Iron Company Adventures, Inc

Gildebrag
Along with fellow adventurers Oliver McNibbleson and Lucius, Kromork has recently been in the service of the Kingspair of the Sarriahn Dynasty. He is adept at accomplishing the given task, but has a penchant for causing a bit of complication for the Kings. While on their way to The Snagmire in order to rid the swamp of goblin raiders and claim the land for the dynasty, Kromork was molested by a high ranking member of the Morrill family. Not being one to take kindly to egregious insults, a scuffle ensued that resulted in the accidental death of Sir Gannet Morrill. Kromork and his companions buried Sir Morrill with dignity and continued on their way, neatly solving the goblin raider problem and setting the stage for a grand alliance between the Sarriahn Dynasty and The Ahrezi. However, on their return journey they were intercepted by his cousin, Sir Gannet Morrill and were escorted to Dragon Spear along with a contingent of the exiled knight's retainers. The Iron Company companions were set forth to the retched Principality of Gildebrag, there to solve the mystery of the stymied flow of the mighty Sarriah.

To their great surprise, they discovered a heretofore thought extinct dwarven settlement. While there, the companions heroically defeated the undead sorcerer Nyrtn Korval of Oxcrossing, discovering the initial thread of a Gildebragian plot going back centuries. Unfortunately, their skill in disguise was not quite up to par with their skill in battle, and noble Djorn Wyrmbellow, brought back to negotiate a lasting peace and alliance with The Sarriahn Dynasty was discovered, leading to an unfortunate run in with forty odd Gildebragian guardsmen and an unknown wizard of some power. The resulting death of said forty guardsmen in a rain of fire is somewhat likely to lead to some trouble between the two nations, especially considering the news that some in Gildebrag consider the companions responsible for the death of their High Seer. The journey home was more perilous than Kromork thought it would be (or should be, the crew was within the borders of a civilized land), and the party faced death at every turn. The Dwarves of the Southern Thundersummits, perhaps sensing the growing malice from The Principality of Gildebrag left stone golems as sentinels guarding the entrance to their lands. Unfortunately, the sentinels mistook our fair heroes and attacked, leaving little choice but to destroy them. Further along the path, while passing through a mass cemetery dating to The Push, the Sarriahns were lured into a waking dream by some malicious spirit. The spirit tried to eat Lucius face, and was semi-successful. Luckily, Lucius proved too spicy a morsel, and the spirit did not return for a second bite. As you might have expected, the Iron Company crew were greeted as heroes upon their return, "the Heroes of the Stormgate". The Kingspair were surprisingly understanding regarding the possible reigniting of a war, and rewarded the heroes quite handsomely. They were even invited to the Sarrhian Archive by Exinidor Alfiron himself. Lucius, having partaken of a large quantity of wine, declined to join Kromork and Oliver on their expedition. Oliver was beside himself with joy at the opportunity and prepared quite an extensive list of research.

Kromork, not knowing the value of research, was shocked at the advantages contained in these books. Particularly the knowledge gained on how to overcome the Hag in Starhold keep! There were some boring details about Korval that he left to Oliver's more rigorous mind, envisioning the Barony Felton unfolding around the Starhold. Research in to how to run a keep, while a little dry, seemed a particularly useful next step. Unfortunately for Kromork and Oliver, one nephew of the king, Oisin Glyndan was non-plussed by their foray into the particulars of land ownership. To show is disfavor, he attacked and nearly killed them both (quite rude!) only to permanently polymorph his face into nothing when he realized he was defeated. Now, killing the son of one of the most powerful women in the Sarrhian Dynasty might have proven a stumbling block for many an adventurer, but our intrepid heroes convinced the Kingspair it was self defense(true), and went on their way.

They proceeded back to the Iron Company where they struck a bargain with Notoroc to give them 15% of all earnings coming from dealings with Sir Olex Stemclipper (as well as with Sir Zander), paid their commission to the guild, and set out drinking. On their way to the Witches Tit, Oliver and Kromork collected Lucius from his favored alley, making only the tiniest of snide remarks. just before departing the area, Notoroc caught up with them to deliver a plethora of correspondence, most pressing of which was a invitation from Speaker Eliriah Glyndan to meet her after dinner and please explain the earlier dispatching of her only son (yikes). Prior to that meeting, a drink was felt to be in order, so the crew met Sir Zander for dinner. Oliver accidentally became inebriated on "Long Tea" and then our adventurers were off to Oakstring Manor. The guards there were very suspicious, asking at least twice if a gentlemanly half orc would make trouble (once is expected, twice is just rude). Luckily, Kromork is a master at social interaction and smoothed things over all the way to the meeting with Lady Eliriah. There Lucius made off the cuff remarks, Kromork explained what happened, and Oliver cried excessively. Somehow, that lead the Lady to ask the heroes of the Stormgate to enter her employ and discover in what her son had become embroiled. With that out of the way, or intelligent heroes used their hard won knowledge of the hag to prepare with potions from Barislav Binkley's Bottles and Brooms. With nothing left to do but set out, our heroes...set out.

The Ahrezi Swamp
They met an upstanding gentleman in the Kings' employ by the name of Petras, who joined Kromork for the most horrendous lute duet heard in the Dynasty for the last 100 years. On the road, appeared a group of scallywags, lead by Sir Dancel (HAH!) Morril, nephew to Sir Rastor Morril, and somehow even douchier than his uncle. A fight started to ensue until Oliver decided it wouldn't, and charmed every last one of the buggers. Not wanting to kill unneccesarily, but also not wanting to allow douche bags free reign of the country, the Heroes of the Stormgate arrested the scoundrels and returned to Dragonspear to leave them in the custody of the City Guard. All proper affidavits completed, they returned at breakneck speed to the Petras and his wagon. Once they caught him, they proceeded to spend the next three nights dicking around. Not all the time was in vain though, as Lucius was able to set up a ring of thieving 12 year olds back in Dragon Spear, netting himself 6 gold and resulting in only one juvenile death. Eventually the group arrived at the crossroads and the entrance to the Snagmire. Luckily, Oliver was able to contact their fast friend Keirush, and she agreed to meet them and escort them back to the current location of the Ahrezi. Realizing Allura could not travel the swamp in Elk form, Kromork re-summoned her as a Stride Gator, and Oliver mounted up. The Iron Company men, upon their arrival, had a nice dinner and went to bed, all except Lucius, who decided this was a good night to rip off unsuspecting Arhezi commoners and also try Opium for the first time. Being a novice, he "did" way too much, and awoke feeling a little worse for wear. Lucikly, Kirush saved the day again, providing an nice, tasty tea to cure him of his ills. That done, it was time for the Heroes to put all of the research and planning to good use. Given that they had spent days in the Library researching, and days more in the wagon planning, they were sure their plan was fool proof. That being the case, Oliver disguised himself as a small Ahrezi child, and Kromork and Lucius masterfully followed him at a safe distance, trying to draw the hag out. After a good deal of skipping and humming, nothing happened, so Oliver headed to the keep. Once there, he spotted a quite obvious trap, pointed it out to his stealthy companions, and headed through the gate. There he was called perhaps the worst thing imaginable, a "stupid child". Fueled by fury, he discovered his invisible heckler, and it turned out to be Keirush herself. Insulted beyond belief and feeling betrayed, Oliver unleashed a wave of thunder. His stealthy companions ran in as fast as they could, and battle ensued. The companions exchanged blows with the hag. Keirush, realizing the stalwart nature of the heroes, cowardly turned invisible.

With no one left to destroy, the companions decided to catch their breath. After a short rest, they started searching the Starhold for any sign of a nasty Hag named Keirush using the help of Oliver's unseen servant (Terrance?). In the second tower, Oliver had a premonition and kindly asked Kromork to block the only exit. Now, Kromork has many talents, and being bulky and "in the way" as Maggy always put it, is one of his finest. To all of their dismay, he felt nothing more than a cold presence brush against his neck, and then it was gone. Kromork was sure it was something dastardly, like a spider, but could never place the source, and so the search continued. The rest of the Keep was empty and in disrepair, so the adventurers searched the back left tower, lovingly referred to as non-collapsed tower two (NC-2). Terrance? discovered a trap at the entrance to the tower that paralyzed any living creature that stepped through it, but Lucius, mad genius and arcanic know it all, discovered the trap's one weakness, a rock with fungus growing on it. Once inside the tower, and after only resting twice, Kromork removed a large pile of discarded metal to discover a door to the basement. Thinking that could wait until later, Lucius decided to grab his previous rock experiment and was promptly paralyzed. Luckily, the previous mentioned metal was still laying around and was used to dislodge him. Feeling pretty confident that whatever evil remained in the Keep was lying in wait on the other side of the door, Oliver sent Terrance down the basement steps. Finding nothing to fear, and knowing in his mind he is the tankiest of all gnome wizards, he followed behind, only to miss step 13 and plummet Goofy style to his apparent death. Luckily, Oliver knows a spell or two and was able to teleport to safety. Lucius and Kromork jumped the steps that had fallen away, and the three stalwart adventurers entered the basement of the Starhold. Everything appeared to be safe, which was the scariest part.

Luckily, Terrance knows no fear, and sauntered ahead through the basement. He came upon a well in the middle. Knowing that Fae are tricksy, Kromork inwardly hoped he wouldn't look in the well, but since they were being stealthy (Kromork especially), he didn't say anything. Terrance looked in the well and promptly ceased to exist. The three adventurers decided looking in the well was a bad idea, and didn't. It was at this moment that a stray sound caught Kromork's attention. He spotted Keirush at the back of the room, doing her best to sneak around (luckily she was not as good at it as Kromork). Putting on his best I didn't see anything performance, Kromork tried to play it cool. Lord knows, he isn't cool (rolled another damn 1), so Keirush knew the gig was up. Thus entered her two sister hags, and battle ensued, this time for real.

Beginning like most battles, Kromork smashed the sneaky Hag (we'll call her hag 1) with his sword 4 times (surprise round). Lucius targeted hag 2, using his ability to cast multiple spells to great effect, and searing her with many beams of fire. Oliver, still enraged by earlier be called both stupid and a child, zipped off after Keirush. The battle seemed to be going in the heroes' favor. Kromork, seeing that Lucius had gravely injured his opponent, stopped attacking hag 1 and focused on hag 2. Oliver deftly countered everything the hags tried to do magic wise, and Kormork taunted them to keep them attacking him and off of Lucius. Just before hag 2 was about to drop (after several more attack than Kromork thought entirely possible), she finally got off a spell and dropped a lightning bolt on Kormork like you wouldn't believe. It hurt. The hag died. Now down to two hags, hag 1 was also quickly dispatched after trying and failing to sneak a spell past Oliver. Keirush, seeing her companions being dealt with systematically, turned invisible. She tried her best to sneak up on Oliver and murder him. Luckily, Kromork is more perceptive than he is sneaky, and saw her. He dashed over beside her, and having used his action to get there, stood menacingly. Lucius, seeing one enemy standing near two allies, became incensed that he was not invited to the party and dropped two fireballs in a row (luckily he has a deft hand). Kierush did not appreciate this fact, and being the sneaky bitch she is, noticed he had placed himself directly in a line that just happened to be shorter than the length of a lightning bolt. Unfortunately for both, Oliver happened to be hiding manfully behind a pillar, and so could not counterspell her. Lightning bolt number two hurt just as much as lightning bolt number 1, and Kromork thanked Tyr he had remembered to inspire himself earlier that day. Although she appeared disheveled, Keirush was still able to withstand Kromork's multi-attack smites. It was at this time that she started monologuing, as evil bitches tend to do. Kromork, being an astute listener (that's right ladies), noticed that her voice did not match the Keirush he knew previously, and was convinced that her face was an illusion. Reeling from fire and sword, she was not able to withstand what came next. Oliver appeared as if from nowhere, and smote the hag with his mighty Ray of Frost, proving to Lucius that he is also a master of ice.

The Sunset Sea
The Iron Company Men searched their new abode, only to find that Hags, while scary and disquieting, are terrible housekeepers and apparently not very good at financial planning. Between the three of them, the keep is in ruins, and they managed to scrape together 45 gold over the course of 200 years. Kromork, Oliver, and Lucius spent the rest of the day relaxing. Oliver practiced his spell work and read, Lucius did secret things in the corner that no one asked about, and Kromork start moving piles of rock. They went to bed happy and healthy, content in their keep. Startled awake from a dream about Fey creatures prowling the night, Kromork heard a distant sound. He wasn't exactly sure what to make of it, but it sounded like screaming. He awoke his companions, and Oliver contacted Keirush to see what was the matter. She responded that a lot was the matter, but in particular mass chaos and slaughter in the Ahrezi village and would we please send help if it were terribly convenient. Being it was 2 am in an unfamiliar swamp, it was not terribly convenient, but that would be an impolite response, so the Heroes of the Stormgate devised a fool proof plan. Well, they devised a plan anyway. Tying kerchief's about their noses (and Oliver over his eyes as well), the team set off with Alura in the lead (good gator). It was slowish going, but eventually Lucius spotted the clearing the Ahrezi currently called home, and the group investigated. The camp was in disarray, and it was obvious violence had occurred, but it's extent sunk in when Oliver discovered poor Monty nailed to a tree.

The trail of dead grew ever more ominous, leading the heroes to an abandoned shack in the swamp. Moving cautiously (and invisibly), Oliver went to investigate. There he saw men with their heads covered with burlap sacks, appearing to be part of some military outfit. Being a civilized man, Oliver gave these degenerates the same benefit he would give anyone. Instead of using his position to ambush, he gave them every chance to prove their innocence, forming the image of a child escaping through the bushes. Of course, they immediately tried to chop said child, proving themselves worthy of destruction. What commenced was a tactical gem, always zigging when these hoods thought we would zag. Rounding a tree chasing Kromork, a hood would find himself face first in a firebolt. Then, thinking he was chasing a squishy sorcerer, the next hood rounds the hedge only to come face to face with Kromork's blade. In this way, the hoods were dispatched, all save one who Oliver charmed and was saved for questioning. At this, Kromork embraced his inner half orc, and growled in an extremely intimidating manner. The hood, thoroughly impressed, politely pointed out that he is controlled by a Lich and saw worse at the breakfast table on a daily basis. He was then executed for crimes against they Dynasty.

The Iron Company men set out once again, coming upon a Privateer ship docked in an inlet, it's row boat heading upstream. Initially leery of meeting more involved in the apparent Ahrezi genocide, Lucius hid in the bushes to provide covering fire(ball) as Kromork and Oliver approached. Initial greetings were given, and the crew met Dinkalian Eastreef, or Dink for short. They learned that similar attacks had been carried out upon all of the Trust of Eight, the elite pirating group that includes the Ahrezi people as one of it's members. Dink led the adventurers to Nesthaven, where they were reunited with Keirush the Sheller. It turned out that all these attacks were apparently in response to the Trust of Eight not turning in their customary four human sacrifices per month to the Lichlord of Languil for the last three months running. A meeting ensued between the captains of the Trust and the adventurers from the Iron Company. Initial excitement over the opportunity to go apirating was quickly replaced by confusion on Kromork and Lucius' part and outright shock and disgust on Oliver's at the lack of thought that the captains of the trust had put into dealing with this Lichlord. Apparently, 50 years of thinking and planning and left them with the grand plan of not turning in their allotted captives and panicking when the promised retribution occurred. Keirush and the other captains, led by Old Gran, asked for help in dealing with the situation. The Heroes of the Stormgate agreed to help for a price. They decided to collect some information and come back in the morning to finalize a plan. They decided there was no better source of information than Oliver's great hero, Exinidor Alfiron himself, curator of the Sarriahn Archives. A message was sent, requesting information on how to proceed, given the danger the Lichlord likely represented to the Sarriahn Dynasty as a whole. The response that came back was helpful, if not a bit confusing. Exinidor informed the party that the Lichlord was using the Door of Kranjar, powered by the Key of Kranjar. Disabling the door or separating the key from the Lich was the only way to proceed. All that was to be done quickly, efficiently, and WITHOUT ENGAGING THE LICH! (while sneaking on to his island stronghold and stealing something out from under his nose). The crew felt like nothing could go wrong (except their imminent demise), and thus negotiated with vigor. Some negotiating back and forth led to Kromork's grand proposal of the groups' worth, convincing the Trust to pay the crew 18000 gold if they could some how limit the Lichlord's ability to send his hood raiders. To that end, the Trust would also provide means of approach and escape to the island, and one potion of invisibility for Kromork to move about undetected given his heavy armor. Gran ensured the crew she had a famous smuggler known for his ability to move about unseen, even under the nose of a Lichlord. The hero's were led to the docks to meet this famed being, and it turned out to be none other than Petras, their old contraband carrying pal.

With Petras in tow, the crew boarded Keirush's fastest whaler and headed toward the Island of Languil. Once aboard, they met a ragtag group of youths, Condor, Nax, and their two boring companions. Unbeknownst to our heroes, the back up plan incase they failed, was to sacrifice these four youths to the Lichlord. In return, their families were paid two gold (TWO GOLD!). Oliver especially was incensed and promised the boys 20 gold upon completion of the mission, and 40 apiece to their families should they die. Eventually, the ship approached the invisible line which Petras deemed "close enough", and set anchor. From there, the Heroes of the Storm Gate boarded a dinghy, and Petras rowed toward Languil, shooshing them very unprofessionally the entire way. Apparently he did not have the entire course plotted, or perhaps the creatures moved from time to time, but either way, he rowed the group directly through the path of a pack of Sahaguin, ancient enemy of the Sea Elves. Luckily, Oliver was quick to obscure their vision with fog cloud, or as the party affectionately calls it, Lucius' favorite spell. Kromork jumped on Allura's back, who had been inspired by her chance to go apirating as well, and appeared in the shape of a giant seahorse! The tandem was immediately beset by a shark, which seemed very scary until one of the Sahaguin decided it had changed its mind about sharks in general, and put a spear through the shark's head! Kromork doesn't like sharks either, don't get him wrong, but it seemed rude to destroy your own swimming friend. Allura agreed with this assessment, so the two of them slew the Sahaguin and returned to the fray. Luckily, Lucius was busy spraying the ocean with fire, burning Sahaguin left and right while Petras continued rowing. Eventually, all of the creatures were dispatched or lost in the fog, and Petras, though wounded, was able to row the crew to safety.

Once they had rested sufficiently, the crew donned special camouflage clothes that Petras provided. Kromork looked dashing in the blue upon blue meant to blend in to the ocean. He also deployed the seaweed bestowed upon him by Gran in order to prevent his armor banging around like a drum. A hidden walkway beneath the water led them slightly away from Languil. At a secretly marked location, Petras informed the party that they should dive off the walkway and swim to an unseen secret entrance to an unknown tunnel 15 ft below the surface of the ocean. It took a great deal of trust in a self proclaimed smuggler, but the party persisted. Luckily, Petras was an extremely strong swimmer and was able to tow Oliver along. Inside the Cave, all was well. Petras recalled armed guards on his previous trip, but none were view, so the heroes proceeded cautiously. Things were going swimmingly (eh?) until the crew came upon a very inconveniently placed wall (directly across the path), with a fun little riddle inscribed upon it. It was dark and ominous. The Lich really committed to the whole I'm an evil dictator thing. Anyway, Oliver, Lucius and Kromork were spitballing ideas while Petras watched idly. Kromork, thinking himself very clever and wanting to show Oliver that he has some intellect, proposed the riddle could be solved with blood. He was correct, for as soon as he spoke, his own blood was torn from his throat and he dropped dead! The wall dropped, and out strode Evil Kromork (you could tell from the smirk and the evil scar on his face). Petras was nice enough to ram a healing potion down Kromork's throat, and he joined the fight against himself. He soon learned how annoying he can be to fight, missing himself on several occasions. Lucius on the other hand, turned luck and fate to his own devices, and knocked Evil Kromork down a peg. Eventually the party's numbers told, and Evil Kromork was sent back to whatever plain he came from. The Heroes then proceded down the tunnel until they found a ladder, which Petras informed them would lead them directly into the Lich's lair. Kromork drank his potion of invisibility, and Oliver invisibilized himself and Lucius to boot. Petras hung back in the tunnel, promising to await the Heroes return. Sneaking through an occupied castle proved to be a simple task until the Lichlord himself started strolling down the stair. Being the only one that could initiate communication, Oliver took the lead and sprinted into the throne room. Kromork and Lucius followed suit.

Once inside, the party investigated, searching for the Door of Kranjar while trying not to alert the Lichlord to their presence. Lucius found a room full of prisoners and promptly left. Oliver found the Door itself toward the back of the throne room. His intense investigation leading him to the conclusion that attempts upon the door itself would be ineffectual. The group decided to look for the Key instead, which Kromork spotted in the most inconvenient place it could possible by, tied to the belt of the Lichlord. With limited communication, the Iron Company men thought of ways of separating the Lich from the Key, all the while marveling at his fascination with his statue. Eventually, the Lich decided it was time for a wardrobe change. He opened his wardrobe and pulled out the identical robe to the one he was wearing, dropping his robe in the process. At that exact moment, Petras showed up, apparently having bored of waiting. In a split second the decision was made, and Petras darted forward, snagging the Key and hurling it toward Oliver like Eli Manning in the Super Bowl. Oliver made a magnificent reception, and sprinted for the door. Lucius and Kromork were through just ahead of him. Unfortunately, the Lich, although caught unawares, apparently had planned for such an occasion. He slammed shut the door. Oliver teleported to the other side, and the three companions made good their escape. Unfortunately, Petras was trapped behind the door. The companions waited outside on the secret walkway for longer than was entirely advisable, but eventually were forced to return to Keirush's whaler. Oliver, attempted to contact Petras on multiple occasions, but no response was forthcoming. On the ride journey home, the crew mostly kept to themselves. Oliver kept good on his word and paid each of the four boys their 20 gold.

Upon their return to Nesthaven, the crew explained to the captains their success but were unable to prove it since they were not willing to mention the Key of Kranjar, much less show it to the captains. Eventually, a deal was struck to pay 1/3 of the gold now, and to wait until the time for the next delivery of captives was scheduled. Luckily it was only 2 days away. The adventurers spent some effort attempting to convert their gold into something more easily transportable, but were too newly wealthy to swallow the 10% exchange rate. Sleeping in their hotel room with 6000 gold, the adventurers were understandably concerned, given that they were staying in a pirate town. To that end, they were steadfast in their watch overnight. Their intuition was confirmed when none other than Clorn, the captain of The Sea Dogs of Alvost, was caught trying to sneak in to their room, presumably to murder them and steal their gold. Instead, Lucius spotted the tabaxi straight away, and warned the party. Oliver cast a beautifully timed hold person, and Clorn was tied and knocked unconscious by a groggy Kromork. Unclear how to proceed, and not wanting to incite a civil war, Oliver contacted Gran and she came to the inn straight away. Gran agreed the proper course of action had been taken, but unfortunately, the bylaws of the Trust would require Kromork's death for striking a captain. Luckily, Gran is more of a spirit of the law than a letter of the law kind of gal (and open to a little bribing), and agreed to "take care of it" for 500 gold. This offended Kromork's sense of justice, but he deferred to Lucius vast experience with shady deals, who confirmed that this was good business even if it rankled. The sum was agreed, and Gran had her boy collect Clorn's unconscious body. The next morning, the crew discovered that "take care of it" meant disembowel and display on the table where we plan to pay or saviors. Kromork noted this definition and vowed to research it more fully later. In short order, the Iron Company men were paid the remainder of their 18000 gold and set out to return to the Starhold. Keirush agreed to allow for a few Ahrezi as guides, and the four youths who the adventurers had saved and who Oliver had paid so handsomely, agreed to tag along to help transport the gold. Along the way, the group discussed renaming the Starhold, and decided Kettlewood Motte was a fitting name for their newly won keep.

While traveling through the swamp, the party fell upon a band of goblins surrounding a campfire. Luckily, they were in perfect fireball formation, and Lucius, not being one to pass up such opportunities, cast fireball! At the same time, through some wild chance of fate, he summoned the Unicorn known to the entire world as Sprinkles. Kromork and Oliver immediately developed the same plan of befriending Sprinkles. Unfortunately for Kromork, he had only leaned a smattering of Elvish, and persuasion is difficult when one leads with "Sir, I friend you long time". Oliver, being fluent in Elvish, appeared to have the upper hand. Unfortunately, Sprinkles did not share his desire for friendly acquaintance, and ran away. Meanwhile, Lucius, having summoned Sprinkles unknowingly, proceeded to ignore her and blast maniacally away at goblins until none remained. Once the battle was completed, Oliver went searching goblin tunnels for treasure. He found very little, but did succeed in fooling Kromork into thinking Oliver himself was a goblin. It was hilarious until Kromork nearly accidentally lopped off his head. Eventually, after many more shenanigans, the Heroes of the Stormgate made their triumphant return to Kettlewood Motte. It remained as run down as when they left it, and there was little time for repairs, since the crew needed to meet Exinador's man at the drypass. They hurriedly made their way there, not wasting a seconds time.

The Cragmoore Freestate
Oliver, Lucius, and Kromork spotted a party of many men upon the drypass. Among them stood a giant of a man, who seemed to be leading the group. He introduced himself as Vogan, Exinidor's representative. The party was overjoyed to receive a safe escort back to Dragonspear just as had been promised. To their dismay, Vogan claimed Exinidor bid him escort the party to Thornhill instead. He seemed truthful enough, but the quick change of plans with no explanation was disturbing to say the least. Some secretive discussions ensued, but eventually, the Iron Company Men decided you have to trust someone, and the giant scary guy with his giant scary sword seemed like a good place to start. The crew traveled to Thornhill through a curiously deserted landscape, finding the gates locked and entrance to outsider barred. Oliver went into planning mode, creating and dismissing several plans. Perplexed, Vogan went to the guard and said "let me in, and bring me to Sir Olex." The guard complied immediately, to Oliver's great shock.

The group asked for the most trustworthy banker in town, and were lead to the establishment of one A.G. Bassalus III. They deposited their gold (after many assurances) and proceeded to the palace to meet with Sir Olex. They were just settling in for the evening when an old familiar voice came ringing serenely through the locked wooden door. Outside unknowingly harassing and orderly was none other than Loki Goldhammer, back from mysterious travels to a place called Ott's Cove. Trying to be better than those who had failed them, the Iron Company Men decided to inform both Vogan and Loki of the Key of Kranjar and its importance. Their party growing rapidly, the group met with Sir Olex, where they discovered that their old friend Sir Xander had been murdered, his lands usurped by the hated Morrills, his man Ginter fled. Sir Olex asked them to investigate the cause, specifically trying to ascertain if the Strongyews were involved in the plot. The three who knew him agreed immediately. Although he was somewhat of an imbecile, he was their imbecile, and no one had the right to murder him. Loki seemed happy to be in the company of those that knew and liked him, and Vogan apparently had been itching for some adventure as well. The crew set off in the morning, depositing the key at A.G's bank after even further assurances. They commissioned a lead lined box and placed one of Oliver's creations inside, hoping to throw off anyone that might be tracking them.

Once out of Thornhill, Oliver contacted Ginter and they agreed to meet in Greenmire, a small town of Moorites within the Cragmoore Freestate. The crew set forth, determined to unravel the plot. On their way, they discovered a cute little manticore kitten, and Oliver was smitten. Unfortunately, the kitten had parents who were not pleased to see a gnome (racists) and initiated combat. Oliver was targeted by tail and claw, and some claim he may have been bitten. Regardless, the entire party feared for his life. Springing into action (except for Loki, who wandered off) everyone got an idea of Vogan's prowess with his greatsword for the first time. Eventually, an entire pride of Manticores was dispatched, their tails collected (according to Oliver, they are quite useful).

The crew pressed on toward Greenmire, and Loki rejoined them from whatever daymare he had entered. Arrival in Greenmire reminded Kromork why the Morrills really are a scourge of the Tripartite Kingdoms. They found it in ruins, with women wailing, children starving, and only old men and young boys in sight. Eventually, some locals were coaxed in to talking, and had seen Ginter around. A young boy went and fetched a message, which returned encoded due to the large Morrill contingent stationed in the Green Manor. Kromork was understandably wary of puzzles, but nevertheless applied his meager intellect to its resolution. He came to the conclusion that the Ginter would be found in The Smilin' Lion only seconds after Oliver did. The Sarriahns removed their Morrill color disguises and headed to the pub. There they found Ginter and heard his accounts of the past few weeks. Ginter's chief suspect: Nailtor the Miserable, Sir Xander's food taster, in league with the Morrills. Eventually everyone (including Ginter) decided it was best to free Greenmire (or Waxleton) as the Keelorians were calling it from it's oppressors, but to leave the leader, Sir Waxle Morrill, alive for questioning. Vogan discreetly got the Morrill guard in the pub drunk, and the party set out. Reconnaissance showed a barricade with twenty or so guards behind, and Sir Waxle in the Green Manor behind.

A foolproof plan to flank both sides and let loose with everyone attacking at once was created, and the team set out. Shortly thereafter, an invisible Oliver landed in the middle of the guard and turned himself into a giant ape, smashing guards left and right, and generally enjoying the ruckus he created. The rest of the party scrambled to catch up, and Lucius dropped a fireball directly in the middle of the guards. It did, unfortunately, hit Oliver as well, but that was ok because giant apes apparently don't mind fireballs. Seeing his guards struggling to the death, Sir Waxle's Morrill nature shone forth, and he heroically barred the door. Not being deterred, Kromork and Vogan busted the door down, while Oliver snuck in an embrasure. Sir Waxle, to his credit, fought valiantly, but was defeated soundly. His captain was set free with the understanding that he not trouble the heroes again, and Sir Waxle was taken in to custody. It was then that the Sarriahns found the Greene family, swinging from nooses in the great room, destroyed root and stem, children hanging next to their mother and father. It was about this time that the townsfolk, understandably upset with the Morrills, and wanting Sir Waxle's blood, gathered outside the door. Oliver tried to calm them, but quickly retreated back inside. Oliver and Vogan brought Sir Waxle, now unconscious, to the back room and began working on a plan to remove him safely from the crowd's presence without anyone getting hurt (invisibility).

Kromork, Sir Olex's letter and his experience with the Articles of Combination fresh in his mind, then met the crowd and introduced the team, capturing them with his words until the entire lot was ready to run through a Morrill barricade. He persuaded their leader, Baldin, to leave off his mission of revenge in favor of helping the Baron and his companions set the town to rights and enable its defense in case the Keelorians returned. After all, the famous Iron Company needs a base of operations in the Cragmore Freestate, and what better place than Greenmire. Once the hard work of swaying the masses toward their better natures was done, Kromork called in his most trusted advisor to do all of the actual thinking and planning. Oliver placed the Greene's former accountant in charge of food distribution, and set Vogan to preparing a makeshift militia. All in a day's work. Baldin returned to inform the crew that Nailtor the Miserable had been spotted in a nearby town. Needing to head out bright and early, they turned it's attention back to Sir Waxle.

Information was the aim, interrogation the game, and the Iron Company's most famous adventurers preferred to do their interrogation within a Zone of Truth, guaranteeing any information they received to at least be the truth as Sir Waxle knew it. He was initially arrogant and tight lipped, but as his situation sunk in, he became more helpful. He did implicate a Sarriahn family, the Daxons, as well as prominent Keelorian names like the Faltirs, the Gulans, and the Axelshrieves in the coup. He was irritatingly tight-lipped about any Strongyew contribution. During the course of the investigation however, Loki's madness somehow drifted to Sir Waxle, and he became quite paranoid, particularly concerned about, of all things, Strongyew assassins. Sensing an opportunity, Kromork pressed him about his fear, and he did let slip the name of Apollyon Strongyew, the family's patron, who apparently is a ruthless man involved in both politics and espionage. Kromork believed the company had discovered everything useful Sir Waxle knew, and wishing to spare him Loki's madness any further, knocked him unconscious.

Exhausted from multiple battles, as well as a grueling interrogation and somewhat frightening glimpse into Loki's day to day experience, our heroes dispatched Sir Waxel with a somewhat shaken Baldin to be held until their return. Early into the third watch, torches were spotted in the distance, fast approaching on horseback. Sensing misfortune, the party sprung in to action. Their makeshift militia was placed in the door to the Greene Manor, with bowmen on the second story. Kromork set out some caltrops to help ensnare as many as possible, and Oliver stood before them, always willing to give the benefit of the doubt. The riders approached, making it clear that they were Morrill men and would not be put off. Keiral, a known Morrill captain, grew tired of the banter and charged the crew. Oliver moved around to their side threw an ally while Vogan and Kromork drew their attention. Loki apparently wandered off again, perhaps too unfocused now that his madness had returned in full force. Seeing the charge, Kromork let fly his newly learned Eldritch Blast, and Vogan stepped forth to meet the charge head on. Oliver, waiting for his opportune moment, let fly a thunderwave that sent the calvalrymen one into another and destroyed the force of their charge splendidly. From there, chaos ensued as Kromork and Vogan waded into a cacophony of horses and men, swords swinging furiously. Oliver continued the chaos, pushing more men and horses into the pile. With arrows raining down from the militia, the Morrill mounted men were massacred. The backbone and fight the militia showed caused a glow in the Baron's heart. Sadly, one of the cavalry charged the militia, and struck down two youths before Kromork could intervene. Otherwise, it was an overwhelming victory for the Sarriahns.

Foxknoll/Vilturn
Oh dear, it has been quite some time since this journal has been updated. I must have misplaced it in my bag. Well, It won't be so detailed an account, but I can hit the high points from memory at least. The men of the Iron Company left Greenmire in attempt to reach Foxknoll/Vilturn, the capital of The Cragmoore Freestate. Along the way, they encountered a small town wreathed in magical darkness. Inside the darkness, stitched monstrosities like those in service to the Lichlord of Languil had set about causing general mayhem and murder. A few were dealt with outside of the darkness, but a sense of magical power emanating from the center drew the adventurers in. Realizing they could see in magical darkness by using the stitched hoods, Kromork and Oliver raced to the center of town. There they saw an unknown magical artifact hovering in mid-air. Oliver sprinted towards Kromork and was launched into the air to grab the item. Some magical force was calling it home, which Oliver attempted to interrupt. Its power was overwhelming and he was unsuccessful, falling to the ground where Vogan and Kromork safely caught him. (Lucius did some unknown and discussed fireballing during this time, but later he felt really bad about it).

That threat not dealt with but resolved, the group continued on toward Foxknowll/Vilturn, where they came upon two knights and a lady being set upon by three Yaun-Ti. Eventually dispatching the Yaun-Ti using a well-placed firewall, the adventurers ensured that the lady, whose name was Lady Ishara, was well cared for and in good stead. She assured them that she was, although her guards were apparently loyal to the opposition. Our good party moved toward the city of Foxknoll, bluffing our way past guards and entering first and outer, then an inner gate (this point would soon become important, though it was apparently lost on Lucius). The Iron Company men settled in a seedy inn, and visited the Mayor, volunteering for guard duty and accepting a job to look into recent sightings of Nailtor the Miserable (which was nice, since that's who they were looking for in any case). A passable cover in place, Oliver set them on the trail by deciphering a hidden code in a wanted poster, and Lucius used his criminal contacts to set up a meet with the Barber, who he was assured had information on Nailtor (also a good deal of gambling occurred, which Kromork was quite poor at). The party went to the meet and were assured by the Barber's man that he knew Nailtor's location, and could deliver him to the Barber's shop for a fee. A price was agreed to. At the meet, the Iron Company men found the barber lying in a pool of his own blood. They returned to their Inn for a night's sleep, which was interrupted by Nailtor himself, threatening to slit Oliver's throat, with an explosive device on hand in-case he was assaulted. Eventually, he was disarmed, and through careful discussion and persuasion, it was found that Nailtor was in fact still loyal to Sir Xander and in possession of a major artifact that the Morrill's (and ostensibly Apollyon Strongyew) were after, which could call to hand any item in existence.

That out of the way, the group decided to sneak Naeltor out of town as quickly as possible. The next morning, thanks to a generous tip from Oliver, the Innkeep warned the crew that the place was surrounded by the soldiers of the town. A beautiful plan was crafted to hoodwink the Mayor, which promptly fell through despite Kromork's most persuasive of speeches. The battle that ensued was bloody and likely would have been lost had not an old comrade from the Iron Company, one Virtage with the House of Skulk, a rebellious group of Sarriahn-loyal soldiers, happened to have been stationed under over at the local orange cart and offered his help in this time of need. Once the battle was inevitable, Kromork and Vogan quickly dispatched the mayor, Sir Yarlus Gulan, while Loki, Oliver, Lucius, and Virtage held off the guards. Lucius, in particular, took a beating, but just when it appeared he was lost, a wild surge coursed through him, turning him into a giant ape. The remaining guards in the area were dealt with, and the Iron Company men fled the scene, a panicked Nailtor in tow (and under the increasingly irritable eye of Oliver the gnome). Luckily, a safe house under the care of a local insurgent group was located, giving the Heroes of the Stormgate a chance to hatch a daring plan. Invisible, Oliver drank a potion of flying and scouted above, sending telepathic messages to Kromork, who was leading the escape through back allies. The crew was able to reach the inner gate, hoping the chaos of insurgent fires and the mayor's death would result in a light guard detail. Lucius climbed onto a roof for a better vantage, and with's Oliver's guidance from above, dropped two well-placed fireballs, scattering the visible guards. Oliver then landed near the entrance to the guard house, turned in to a giant ape, and barred the door. A thorough investigation of the area revealed the second story of the guard tower held the gate mechanism, but it was well surrounded. Eventually, the Iron Company men were able to fight their way through, though Lucius was once again almost lost, this time turning in to a sheep. Luckily, through some quick thinking from Vogan and Kromork's bag of preparation, the guards were slowed in the tower, and the group was able to jump from the wall and flee to the outer gate, leaving Allura to block the stairwell and kick any guard lucky enough to make it past the ball bearing and caltrops in magical darkness. Oliver, now a gnome again, drank a potion of giant strength, lifting the bar on the outer gate, and allowing a bruised and bloody group to escape.

Apparently, the guards of Foxknoll/Vilturn decided that life was too short to mess with adventurers of the Iron Company and did not pursue. Dangers behind them, the band bedded down. Watches were set, and sleep claimed them quickly. Lucius, who everyone knows a fastidious watchman, thought he heard a noise on his watch, but saw nothing, so woke Kromork when it was his turn. He told Kromork what he had heard, and thinking you could never be too careful, Kromork used divine sense to look for evil. To his great surprise, there was an Arcanoloth hiding in the grass. Finding a fiend of great power, who to this point had avoided all attempts at discovery, Kromork decided the best course of action was swift action, and charged, bellowing to awake the others. The fiend sprung into action, unleashing a lightning bolt on Kromork that would make a swamp hag green with envy. The heroes of the storm gate engaged, and a torrid battle ensued. The fiend sent forth a finger of death, but luckily Vogan's giant constitution was able to withstand the blast. Oliver engaged in a back and forth struggle of spell, counter-spell, and counter-counter spell. Lucius welled up with magic energy, and to everyone surprise (including his I think) shone forth with such a blinding light, that the demon was unable to cause any further harm. It tried it's best to escape vial flight, but was grounded and subdued. To its great surprise, it was not killed outright. Instead, our heroes saw value in the Arcanoloth's information, and questioned him. His name was Yhkec the Cunning, and he was hired to assassinate the entire crew by some Morrill or another, apparently at the ultimate behest of Apollyon Strongyew. As it turned out, Yhkec was as inquisitive in nature as Oliver, and eventually was allowed to live on the promise that he would investigate Nyrtn Korval of Oxcrossing. The party parted paths with Yhkec, if not friends, at least with a mutual respect and a working relationship.

That survived, the men of the Iron Company escorted Nailtor and his magic pages back to Dragonspear, turning them over to Exinidor Alfiron, along with the information they had gathered from the interrogation of Sir Waxle Morril and their investigations throughout the Cragmoore Freestate. As payment, Exinidor agreed to provide the first 10,000 gold payment to get Kettlewood Motte off the ground as a true seat of power from which to run a Barony. He also agreed to allow the use of one of the crown's chief agricultural engineer's to help with the reclaiming process of The Snagmire into a more fertile, functional land, 5 guards loaned from the crown (and paid by the crown) for 6 months and to supply labor in the form of prisoners that would agree to come as settlers in exchange for their freedom. That completed, Oliver and Kromork set out to find the skilled artisans they felt a fledgling Barony would require. Lucius met with the prisoners to sort out who could be trusted, and Vogan contacted an old comrade to serve as sergeant of the guard.

Holding Lasthold Together
- Story arc of time in Lasthold and battle with the Sand Cannibal

Back Home to Kettlewood Motte
- Kettlewood Motte improvements

The Gilded Heights
After leaving home again, a sense of accomplishment was mixed with sadness at the thought of leaving what they had sought to create. However, the assurance of a thriving city in bloom was enough to comfort the group as they explored out to another adventure full of wonder, excitement, payment, and glory. The journey was quiet, as not many are, and the welcome into Dragonspear was tranquil and homely. The company felt that their timeline was short, but made some time to visit the Iron House and see old friends and family. Exinidor Alfiron awaited their arrival in the Sarriahn Archives with decisions to be made. Discussion was had of the status of the inevitable war to come. A drove of rampaging centaurs are nearing the border's cross from Keelor. M'larkan, the wizard giant, is on a path of revenge against the Dynasty because of underhanded lies fed to him by the Keelorian rebels. The old legend of Ethrithax, a tale woven by D'jorn of the Wyrmbellows, come to life in the mountainous border of Gildebrag, being bribed by the Gildebragians to bring ruin to the Dynasty. Through some consideration the adventurers chose to seek out the arcane giant and attempt to (optimally) convince him to join the upcoming war against the nation that deceived him, or at least convince the wizard that the Sarriahn Dynasty means him no harm and urge him to not seek out battle upon an innocent nation. And so they left the capital once again. Travel to the Gilded Heights was mundane until the journey led them to the edge of the mountainous terrain. Rocky spires, encircled with colorful vines, mushrooms, and jungle plant life loomed over the expansive terrain. Terrifying drop-offs at every turn, made almost innocent looking by the beauty of the terrain that embraced all stretches of the spectrum, from blues, and violets, to bright oranges, and vivid reds, it was unlike anything they had seen before. Even animal companions that aided in initial travel thanks to some berries and the loving compassion of the Iron Company's Disney princess, Lucius. Monkey, self named, parted ways with the band of travelers after a quick nap cultivating in forgetting his purpose there, and a slight startle from a little illusion. The group decided to continue on with Monkey's initial path and make headway towards the wizard.

With the knowledge granted by the powerful Ioun Stone encircling Baron Kromork Felton’s head, the Iron Curator’s leaped into action to fend off an onslaught of goblins from the Broken Nose tribe. With magics vouchsafed from all circles of the arcanum, the group startled the creeping goblin horde from the bushes and met them with steel, cunning, and ferocity. Through the brutal onslaught, a score of goblins marauders were struck down by vicious stampeding hoofs, fiery explosions, critically voltaic savagery, charging lances, and polymorphism. Though it was not all without sacrifice, as Oliver McNibbleson encountered his first brush with death; saved by the loyalty of regal and wretched friends alike, encircling him to rescue his unconscious body from a brutal ending. The company survived the Battle at Broken Nose Quarry, slayed their war chief, and gained the service of one they chose to spare. They exchanged the life of the goblin, Marlok, for information on other goblin nomads and an escort to the whereabouts of the giant wizard, M’larkan. After the encounter, the band of adventurers noticed four pillars sticking out of the ocean. Oliver and Nardol decided to fly down and investigate, culminating in a sub-oceanic treasure chest filled with gems and jewelry. The adventurous band continues forth, through the treacherous landscape of the Gilded Heights in search of another ally for the Sarriahn Dynasty.

With their goblin guide, the Iron Council ventured forth through the Gilded Heights. A nerve-racking brush with a member of the Red Ear tribe gave fright. As Oliver as his conscience, the goblin listened to the voice in his head and came back to the Company stating that he paid off the Red Ears one entire gold piece for safe passage. The group walked through a valley of hundreds of Red Ear goblins safe and sound. Their journey eventually led them to the force field surrounding the giant wizard's abode. Flying down with a crash, M'larkin invited them in to inquire about their purpose in mottling in his life. After a loathsome game of Cha'trong, the giant wizard began to spin a tale about the woes of being torn from his homeland in the Coffin by the warring three nations, and was forced to flee and life the life of a nomad. Reminiscing of his troubled past, he continued with stories of training and teaching a young Exinidor Alfiron in the ways of the arcane. Though Exinidor progressed well, his skill quickly turned to hubris, and with that the two eventually parted ways. Though the giant still thought of Exinidor as a good man, he was unwilling to join the Dynasty in their war to come. Yet, M'larkin was perfectly content with staying out of the wars of men and living a life of solitude until his death. They bid the giant farewell, with a warning from M'larkin to stay as far away from the Red Ears as possible. They left contemplating why Exinidor Alfiron would send them on a seemingly impossible task with the falsities of the giant's involvement with Keelor. Quickly they headed back to find a disappointed Marlok, agitated that the group had not slain the giant and rid the Heights of his goblin hating mass. The angered goblin was then given the choice to either lead the group around the Red Ear tribe and out of the forest, or to die at the hands of the rival goblin tribe. Having some sense, Marlok led the group around to the coast and stormed off into the forest cursing their names.

With Marlok gone, the group ventured along the cliffs of the ocean side to return to Kettlewood Motte through Nesthaven. The adventurers soon found that they were being followed by hundreds of Red Ears and quickly concocted an amalgamation of spells and leaped off the cliffs avoiding the jagged rocks below through flight. They traveled this way to find respite in a small beach outcropping. Oliver realizing the severity of oceanic travel fabricated a long boat from the trees above and they all decided to bed down for the evening on their new vessel, the S.S. Queef. In the dark of night through the shifting sands beneath Leomund's Tiny Hut, a territorial water elemental crept through and flooded the hut taking Oliver out to sea. The others quickly awoke and jumped to action to save their gnomish brother from the floods. Battling through the vicious tides the Iron Company pulled out all the stops in order to fell this aquatic beast. By thrashing out of binds, teleportation magic, charms, a giant shark, and fire piercing water they slew the foe and came away battered and bruised, but with shining magical bracers to show for their surprise assault. A water-logged night later, they set out to sea on the repaired boat and made way for Nesthaven.

Little Lenny Thompkins
Docked in the pirate cove of Nesthaven, the Iron Curators made quick waves in the city by donating their vessel to a dock hand promoting him to the rank of captain. Despite the clear promotion, the city seemed to take offense, seemingly having strict rules on who may obtain ships. The Trust of Eight welcomed the group into their city once again, and deemed it an act of fate that had brought them to Nesthaven in a time of need yet again. A troubled teen had been terrorizing the city's new form of military and eventually, this escalated into a death of a city guardsman. The motley crew of citizens in Nesthaven seemed to have grown to like the child and his band of miscreants, so they were very difficult to track down. The Trust wished for the matter to be dealt with by bringing the child in to answer for his crimes, and to be judged according to his actions. In Nesthaven, this would result in death or slavery. None too happy with this possible outcome, the Iron Company decided to deal with the matter, but in their own way. Lucius decided to seek out his past companion Ol' What's His Name. Assured but some of the more seedy folks of the town that, "You don't find Ol' What's His Name, Ol' What's His Name finds you," the group made their way back into town to get some rest. During their journey back to the inn, they were assaulted by a dark wizard claiming to have been sent by the Lich Lord of Languil. Battle commenced and intense it was. Assaulting the mage on top of a smokestack, their attacked seemed to be dampened by a shield of sorts. Out of the trees to the east, a young child came out of hiding and stuck the wizard with a barrage of crossbow bolts knocking the arcane user from his height. His magics were great, and Oliver seemed bested at his own game. The group charged, and when the assaults from Kromorks mighty lance, Lucius' fire, Loki's hammer, and Vogan's greatsword were seemingly too much, the wizard vanished. A great wall of invisible force split the group in two until Kromork's branding smite shown the wizard in brilliant light until the group emerged victorious. Oliver came away with the mage's spellbook and they quickly dispersed in attempt to track down the fleeing child. Lucius discovered the child cleaning his crossbow in a bush and startled the child shot and ran. Oliver thinking quickly polymorphed the child into a beast even his short legs could keep up with and with his new pet turtle they fled to a nearby inn. Through convincing the child that his best option was to leave with him to avoid an unjust punishment, they donated 50 gold to the children left behind and Ol' What's His Name brought Little Lenny Thompkins back to the group and they left town together under the sheen of invisibility to make their way with their new companion to Kettlewood Motte.

The Dark Ledger
With eyes wide at the new world unfolding in front of him, Little Lenny Thompkins braved the lands outside Nesthaven alongside his newfound traveling compansions. The adventures made their way back to Kettlewood Motte to find their keep in a bit of rough shape. They began to clean house themselves; scolding Nailtor, dismissing the drunkard priest, hiring a new healer, rejuvenating the food supply, setting the contractors back on track, building shelters, and so on. With business taken care of the Iron Company began to make way back to Dragonspear to collect their reward from their missing in the Gilded Heights and to pick a few bones with Exinidor Alfiron. Just as the peaceful journey was in full swing the pull of the dark wizard's spellbook took it's toll and snatched Oliver from the material realm. After 15 minutes of panic, Oliver reappeared telling a tale of a grey plane of nothingness, grey space as far as the eye could see, with only him and the book. Feeling the urgent need to unravel this mystery, Oliver began to explore the coded book further, eager to dig into it's secrets of extradimensional travel. Oliver and Vogan decided to study the book together this time, and quickly vanished from this plane once more back to the grey plane, although separated from one another. When they reappeared, Oliver claimed to begin to see clearer the coded messages making more and more sense. Though it did not come without a cost, it seemed as though every time someone disappeared into the plane, the time spent there expanded, and seemed to cause physical harm to the traveler. Vogan delivered knowledge of an Asher that experienced this same phenominon with the same book, and explained that this Asher, Xedrick Hazlitt, lost years wandering in the grey mist of the plane of the dark wizard Rincewind the Grey. The group quickly fell into turmoil; Oliver hellbent on cracking this code and wanting to keep this burden from other, while the group yearned to protect their gnome and share the pains until they could get it into safe hands. Oliver sneakily looked into the book once more, erased yet again from this plane, and again claimed to gain knowledge and understanding upon his return from the grey plane. Seeing the gnome in the decrepit state the grey plane left him, the Iron Council demanded that Oliver give up the book. The wizard, clouded by a dark thirst for this knowledge, teleported away and polymorphed into a giant owl dashing away from his friends. They chased after him, firing arrows, grasping for the owl, aerial combat with Nardol who died in an attempt to help his gnomish friend. The civil war between these close friends culminated in Oliver flying off to Dragonspear, dashing to get the book away from them for good.

The book was eventually stashed in Exinidor Alfiron's vault for safety, but not before the lust for power took Oliver one last time as he glimpsed the book yet again in a desperate attempt to crack the code before it was gone forever. The time spent in the grey plane warped Oliver and continues to haunt the group. The others chased to Dragonspear and sought the help of the Xedrick Hazlitt who was lost in the plane. Loki, desperate to find his corrupted friend, broke the legs of a shady barkeep and demanded he find the Asher and bring him to them...now. Xedrick was a broken down drunk, with not much to offer the group in terms of information. Although did explain to them that the dark wizard utilizes forms of necromancy to return from the dead over and over again. His solution was simple, stay away from the book, forever, Rincewind the Grey will get the book back eventually anyway.

Loki, after paying some restitution for his outrage against the barkeep, finally located Oliver at the Iron House. Sleep quickly took Oliver after some choice words were exchanged. The group decided to put this whole endevour behind them for now...however Momma Oliah had a different opinion. After a severe scolding, Oliver rejoined his group to meet with Nortoroc to receive a coded message that was addressed to them by the late Xander Ipswitch. They attempted to decode the message and saw they Xander specifically left out certain portions without specifying names and places that only the Iron Company would know: Lady Ishar the Beautiful, The Witches Tit, Morrill Family. Confused as to the exact meaning of this, the group decided to put it on the back burner and focus on another, very important task.

The Obsidian Shore
Loki, throughout this entire process, had been severely concerned with Oliver, not only due to his complete change in character but because he himself had crawled down this path of madness before. Loki for the first time had seen a chance to learn more about his madness and hopefully dive down a path to clearing his head of the voices forever. Displeased with the tasks given them by Exinidor Alfiron and questioning his motive for the group, the Iron Company decided to take their fate into their own hands and depart on their own quest to help their pal Loki to serenity. They learned from Vogan's contact of a book that spoke of the dark wizard's home near the Isle of Alvost and made their way to a new land off the Southern Sea. Masking their travel from scrying magic as best they could, they set sail on a different ship than Exinidor had provided. Once in the village they hired a young sailor to take them to the volcanic island known as The Obsidian Shore to investigate the tales of the homestead of Rincewind. The island quickly made it known that it was not a place of tranquility as the group fought a fierce cliff side battle with several earth elementals. The elementals were pinned down in part on the rocks and the group focused all their fire on one, exterminated the beast quickly. The others made quite a dent in the party as boulder met flesh and the bruises will tell for weeks. In hot persuit of the final hostile creature, Kromork quickly found himself alone other than his trusty celestial Alura. Outmatched he may have seemed, the half-human was victorious mounted overlooking the cliffs of the Obsidian Shore.

After the battle the group sat down for a well-deserved rest, a bit of food, and some quiet company. During the break, Oliver felt a tugging on his being from the island itself, it seemed that Rincewind's presence was part of this island and reaching out for the gnome even after death. With this feeling, Oliver felt sick, and doubled over in pain from poison, much like before, although managing to not vanish from the material plane. The pain subsided only after a while, and the Iron Company grew concerned of their pal once more. Seeing the change, Loki drew upon a hunch, and discovered the book was stored in Oliver's backpack. Oliver swore that he had left the book with Exinidor Alfirion, and was perplexed as to how this book managed to get back to him so quickly from the vault. The group thought back to Xedrick Hazlitt's warning, "He will get the book back one way or another." Seemingly a bit more in mental control than before, Oliver began to discuss options with the Iron Company, suggesting that he search the book yet again, this time while on Rincewind's island. Perhaps the coded writings would make more sense here. Determined to find out the secrets Rincewind protects so fervently, the Iron Company decided to let Oliver take one last look, and if it didn't yield anything fruitful, he would give the book over to Loki. Unfortunately, the experiment did not seem to yield anything at all. As Oliver opened the book, a sense of lathargy and hopelessness washed over him. While seemingly unharmed, his attempts had all been futile. With this magical sense of uselessness, Oliver returned back to the group from his daze broken down and sadened. With a little help from Vogan, Loki, Kromork, Nardol, and even Lucius. His gnomish cheer would eventually return, although the failure still sat upon his concious.

They decided to move along, giving the book to Loki for safe keeping. After a short journey through the rivers of magma, they came upon a clearing. Using an Arcane Eye, Loki scouted ahead. A small hut lay in the distance, surrounded by piles of humanoid bones. Loki searched but found no evidence of anyone being home. The Iron Company approached. Looking around for any signs of trap, Oliver's unseen servant, Lawrence, kindly opened the door for them all illuminating a small hovel with black volanic rock walls polished smooth and a floor of the same. Searching around with torches and magical light, they came upon an unseen door in the floor. Disabling the necromantic magic on the door discovered by the noble Kromork, Oliver opened the door ushering Lawrence to lead the way. As the servant carrying the light steped on the first stair, the stairs flattened into a slide shooting the servant down undernearth the island of lava. Sensing that Lawrence had not been harmed, the group followed Lawrence into a room with three onyx doors identical in appearance with a small key hole in each. They searched around revealing an inscription, "Three doors, choose wisely or be trapped untimely." The group thought about how to go about choosing the correct door. Possibly the wisest of their group should open the door. So they sent Loki in to open the right (correct) most door. Sadly, the doors would not budge and were locked. Vogan decided then to reveal a previously unknown skill of his, lockpicking. All three doors were opened expertly and all three revealed a long dark hallway. They decided to travel through the hall on the right, after passing a dispell magic barrier, the hallway ended right back in their original room. Another inscription appeared under the slide, "I am as old as you are, yet I last long after. I bruise and break. I am often forgotten until I ache. Speak no extra words, or suffer pains untold." Loki's wit snapped to brilliance and through Oliver's mental communication encouraged the group that bone was the riddle's solution. Loki then decided to approach the door and speak his answer out loud. Necrotic energy embraced Loki, as he crumbled to the ground in pain. Certain they had solved the entrace's test, they approached each other door with the answer and Oliver and Kromork both suffered Loki's painful fate. They then surmised that possibly a synonymous phrase would work. They attemped "Skeleton," and Vogan suffered greatly for their mistakes yet again. On the brink of defeat, the group sent Nardol up the slide back out to the boneyard and retrieved a bone. With three bones in hand they decided to approach the left most door. With bone in hand Oliver reached for the key hole, the bone formed to a key and unlocked the obsidian door.

Beaten and besotten, our beleaguered heroes crawl back to the boat, where an anxious Samuel leaps to their aid, helping them haul their people back onto the rocking vessel. He fusses over making the boat ready for sail, and sets about pulling up the anchor. Through hot tears he confesses, "this place scares me. I'm glad you guys weren't gone long!" Further questioning reveals that Samuel only believes you to have been gone about 15 minutes when you know it to have been 12 hours or more. You are exhausted, scorched, bruised, and befuddled. You quickly pass out, as a team, as Samuel rows hurriedly away from the hissing shore.

You awaken more than 2 days later to find that you're all housed in a plush room. As you lay in bed, you collectively look over at each other. Your armor has been doffed and cleaned, your wounds tended to, your gear safely stashed in closets. Samuel runs about the room, fussing over each of you. He fills you in on the last 3 days.

He rowed, by himself, as each of you passed out in turn. It became clear to him that each of you was suffering from some sort of fever. As you vomited, Samuel began taking care of each of you while trying to guide the small boat. It took over 36 hours to navigate a journey that was previously done in 8.

Arriving in the port town of Brightheim Landing, far from his original destination, Samuel anchored his boat and dug through your purses to pay labor to help get all of you and your gear up to a room at the Wiseacre Inn. Samuel apologizes profusely for "stealing", but insists you were in a dire state.

You spend the day in your room at Brightheim Landing recovering and taking stock of all the changes (including a loss of 100gp). After this, the group decides to head back to Dragonspear, as there are rumors circulating of an active war involving the Sarriahn Dynasty. You learn that four of the eight Free Companies of Alvost, mercenary armies, have been contracted for The Empire of Keelor. The islands are excited at the prospect of more income. Our heroes set sail for Dragonspear and, within 3 weeks, find themselves at home. Their trip is fraught with stormy weather and the lingering sickness has them bed-ridden for most of that time.

New Beginnings
You stumble into Dragonspear, feeling healthier than you have in weeks, with the sun shining overheard. The warm day has brought out birds and vendors, both singing their songs. Samuel has insisted on joining you, ensuring you are not overcome with another bout of sickness. He walks in tow, eyes bulging at the excess and frivolity of the capital city of the Sarriahn Dynasty.

Upon their return to Dragon Spear, the adventurers of the Iron Company, some recovered, some still ailing, sought the safety of their company house. Along the way home, they heard the rumors mobilization in Keelor and Gildebrag, but the streets of the capitol city were more subdued than they would have expected. They were bustling to be sure, but there was no sense of panic throughout the population. Returning to the Iron Company, the council was greeted warmly and immediately by Notoroc. Apparently news of their return preceded them, and several visitors awaited their return. These included a representative from the bank of A.G. Bassilus III, an unknown, buxom woman, and a street thief who claimed he had urgent information. Having their priorities in order, the crew first ensured Oliver and Lucius' care fell into the capable hands of Oliver's mother Oliyah. Notoroc agreed to allow them the use of his office, and they met first with the representative of the bank. He promptly informed the group that although the credit of the Iron Council and Kettlewood Motte was intact, due to increased risk, the Iron Company itself would no longer receive it customary line of credit of 20,000 gold pieces and instead would be cut off completely, as of this moment. Understandably baffled, Notorc took the news as best as could be expected, and the gentleman was usured from the building. Feeling the news of the thief was important, the conscious members of the Iron Council met with the thief as the next order of business. Initially giving the false name of Vernon, he eventually turned out to be Sawyer Orbbrooke, son of Atticus Orbbrooke, one of the council of the thieves guild. He brought dire news, but would only agree to share it if his demands were met. These demands included protection as part of a group, safe passage to Keelor at a future time, and to be afforded a job. Eventually, with Notoroc's approval, the group decided to pair their fates with Vernon's, and accepted his conditions. To everyone's shock, he delivered a prepared statement that implicated the thieves guild in a concerted effort to subsume the Iron Company completely. He did not have exact details in how they would accomplish such a feat, only that the guild had begun utilizing assassination to a much greater extent. With the second meeting concluded, and the company boasting a new member, the third visitor was heard. Well, she was heard by some. Others, especially Little Lenny, spent the entirety of the meeting staring at her ample bosom, which she apparently appreciated. She came to ask after the letter that Sir Xander left. After some beating around the bush, she was felt to be trustworthy as well, and Kromork revealed that although the council had solved the code Sir Xander so cleverly compiled, they weren't exactly sure what to do next. Ishar did not have much to offer in this regard, but upon rereading the message, it became clear that Sir Xander had wanted it's existence shared with A.G., which the crew had previously failed to do.

It was early in the day yet, so although some were a little tipsy from their day drinking, they headed to the bank. Kromork, Little Lenny, and Sawyer entered the vaults, while Vogan and Brandrum stayed behind to play Shatrang. Brandrum apparently cheated wildly, something he must have learned from Lucius. Nardol, seeing this all happen, promptly began berating Vogan for being so Naïve. Back in the vaults, Kromork tried to get some information from A.G. regarding the Iron Company's recent decline in the esteem of his bank, but he was customarily tight lipped. Moving on, Kromork showed A.G. the letter as he felt was indicated by Sir Xander. A.G. felt there was a chance Sir Xander intended it to be a key, and brought the group to the Ipswitch family vault. He then left them to figure out how to enter. After some discussion, the answer's to Sir Xander's riddles were read aloud, each one leading to the turning of an invisible lock. After the third and final code was spoken, the door opened. Inside the large vault was a single strip of paper, apparently written by a child. It read "The Strongyew Vault". Kromork, Sawyer, and Lenny searched thoroughly but found nothing else, so left the vault and summoned A.G. He brought them to what had previously been the vault of the Strongyew family, and again left them to their task. The adventurers were somewhat stumped, until Little Lenny decided to try the code words from the letter again. With each phrase, again an invisible gear turned. However, the door remained locked after the third and final phrase. Realizing the letter held the information needed, the crew tried to decipher the coded phrase only rivers of coin can feed mighty trees. Eventually, again at Lenny's urging, Kromork threw eight gold coins toward the door. As they rattled near the lock, a fourth turning of the gear was heard, and the door opened. It revealed, stunningly, another empty vault. Baffled by this turn of events, Kromork wandered the vault, somewhat upset with Sir Xander at leading them on this goose chase. Lenny and Sawyer, using their backgrounds from the streets, searched a bit more thoroughly, and found a secret compartment. Inside, were several letters, penned by Appylon Strongyew himself, implicated him as the power behind the scheme to annex the Cragmoore Freestate from the Sarriahn dynasty and to destabilize the country overall. Collecting their gear and their companions, the company men set out for the castle, wishing to inform the kings. They were disappointed to learn that both kings were away from the castle for the first time in the reign of their Kingspair. With few remaining options, the crew approached Exinidor Alfiron. He first asked after the health of the entire group, recognizing that some members were missing. Upon learning that Oliver and Lucius were still recovering, he offered to provide a potion that would speed their recovery along. He also offered to allow Oliver to select another spell from the archives upon his awakening. That accomplished, the group tried to pass along their findings implicating the Strongyews. He recognized the political nature of the information, and asked them not to inform him of the contents. The group then discussed with him their recent conundrum with the Thieves Guild. He confirmed that they are a very secretive group, and that even he did not know all of their inner workings. He did agree to proved the Iron Council with three names that sat on the Council of the Thieves Guild. That avenue exhausted, they moved on to happenings outside of the Capitol. There have apparently been some clashes between the dwarves of the Thundersummits and the Gildebragians, as well as around Starcatcher's Keep and the surrounding area that recently joined the Sarrian Dynasty. Additional, some small skirmishes with Keelor, in and around the Cragmoore Feestate. So far no major battles have been fought. The Centaur problem is not resolved. Exinidor is looking for someone to help deflect their incursion toward Keelor and away from the Dynasty. So far, no one knows why they are on the move. Regarding the mission to approach Itrithax, the Ancient White dragon, the idea is to somehow convince him through birbery, trickery, or persuasion, to attack Gildebrag, thereby relieving some of the pressure facing the Dynasty. When some members of the group expressed reservations regarding discussions with the Ancient beast, Exinidor offered the alternatives of discussions with either the half orc clans or the goliaths that populate the wilds of Gildebrag. Feeling they could not leave the city with the Iron Company in danger, the council promised Exinidor they would think on their next move and get back to him.

Thieves' Malice
Safe at the guild house of the iron company, the Iron Council and it's two interns set about planning how to save the Iron Company from the greatest threat to its existence in the last 300 years. Plan after plan was discussed, discarded, reconsidered, tweaked and polished. Eventually three courses of action were decided upon. One, look for and flush out any plants the thieves guild may have placed inside the company. Two, use Sawyer's contacts to obtain enough information to forge a letter that implicated the thieves guild in a plot to infiltrate and cause harm to the holy friends, thus turning the two biggest threats to the Iron Company upon each other and sparing the Company any further harm. Three, place an insurance policy in the hands of AG incase they were unsuccessful in steps one or two and ended up captive or killed by the thieves guild. Their course decided, the investigation began. Initially it was felt that the newest members of the iron company would be most likely to be agents of the thieves guild, and a plan to transfer the last wealth of the company from the bank to the company vault was put in place. Hearing of this, Notoroc offered the use of a supply of Leprechaun's gold, which appeared to be 2000 gp worth, but upon changing hands, would revert to a single piece of gold, taking with it any gold it had contacted. After some further brainstorming, Sawyer was allowed to investigate the Iron Company's books, and upon close inspection, noticed the company's loyal armorer, Eglan Mortus who had been with the guild since before Kromork was adopted 21 year earlier, was in fact a known alias of a handed member of the thieves guild. This information in hand, Notoroc supplied the crew with a key to Eglan's rooms. Sawyer and Brandrum's investigations revealed a disguise kit and thieves bag used by handed members to play an extended role. Knowing the thieves agent, the Iron Council approached him to procure a strongbox for the transfer of the guild's last coin, knowing he would tell his masters and hoping they would stage a robbery and steal the Leprechaun's gold. That done, the group left for the bank of A.G Bassilus III in an carriage provided by the guildmaster. Once there, the approached AG to place their insurance. To do this, the four members of the thieves council known to the group were recorded and left in trust with AG, with a contract in place that should they not check in with him within 3 days, he would send the list to all members of the King's council as well as representatives of the Iron Company, the Holy Friends, the Thieves Guild, and foreign leaders and dimplomats in Gildebrag, Keelor, and Orlas. AG agreed for the price of 5% of everything in the vault should he be called upon. While Kromork, Brandrum, and Sawyer were inside, Vogan and Lenny stayed in the lobby to keep watch. Using his trusty side kick Nardol, Vogan spotted several suspicious figures outside, including one especially brave fellow leaning directly against the cart itself. AG, having sensed the situation, offered to let the company members to stay at his bank until the situation cooled off, but having the thieves guild right where they wanted them, the Iron Council marched out into the teeth of an ambush.

Knowing the location of the "hidden" thieves, the Iron forces felt formidable, right up until the opening salvo of arrows shot dead one of their pair of carriage horses. Vogan rushed forward, cut the horse free, then through some unknown act of will, set afire poor Frank's tomato cart. Sawyer, having made himself invisible to leave the building, snuck around into an ally, and started picking off thieves. Kromork, mounted valiantly on Allura, pushed back his dreams of mounted glory, dismounted, and attached Allura to the cart, beseeching her to pull the cart in the downed horses stead, dragging the poor dead animal out of the way as best he could. Seeing the efforts of our warriors, the thieves promptly shot dead the second horse, leaving Allura yoked to a dead animal. Luckily, Little Lenny lept from the wagon, slashing free the second horse, and freeing the cart for forward motion. Brandrum took up the rear guard while, staring three thieves dead in the eye, and challenging them to a contest of missed attacks. With Sawyer somewhere out of site, Vogan took the lead in clearing a path, cutting down a thief along the carriages route, and recognizing a barricade the thieves had placed to block it's egress. Sawyer continued ducking in and out of danger, staying relatively hidden and out of site. With Kromork protecting the carriages flank, and Brandrum it's rear, Lenny provided suppressing fire, keeping the archer's on the roof tops at bay. The plan was going well, perhaps a little too well as Brandrom connected with a devastatingly powerful swing, spraying is attackers in the gore of their comrade. Sawyer, Vogan, Lenny, and Kromork were also all successful in dropping their nearest foe. Now the chance for an actual total escape was all to real, though that would foil the hours of planning put forth. Recognizing their mistake, Kromork drew upon his years on the stage, and proclaimed in a most convincing display, that the Iron Company men were being overrun (they weren't) and that they needed to flee now or risk losing their lives and freedom (they didn't). Taking the opportunity for some much needed drama, Lenny instructed the Qortas, who was driving the carriage, to crash it into the barricade, thus leaving the "prize" behind to be stolen. Qortas, having not been let in on the plan, was a little reluctant, but eventually did as he was asked. At the last second, Allura leaped the barricade, having her reigns conveniently sliced by wayward arrows supplied by the thieves themselves. Lenny lept off the top of the carriage and landed on Allura's back, doing some damage to his manhood, but escaping with his person intact. Sawyer slunk into the shadows. Brandrum, now with the suprising ability to fly, swooped in to extract Kromork from the fray. Vogan lept into the barricade to extract Qortas, and all of the Iron Company men escaped, having downed six or seven thieves, injured several more, and left them the cursed prized, hoping to cause as much damage to the thieves as possible, and land a blow to their most coveted possession. It certainly would not resolve the conflict between guild and company, but hopefully it was a strong opening move in this clandestine war.

Returning to the Iron Company guild house, flush with the excitement of a well run caper, the Iron Company men encountered a disturbing site. A large crowd gathered in front of the door. From their reaction, they were surprised to see anyone return to the Iron Company guild house, and the reason was clear. The Red Hand had been painted on the door. Sawyer, recognizing the symbol and the danger it posed, sought out his contact the Beggar King for more information. The rotund thief met him at a local ale house, informing him of the Thieves intention to destroy the Iron Company, estimating they would send a force for 300 handed members to accomplish the task, and warning that it would be coming shortly. He also did provide the information that many handed members of the Thieves Guild who had opposed the policy of assassination were locked up in it's dungeon on the 30th subfloor. He advised Sawyer to go in to hiding and avoid his father especially, who was after his head. Notoroc met the other companions at the door and immediately ushered them into his council chamber. Initially, he planned to pack up the entire guild and flee the city. Eventually, Sawyer returned with his information. It seemed that escape was an unlikely solution, as his contact estimated any avenue out of the city would be guarded by assassins. Considering this, Notoroc proved his resourcefulness once again. Apparently, 30 years ago, he devised a way to teleport into the Thieves Guild, and has been sitting on the information quietly every since. Planning to use the attack on the Iron Company as a distraction, the remaining healthy council members; Kromork, Brandrum, Vogan, and Saywer decided to conduct a frontal assault. The plan was to teleport into the Thieves Guild, cause a large commotion, and hopefully free the imprisoned thieves and convince them to fight with the Iron Company, find some information that could be used to stop the assault, or both.

Wasting little time, a large group of armed men showed up at the Iron Company. This did not give our adventurers any time to rest. With their friends and families' lives in jeopardy, and their resources limited, Kromork gave a rousing speech to bolster the resolve of the Iron Council. That done, the group grabbed the port key and uttered the pass phrase, and found themselves instantly transported just inside the door of the Thieves Guild. Understandably, the two guards at the front door were surprised to see them, and were cut down in short order. Such sudden violence against fellow citizens of the Dynasty felt somewhat out of character (at least to Kromork), but with the Red Hand having been initiated, it seemed that war was upon the Iron Company, like it or not. Luckily, Sawyer had long experience with the first several floors of the guild, and was able to direct the crew away from booby traps on floors 1-4. On the second floor, three thieves rushed up the stairs to meet our valiant heroes, and were met with a wall of steel and arrows. Seeing a great opportunity, Kromork shoved one down the stairs. Another, he simply tossed head first into the ceiling, killing him instantly. The third, seeing what became of his companions, ran for the exit. Unfortunately for him, Sawyer knew the traps well, and a well timed mage hand sent a large axe straight through his midsection. The group then barreled forward, knowing traps awaited, but also knowing that there was not much time until the thieves slaughtered everyone they knew and loved. On the fifth floor, Sawyer could not recall the trap in place. Luckily, at the last minute, he remembered there was an illusion of the floor covering a 15 ft gap. He yelled jump to Kromork just in the nick of time. Trusting his companion, Kromork jumped, and landed with a foot to spare on the other side. Vogan made the jump easily, and Brandrum flew Sawyer across using his new found psychic powers. The companions successfully negotiated the 5th and 6th floors. At floor seven, five thieves awaited them at the end of the hallway. Sawyer started things off with a surprise arrow, while the rest of the crew rushed them. Unfortunately for Brandrum, he arrived first, which apparently to thieves means everyone should kill him alone. Luckily, he is a resilient fellow, and although he took several mighty blows, he stood as a stone upon the breakers while his companions slew the enemy around him. Vogan, utilizing Nardal in his bat form, was able to track down the sneaky Halfling who was trying to hide himself away, and dispatched him easily once he was discovered.

Feeling time slipping away, the companions paused for breath. It was clear that a new course would be needed if the plan was to succeed given half the time Notoroc felt the Iron Company could hold out against the thieves onslaught had passed, and the adventurers were only on the 7th floor out of 30. At that precise moment, the tell tale sound of gnome feet came pitter pattering from the 6th floor. Puffing from his sprint, Oliver raced in to view, having awoken from his lengthy, diseased sleep and devised a method for teleporting himself into the thieves guild. It was obvious the Iron Council had missed it's Chief Advisor and Strategist, as Oliver was teeming with plans and ideas upon his arrival. Most notably, he had a slight adjustment to the plan of bash through each floor until you reach the end, adding his ability to make the entire party look like someone else. Some further discussion ensued, and it was decided the best course of action was to proceed as quickly as possible to the tenth floor, find five handed members of the Thieves Guild, kill or incapacitate them as seemed fitting, steal their identities, then find a quicker way down to the thirtieth floor. That part was a little unclear still, but hopefully something would present itself. Meanwhile, Brandrum, feeling bored with the discussion, wandered into an open doorway and found a room full of whisky. He provided himself with several bottles, then headed into another unoccupied room. Making a thorough search, he identified one bottle of wine amongst many bottles that was different than the rest. With Vogan's help, he identified it as the key to a Magivator, a magical contraption that would bring the crew to a different floor (hopefully deep within the depths of the Thieves guild). Try as he might, he could not figure out the switch, moving the bottle in all directions he could think of. Vogan decided to grab Kromork, Sawyer, and Oliver and bring them in for consultation. Oliver, utilizing his exceptional memory and expertise in the history of arcana, remembered reading *** as a young lad. One phrase from the authors description of the thieves guild struck him as odd, ***something to do with a wine cork that sounded cool. The pieces snapping together, Oliver removed the bottle's cork. Immediately, the lights went out, and the Iron Company's elite infiltration unit, proceeded into the bowels of the Thieves Guild. Unfortunately for Kromork, the trip into the bowels went worse for him than the others. He tripped upon arrival, dropping to a knee and bruising his shin. Unfortunately the door was locked, and could not be unlocked despite Sawyer's best efforts. Again, Oliver came to the crew's rescue, replacing the wine cork and hearing a satisfying click. Upon opening the door, the Iron Company men were met with the confused stares of four handed members of the Thieves Guild. Recognizing their looks of suspicion, Kromork lept into action. ramming his spear into the leg of the nearest thief. Oliver, his battle lust up after such a long absence from the fray, poked his head around Kromork's leg, and with a subtle manipulation, slowed time itself. Unfortunately, one thief proved resilient to Oliver's magic. He immediately turned tail and ran for the stairwell. Meanwhile, the Iron Council joined battle with the remaining thieves, intent on ruining the Guild's plans to destroy the Iron Company. Here the men of the Iron Company felt at home, in the fray of battle. The original thieves proved to pack a punch, but were eventually dealt with one by one. Unfortunately, the thief who escaped returned with several cohorts, packing the hallway with combatants. As the battle wore on, more and more thieves were sent to their graves, but it was clear that the Iron Company men could not keep up this fight forever, and there was little time besides. Creating his on distraction, Oliver put decided the time for his plan had come, and added a brilliant twist, making the Iron Company crew appear as the five recently departed handed thieves, and making the corpses appear as the Iron Company men. The remaining thieves were suitably befuddled by this turn of events, and eventually either dealt with via the sword, or convinced to head back the other way to look for more infiltrators from the Iron Company on other floors.

Further into the dreaded Guild House, the adventurers noted a change in walls. Sawyer was able to recall a long held rumor among the thieves guild that magic did not work on the bottom three floors. Luckily, it was only partially true. Although the walls did seem to effect their spells, the illusion of handed members stayed intact except to the closest of scrutiny. What awaited the crew at the bottom of the stairwell was truly horrifying. Thieves, acting as if they were well read, gentile citizens, lounged about sipping wine and enjoying themselves, even while their brothers sought the destruction of the Iron Company. Being covered in gore, with weapons ready, the Iron Company men drew a small amount of attention, but sheathing their weapons seemed to mollify the thieves, and the crew passed through unmolested. Down to the 28th floor, where it appeared the armory of the handed members was housed. Thieves milled about, arming themselves for battle with daggers, short swords, lances? and a myriad of poisons. Not wanting to look out of place, the Iron Council walked authoritatively into the potion room, taking for their own whatever they felt would be most helpful for destroying their enemies, silently reflecting on the irony of the thieves willing helping in their own doom. That accomplished, it was down to the twenty-ninth floor. Time is hard to track in the winding halls, but all five companions knew it was running short. They stepped on to the floor, feeling the lives of their friends and families hanging in the balance, and felt all connection to their magics vanish.

Sneaking in to the dungeons of the thieves guild without the comforting embrace of their magics was tough on everyone, but perhaps none of the adventurers felt it as keenly as Oliver McNibbleson. Still, his bravery could not be dampened by any aura, and he assisted sawyer in sneaking to the first blockade, a locked gate across the stone hall. Some tricky slight of hand from Sawyer gained him the guards keys without being noticed. Unfortunately, he was not quite able to open the door silently, and the guards saw him (but not Oliver, who was so still he was invisible). Thinking quickly, Sawyer slung a potion of sleep in the guards face. While this was going on, Oliver was able to identify the proper key and unlock the gate. Hearing a commotion, Kromork, Brandrum, and Vogan (who are understandably unsneaky) came pounding down the hall. Over the course of the next minute, an epic battle of misses ensued, but eventually the numbers told, and our heroes were able to subdue the two thieves. One thing that had been bothering the crew was puddles of stinking acid that was dripping from holes in the ceiling. Investigating further, Oliver was able to tell that it was coming from a creature. Furthermore, whatever was in the holes, was using this excretion to put out the torches. A few moments investigation further down the hallway revealed another set of guards in front of a door. Taking a cue from whatever creature was stalking them, the Iron Strikeforce set out to eliminate any light in the hallway, theorizing that the human thieves would struggle to see in the dark. Although some among the crew also lacked vision, overall the trade off seemed overwhelming. Luckily, some of the gang had thought to collect some of the acidic goo that was dripping down the walls and pooling on the floor in empty potion bottles. Three bottles were hurled. Unfortunately, some had better aim than others. Brandrum was able to snuff the torch he threw at, but Vogan and Sawyer both missed their throws, so a single torch remained burning. Brave perhaps to a fault, Brandrum took the final bottle of goo and stepped into an onslaught of arrows, scoring a direct hit and snuffing all light from the hallway. In the darkness, Kromork lead Vogan to the frontline, while Oliver acted as Sawyer's spotter, pointing his arrows in the direction the should fly. Brandrum was able to use his mental abilities to give himself reach, and so supported Kromork and Vogan from the second line. With the advantage of darkness in their favor, the Company took very little damage from the otherwise capable foes. The second door unlocked, the adventurers came upon a large chamber with multiple cells. Inside appeared to be sixty or so thieves in various states of repair. All had been treated poorly, some on the brink of starvation. Before they could free the prisoners, a monster from nightmares lept from the ceiling, emanating an aura of nullification surrounded the group. Fearsome in appearance, the creatures roar had mind altering effects, and Brandrum and Kromork immediately succumbed to an unnatural fear. Accustomed to his cavernous home, the creature lept from stalactite to stalactite, dropping down to hammer Oliver before leaping away again. Luckily, during the pouding, Oliver was able to recognize the aura was not coming from the creature, but from a necklace he was wearing. The Argamatrox, apparently a powerful demon that inhabited the bowels of the thieves guild, was able to resist Sawyers attempt to take the necklace, but the distraction allowed Kromork to snatch the necklace from his other side, and flee around a pillar. After a little time had passed, the adventurers slowly felt their magics returning. It was a good thing too, since Argamtrox used the crew's fascination with his necklace to smash Sawyers against the iron bars, knocking him unconscious. Standing there with Sawyer down and both Vogan and Brandrum under the creatures fearful presence, the situation looked dire. Oliver's meticulous brain knew just what to do, popping a healing wand out of his robe that had been unused on his person so long that likely no one else even recalled he had such a thing. A quick healing blast brought Sawyer back to himself. Before he could even gather himself, Oliver pointed his small gnome finger and whispered his incantation. Rising from the ground was a huge Tyrannosaurus. The creature roared his fury and swung his massive tail, striking Argamtrox a massive blow. Having passed the necklace to Oliver (didn't fight it when Oliver helped himself), Kromork charged back in to the frey, lending his aura of protection and striking forth with Aelegath in spear form. Brandrum was able to shake off the fear, although it kept it's grip on Vogan. A bit nonplussed by his brutality being shaken off so easily, Argamatrox decided to flee, leaving himself open to attacks from the entire crew minus Oliver. Fortune, or some evil pact, favored him, and although he felt the Tyrannosaurs teeth, he dodged sword, spear and mace all. Seeing his prey fleeing, Sawyer Rex gave chase, tracking Argamatrox to the pillar he was standing atop. The pillar was no match for the Tyrannosaur, who rammed it with all his might, dislodging Argamatrox along with a large portion of the pillar itself. With the benefits of his haste potion, Kromork followed, dashing across the Cavern, and unleashing a divine smite into the demon that was devastating due his now prone condition. Argamatrox fled, looking for a grouping where he could unleash his magics once more. Seeing Brandrum, Vogan, and Oliver standing together plotting the course of action, he caused the floor to open and liquid hot magma to rise. Vogan lept out of the way, but Brandrum and Oliver we caught in the lava. Unfortunately, it was more than Oliver's gnome body could handle, and he dropped unconscious. The creature then lept away. As Oliver succumbed to a fiery bed, Sawyer reverted to his human form. Brandrum was able to restore Oliver to conscious thought, and Vogan, though still under the creatures Gaes, was able to drag Oliver from the lava. Seeing that the situation with the lava was handled expertly, Kromork once again rushed Argamatrox, trying to keep his firepower focused off of injured allies. Angered at the treatment of his compatriots, he unleashed a second divine smite, which reverberated around the cavern. The creature saw the next attack coming, and giving a small smile, threw up his hand as if he were holding a shield. the magical shield began to form as Kromork spear flew toward it, but just as quickly was neatly snuffed out, and Kromork's spear pinned his hand to his gut, dropping the creature for good. Looking around, he saw a newly risen Oliver smiling serenely.

Knowing their time was short, Oliver investigated Argamatrox further, while Kromork attempted to woo the prioners, thieves guild members all. His speech was decent, but fell short of gaining the company sixty new members. Oliver learned that although Argamatrox had been forced from this plane, he was still alive and well back home amongst the demons. Regardless, their interests aligning, the Iron Council released the prisoners and armed them as best they could (2 knives from Sawyer, one hand axe from Brandrum, eight javelins, two knives, two throwing axes from Kromork, and one summoned sword from Oliver). The thieves meant to storm the guild from the inside out, taking back their guild from those who they felt were steering her into dangerous waters. One thief among them, Argen, was moved by the Iron Company's proprosal, and accompanied them via port key back to the unknown that awaited them at the guild house. When the adventurers arrived back at the Iron House, they found it smoldering but intact. The foyer was awash with blood (more thieves than Iron Company, but plenty to go around). Notoroc was not in his quarters, but they had obviously been ransacked. Contacting him via Message, Oliver was able to ascertain Notoroc's whereabouts. He was on the third floor with the surviving contingent of the Iron Company. Luckily, Olliah, Maggie, and the rest of the support staff survived. Sadly, Milo and Kilo, Little Lenny Tompkins, Qortas, and any other person Joey Fontaine had an inkling of input in to, was killed in the fighting. Oliver sprinted to find his mother, but when he arrived, he got more than he bargained for. The verbal onslaught he endured singed the curtains (any that weren't already alight) and he was summarily sent to his room without any supper. Having done all they could do, the rest of the Iron Council retired to room 4, trying to cheer Oliver as best they could. Olliah came in and told them all how proud she was of them (including Oliver, which lifted his spirits greatly) and poured everyone a stiff drink (hot chocolate for Oliver) and bid them goodnight.

Upon waking, the crew found there was plenty of work left to be done. Argen told them how he could contact his fellows in the Thieves Guild to find out its status, and agreed to meet the crew at The Hanging Vine later that evening to discuss further. That done, everyone decided that the Iron Company really ought to do some reconnaissance of it's own. That being the case, Sawyer turned Oliver invisible, and Brandrum turned into a flea. He jumped in to Oliver's pocket and the two of them teleported back into the Thieves Guild. Sneaking up the stairways, they ran into the back of a group of thieves that seemed to be those that had been released from the cells below. Luckily, being miniscule and able to fly, Brandrum was able to sneak past these fellow with relative ease. Ahead, he heard more voices at the top of the next stair. It seemed he had found an impasse, where Thieves sat in stalemate against one another, sitting behind their barricades. Recently released prisoners on the floor 18, those previously in charge on floor 17, and no one moving quickly to resolve the stalemate. One unfortunate fellow on floor 17 spotted Brandrum, even pointing him out to his fellows, but the idea of a miniature flying man was so outlandish that they brushed it off as battle fatigue, and Brandrum beat a hasty retreat. With information in tow, Oliver teleported the pair back to the Iron House. Some discussion ensued, which was interrupted by the fattest fellow any of the Iron Council had ever seen. Blourbon knocked on the door, brazenly asking for Sawyer, despite his attempts to go unnoticed. Eventually Sawyer confirmed he was an ally, the beggar king, and would likely have quality information. The beggar king barged through the door and quickly informed Sawyer that he had played his own little game, placing the Red Hand on the door of the Thieves Guild itself. Seeing their opportunity to ensure quality relations with the future Thieves Guild, the group decided to head back that way, pincering the murdering thieves between themselves and their recently released allies.

Kromork thought the group was larger when they left the Iron House, but upon arrival, only himself, Vogan, and Oliver had made it. Apparently there was a decision to leave Sawyer, Brandrum, and Lucius at the guild house incase there were more pleasantries there. There was some discussion as to how to get in, with Kromork and Vogan recommending smashing it, while Oliver preferred a more refined approach. Eventually a compromise was reached. Oliver check the door for magical wards. There were of course several, so he removed them using his magics. A quick inspection for more mundane traps revealed there were quite a few of those as well. Vogan and Kromork tried to think back to see if there was something barring the door. Kromork wasn't quite sure, but Vogan was certain there was nothing. His part done, Oliver stepped aside, and the moment Kromork had been waiting for for several months finally arrived. Raising Aelegath high, Kromork muttered the words Oliver had taught him (Sprinkles Kettlewood grapejuice). A spectral rams head erupted from the tip of the lance, flying toward the door, splintering wood, forcing an opening through the impenetrable entrance. The doors met the iron bar behind them with such force that it bent outward, leaving a gap big enough for a gnome, but perhaps not for a goliath. Approaching the door, Vogan reached through, lifting the bar with ease, and kicked the doors completely open. Surprised at their guild being breached for the first time in 600 years, the thieves inside started firing arrows. Oliver let loose a hideous light inside the room, scattering thieves for the stairs and the door. Over the next minute, blows were exchanged, but the thieves could not last in effects of Olivers spell, and as they spilled out the door, they were cut down one after another by Vogan's sword and Kromork's spear. Once the last one was dealt with, the small band entered the Thieves Guild for the second time in two days. Down below, sounds of fierce conflict continued. Nudging Vogan, Kromork wrenched one of the heavy doors from it's hinges, laying it upon the staircase and blocking it's use. Vogan layed the second door on top of it, eliminating any chance for the thieves below to advance. From the other stairwell, several defeated thieves poured forth. Oliver and Kromork had a quick mental conversation, and decided in their magnanimity to allow them to flee. With great show (and trying not to spook anyone) Kromork approached the remaining thieves who had been released from their cages on the thirtieth floor. They were represented on this day by handed member ***, who thanked the Iron Company profusely for their intervention. Given the rumors presented by Blourbon earlier, a plan was concocted to guard the entrance to the Thieves guild utilizing a somewhat tiny hut to block the entrance. It was at that time that Blourbon himself showed up again, having apparently been tracking the outcome from afar. He came with what he called travel rations, a veritable feast that seemed to have no end. Particularly delicious was the caramel apple brandy. Hearing the call of his goddess sugar, Oliver succumbed to temptation and had the teensiest sip of brandy. He became roaringly drunk and attempted to negotiate with the Thives Guild an appropriate alliance with the Iron Company. *** was a bit confused by the negotiation tactic. Eventually he and Kromork discussed securing the alliance while Oliver worked to repair the guild's door. Unfortunately, some ancient rules of the Thieves Guild disqualified non-handed members from addressing their council, making negotiations somewhat difficult. Oliver, finding these rules to be illogical and unhelpful, decided it was not in the Iron Company's best interest to recreate the Thieves Guild's aura of impenetrability quite yet, until such time as terms could be arranged. In the end, *** suggested a letter written by representatives of the Iron Company could be read aloud at the Thieves Council. Anything further, he was certain, would make politics for the side we were hoping would prevail impossible. With that, Kromork and his two companions quit the Thieves Guild, having accomplished their mission of setting those Thieves who were against murder into power, and hoping the eventual outcome would be a favorable one for the Iron Company.

Civil Unrest
Having thoroughly dealt with the Thieves Guild, The Iron Company felt in need of some much needed relaxation. Luckily, it was the night of the Winter Revel, an evening for cutting loose. Brandrum knew just the place, and the crew followed him to Shenanigans, a well known bar in the area. After a round of mulled wine (and cider for Oliver), the crew settled in to watch Brandrum try his hand at a game of Moon Toss. Feeling full of liquid courage, Brandrum attempted to throw a waning crescent. His aim was near godlike. Unfortunately, it takes perfect godlike aim to toss a waning crescent, and he missed by the slightest margin. Enjoying the festivities, Kromork bought a second round for everyone. Shortly after, the evening took a strange turn. Friends started popping out of existence. Oliver, having more experience than the rest dealing with unknown magics on the fly, was able to resist for quite some time, even managing to find a guard and warn him what was going on. Unfortunately, the guard thought he was merely a gnome who couldn't old his cider after Oliver vomited on the curb beside him, and dismissed his claims as drunken revelry. Kromork awoke to his friend Brandrum's voice, but he was blind. An evil prescense surrounded. Being a mystic, Brandrum felt right at home, and was able to pull Vogan, Oliver, and Kromork into the same realm, although it seemed to be a different plane than the one they were on previously. Slowly a horrible scene unfolded around the group, revealing statuesqe skeletons and zombies in a misty graveyard. Some exploration showed the area to loop upon itself, allowing no escape. Eventually, the skeletons attacked, and closer inspection revealed them to be friends and allies of the Iron Company from times past. To add to the chaos, womping willows surrounded the graveyard, and efforted to crush anyone that came to near. After an intense battle that left the skeletons and zombies much worse for wear, Kromork noticed an area that apperaed to be much less womped than anywhere else in the graveyard. The graves in that region held strange inscriptions, but some clever intuition on Oliver and Vogan's parts revealed them to be the names of each Iron Council member written in an almost unbreakable code. The code broken, as each adventurer spoke his own name, his grave was revealed. Eventually realization struck, the only way out was through each man's own grave. Jumping through, the Company men foundthemselves back in the square outside of Shenanigans, breathing a sigh of relief to be home.

Their respite was short lived, as the horrible scene around them came into focus. Apparently, we had not been on another plane, but here all along, slaying innocent civilians in our hallucinatory state. Realizing what had happened, Oliver immediately began investigating. Knowing he was of little use in that arena, Kromork set to work doing what he did best, politicing to the remaining citizenry. His empassioned speech was suprisingly well received. That done, the group sent for Exinador, to explain the situation, and request his aide in solving the mystery. Having been warned of the commotion, he was already on his way. Upon arrival, he confiscated the weapons of every Company man, even demanding Oliver hand over his spell book. It was tought to part with, but eventually Oliver saw reason. After some terse questioning, Exindaor was convinced of what he knew to be true all along, that our good hearted adventureres would never murder innocent civilians (Lucuis was not present). A little further investigation revealed one patron from the previous evening that had given even the bartender at Shenanigans an uneasy feeling (no simple task). The fellow was quite non-descript, but luckily, he had tipped in gold. Promised double all of his tips, Todd produced 15 gold pieces, which he claimed were his tips from the prevoius evening. Utilizing this gold, and a Scrying spell learned from the Archive, the crew was able to locate the shady character by the next evening. He appeared to be creeping through an allyway outside of the bar where Loki and broken that bartender's legs that time. Realizing their window was short, Oliver, Vogan, and Kromork sped across town, tracking the assasin into a dark home, coming upon him with his knife drawn, apparently in the act of assinationg some hapless sleeping fellow. A very quick fight ensued, in which Oliver banished the gentleman, allowing Vogan and Kromork to get in to positoin. Dropping the banishment, the assasin was returned to reality only to be magically paralyzed and knocked uncounscious in short order. He was bound, gagged, and ridden back to the archive in short order.

In short order it was discovered that this man was no gentleman at all. He was, in fact, an Assassin, hired by the Holy Friends to incite hostility between the Iron Company and the populace in general by causing general mayhem and murder as described above. He was quite candid, and not in the least ashamed. He had a contract, and he followed. A man of principle, if a somewhat morally skewed principle. Deciding what to do with the fellow was no easy matter. He was confident in his ability to escape whatever prison Exinador had prepared for him. He was also quite willing to negotiate for his release, promising service. Vogan wanted to kill him outright, which in retrospect was probably the best course of action. However, with such turmoil involving the Sarriahn Dynasty as a whole, it was at last decided to have this assassin collect information to prove the Holy Friends' involvement in what was not being seen as a plot not only against the Iron Company, but against the Dynasty itself. A bargain was struck, and with Exinador's approval, the assassin was released under contract. He proptly broke that contract within the hour, and disappeared despite the crew's best efforts to track him down again.

Their efforts at discovery squashed, the crew decided to go a different route. Oliver sent a message to Ykkick the Cunning, reasoning that if anyone would know what was going on, he would. The promise of information in return delivered Ykkick in short order. Through some subtle manipulation, Oliver actually got the better of the language master, extracting information that Suclain Duneguard III was in Orlas, ostensibly on a diplomatic mission for the crown, but in reality sowing treason in the name of the Holy Friends. With this terrible, yet unprovable news, the Company Men returned to report to Exinador, since he was the ranking authority and the Kings could not be reached. Exinador of course, could not move on the information, since only the bad guys get to act without proof. The adventurers yearned to leave the city and effect some change on the situation, but the Holy Friends threat to the Iron Company kept them trapped in Dragon Spear. With nothing left to do but stay in place as a deterrent, the crew decided a shopping trip was in order.

Oliver's Homecoming
Miraculously, the mention of shopping for magic items woke Lucius from his months of slumber, finally bringing him from the magically induced coma that the Isle of *** had placed upon him. He arrived with a baby and little ability to explain its presence. Kromork was not too surprised. It was Lucius afterall. Who can explain him? After some perusing, Oliver and Kromork got in to the nitty gritty of negotiation with ***, the gnome proprietor of the ***. They were just settling on an outrageously generous price, when Blourbon appeared, cleared the room, and paid for the items en masse. Money being scarce, Kromork could not believe the pile of gold that was just set down almost without a second thought. While he was still reeling from the purchase. Blourbon announced that Exinador Alfiron was dead, murdered in his own office. Further, he had scrawled one word on a piece of paper prior to his death. "Oliver". Naturally, this implicated the Iron Council in his death. Now wanted for the murder of a standing member of the King's council, the Kings Guard was out in force looking for the adventurers. Apparently Kettlewood Motte was already under guard, along with the Iron House. Blourbon also indicated that there was someone at the Stumble Inn that wanted a word with the crew, and that perhaps they should discretely leave town as quickly as possible after meeting him.

Not knowing what to expect, the adventurers went to the Stumble Inn. It's lone patron was a subdued man playing a mournful tune on his mandolin. Instantly, Oliver, Lucius and Kromork recognized their old compatriot Petras. Although thought dead, Petras had apparently suffered a fate even worse. He spent more than a year in the possession of the Lich Lord of Languil, and now apparently was under a great, mysterious enchantment that blocked his ability to communicate certain information. Despite this charm, he was determined to warn the adventurers. Eventually, he was able to sing a code that lead the crew to believe they should seek out Oliver's oldest friend and fiercest enemy, Erros. With Kettlewood lost, Kromork was distraught, but was willing to go along with a plan if it helped Oliver. The group wanted to send warnings, but Oliver did not have it prepared, and so without much more planning, Oliver gathered the wayward adventurers and teleported them to High Home. Once there, they set out to find the Academy, but were immediately beset with racist looks from the racist populace. Some enjoyable role play from Kromork eased the tension a bit as he forced Loki to carry the groups bags. Things were looking up for a nice stroll through the ideallic streets until an unhappy stranger with some giant scorpion constructs decided to introduce himself. He tossed a metallic ball on the ground near the party. Oliver, recognizing danger, constructed a box surrounding the ball and willed it into reality. Vogan then grappled the magus, preventing him from moving. Finally, Kromork gave him the command to freeze, which he obeyed. Lucius hopped around the battle field, shoving a growing scorpion creature away from himself with some new arcane ability. In the chaos, Oliver was able to swipe the magus' bag, containing three more of the little balls. Vogan and Kromork knocked the mage unconscious. While all that was happening, the Scorpion continued to grow until it was huge in size, taking up the entire street. It packed a punch, but was eventually destroyed.

(someone with notes should fill this section in)

Following leads from town, the adventures tried to blend in better by creating frat boy names and heading to a hotel near some train tracks. They had a frat party? then rested. In the morning, the party boarded a train where they were supposed to meet the worlds greatest detective and hire him to find more information on Erros. The party was asked by the guards to put everything of value in a safe that could not be opened except by the butler, whose name was Jenkins, and who was totally not shady. and the train got underway. During the train ride, someone was murdered, and it was the butler? (it's been a while) but he was missing his hands. The Iron Company went to investigate, because the guards were really more like mall cops, and were too scared to get involved in an actual crime. When they got to the engine room, there was a Jenkins doppleganger, holding Jenkins' hands, accessing the safe. An epic mage battle ensued. Our adventurers were victorious, but not before the bulter formerly known as Jenkins jumped to someone else's body. By the time this was all sorted, the fellow was gone from a moving train, and there was a dire warning on the train's communication device that the track was out ahead. after some quick calculations, and a review of prepared spells, the company decided all they could really do was help evacuate the train to save the civilians. this was accomplished to great effect, saving all but 3, with a few odd injuries mixed in. That was the good news. the bad news was that the entire group was stranded in the Thundersummit mountains, and a terrible unpredicted winter storm was blowing in. The company lead the people to shelter in the train tunnel, and hunkered down for an evenings rest to try and withstand the bitter cold. In the morning, Oliver would be able to teleport the entire gaggle back to Highhome. Unfortunately, the pack of Frost Giants roaming the thundersummits had different ideas, and attacked during the height of the storm. A brutal, bloody battle ensued. The giants used the terrain to their favor, initially out of melee range and limiting the companions' effectiveness. Stepping up to the call, Oliver cut off the lead giant using his wall of force, and then teleported Kromork to a platform where he was able to reach one of the other giants. Hanging back to protect the civilians, Vogan took a beating, eventually dropping off the cliff completely unconscious. Oliver performed a quick combination of magic and physics, chaining together his teleports to rescue Vogan, and deliver him to safety.

From here, we went on a wild horse ride from Gildebrag to Keelor and met Erros in an inn that was too cat themed for me to comment on. I don't recall how that happened, but I blame Whiskey.

Into Orlas
Luckily for Erros, Oliver McNibbleson is not the type to hold a grudge. Kromork was shocked to find the extent to which Erros had betrayed his former friend. the pieces of a grand conspiracy started to come together. It seemed that The Lichlord of Languil, Appolyon Strongyew, Grnnich Linkton, and an unwitting Erros had restarted a 4 headed plague that would see 40 lieutenants recruited, all of whom could pass an undead sickness, the same as the one discovered earlier that lead to the near demise of clan Wyrmbellow in the southern thundersummits of what was then Gildebrag. Endeavoring to save the world, cut off from the support of their monarchs, bereft even of their stronghold Kettlewood Motte, the Iron Council set forth to Orlas to seek out and finally destroy Rincewind the Grey. The mage had eluded the Ashers for too long, and he turned up in secret documentation to be one of Appylon Strongyew's Lieutenants. The Iron Council had his address in Tayartus. Luckily for the crew, Erros was able to use the teleportation circle there, and with a small investigation upon arrival, Rincewind's stronghold was discovered. Brandrum was able to sneak through his wards with Oliver's help, and with him hidden inside the home, the rest of the council got his attention by throwing rocks at his window. When Rincewind came to investigate, Brandrum wisely eschewed fairplay, and shot the dark mage in the back with a walloping arrow backed with psychic force. His shot home, Brandrum was spent physically and mentally, and spent the rest of the battle huddled in the corner out of the way. Their surprise ended, the rest of the company poured through Rincewind's window, and an epic battle ensued. Having lived for quite some time, Rincewind knew a thing or two about teleportation, and he had some nasty tricks up his sleeve. He zipped around the interior of his home, staying one step ahead of the many combatants. Two spells later, both Kromork and Vogan were unconscious, and Lucius was hemmed to the wall by otherworldly tentacles, dying a slow death. It was at this point that Oliver decided to change the playing field, summoning a demon that would have appalled both Kromork and Vogan had they been conscious to witness its arrival. Lucius was overjoyed, and immediately tried to befriend the devil, though everyone's lives hung in the balance. Spying the demon, Rincewind teleported away to safety to regroup. Unfortunately, he was only gone for a few seconds, not even long enough for the companions to arouse their fallen comrades. Recalling his healing wand, Oliver brought his arcane power to bear, raising Kromork to his feet. Rincewind immediately dropped him again, but the order of events turned int he adventurer's favor, and then Oliver was able to get him on his feet long enough for Kromork to rally the troops using the magic granted him by his oaths to the Dynasty. Eventually, the numbers told, and Kromork was able to command the mage to stillness with the power of the spoken word. Spying an opening, and knowing Rincewind's pension to escape to his grey realm before his death, Oliver withdrew a poison vile he had been saving. Poring it down the paralyzed mage's throat before he was able to flee the scene.

Stumbling from Rincewind's stronghold, the adventurer's were disoriented. Somewhere in the chaos, Brandrum and Oliver disappeared. Kromork, Vogan, and Lucius searched for any sign of them, but were unable to locate anything. Given that Rincewind was apparently only a lieutenant, and that there were really no other leads to follow other than Apollyon Strongyew himself, they decided to seek out allies in Tayartus. Vogan did have one Asher contact in the city, and thus did Kromork meet the most beautiful creature that walked the Tri-partite kingdoms and Orlas. Jagertah, the half orc asher, could put back a brew with the best of them, and knew her way around a battlefield. She was a seasoned Asher, and Vogan heald her in high esteem. That being said, when approached about going after Apollyon, she counseled caution. The crew decided to contact the worlds most famous Asher, ***, in hopes of having a chance when it came to the final battle with Apollyon, and decided to do some recon while waiting on word of Oliver and Brandrum. The first thing they needed was a base of operations in the city. The fetid inn the found outside of Rincewind's destroyed home would not due. Luckily, Kettlewood Motte had a newly signed trade deal with one of the nobility of Tayartus, and so they went to the home of ***. He hosted the group with impeccable manners, offering every comfort to his guests. He even treated Vogan, Kromork, and Lucius to the spectacle of the dog races for which Tayartus is so famous. The betting went well, and both Kromork and Lucius came out far in the black. *** also introduced Vogan to a smith used to working with magic items, and Vogan was able to commission a great sword to be made out of his rail with a downpayment of Kromork's winnings. While they were leaving the races, Apollyon himself approached the group, leaving them no avenue of escape. He made it known in no uncertain terms that he was aware of the presence. There would be no taking him unawares, at least not through the front door of his tower. Rumor around town was that he was staying in the Obsidian Obelisk, a tower that was said to be cursed and in which no one had had the courage to stay for decades.

Deciding they were best served to whittle down Apollyon's support, and at the same time gather more information, the Iron Council staged and underground two ferret sewage match, and let it be known through the right channels where it could be found. Luckily, several of his men took the bait.