Siluriel Campaign

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Welcome to the Online Siluriel Campaign Wiki![edit]


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I will be using this wiki to disseminate all the campaign info and updates for our adventures. In the navigation box to the left, you can find links to the main sections. The People and Locations links lead to index pages. Below, I will maintain a running diary of events as they unfold, including xp earned, treasure found, and any other important tidbits discovered. (Newest entries are at the top.)[edit]


Monthly Astronomical Calendar[edit]


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Game Session: 4 June 2017[edit]

Game Dates: High Wyrmsday through High Thunderday, Darkslumber (17th - 18th), 178 VR (3123 AR)[edit]

XP Earned: 220 (490 total, 2nd level attained)[edit]

Items of Interest: Cut bluish-black crystalline stone set in a pendant, hermit's diary, book on history of the titans[edit]

The battle with the great frost worm is an epic affair. Gaius the paladin manages to lasso the beast and scramble up to its head, where he attempts to stab it from above. The bard and the ranger face it head on, while Pero and Enoch use their craft to attack it from a distance and keep the group healthy. Finally, the worm goes down. it is a monumental victory!

Before you can catch your breath, though, the creature bursts in a great spray of black blood, leaving nothing but stained snow -- and the remains of Sir Artimerel's arms and armor. It is a sad day for House Isnumias, as Lady Failare's second knight has fallen.

Exploring further, you discover a great inscription upon the face of the cliff, as well as a hidden hermit's abode within a fissure in the stone, perhaps two-thirds of the way to the top. The remains of the hermit, an elf named Siveyan Lynariel, lie upon his bed, a victim of old age, you suspect. He has left behind a diary, though, and you spend the remainder of the day learning about his research into the runes. Siveyan believed the runes, which are obviously of titanic origin, are some kind of protective magic, but beyond that, he was uncertain, and he died before he could complete his studies. He did also mention strange rumblings and lights and the visitations of monstrous beasts from time to time.

After a night spent in the safety of the hermit's cave, you set out for the return trip, prepared to deliver the sad news of Sir Artimerel's death to Lady Isnumias. However, before you have traveled more than half a mile, a great skyquake shakes the heavens, sending streaks of blackness racing across the sky. In addition, a glowing beacon of light erupts from the top of the hermit's promontory. You race back to investigate and discover a shimmering column of brilliant energy shooting from a large convex depression. While studying the mysterious beacon, you spy a group of odd, floating blobs of blackness coming toward you. Wisely, you step aside and watch as the blobs enter the column of energy, where they vanish.

Finally, the beam quiets again, and you set off once more on the return journey. At the site of the black pool, you find that it has dried up, leaving only discolored depression in the ground. Finally, as darkness descends, you reach first Sir Artimerel's manor, where you notify Meira of his demise, and then on to House Isnumias to share the bitter news with the lady herself. She is grateful for your service and, after hearing of your discoveries, suggests that you should travel to Loriavael, the capital of Kaldor, as well as to House Lynariel, the namesake of the hermit, in order to learn more.


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Game Session: 14 May 2017[edit]

Game Dates: High Titansday through High Wyrmsday, Darkslumber (16th - 17th), 178 VR (3123 AR)[edit]

XP Earned: 180 (270 total)[edit]

Items of Interest: Five bluish-black crystalline stones[edit]

After defeating the pair of frost worms, you investigate the mysterious pool of black ichor and find a handful of odd, bluish-black crystalline stones. You also discover a pathway leading deeper into the mountains, clearly made by a much larger specimen of frost worm, one easily as a big as a house. It appears that Sir Artimerel went that direction, so you follow the creature, as well.

In the evening, around the campfire, you examine the crystals carefully, but you cannot determine much about them. After you settle in for the night, your rest is briefly disturbed by a giant owl, but otherwise, the night is quiet. The next morning dawns clear and cold, and you set out once more, still following Sir Artimerel and the giant frost worm. Initially, the worm seems to meander aimlessly, but its path suddenly straightens and makes a direct line toward a distant promontory. By mid-afternoon, you reach an alpine meadow and the promontory stands on the far side of it. A careful search reveals the unmoving frost worm lying half-hidden in the snow at the base of the promontory, as well as the remains of an old wooden scaffolded catwalk ascending the face of the cliff wall. Before detailed plans can be finalized, the paladin, confident in his lady's blessings, begins to circle around the frost worm for a closer look.

The beast awakens and charges.


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Game Session: 7 May 2017[edit]

Game Dates: Low Fireday through High Titansday, Darkslumber (12th - 16th), 178 VR (3123 AR)[edit]

XP Earned: 90 (90 total)[edit]

Items of Interest: --[edit]

During a bout of severe winter weather, you spend a couple of weeks getting to know one another, either as guests or servants of Failare Isnumias. There is drinking and storytelling, interspersed with the occasional song from the bard, Ottmar Elendel. One night, everyone is awakened in your beds by a low rumble and the rough shaking of the ground. Is it another ominous sign that dark things are coming to the world?

A couple of days later, just as the weather begins warming and some guests prepare to depart, a serf named Koppam who is indentured to Fingolas Artimerel, one of Lady Isnumias's knights, appears and reports that a great calamity has befallen his lord's estate. Lady Isnumias sends two more of her knights, Merinial Lovianal and Worisal Balamyr, to investigate. Sir Balamyr returns the following morning, badly wounded, and reports to his lady that a horrid worm-like creature attacked the two knights and slew Sir Lovianal before dragging the body deeper into the woods.

In spite of her chagrin at imposing upon her guests, Lady Isnumias pleads with you to investigate. As new adventuring companions, you travel the handful of miles to Sir Artimerel's estate, where you discover quite a bit of blood and at least one battered cottage. Inside Sir Artimerel's manor house, you find Miera Hanoval, the knight's chamberlain, managing the rest of the tenants in the lord's absence. Miera informs you that, after one of the horrid beasts attacked the estate, Sir Artimerel rode out to track and slay it. He has yet to return.

You hike into the hills north of the knight's lands, following the trail left behind by the menacing worm-creatures. Along the way, you encounter one and handily slay it, discovering in the process that some among you have remarkable arcane talents. When the battle ends, the bard reveals that he has heard stories of such a creature, known as the Great Frost Worm.

You continue tracking your quarry and eventually reach a strange pool of bubbling blackness at the bottom of a bowl-shaped valley. Two more of the creatures lie hidden within a snowbank near the edge of the pool. A well-placed arrow rousts them and the fight is on once more.