Order of the Seekers

The Hive
Adventure 07

Due to the time limit on the corpse-preserving shroud protecting the captured specimen, the party is anxious to continue forward but must wait for a new opening to the source of the insects. In the nights that pass, the party wakes to find Maaj missing and a strange spider-hybrid creature in his place, poking around his possessions. Coming to the conclusion that it must be Maaj himself, they bear with his strange but benevolent presence. They don’t have to wait long, as only a few days later a hole does open up, allowing them to make their way into the expansive underground caverns (after fighting their way past some demons and a gelatinous cube that barred the myconids from expanding in that direction previously).

Once through, the characters are overwhelmed by the twisting passages and helpless without some sort of direction. They stumble into a nest of Ettercaps, which attempt to overtake them but are themselves defeated.

The party continues on to an underground lake scattered with the remains of eaten fish and a glimmering portal. Through this portal, the party finds a humid overgrown environment and the remains of a temple. The insect-like reptiles are swarming here, surrounding their hive lord. As they deal with the threat once and for all, a worn and maniacal Tosi appears through the portal, cursing the party and destroying the portal. With the portal destroyed, the party eliminates the last of the hive and decides to venture forth in search of civilization.

They encounter a native tribe known as the Isladrin, a fey cousin of the Eladrin that explain the party has come through the portal to their continental fishing ground and ended up on the island to the southeast of the continent. They are very helpful, though, and agree to help the party make their way back to the nearest Seekers outpost.

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Rogue Watcher
Adventure 06

As the characters return to the Order to report the details of their last encounter, they are given an urgent task from the leaders of Osemil and Nededon. They ask them to eliminate a new insect-like threat in the Woods of Orelle.

The party heads out to the Forest, where they feel a presence watching them. After some time without being able to locate the source, they encounter a tree-like being who says he is part of an organization known as “The Watchers”. It is their place to watch over the events that pass in the world, but another Watcher located in the woods has been spreading an icy influence very slowly. The party decides their task at hand is more urgent and so carries on, but the fruit servants of the rogue Watcher maliciously lead them to the Watcher’s glen so as to steal the sapphires they carry.

Irritated by the sidetrack, the characters subdue the Watcher, forcing out the spirit of Isemil that possessed him. The Watcher gives the party a pendant as a sign of friendship and the characters locate the Isladrin ring Isemil had stolen from his father and hidden in the woods when he was still living.

Carrying on, the party follow the signs of the insect infestation to a cave, where they happen upon a conflict between myconids and bullywugs. They decide to take the side of the myconids, and easily help them defend their colony, where they are welcomed by the sovereign and decide to camp out.

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Avatar of the Thieves
Adventure 05

After some contemplation, Zithel decides to find himself a retreat away from society and study the arcane arts in solitude. To fill the new hole in the party, a drow sorceror by the name of Maaj is hired, despite an unclear history and motivations.

The party is offered a job in Rothshire to the south, where an anonymous client wishes for them to deal with an unusual new band of thieves that are disrupting the usual organized crime. Upon arrival at Rothshire, the company approaches the authorities with their problem, who seem suspiciously defensive and unmotivated to act against the criminals until they learn that the problem is the new breed of thieves that have been striking recently. Suddenly cooperative, the police present the evidence left at every crime scene – a black feather-shaped dagger.

This clue leads the party to investigate a small shrine to the Raven Queen, where they (with the help of a drunkard) find the secret entrance to the sewer system and follow markings through the dangerous underground passages, cutting past monstrous centipedes and a choker lurking in the darkness. Eventually, they find a nest of kenku hidden down here and manage to dispatch them without alerting the others…

Climbing up from the nest, they find themselves in a desecrated church of Pelor, but they climb further up still to find the rest of the kenku gang. With them is their leader, Tosi – a human garbed in raven feathers and wielding powerful magic that blends seamlessly into the kenku tactics. During the precarious battle on the rooftop, Tosi feigns defeat, but disappears as soon as the party’s attention is turned.

Once the rest of the kenku are dispatched, Prime takes the quick way down from the church’s rooftop, causing quite a spectacle for the townspeople to see.

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Lashkan of the Choking Swamp
Adventure 04

With Aeldrin’s departure, the party decided to round out their group with the addition of Sienar, a rogue in the employment of the Seekers.

Ready to head out again, they were now employed to seek out Lashkan, a Poisonscale Lizardfolk magus believed to be responsible for raids on caravans heading into town.

The adventurers skillfully cut their way through the wild into the hazardous swamp, where they fought their way past some dull-witted demonic guards paired with Poisonscale lurkers.

Working their way past deadly oozes and traps, they confronted Lashkan and collected his severed head, as ordered.

Despite an assault by a pack of hyenas in the middle of one night, the party made it back to town in a timely manner to collect their reward.

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The Symbol of Salakar
Adventure 03

After a small-scale but drawn out war decades ago, an orc army basked in their greatest victory by stowing a symbol of the kingdom of Salakar they had stolen. One of their high priests of Gruumsh stored it within a perilous dual-pronged trial. Roving bands of orcs still wander the area around the trial and so the part has been commissioned to retrieve the symbol as a conclusion to the mess.

Sana is separated from the party in the trial of death and nearly killed by zombies and gravehounds accompanied by a fireball trap, but manages to survive until his friends can deal with the situation from outside the portcullis.

A similar situation occurs in the trial of fire, with Prime fighting alone, but passing the key on to the rest of the party.

The party enters the final room and coerces a mischievous witherling guardian back and forth until they can steal the symbol balanced atop his finger.

The party then makes their way back to town, where Aeldrin hears rumour of his son in another region and bids farewell to the party.

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The Truthmaker & The Trapmaker
Adventure 02

The party is sent by the Seekers to retrieve two kobold cult leaders known as “The Truthmaker” and “The Trapmaker”.

The party causes a commotion with their first attempt to infiltrate the kobold lair, but eventually make their way to The Trapmaker, cutting through kobolds left and right.

Further in the lair, they come face-to-face with a large metallic steamwork dragon, and after some negotiation and roughhousing, they disable it. This reveals The Truthmaker behind it, who submits to capture.

The party marches out of the lair with kobolds in hand and uneventfully returns to town to submit them to a church of Bahamut for trial.

Here in town Aeldrin spends six days recuperating from filth fever contracted in the kobold lair from a rat. Sana watches over him, aiding his recovery.

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Bizarre Folk at the Bazaar
Adventure 01

The players are called together for their first serious quest as part of the Seekers – A proud local noble has commissioned them to retrieve a stolen heirloom bust from a small-time dwarven mob lead by Don Biggums.

After an attempted mugging was by a pair of goblins and their pet spiretop drakes is thwarted, the party arrives at the bazaar the dwarven mob is rumoured to make base near and begin their inquiry. A confrontation with a pair of the dwarven mobsters helps lead them to the base, where they fight their way to the Don’s room.

After a relatively easy dispatching, the characters pass over the bodies of the don, his guard drake, and a goblin accomplice to lift the bust from a safe.

This sets off a trap designed to make a mess of any evidence, draining the bazaar’s pool to flood the hide-out. The party nimbly dodges obstacles and beats the flood out the front with the bust in hand.

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