Planes in Peril

The Story So Far...

In the land of Midgard, a viking community separated from the rest of the world by a mystic veil, four young heroes uncovered a plot to overthrow the Jarl of their community. Through trickery and sabotage, a town elder planned to use a rival community as a scapegoat for false attacks on stored food. In those lean times, it took little convincing to rile the townsfolk. These young adventurers thwarted his attempts, but in the conflict the veil disappeared for a time.

Fearful of what could have entered, Riminilsiet, an old wizard who lived just outside town, sent the party to the edges of the land. What they found was alarming. Beasts warped into abominations and earth boiling and festering with evil. When they returned to their homes to relay their findings, it was in flames. A vampiric madman let loose his fury on the defenseless community. Impervious to magic, Riminilsiet had no hopes of stopping his rampage. Instead, he propelled our heroes across the planes to Faerun.

Disoriented, they found a town in desperate need of help. Selflessly setting aside their grief and confusion, they defeated a group of necromancers raiding nearby catacombs, but not before one escaped with the remains of a great hero. The only clue left behind pointed toward an elusive figure known as the Countess.

Riminilsiet, who was believed to be dead, appeared in the town’s tavern, where he informed them that a sinister cabal known as ‘the 13’ were responsible for what had happened to their home. He claimed they were sowing the seeds of despair and hate across the planes, though knew not entirely for what purpose. After hearing of the Countess, Riminisiet suspected she was part of or working for the 13, but could not be sure. With little else to work on, the party travelled north, to her last known location…

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Trouble in Voonlar

On their quest towards the north, the party encountered a number of highwaymen who had looted an entire town. After defeating them in combat, the heroes vowed to return the goods. Upon entering the town, they discovered the entire village had been turned to children. Suspicious of the outsiders and afraid of others who would take advantage of them, the vikings were imprisoned. There, a kind girl named Lorit told them their sad tale.

A great caravan had gone through town over a year ago. A wizard who traveled with them had decided to stay behind. He hardly left his room at the inn unless he needed spell components. One day, townsfolk woke to a blinding flash and were children. Seeking the wizard, the only likely suspect, they discovered he was gone.

The party agreed to help Lorit and the others if they were set free. They were shown where the wizard had stayed, hoping to discover a journal with the secret to undoing the spell. To their dismay, the wizard had laid an ambush! Once read, his spellbook exploded and suddenly his books and candelabras were on the attack! After defeating the wizard’s diminutive ambushers, Bardle discovered a way to reverse the effects… but they would need Troll’s Blood. Venturing deep into the woods, they discovered a cave that could be home to one of the foul beasts. After defeating a bizarre gelatinous cube and several invisible fungal beasts, as well as the troll itself, the group returned with the blood. Days of study later, Bardle was able to save the town.

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