Greyhawk Adventures

Danger at the Dunwater

Three hours sailing south of Safeton, at the mouth of the Dunwater, a steep promontory appears to be inhabited by a tribe of Lizardfolk.
From the sea the party spies three possible entrances, two land based trails lead up to the Dun, while a single seacave yawns openly from the sea.
Oceanus scouts the sea cave and reports that there are lizardmen sentries posted there.

The party decides to put ashore in a rowboat, under cover of the morning mist, and try one of the possible entrances from the trail. Inkee, Carylon Bren theDwarf Wizard, as well as two new companions, a Warlock and another Poleaxe fighter remain aboard the ship.

When the scouting party fails to return by dusk, the second party sets out to follow the first…

The second party enters the cave and finds obvious signs of a scuffle….Lizard and lizard men bodies lie where they fell.

Delving deeper into the complex the small group discovers a temple to the Lizard Man Diety….and are discovered! After a short retreat, the Lizard man patrol seems to have been lost, when around a bend, the band of lizards returns….and summons reinforcements.
After a short battle, many lizards lie dead or dying, the Poleaxe Fighter is down, and one of the lizard leaders speaks in broken hissing common, “Surrender”…and finding themselves cornered….the party agrees.

Hooded, bound and gagged, the party is dragged away….

Meanwhile, the first PC group finds themselves in an interesting situation…..we will pick back up there in two weeks.

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Danger at Dunwater
Oceanus’ Tale:

However, Oceanus speaks and understands only the elvish tongue.
Her name is Oceanus and she is a member of the tribe of Manaan
who inhabit the coastal waters about 15 miles southwest of
Safeton. Her stats are in the character section. She was stripped of
her weapons and armour when imprisoned, but though bruised
and hungry, she has suffered no great injury and her spirit is undaunted.
Her tribe has noted, from a dlistance, the periodic arrival of the
Sea Ghost at night at a supposedly deserted, coastal area.
Suspicious of this mysterious behaviour, the tribal chief detailed
Oceanus to follow the ship back to her port of origin and
to discover what she could of these strange proceedings. This
Oceanus did, and at the vessel’s home port (HighPort) witnessed the
purchase and stowing aboard of a large amount of weaponry.
The same night, Oceanus slipped aboard the ship to investigate
things further, but she was no sooner on deck than she was
surprised and stunned, to awaken some time later chained to
this very spot.
She is uncertain as to how long she has been a prisoner or what
her ultimate fate would have been, but if asked she will surmise
about 48 hours for the former and unpleasant for the latter. She
has no knowledge of the lizard men aboard (she has not seen
them) nor does she or any member of her tribe know of the
colony of lizard men for whom the arms are intended.
During her imprisonment she has been brought rather unpleasant
food three times and a cup of brackish, stale water about
six times. On each occasion the bearer has been a large bully
of a person with a hook instead of a left hand (the Bosun)
accompanied by another member of the ship’s crew who has
done nothing but hover uncertainly in the background. These
visitations apart, he has been left to his own devices.
If invited to do so, she will join the party with enthusiasm and
will stay with them throughout their remaining adventures
as she has been fired with the spirit of adventure.

The MilitiaMen:

Corporal -Will Stoutly – 2nd level Fighter. S 17; I 10; W 9; D15; C 12; Ch 9; hp 8.
Alignment NG. Wears chain mail with a
small helmet, no shield, effective armour class 14; armed with
broadsword and dagger.
Private-Tom Stoutly – lst level Fighter Sl7; 19;W8; D 17;C11; Ch 9; hp 8.
Alignment NG. Wears leather armourwith small helmet, no shield, effective armour class 15; armed with broadsword, dagger and light crossbow with eight bolts.

The Danger at the Dunwater:

The discovery that a hitherto unknown colony of lizard men is
in close proximity to the town of Safeton, and is engaged in
the purchase of weaponry which is sophisticated by lizard man
standards, has thrown the Town Council into dismay and
alarm. Greatly troubled and filled with apprehension, they
have called an emergency Council meeting which the
characters, in recognition of their already proven abilities, are
invited to attend. Dame Gold chairs the council.
From the crude map found aboard the smugglers’ vessel and
from information provided by the aquatic elf, Oceanus, it
seems likely that the lizard men are preparing for war. The
Town Council members devoutly hope that their townspeople
are not the intended victims, but greatly fear this possibility.
The site of the lizard men’s colony has been tentatively
identified as a coastal promontory adjacent to a small river, the
Dunwater, some ten miles south west of Safeton. The
Council considers it essential that a scouting party be sent to
reconnoitre the area to ascertain the strength and size of this
colony and the intentions of the lizard men. This would then
enable the citizens of Safeton to undertake proper precautions.
It is put to the characters that, on the basis of their
past success, they are well suited to undertake this mission. A
reward of 2000 gp is offered as an inducement, to be paid on
the successful completion of the adventure.

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Seven Feats and the Sea Ghost

The party accepts Dame Gold invitation to the weeklong Harvest Festival at her estate. The estate turns out to be a small village and many local personalities are invited.
6 contestants in addition to the PCS turn out to vie for the Hand of the Harvest Maiden. The Contest consists of 7 feats. At the last minute one of the contestants reveals himself to be an Orc from the Pomarj…but under the rules of the Harvest Fest, he must be allowed to participate.
Andris the Priest of Heironeous wins the Horse Race hands down, and is rewarded by the gift of an outstanding horse as prize.
The second feat is the joust, and the Promidius the Priest of Pelor wins the Masterworked Lance.
The Third contest is the Wrestling event, and Jarst Daro the Orc easily wins and receives a jewelled bronze Girdle.
The fourth contest is the Intelligence test, where brains are proven by the contestants ability to rink heady ale without passing out. Even with their alochol tolerance boosted by the rotten StormApples, the PCs fail, and the Orc Jarst Daro again wins. Th eprize, free training at the Pelor temple.
The fifth contest is the Wall of death where the contestants must stand on a wall while being shot at with blunted arrows. This time, Carlyon the son of one of the local nobles wins, and is awarded a magical shield. The crowd is happy that one of their own has taken a prize.
The Sixth contest is the test of Pain, where the contestants must lift and hold heated tin pots full of boiling water. Needless to say, Jarst Daro the Orc again wins the contest and the prize…Iron ingots and the favor of the local smith to fashion an item of his choice.
The last contest is the Ladies choice,where the Harvest Queen and her handmaidens must be wooed.
Despite a strong performance by Carylon and the Druid Greenfire, Andris the Priest of Heironeous wins the day and the affection of the ladies. The prize, a magical arrow that never misses its mark.

At the end of the festival, Jarst Daro is proclaimed Harvest Champion, and is wedded to the Harvest Queen…much to her disappointment and that of the Town Council. In a splendid ceremony, he is given the Sword of the Champion, and the command of the Safeton Militia. To everyone surprise, he does not leave after the festival ends, but stays on as Champion.

Soon, the dark of the moons approaches, and the Council expects the return of the smugglers. Jarst Daro at the behest of the Town Council sends Tom and Will Stoutly, two sons of a local fisherman and militiamen, to assist the adventurers. They know their way around a boat.

The party positions themselves in the House on Haunted Hill, to await the arrival of the smugglers. Sure enough late that night the light signal from a ship is observed, and the return signal given.

The party swiftly boards their rowboat and oars out to the waiting ship. Another rowboat is heard passing them in the water, headed for shore.

The party rows to the far (dark) side of the ship, clambers up the thick iron anchor chain and begins a direct assault of the crew. Within moments all of the crew are taken or killed, including a wizard, and several Lizard Men. Upon exploration of the ship, it is found to contain many bolts of Silks and casks of various spirits. A secret hold also contains an imprisoned Sea Elf, and a store of shiny new weapons. With the corroboration of documents in the Captains quarters, it is determined that the smugglers are not only smuggling goods into Safeton, but are also providing weapons to Lizard Men just south of Safeton, as well as selling captives as Slaves in HighPort.

While collecting all of the loot, a Pseudo-Dragon is discovered and selects (GreenFire or Bren) as its new companion.

Total Tally of the Loot from the Sea Ghost:
Galley Stores: Food for 10 men for Two Weeks.
Ship Stores: Tools and material for repair at sea.
Lizard Men Quarters: Silver jug (10GP), 100 Silver, 3 crude shields, three javelins, and three broadswords. Value: (15 GP)
Conjurers Quarters: Silver bowl (15 GP), Silver Caraffe (15 GP), Silver Goblet (10 GP), 50 GP coins, Spell Book. Contains: First Level: Read Magic, Mount, Magic Missile, Summon Undead I, Sleep, Benign Transposition, Deep Breath. Second Level: Inky Cloud, Summon Undead II, Summon Swarm, Web. Scroll of Wind Wall. Wand that Inkee discovered. [Metamagic Rod of Extend.]
Captains Cabin: Two potions of Healing, One of Cure Disease, and one of Neutralize Poison. Charts and Pilots Rutter. Valued at (100 GP). 1000 Silver Coins.
Bosuns Cabin: A Parrot, 200 Silver Coins, and a chest containing a spear, a dagger and a strange crossbow.
Crew Cabins:Nothing of real value.
The crew:
They all had the following on their persons: Gold Arm Band (20 GP), Gold Chain (10 GP), Gold Ring (5 GP), Gold Chain (10 GP), Gold Ear-Ring (5 GP), Gold Arm Band (20 GP), Gold Ring with gemstones (75 GP). 45 GP in coins and a blue gemstone (50 GP). Gold Ring (50 GP), Green Gemstone (100 GP), Short Sword Masterworked, Gold Ring (15 GP), Gold Ear-Ring (10 GP). Light CrossBow w/8 quarrels. Shortbow w/8 arrows. One Lizard man has a silver torc, inscribed with the lizard pictograph seen earlier (5 GP).
Cargo: 90 Bolts of various colored Silk 304 casks of various spirits, with a combined value of 5,300 GP after taxes, fees, etc….
Secret Cache: 10 Morning Stars, 10 Broadswords, 9 small shields, 20 Javelins. Total Value (215 GP)

Oceanus: Aquatic Elf Companion/Cohort

Pseudo-Dragon Familiar/Companion (No Feat required unless choosing to make it a familiar)
A pseudodragon may very rarely seek humanoid companionship.
It stalks a candidate silently for days, reading his or her thoughts
and judging his or her deeds. If it finds the candidate promising,
the pseudodragon presents itself as a potential companion and observes
the other’s reaction. If the candidate seems delighted and
promises to take very good care of it, the pseudodragon accepts.
Otherwise, it flies away.
A pseudodragon’s personality has been described as catlike.
At times the creature seems arrogant, demanding, and less than
helpful. It is willing to serve—provided that it is well fed and
groomed, and receives lots of attention. The companion
must pamper it and make it feel like the most
important thing in his or her life. If the pseudodragon
is mistreated or insulted, it will leave—
or worse, play pranks when least expected.
Pseudodragons particularly dislike cruelty
and will not serve cruel masters.
Like dragons, they
are attracted to bright, shiny objects.

Total sale of all loot:
excluding enchanted items and spell book: 6370 GP, or 1592 each. (If you sell the Masterwork weapons or spellbooks, or Rutter, this will be more)
Total XP Haul:
350 Each. +75 to Andris and GreenFire for excellent roleplaying the Ladies Choice Events.

Additionally Andris had been soliciting for Henchmen. After the PCs arrive with the Sea Ghost, there is no lack of volunteers. All will be 0-level commoners, or 1st level experts or warriors.

In addition, a crew for the Sea Ghost (10 men) will cost about 100 GP/ month, plus an Experienced Sea Captain at 20 GP/ month. Plus provisions.

Mercenary Hirelings cost about 6 GP/ month of service.

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Dame Golds Party

The party is held at her estate several leagues north of Safeton, at her beach manor.
Festivities will proceed for 7 days, ending in a feast. The party is by Invitation only.
There is also a contest being held, a ritual of the harvest, the winner receives the hand of the Harvest Maid in marriage (And a sizeable dowry…1000GP) Several locals have been invited to participate, as are anyone in the party who wishes to compete.

After the week long party comes to an end, you can gear up and make plans for dealing with teh next shipment of smugglers….

Everyne should be 2nd level now.
Hit points will be rolled at the beginning of the next session.
Please email me any new Feats or new skills or new abilities you may have acquired at 2nd level.
as well as your skill allocations.

Thanks

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Smugglers Sacked!

The Smugglers hideout beneath the old House on Haunted Hill.

The total take:

XP: 834 Each
Gold: 1,111 each if you sell everything except the spell Books. (includes the 500 each reward)

Tome: Magical properties of Gemstones by Mage Tenser 75 GP (not in Safeton)
Tome: The Magical Properties of Herbs and Flowers by Mage Tenser 75 GP (Not in Safeton)
Tome: The MEtaphysics of Mathematics by Mage Nystul 75 GP (Not in Safeton)

If a week is spent reading each book, the reader may add a +1 study bonus to K/Arcana.

Amethyst 120 GP
Magic Ring
2 Healing potions
Scroll – Divine 1 Spell –
11 Gold Pieces
Gold Earring 20 GP

Candlesticks and candles
3 flasks of oil
Lantern bullseye
tinderbox

Book: Erotic Poetry 10 GP
Book: Naval Almanac 10 GP
Book: Mesmerism 20 GP (Not in Safeton)

Illusionists Spellbook:
0: daze, detect magic, detect poison, flare, ghost sound, read magic, repair minor damage
1: color spray, identify, disguise self, silent image, ventriloquism, charm person,Deep Breath, Appraising touch, Spontaneous search,
2: Magic Mouth, Invisibility, Hypnotic Pattern, Blur, Reflective disguise, Swim

Book: Secret of the Philosophers Stone 250 GP (Not in Safeton)

Gold Human Skull 75 GP
Gold Apple 25 GP
Gold Rose 75 GP
5 Small Gold discs 10 GP each

Wizards (Transmuter) Spell Book
0: Read Magic, Amanueisis, Resistance, mage hand, mending, open/close
1: Low Light vision, Greater Mage Hand, erase, feather fall, magic weapon

Philosophers Stone (?): appears to be an ordinary, sooty piece of blackish rock.

3 garnets worth 25 GP each
Gold Gnoll Bracelet 75 GP

10 bolts of Silk 100 GP each (halved)
18 casks of brandy/whiskey/etc 50 GP each (halved)

Small Boat

Reward: 500 GP each from the Town Council and invitation to attend Dame Golds manor as guests for a week long festival.

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The Sinister Secret of Safeton

The date is early Summer(Planting) Sunday, the 2nd CY 579.

Our intrepid adventurers arrive in the fishing town of Safeton looking for adventure, and hearing that a band of Gnoll Ravagers had fled from the forces of the Keep, into the farms and villages near Safeton.
The happenstance adventurers consist of (please update your characters, THX- DM) a Priest of Pelor, a Dwarven Collegiate Mage, a half-elf Druid, and a half-drow rogue.

The Preist of Pelor immediately befriended the local Pelor clergy, and picked up some rumors regarding the House on Haunted Hill, supposedly the home to a wealthy and sinister Alchemist, until about twenty years ago. [The same timeframe that the Temple of Elemental Evil was destroyed at the battle of Emridy Meadows.]
The Dwarf Wizard mentions that he is on the trail of an arcane artifact of Dwarven design, a DoomStone that was lost when one of the wizards disappeared after the Battle of Emridy meadows. Of the items power, the Dwarf is close-lipped. He has trailed the items essence to the Wild Coast, and Safeton. Perhaps the Alchemists manor has a clue?

The Pelor clergy tells our priest that the town council has been meaning to do something about the House on Haunted Hill, but have been busy dealing with coastal marauders. Many outlying villages on the coast have been struck by lightning raids, by ships with yellow sails. The raiders have ransacked villages, carried away loot, and taken villagers captive.
Where these spoils and captives are being taken, the council has yet to discover.
In addition, with the trade route to Verbobonc being recently re-opened, the town is looking at the financial prospect of becoming a center of trade to the heartlands.

The party gears up, and on Wonday evening, in the dark of night, with only a waxing moon to light their way, creep up on the House on Haunted Hill. Many local well-wishers and children escort them to the edge of town, amid a bunch of unwanted and unwarranted hooplah. “So much for the element of surprise” grumbles the Dwarf.

After casing the house, the adventurers climb over the low stone wall, and wade through the overgrown garden to the rear patio door. The Rogue opens the door, and as the party enters, is greeted by a Horrific Haunting spectral voice that warns them away, or seek their doom.
Unmoved by theatrical charlatranry, the party is unimpressed…..except for the priest of Pelor who stands frozen in terror at the portal. After a few moments of quiet, the priest gathers his wits about him, and the party begins to explore the house.

First they discover a band of goblins, and battle ensues. After the goblins are bested, another search turns up a hideous gargantuan spider. After a tough battle the creepy creature is destroyed. Next, the rogue spies another group of goblins, so the party ducks into the kitchen, only to be set upon by a nest of Giant Centipedes. Poisoned, demoralized and frightened, the party ducks out a window, avoiding the goblins, and high-tails it back to town.

All is not lost, as the party were able to abscond with a Ring, some papers, and books, a gold earring, and a small ruby.

What sinister evil still lurks within the House on Haunted Hill?

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Encounter at the Evil Temple

Fortunately for our adventurers, help from the Keep arrived in the nick of time.
A half-elf Ranger, and a magic user of dubious nature, along with a squad of men at arms.

Despite the help, and the destruction of the skeleton/zombie horde, the evil priests were able to kill all of the men at arms, and repell the party using fear spells.

The players escaped, except for Park kour….who was trapped in a Web with the Evil Acolytes.

As suspected, the temple was consecrated to Erythnull.

Two weeks later the PCs returned to find the caves eeerily silent and abandoned.

Several left behind notes indicate that they were likely reuniting with cult members in Hommlett.
Other notes also indicate that the Gnolls were sent on a special mission, perhaps delivering the Bronze Cow Skull to some evil purpose.

The Castellan assigns Sir Renkin to travel to Verbobonc and escort his new bride back to the Keep. He intends to track down the Erythnul cult priests along the way.

The EVil beneath Bone Hill will have to wait.

End of Season FInale….enter the new 3.5 PCS….

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Return to the Caves of Chaos

WIth new companion Fade, in tow, the party returns to the Caves for a last final foray…how prophetic that phrase may be!

Upon initial arrival a tribe of Kobolds greets them and begs for their lives, offering a large pile of loot and spoils as ransom. They know about the other goblin tribes and their untimely dmeise at the hands of the Party. Sir Renkin and ParkKour gorders them to abandon the caves, and not return until sunset. Begrudgingly the Kobolds slink off into the woods….

The party enters the cave of the Gnolls, only to find it hastily deserted….Did they know the party were coming, or did they leave on another errand? At the deepest chamber Fade discovers a secret door…..and a dead human with a broken leg. A previous adventurer perhaps?

A tight and narrow tunnel dumps the party out into a cool damp storage room. with enough supplies to feed a small army for a long seige. Exiting the storeroom, Fade runs into a Gelatinous cube (quite literally!) the party tosses flaming oil at it, and retreats into the storeroom, unti it slithers away.

Once satisfied the cube has gone they continue to explore, eventually coming upon a locked iron cell door. Sir Renkin observes what appears to be a beautiful damsel n distress, so he unlocks the door and rushes in….only to be Petrified by a hideous medusa! Park Kour suffers a similar fate, while the more cautious Fade waits outside and begins to negotiate….Until a jailer arrives, but Fade surprises him and feathers the unwitting jailer full of arrows.

Negotiations begin anew, this time the medusa offers a cure for the “stoning” in return for her release….Fade agrees, and releases her from her chains, and she follows through and returns Sir Renkin to flesh. As she escapes, Fade turns invisible and hides, while Park Kour is returned to flesh. The party explores the dungeons and ransacks the jailers chambers before returning to a previously barred door.
Opening the door, stairs descend into a crypt. Once in the crypt, a terrible Wight dashes out from the ossuary and claws futilely at the Paladin. after several undecisive rounds of combat the Wight turns it cold icy attention to the lightly armored fade…with two critical blows, Fade is reduced, feeling his life essence drain from him, but not before striking atelling blow and destroying the Wight. In its chamber they discover an ancient sword and a scroll tube, and a silver dagger.

Continuing on, Fade limping along, the party follows the trial of the Medusa to the last cave opening that the party was planning to enter.
They can see the henchmen in the valley below, eerily unmoving….as if made of stone!

Deciding to try to finish off the last section, the party continues, finding a tunnel being cleared by undead laborers, a veritable army of skeletons and zombies, and a few gemstones.

Defeating the zombies and disarming the skeletons in short order, the party continues to the northern passage….sounds of chanting, shrill piping and deep moaning can be heard. The party’s footsteps echo loudly in the corridor.

ParkKour and Fade creep ahead to espy what may be within the large chamber ahead, and are shocked by what they see!

An evil rite is underway! Before a translucent shimmering red wall, an evil scene unfolds….an evil demon statue stares with jeweled eyes at the vile scene.

Eight black candelabra illuminate the room with an eerie purple light, while purple tapestries with black and red and gold sigils enshroud the room.

Before thee altars a robed priest waves a dagger while clutching bloody organs, 4 rust robed priests sit on benches to the side engaged in a monotonous chant. Behind the priest, sitting in bone chairs are four black robed priests, their faces hidden behind grotesque demon masks…

The high priest, pauses, and then speaks to the unseen adventurers…“Welcome, we have been expecting you.!”

Sir Renkin feels an evil presence behind him, turns to find a veritable army of undead, skeletons and zombies massed in the corridor behind..blocking the route to the exit!

Will our heroes survive?!

FInd out next Year! Next game will be in January………

Happy Holidays!!

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Breaking of the Fellowship

After the horrors of the Evil and supernatural below the keep on Bone Hill, Tarvik and Ord take their leave. Having enlisted in the safe and secure life of caravan guards, they are to accompany the Merchant and his wife along the Gnarley Forest road to Hommlett and Verbobonc…the first such caravan to brave the road in many months.

With such fame as the party has earned, two new adventurers offer their services…

An elf Warrior-Wizard, and a elven rogue…….
introductions to follow.

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Beneath Bone Hill

After defeating the Evil follower of Erythnull, Brother Hamis, the party slaughtered his Bugbear companions and began to search the Keep in earnest.

After surviving an ambush by Ghouls, the party continued their exploration of the keeps dungeons…
They discovered some horrible remains in what appeared to be the dungeons and gaol. Suddenly the remains rose up and a collective group of goblin zombies and skeletons! Easily sending them back their nasty graves they continued to explore, happening upon another group of the same….but one of these skeletons was a Spellcaster!

The party thought they had the upper hand until the spellcaster succeeded in casting a Sleep! spell and the entire party fell into a deep slumber except for Sir Renkin and Tarvik!

Alone, the two warriors began to systematically destroy the undead, until another group arrived, with a Zombie spellcaster! This group overwhelmed the two valiant warriors, but they were hardy and survived, forcing the Zombie-Spellcaster to flee.

Reviving the rest of the party, they discovered that the Zombie-Spellcaster had dragged Ord away when he fled.

Park_Kour tracked the trail of the Zombie spellcaster through a secret door, and a escape tunnel into the foundations of the tower of the keep. Inside were a horde of skeletons, zombies and the zombie-spellcatser. After a battle fraught with peril, the party was able to overcome the undead horde. They found no treasure, but discovered the source of the light they had seen from outside the keep….a lantern, probably a lure for unwary adventurers. Rather than continue their search, with the sun nearing the horizon, the party gathered Hamis’ horses and returned to the keep. Sir Renking was overcome with an evil foreboding…….“a terrible evil still resides in beneath the keep. We must return to discover the Secret of Bone Hill!”

Back at the Keep, the party were able to study the charts, maps and documents that they had discovered within Brother Hamis study.

A map of the area, with the Keep, Bone Hill, the Caves of Chaos, as well as the Village of Hommlett and Verbobonc clearly marked. There also appear to be several mysterious locations of note that are not explained…..

Documents that you recovered clearly point out that Brother Hamis was a priest of Erythnull, and was taking his orders from a higher authority. A letter addressed to him states, “Watch for patrols from the Keep, and send the signal to the Caves.” Obviously referring to the watchfire above the ruined keep.

A ledger shows notations of numbers and obscure entries that appear to be an account of arms, slaves and other items shipped off from the caves to Hommlett.

Sir Renkin and Vortigern, the Curate of the Keep retell the story of Emridy meadows, and the fall of the Temple of Elemental Evil near Hommlett, and how a Powerful cleric of their order was killed during the battle. Vortigern was young and was present during the battle, as was the Castellan of the Keep. Afterwards, The famous wizard Tenser, with a company of knights and rangers pursued a fleeing TOEE lieutenant into the Gnarley Forest and was never seen again.
The Keep itself was invested soon after as a watchpost.

Vortigern believes that the goblinoid raids are being orchestrated by whoever brother Hamis was reporting to…possibly individuals or a group attempting to resurrect the TOEE. It is also clear based on their orchestrated attacks on the keep that they have been searching for something…something they believe to be within or near the keep.

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