Legends of Old Urthe - Hell on Urthe  (D&D v3.5)

Home | The Book of Ages | Our Heroes | Maps | Races | Pantheon | House Rules | RPoL

< Back

Fifth Age - Hell on Urthe: Ferryboat Tavern

Inspired by the words of the Prophesy and the seven lights that shone in the night sky, and guided by mad old Martje, four hardy souls from this terrible New Age - Myshrall, Half-man and former Hund, Jarret, Half-Elf of the woods, Eric'K, long-nosed Elven wizard and Dirk, an old rogue haunted by his past - journeyed across the darkened lands to Orodedanai, Dwarf Mountain that was, where they awoke those who slept, though at the cost of Martje's life.

To the 'Six Walkers', Saffaris, Zhihariaster, Venelia, Brugar, Calinor and Alasha'an, it was as if no time at all had passed - one moment they were fighting and dying as they battled Seker, the next awakening to the horrors of a world, their world where the Dark Gods ruled unchallenged. But with the prophecy to guide them, perhaps they could bring hope to a world that had precious little of that commodity.

Beneath the mountain, Brugar discovered the fate of his kin, encountering the ghosts of those who had succumbed to a wasting sickness that emanated from the Portal that warded the Walkers, and who charged the Dwarf to remember them, the fallen, in the struggles ahead.

Returning to the mist-enshrouded land above, the party buried Martje before heading north seeking the coastal village of Yamenedear. But night fell all too quickly, and the rise of the bloody moon above summoned forth beasts and worse. Seeking safety, Jarret lead the party to Osen'taurie, a small hamlet nestled on the black banks of the tainted river Sankaduin, where they were granted refuge behind the stout doors of the Ferryboat Tavern. Over a poor meal, the party discussed the meaning of the Prophecy, and determined to locate the other Portals of which it spoke. There too they learned of the troubles that beset the villagers, of the nightly incursions by creatures known to them as Night Things, and of the nearby Wizard who had not ventured from his Halls since the attacks began.

As claws raked and pounded on the wooden shutters of the upper rooms heralding the arrival of the Night Things without, the party and but one of the other guests at the Inn, a local named Sharm, prepared to deal with them once and for all. Despite the warnings from Dirk, deep in his cups, Myshrall threw the shutters wide open, allowing the three Night Things entry. Before they fell beneath axe and sword, the Night Things drank of the blood of both Dwarf and Half-Man, draining something of their very life force. Sharm, a brave man but no warrior, was slain only to rise again possessed by some baleful force, though the unliving creature that he had become proved no less susceptible to Brugar's axe.

< Back