TES:D20

Session 1
Bandits Attack!

We open on High Rock, in the Breton capital city of Wayrest. Having already encountered one another during their travels, the party makes their way to the marketplace square in the center of the city. People shout and haggle prices and on this hot, summer day, dust is heavy in the air. 

The party choose to head straight to the Castle, heavily watched by members of the Lion Guard. They make their way to the queue of visitors, and after a brief encounter with two unfriendly men, they enter the Steward's office. He quickly relays that Ignar Red-Mane and his group are to be returned here, dead or alive. 

The party departs after learning that Ignar was last seen heading east to Evermore. After a stop at the marketplace and an encounter with a brute of a blacksmith, they leave High Rock and follow the river east, towards Evermore and the mountains beyond. 

Before they are able to rest for the evening, they are ambushed by a group of five bandits, possibly from the nearby Weeping Giant fortress which has crumbled to disrepair. A fight ensued, where Dar'Jee the Wanderer was wounded grievously by an arrow to the chest. Luckily, the quick healing of Rufio let Dar'Jee rejoin the fight. After a flurry of blows, many fire arrows, and an array of illusion, all but one bandit was defeated. The last escaped, leaving a trail of blood behind. 

The party looted the bandit bodies to find a silver canister with a locked cap and a silver locket. Although the tube would not open, the locket contained a velum note inside which read: Baron

The party decides to rest for the night, taking shifts to watch for any dangers. They reach dayfall with no events and proceed to Evermore. Due to unforeseen circumstances, they reach the city by dark and are approached by an Orc guard. 

He answers the Party's questions about the bandits they had encountered and suggests speaking to to the Mayor of Evermore about a reward. They depart, with Rufio and Dra'Jhad going to see the mayor, and Dar'Jee and Tørben heading their own way.

Rufio and Dra'Jhad meet the mayor and learn the bandits they slew were banished from the city to die. He proffers twenty-five gold for the sack of heads Dra'Jhad throws at his feet, which the two grudgingly accept. 

Meanwhile, Dar'Jee wanders the city and searches for edible plants. He encounters few, but those he does find are lost into his maw almost immediately. Eventually, he is accosted by the city guard and makes his way to the tavern in town where Tørben is waiting. 

The first to enter the tavern, Tørben takes a seat and is ignored by the beautiful male Breton behind the bar. After a few minutes, a young Dark Elf waitress brings him a drink in exchange for coin. Almost habitually, Tørben complains about the drink and is confronted by the Breton from earlier. After nearly avoiding a fight, he steals an ornate spigot, knocking his drink over in the process. Somehow, Tørben manages to talk his way out of another fight, just as the three remaining party members enter the tavern. 

They order drinks from the well built and strong wife of the earlier Breton, also arranging rooms for the night. The party ask about Ignar, but when she asks for gold, they do not press her. Instead, they head up to their single room to sleep for the night. While sleeping, they feel themselves growing stronger from their recent accomplishments. 

View
Session 2
Back on the road!

After resting for the evening at the local Anchor's Point tavern, or in the Bjoulsae river in the case of Dar'Jee, the party awakens rested on the second day of their adventure. The party reunites in the taproom of the inn, where Andrew, the bartender from the the night before, informs them that he does indeed have info of Ignar Red-Mane. He informs the party that they are heading east towards Kerbol's Hollow, in the guise of guards for a traveling merchant. In exchange for the information, he asks the party to investigate the strange disappearances happening in the Hollow. The party agrees, leaving the inn to tackle the day in front of them. 

Heading into the city, Dar'Jee locates the Hunter's Rest, a marksman retreat where he's able to purchase poison arrows. While that's happening, the rest of the party searches for the locksmith in town. They arrive at the house the Orc guard from the night before told them about, finding it to be in a state of disarray. After approaching the dwelling through the overgrown grass and pushing inside, they find a pile of remains that have been rotting for some time. A terrible stench greets them and, deciding it was too much for them, they decided to leave for their main quest.

While leaving, they run into Molg Gro-Shargash, the orc guard from the night before. They inform him of what they found and he is surprised at the death of Tahnny the Tinker, although not upset. Unhappily, he agrees to take the news to the Mayor while the party continues on their journey. Without another word, they leave through the east gate and continue towards Kerbol's Hollow.

They follow the river and eventually start drawing away from it, as they progress further into the mountains. Luckily it is summer, and the weather is fine. When they are almost upon the bridge that would take them towards Kerbol's Hollow, they spot an elven ruins sitting on the hills. They decide to take a chance and walk through the woods and to the ruins. They find it's actually sitting on an extremely large lake, easily double the size of the ruins. It is surrounded by large, stone walls and towers stand at each corner. 

Pushing through the front doors, they encounter a group of skeletons in the towers. With caution, most of the party moves towards the west tower and begin clearing the threat. With gusto, Dar'Jee breaks through the east tower and systematically destroys the skeletons. After the threat has passed, the party searches the two towers and find two magical items. One is a silver ruby ring of Stamina. This goes to Dar'Jee. The other is a set of blackened leather armor of health. This goes to Rufia. They regroup in front of the front gate and decide what their next action will be. 

View
Session 3
Entry through the Ruins!

With the bones of ancient skeletons standing around them, the party decides to move farther into the elven ruins. They approach a stone fortress on the other side of a courtyard and forcefully make their way inside, kicking the door open. They surprise a group of bandits who are using the ruins for a base. After an interesting battle, where a rabid man tackles and tries to consume Rufia, the party emerges victorious. They hear a large creature of sorts in a back room and decide that maybe the ruins aren't really what they were looking for. They leave the way they came in and travel back to the main road.

Not long after, they emerge on the edge of the entrance to the village of Kerbol's Hollow. A bridge leads across to a cave, with a smoky fire burning near there. To their left, a path follows a cliff side trail along a creek. They see a waterfall at the beginning of the creek, and know this is a passageway into The Hollow, without passing the guards. With the help of Dar'Jee, they make their way to the waterfall and find an underground passageway. It's flooded with water, so they swim through and emerge in a cave. 

The cave is huge, with a rickety rope bridge spanning a chasm easily fifty meters across. Below, the creek from earlier flows swiftly before disappearing into the cliffs. The party gingerly makes their way across the bridge and find a crumbling, stone building on the opposite side. They follow a small staircase up to a wooden door. Dra'Jhad is able to hear rattling on th other side and they prepare themselves for battle. 

In a battle where the skeletons outnumber the party, they push through the odds and manage to emerge victorious. Both mages and melee fall to their wrath and, once done, they find the old barracks room they had entered is actually part of an old tower. They find a map of the Hollow in one of the chests in the room, although it is crude and not well marked. Peeking outside the tower, they see the the valley of the Hollow is bathed in night, with a village visible in the distance. Deciding to rest, they keep guard and will make the trek to the village in the daylight. 

View
Session 4
Kerbol's Hollow!

After an uneventful night, the party is rested and ready to tackle the journey ahead of them. Descending the stone tower where they emerged from, they make their way towards where they saw Kerbol's Hollow. They enter the first shortly, following trails carved out by man, mer, and beast. After about a half hour of walking, the party is almost ambushed by a group of extremely large wolves that are common in the area. Luckily, due to Dra'Jhad's handy magic skills, they're able to spot the wolves and prepare themselves for the battle. 

Even with their preparedness, the wolves give them a tough fight. Outnumbered, the party attempts uses their magic and combat skills to turn the wolves against one another, and then wipe up any remnants. Although almost everyone is hurt by the huge, Warg-like beasts, they emerge victorious. Taking a few canines for trophies, they leave the rest of the bodies and continue on towards Kerbol's Hollow. 

Another hour or two walk through the Beech trees and underbrush take them to Kerbol's Hollow. It's a small village, with maybe thirty residential houses. The party walks to the town center, a circular plaza with a water well in the center. Deciding to take care of business first, they visit the general store, blacksmith, and the resident mage. While visiting the orc blacksmith, they learn that Guy Falbert would gladly pay the party for the location of the wolves they had slain. The town hunter, he could use the meat and pelts. The party decides to save this option for later and visits the magi. 

Upon entering the shop, they are confronted rather abruptly by the high elf mage, Lucilious Lamolos. After affirming they aren't with the Mage's Guild, he agrees to help and they purchase the spells they need for their journey. Rufia, being short of gold, makes a deal. As long as she agrees to return a package to Lucilious' retainer in Evermore, he'll make a deal for a couple of spell tomes for cheap. She agrees, the party already bound to return through Evermore after dealing with Ignar Red-Mane.

They make their way to the Weary Traveler and negotiate the two open rooms for the night. After a hot meal, the party rests well and awakens early the next morning. A second hot meal and a quick conversation later, they're heading off to see the mayor of the city, Claude Wickheart. It's not hard to find him in the largest house in the Hollow, placed up against the stone cliffs. 

The party arrives and is confronted by the guards at the gate. They're able to boast their way through the front gates and walk through the garden and to the door. A portly manservant greets them and takes them into a waiting parlor. Not long after, they're escorted to the Mayor's audience room. He sits behind an ornate desk, hunting trophies adorning the walls. Mayor Wickheart welcomes to the party and, wasting no time, the party confronts them about the disappearances.

Talks ensue, where the mayor informs the party that no one had been reported missing that couldn't be accounted for. He discredits the original claims and instead directs the party towards the South Caves, near the entrance to the Hollow, where they may find Ignar Red-Mane. Although the Mayor and the guards haven't seen Ignar, they suspect the caves may be a good hiding place. The party leaves soon after, leaving for the south caves. 

It only takes a few hours before the party arrives at the caves. A thorough search reveals a cave that shows signs of recent occupation. Dra'Jhad sneaks in to scout ahead and comes upon Ignar Red-Mane and two of his crew. Wasting no time, he shouts to get Ignar's attention, then casts a strong fury upon the minds of Ignar's allies. Before they can make a move against their leader, Ignar advances and plunges his steel battleax through Dra'Jhad's chest. He falls to the floor unconscious, severely wounded. 

The rest of the party rushes in and a fight breaks out. Dra'Jhad is able to regain consciousness, and Rufia heals him of his ailments. When Ignar sees the fight will be lost, he pleads for mercy and asks for the party's help. He claims one of their own party members had been kidnapped and was only the latest in a string of kidnappings plaguing the Hollow. Admitting they had done wrong along the way, he claims their intentions were pure. 

The party is not impressed and before they can finish him off, he is decapitated by his ally. After a struggle, the party is able to take down the two remaining members of Ignar's crew. They take their heads and loot their corpses, finding a vellum contract with a wax seal. Opening the letter, they find it reaffirms Ignar's words from earlier, and also lets them know the name of the missing crew member: Svanna Bear-Slayer. With that done, the party rallies themselves to find the last bandit, whether to kill or save, they are unsure. 

View
Module 1
Welcome to the new Age

Our original party leaves the city of Kerbol's Hollow after completing their task. Jubilant with surviving the werewolf attack, they let their guard down on the journey home. Halfway there, the party is ambushed at first by the sole survivor of the first bandit attack. A battle commences, and the party feel confident in their new abilities. Little do they know, the bandit has also been getting ready. 

An entire squadron of bandits, nearly twenty men, descend upon the party. While fighting for their lives, three of our friends fall at the hands of the bandits. The sole survivor, Dra'Jhad the Khajiit, is able to flee south and begins a long run away from the bandits who are determined to bring his body back to hang. He's finally able to slip their trail, for now, by hiding in the dingiest portion of the southernmost port of High Rock; Daggerfall. 

With the constant threat of discovery around him, Dra'Jhad one night overhears a Bosmer named Lidell speaking with a strong Nord warrior. After the original conversation goes south and the Nord storms away, Dra'Jhad approaches and inquires about the task. He learns that Lidell aims to enter Coldharbour and reclaim the soul of his lost love. Although he says that there is a high chance they'll never return, the 40,000 gold offered as a reward is more than enough for Dra'Jhad.

They gather the rest of their crew, a Breton named Rowley and an Altmer named Kornnil. Rowley is a pirest of Arkay and would be the only other person joining Dra'Jhad and Lidell to Coldharbour. Kornnil is the navigator to what they expect to find deep in the Abecean Sea: a swirling vortex in the sea which leads to the plane of Coldharbour. 

A swift journey and they arrive at their destination, having to pass through an arcane storm beyond measure to reach their goal. When they arrive, the sea is calm all the way up to the swirling whirlpool. Kornnil wishes them luck and Dra'Jhad, Lidell, and Rowley set out in a rowboat to the portal. Soon, the current takes them and swallows them whole. The last thought they have is the cold darkness of the waters. 

The three then awake on a strange beach. The beach is made of pebbles which are brown, black, and rough. Muck oozes between them, sticky and slimy. The water that laps at their feet, washing pieces of their rowboat onto the shore, is brackish and dark. When they turn their attention to the sky, they see huge waves of fire and clouds. Similar to a lava flow through the sky. With a sense of terror amongst them, the three know they've reached Coldharbour successfully. 

Unexpectedly, two strong souls who haven't yet lost their form see the three figures and their craft suddenly appear on the beach, out of thin air. After a tense moment, the two groups approach one another and we learn these two souls are new relative new comers to the island. One is a Redguard named Jethro and the other an Orc named Borkat. A small talk begins and the souls are eventually added to Lidell's party, where he hints that he may be able to return them to Tamriel.

They set off for the closest town, whose borders can be seen from the road above the beach. It goes by Ka'Say'ator, and upon entering, they find a bizarre sight. Instead of the torture Lidell expects, it seems this town continues life after death, with the soul figures maintaining their material realm lives. The party heads to the closest bar in the Threshold District of the city, and chats up the barkeep. They learn life goes on here, but the island is devastated every so many years by natural disasters. They also learn that the island is due for one of these events here soon. 

While talking, they're approached by a weathered Redguard who claims to have been on this island for at least ten lifetimes. He explains at the end of life, the soul is reborn again, possibly weaker if one's will isn't strong. He informs them that if they wish to find the most previous and tortured souls, they'll need to go to the fort to the south of the island: The Edge. This is where it's rumored that a single Sload, a sluglike creature that comes from islands west of Tamriel, rules the island in liue of Molag-Bal. 

Accepting this, the party heads east along the main road towards the capital city of Riverhold. From there, they can head south to The Edge and confront the Sload. Not long after they leave the town, they encounter the Lonely River. Wide and swift, a single covered bridge looks to have served as the single crossing point. As they draw closer, the party then realize the bridge has collapsed, leaving only the shell on each side of the river. 

Needing to cross, the party attempts to swim. The soul forms move across the water first without harm. When the physical form of Lidell tries to enter the water, he finds that the river water seems to disintegrate the very clothing from his body. It's confirmed this is the case with another test, and the party rigs up a rope system to link the two bridges. Ferrying the gear across, the live members of the party are left naked to swim across the river. All do so successfully, except for Lidell, who takes a mouthful of the water as he crosses. 

HIs body falls limp and begins to sink, as Jethro jumps in to saves the Bosmer. With the help of the others, he's able to take the corpse back to land. Unfortunately, it seems the water did more if consumed and Lidell is knocked unconscious. The party waits and he slowly comes around, but isn't able to form words. Deciding that Riverhold might be the best way to leave Coldharbour now that their mission had been jeopardized by the loss of Lidell, the party sets off towards the forest that separates the east and west of the island. 

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.