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Travels with Bolas
For this party of adventurers, Bolas was a good friend, a dependable warrior, and at one time - a ghost. Read on here of the many adventures of Bolas, Chance, Kolvidir, Marcus, Taren, and Theo. Played over the more than three years, this campaign amassed a wealth of material and even though it is no longer being played, it continues to have an effect on present campaigns.
This is a collection of non-player-character personalities which our adventurers have met and delt with in the past. Most of this information is limited to what the players know of each personality.
This is where it all began. Here Sanjian use to wash dishes for money, having been made broke paying for his ships passage from the Homeland. Find within a map and information about this small pub.
Home to the family of Chance Paedragn, this comfortable inn rested on the road between Tel-Akbar and Wereskalot. Find within a map and information about this famous roadside inn.
A recorded log of the adventures of Chance Paedragn. In this short adventure he meets "Sir Garid," Earina, and the mysterious healer called Abrahm. While most roleplaying with Chance use to occur at the table-top, this segment occured online over IRC.
In which Chance Paedragn has his first meeting with the strange Lord S.
Wherein our ties with strange Lord S. become all the more mysterious.
Wherein our hero seeks out and meets with several leaders of the community, and where he himself is sought out and met.
Wherein more clues are explored, an old friend joins in on the action, and an abandoned shipwreck is explored.
A collection of information passed out to the players of this campaign at its very beginning. It reveals information about the area they would be starting their adventure in, near the city of Tel-Akbar.
In their adventurers, our companions traveled to the city of Karthay where they became embroiled in the lies of Akriel Kartekast, daughter to Lord Kartekast of Shalost. Herein she plies her tongue to pursued the party to seek out a certain "Crown of Soldiers", with which she says can be used to impress her father to let her and her scorned lover wed. It is but the beginning of a long and twisty tale.
Our heros recovered the Crown of Soldiers from the lair of the evil witch Radaga and were thence pursueded to give it into Domini's hands. Upon returning to Karthay they met with Lord Kartekast, who revealed himself to them from a disguise. He lamented the loss of the Crown to his enemy, Domini, and spoke of the evil that would be done with it. Thence our heros return to the lands of Domini and began to see what they could learn of his true intentions. Herein is what followed.
Taren, druid of the woodlands, details the investigation of Dr. Domini wherein she and her companions traveled to several small towns and then infiltrated the keep of Dr. Domini.
Herein are some details which were inadvertantly left out from the Lady Taren's account of the adventurers investigation into the business of Dr. Domini.
These were scientific notes acquired by the adventurers when they invaded the hidden laboratory of Domini's studious mage friend, Loren. These notes revealed a great deal of information about the Crown of Souls.
This dire text, as written by Theodophilus, the party mage, details the travels of the party to the realm of Radaga and the confrontation which took place there.
The curse of Radaga, as pronounced by her foul and evil lips.
Within are details which were missing from Theo's account of our encounter with the evil witch, Radaga. Told by Taren, these provide further information as to what happened when the party traveled into Radaga's lair.
Herein the adventurers travel through the past, suffering from Radaga's evil curse and seeking how to return to their present time. Recalling legends of a powerful demon, they seek to travel through the Valley of Death and to its lair where they hope to strike a bargin.
In the words of Taren, here then is an account of the final battle with the evil witch Radaga.
In the words of the Taren, druid of Baeast, here is an accounting of the party's brave venture into the lair of their nemesis, Daglan. Somewhere deep within his formidable fortress lay the key to where the Crown of Souls was held - a rod capable of transporting its owners across the multiverse.
The story of how our stalwart adventurers plotted to penetrate the protections set by Daglan which surrounded the Crown of Souls. Thence, with the Crown in their possession, it came time to unshape the evil Crown and strike a blow against their enemy.
Penned by the hand of Taren, Lady of the Forest and Druid of Baeast, this then is the tale of the brave companions first assault against the evil necromancer called Daglan. His crown destroyed, they hope to end his ambitions for good and forever.
The first battle lost, our heros regrouped to plan an even grander and more powerful effort against the vile necromancer Daglan. Herein was the battle plan used, as devised by Chance Paedragn.
The mighty, momentous, and victorious battle waged by the adventurers against the undead necromancer Daglan fill the pages within, as told by Chance Paedragn.
Such wonderous tales and mighty battles against evil cannot go unnoticed. While bards composed verse and tale of the great deed, other people in places of power began to inquire about the successful group of adventurers. Herein is a sample of requests and honors given to the party after the fall of Daglan.
A series of spells were cast to determine the powers of a strange, small, glowing, red pyramid which was recovered by the party during one of its many adventures. Herein are the details revealed by those spells that examined the pyramids nature.
How would druids of the old faith have experienced the death of the old gods? Were there cataclysmic natural disasters before and after the Quieting? Did the druids feel a sudden ripping away of his "faith" or powers? Would he suddenly become less powerful or would his powers suddenly be gone? Would a priest have felt the loss of their god? Would his prayers seem different or useless? Would his experience be different from that of priests who worshiped the gods? These questions and more are the topic of this document; its focus is how the disappearance of the gods from Sulerin affected Taren in her youth.
A collection of journal entries written by Chance Paedragn. These entries detail the parties travels on Loche Isle, struggles against the evil necromancer Daglan, and his experiences in the Ki'kiri Jungles.
Deep underground, far from the light of day, our heros bask in sunlight, walk in the forests, and do battle. This is the first of three sessions which were played online over one summer and they take place in the middle of a campaign.
Deeper into the earth our companions travel, towards the territory of the Zith and where Bolas' lost equipment lays from ancient days long passed when he was last here, and slain.
A summary of challenges overcome while the brave adventurers traveled far across many lands, perilous dungeons, different planes, and through time itself to ultimately bring about the destruction of the evil witch called Radaga. This also details experience awarded over the course of this story arc.
A summary of challenges overcome while the brave adventurers traveled deep into the earth in search for the lost equipment of the warrior Bolas. This also details experience awarded over the course of this story arc.
As told by Taren the Druid, this is her tale of the little men that appeared in her forest one day.
The "Tomb of Yearon" is an adventure for designed for four 8th to 10th level player characters. It is advisable that the party retains the services of a rogue, a less diverse party of characters may have trouble surpassing some of the puzzles within.