The Pyres of Irefell

The Box of Many Mysteries

After fighting their way to the bottom of the Barrowford cemetery, through hordes of zombies, skeletons, and a particularly precarious river, the party found that the cemetery actually connected to an ancient Dennish tomb, and at its terminus, they discovered a large chamber, where a necromancer was performing evil rites over an altar of black obsidian, scrawled with infernal runes. After vanquishing their foe and his skeletal minions, they came once more to the surface, where they were greeted by a dwarf riding a hippogriff – none other than Barnabus, the very dwarf they had been instructed to give the box to.

After a bit of negotiating and cautious greetings, they agreed to meet back at the inn in Barrowford to discuss the box and the implications of its discovery. At the inn, Barnabus revealed that he had come to Barrowford a year ago, waiting for a sign from his god, Kord, of a coming storm. A month ago, he began to notice the proverbial winds beginning to rise, as signs of necromantic activity increased. Finally, he tracked them to the Barrowford crypts, and witnessed a necromancer more powerful than the one the adventurers had faced, as he summoned a demonic being from the altar, slew it, and took something from its corpse. Barnabus fought with the weakened necromancer, but his foe fled before he could land the killing blow, and he lost him in the ensuing pursuit. The altar, he said, seemed demonic, and he can't help but draw connections to the legends around King Daemon Thrice-Damned, ancient lord of the Dennes, and his demonic pacts to gain favor in battle.

However, he tells the adventurers that the box is made to contain either great good or great evil, and that with the right ingredients, a plant called Seer's Root, he might be able to divine its contents. However, time is also of the essence, as the box has a magical trace on it, designed to help someone or something to find it.

In addition, Iriel found a cloak of white moth wings in the crypts of Barrowford, and after wearing it, and dealing an impressive, mortal blow to the necromancer, the cloak began to speak to the elf rogue and claimed to be imbued with the essense of Vizexa, the Queen of Moths. Vizexa was a minor deific entity who was slain thousands of years ago by Githyanki knights. Vizexa offered her the promise of increased gifts and powers in return for the promise to aid her in a quest for vengeance against the Githyanki knights who slew her and Iriel accepted, taking the first step in her pact with the Moth Queen.

View
Now Arriving: Irefell
A new party joins forces and arrives on the shores of Irefell

On The Northern Wind, a cog one day away from making her destination, Ironport, three new heroes begin their adventure together. Ehtar was keen to partake in a dice game against Boris and lost 1gp to the dwarf; five talked to Captain Strongarm about the strange woman that was aboard the vessel, but the Captain revealed that he did not have (or at least didn't care to share) any insight into her activities or purpose. 

Boris asked five if he would like to play the game of chance as the monk walked past, but five insinuated that the game was not fair and that Boris was actually a cheat. Ehtar, from below, heard the discussion and joined five in challenging Boris directly. Combined, the two adventurers were able to make Boris admit that he was a cheat and Boris offered future discounts on his magical items if they didn't report him to Captain Strongarm. Spurred on by five's idea that they could take all the profits and goods if they did report him and the Captain sentenced him to death, five and Ehtar reported Boris to the Captain. When confronted again, Boris tried to hide his cheating from the Captain but failed and was locked in the hold; as a reward, Ehtar and five were given 50gp each by the Captain.

Later that night, a final feast was had on the main deck. Despite Boris' incarceration, his ale was drunk (especially by Ehtar…) and a fine meal eaten. During the feast, five discussed the aspirations of the First Mate and later the worsening situation in Kehkmankar with a family escaping religious violence there. five tried to sneak his 50gp reward onto the patriarch's body, but was detected; after some initial reluctance, the man accepted the donation.

Everyone settled in for the night, but a great shudder awoke all hands as the ship ran aground on a rock and water started to pour into the hold. five freed Boris from his bonds and joined the rest of the party on the main deck where Captain Strongarm discovered that his helmsman's throat had been cut. The Captain demanded that Hob, a halfling cleric of Pelor speak with the dead to discern the murderer, but before the answer was gleaned, a raiding party of Sahuagin, slimy water monsters with spears, attacked the ship.

Iriel, aka Jiminawig, covered her rapier in the blood of Sahuagin as she demonstrated great fighting skill. Ehtar fought an equally matched Sahuagin before joining Iriel to fight a large, spellcasting Sahuagin on the forecastle. five used his bō and his elbows to kill one but fell overboard and barely caught himself above the water when he tried to parkour up to the helm and assist Captain Strongarm. 

Just when the adventurers and crew had the Sahuagin under control and the battle looked easily won, the last three Sahuagin disappeared overboard and a large swimming rock?! was closing on the disabled ship! 

Captain Strongarm gave to Ehtar a secret box engraved with a strange sigil

and a mission to deliver it to a cleric of Kord named Barnabus, a short way away in the town of Barrowford. To accomplish this task, Ehtar, Iriel, five, and Pock escaped into a lifeboat as a gigantic Dragon Turtle chewed through the ship like it was seaweed. 

Safely ashore in the early hours of the following morning, the party rested before setting off mid-morning into a region marked by several old Dennish barrows. Between three barrows, two of them previously opened, the group found several Skeletons battling a Rust Monster, the latter of which was drawn by the scent of metal in the freshly-opened barrows. To limit the risk of damage to their metal weapons, five went in and used his wooden bō against the rust monster and quickly defeated it while the others dispatched the skeletons. 

With the monsters killed, the party searched all three barrows for treasure and found 37 strange, old coins; a triangular rock with a rune carved into it; and two pieces of deathglass. With a bit of bardic knowledge and religious scholarship, the party recalled that Deathglass is a substance naturally occuring in and unique to Irefell, and it has the power to resurrect corpses in proximity to it; everyone agreed to remove the stones from the barrows to prevent additional dead being raised, but questioned how and why these necromantic artifacts had been placed in the barrows. The runestone, they discovered, was a key to open up the remaining closed barrow.

In the next adventure, will the party deliver the box for Captain Strongarm? Will they draw more undead to themselves? What other mysteries will they find, now landed in Irefell? 

View
Welcome to Irefell

Getting Started

Hail adventurers, and welcome to Irefell! In order to get yourself acquainted with the campaign, check out the Welcome Page, which gives a "cliffnotes" version of the land we'll be traveling to. Also check out these pages for some general information:

Lands

History

Magic

 

After that, if you're still feeling adventurous, feel free to learn more about your starting place, and our initial cast of characters (NPC's).

Campaign and DM Notes

As a DM I plan on using a lot of visual elements, wherever I can, to try and make the experience as immersive as possible. This includes some basic terrain elements and miniatures. If this proves to be a bad idea, we'll probably switch to a more traditional setup.

In general, I also tend to be a little more free-wheeling with rules as written in favor of making the adventure more exciting and not spending tooo much time in the rulebooks - if you want to do a particular action the book doesn't lay out clearly, speak up! 

Time-wise we can discuss how often we'd like to run this campaign and what player preferences are since this would mean we'd be running 2 campaigns at once - twice per month would probably be my absolute max – once a month would be more comfortable to provide enough time for me to plan a good solid adventure for each time we meet.

All classes and prestige classes in DND 3.5 (same system we've been using) are open, but know that arcane spellcasting is considered "taboo" but not outright outlawed, in Irefell.

Lastly, I want to make a world that's really immersive and incorporates personal elements of your characters, so if you want to provide any backstory for your character, any desires and wishes or other sub-plot hooks, I will do my best to work those into the main story at various points, too! And if that's not your thing, that's completely fine too!

 

View
On the Deck of the Northern Wind...

You find yourself on board The Northern Wind, an Umbrosi cargo ship hauling luxury goods and spices from the port of Arsanople in Kehkmankar to Ironport, on the southern coast of Eswyck. You have booked passage to Irefell for your own personal reasons, and perhaps you have come from one of the many ports of call between Kehkmankar and Ironport. You come with your own stories of the past, and dreams for the future…

…Dreams which have been hard to come by, as of late, as the crew and passengers of The Northern Wind have spent their journey crammed into a communal sleeping area beneath the deck, spread out on old skins and blanketrolls. Sleep is hard to come by, and you can't wait until your journey is at an end in Ironport. 

It is a light shipment, which is why the captain, Dayle Strongarm, allowed so many of you to book passage. In addition to yourselves there are a few others onboard, including a dwarven merchant and his bodyguard, a gnome cartographer, a human family with two small children fleeing religious violence between the clergy of Tiamat and Bahamut in Kehkmankar, and a mysterious, cloaked woman who is full of mysteries and short with words. You are nearing your journey's end, and as the sun begins to set, you know that when you awake you will arrive in Ironport if the winds are good and the captain's word is true.

View

I'm sorry, but we no longer support this web browser. Please upgrade your browser or install Chrome or Firefox to enjoy the full functionality of this site.