’em. My name
is Janner and I want to help. My son
lies dead from their swords.”
His voice breaks as he points into
the distance, where the orcs have
Here is the adventure you sought!
There are evil orcs to fight, a goodly
cleric to rescue, and maybe treasure in
the caves you are told the orcs inhabit!
You follow Janner at a slow walking
pace as he traces a trail that you can
only see part of the time-a blood
stain in the grass here, a tuft of material
or hair there, some heavy footmarks
in damp patches. But after a
couple of hours Janner stops and
points to some foothills about two
miles in the distance.
“There”, he says. “Head for those
caves. That’s where the orcs’ll be. I
wish I could come with you, but I
the rage of revenge i have would hinder
your chances.” Though he clearly wishes he
could fight with you, Janner turns
and heads back to Stallanford.
You march on warily, and soon you
see a hilly mound with an unmistakable
narrow, dark entrance. You are a
hundred feet or so away, but the rock
cover is such that you can probably get
a lot closer without being detected.
What plans will you make against the
orcs within?


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