Red Eclipse

Battle for Cadensong

(Game time: September 16, Drow moongate ETA: October 15)

Fight 1:

Round 1:
Winter: Foolish drow, this city is mine. I will slay you all and claim your souls!

Darley: The Shadows Revive You

Bride of Shadows:
A burst of shadow erupts from the center of the room and a vision appears: a beautiful fey woman with black hair below a crown of mithral and glowing starstones. Her cloak is pure black, and her indigo dress is set with countless diamonds that sparkle despite the gloom around her. Four lantern dragonettes curled around her feet stand up and hiss at you. She speaks in a commanding tone that leaves the impression she is not used to being questioned or disregarded, “The holy shrine of Cadensong is under the protection of the Summer Palace and the Thorn Guard. Know that spilling any blood here is forbidden and will incur the wrath of the Bride of Shadows.”

Lantern Dragonettes
Are a form of pseudodragon with scales like tarnished silver; their belly glows from within with an orange light. Knowledge History DC: 24 or Knowledge Arcane DC 24: This glow can be muted when they keep their scales laid flat, a bit like a lantern shutter; the glow is brightest when their scales are held away from the body. They are a favorite pet of the fey of the Shadowfel.

Round 2:
Darley: Stand back! None can interfere with the prophecy. My champions will fulfill their destiny.

The Bride of Shadows laughs, “None can know the true meaning of the prophecies. And prophecy does not cater to the whims of any — not even the gods.”

Winter: “ENOUGH! I shall slay you all!”

Darley’s Action: unleashes Veil of the Night, creating a wall of darkness over the party, blocking sight from the balconies and the sunlight from the central skylight.

Upon first blood (drawn by Winter’s spawn):
In a cold, disinterested voice, Bride of Shadow says: “Thorn Guard — destroy them all”
Walls of briars erupt throughout the room, mostly walling off the factions from each other.

The party battles Eladrin and a behir. At the end:
Darley: “The Queen of Night and Magic is gone — her power here is lost. There is only us and Winter.”

Darley then speaks: “The Shadows Revive You”

Fight 2 — Winter’s Spawn

Round 1:
Darley yells, “The Lancer is mine — he’s not your fight.” and charges the demon.

End of Fight 2:
Darley Speaks: “The Shadows Revive You”

Fight 3 — Winter

Round 1:
The final line of briars is blasted apart, “ENOUGH OF THIS WITCHCRAFT!” Winter shouts as he crashes through. The black fog over you is scattered to the wind allowing daylight to once again fill the hall from the central glass ceiling. The briars are left in tatters.
Winter charges Roland, “I will torture your souls for 100 years!”

Darley appears next to Andra and hands her a scroll, “The Abyss is a pit of corruption and lies. Use this now, while I distract him. Do not believe a word he says. And when the sky turns black, run from me and know this path is my own making.”

Darley then shouts at Winter: “Your time has come to an end, Gargithaz.” At hearing his name spoken, Winter’s head snaps back and his eyes flicker with fear. “The Sea Witch has made the prophecy real.”

Round 2:
Winter sees Minyra holding Darley’s blade. He hisses at Minyra and recoils, “The Horned Herald? No! If you’re here, then that means—”

Winter uses Chaos Charge to teleport 8 squares back to the Balazau behind him and strikes the Balazau.

Darley purrs, “You can’t hide from the prophecies, Winter. My champions have come for your head.”

Roland hears a voice in his head “I am Veland Windwalker — and we are not done here”. Roland surges to level 21 and is fully healed.

As Roland attacks, Winter shouts: “Stop! Windwalker, Stop!”

Round 3:
Winter: “Windwalker! Herald! Call her off of me!” — he attacks Darley.

The sky is rippling with lightning, black clouds boil in the sky above you.

Darley cries out “Don’t stop, Andra! Do. Not. Stop!”

Winter is banished:
Andra unleashes the full power of the ritual. The magic lashes out at the demon, binding him to the Abyss where he will have to remain for a year and a day.

Darley: “This isn’t over, Gargithaz. I walk the Abyss and will find you. Keep one eye on your back. Always.” As she speaks, the teeth on her arms shrink down to nubs and fade to nothing.

A black flash of mist surrounds Darley and she is gone.

Lightning crashes down from the sky, striking where Darley had been standing.

Winter stands sullen and bow his head. “Banish me as you must. I know my time on Terravin is over. I may be out of the game, but that doesn’t mean I can’t pick a new favorite to win the race.”

The demon roars and a ring of elemental energy blasts out. It washes over you, making your hair stand on end. Your vision sparkles for a moment and then you see around you three beholders, strips of black metal are lashed over them and hold blue crystals glowing with light. With you looking at them, they gape in surprise and fear, then an instant later they explode in blasts of gore.

“I’m no fool and will not fight the Virozoth prophecies. Tell Fire’s Keeper she only won because of Network 27.”

The Demon holds up a glowing stone, “These Moongate Embers are the key to your freedom. The Demon Gate guardian has two. I would assume each Darklord has one. One is lost in Tenara. There are rumors of others. Maybe even Fire’s Keeper if you’re lucky.”

Arcane energy has bubbled out of the air around him and is straining against his hulking form — the banish spell taking hold.

“Some tips for you, Guilders: when you reach the Abyss, don’t try to find me. You need to trust and embrace the prophecies. The Virozoth are dangerous but they do tell of the end of the Shanara Wildwind just as they told of my leaving Terravin today.”

There is a flash and an arcane inversion of power that gathers and snaps into a single bolt that strikes the place Winter was standing. A blast of shards rains down on the party.

As the party regains their feet, Minyra’s dagger twitches in her hand and draws Minyra toward one of the shards. Minyra sees that while the other dark purple shards have faded to black, one has a silver spark inside it, flashing as if it were a small flame.

Minyra picks up the shard.

As you look around you see the soul larvae fading to nothing.

Skyknives player map


1 hex = 5 miles

SW (bottom left) corner is the city of Leopard Bay.
East from there is the Four-falls River emptying into the Coral Sea.
The river climbs up the mountainside to the 3000’ elevation point you are now at.
The dwarves fill in the path north to Cadensong/Jullal’du’at — a 50 mile trip (sorry my guess of 20 was a little off).

The lake is unnamed.

With the Dragon Empire lift activated, your horses at the bottom of The Well can easily be recovered.

Created using Hexographer (purchased pro edition).
Graphics editing done using Paint.Net.

Catch up

The party battled through the ruined sea town of New Rizza, encountering Pedari, a Gold Dragon. They battled, with the dragon saying:

I.. am.. Pedari. I sacrifice my life in defiance of you, Shanara. I will never submit to you, Shanara Wildwind. Your lies will return to haunt you Shanara. They will only have to look in your garden, Shanara, to see the truth.

At Fort Digger, the party found an alien structure had imposed itself over the keep. Virozoth, tripod creatures from a distant realm, were invading.

At the heart of For Digger, they encountered Zirig, who offered a deal:

I wanted to offer you a deal: I want the name of the dragon that took the Red Heart. If you can get me that, I will share a secret with you: the truth behind Fire’s Keeper. And to show you that I really am interested in your… success, I have a gift for you.

They find a Mercury Dragon that has chewed off its hind leg, during the battle it curses them, calling them foul names: Assassins! Betrayers! Defilers! Terrorists! Murderers! Rapists!

As the dragon dies it gasps: “So you have been judged… so you shall… suffer.”

The walls have common writing using Virozoth blood:

The one with the black hand will crush the black heart. Those that have seen the darkness will walk the stars.

After moving the dragon’s body, they find the text: Soaring higher than all others, she searches for her lost sheep She knows that I’ve been Doing something wrong But she won’t say anything My foul deeds are no reason to hide from her Mother hides the murderer Mother hides the madman When will I come home? When will I return to her? Mothers stand for comfort Mother will stay mum She stands for comfort —Greedoth Venomeye (apologies to Kate)

They rescue a dwarf cannoneer, G’dorn Mossheal, who is carrying around the head of his former commander, Captain Blackstar. Captain Blackstar can be heard when the head is visible and it is screaming for people to gather a cannon and finish off the Virozoth invaders.

After using all the cannon balls, Captain Blackstar orders: USE MY HEAD! which, when finally fired at the Virozoth, their arcane gates begin to collapse.

The Virozoth have gates to many parts of Terravin and the party sees many strange things. But they settle on going to Haven 2, where Andra’s cousin, Emelie, is supposed to be.

There they fight their way to the boats to find Emelie commanding a boat and keeping everybody away from it. She sees the party and calls them “Star Walkers” and informs them she is happy to help with whatever they need. She shows them the moongate on the ship and the party returns to Haven at long last.

Leaving the Temple of Firefoot

Asha has been called away on religious duty and the church of Firefoot has requested the party help a young woman reach and gain entrance to Haven. At first requested as a favor for the church, the party is then offered money if that is all they wish, but then they deside that in their battle against the Dark Lords, having the Temple of Firefoot owe them a favor is the better plan.

A robed halfing comes up to Wildvine and whispers. Then Wildvine looks at the party. “Avatar Calipso is weakening. We may be too late and you may suffer the same fate as us.”

There fiery tornado begins dissipating, the flames thining.

You hear shouts all around the temple to be ready for an attack.

Wildvine steps out the back door of the temple, “I’m sorry, I must do what I can here. Please, reach Fort Digger and bring help if it is at all possible. I fear we will not last the Long Night.”

You see the flames stuttering and fading down to nothing outside the temple as you follow Wildvine outside.

There is a mighty cheer from the dark hordes in the city streets.

The war drums pound in a rapid and brief roll. When they stop, the mob goes silent. A single voice calls out, “Your time has come to an end Calipso. You shall defy the armies of Myra no more. Your followers shall all be crushed, unless you wish to beg for mercy and submit to Myra’s whip.”

You see a half-elf come out of the temple. She is dressed in white robes, she looks young and beautiful, but simultaneously tired and ancient. Four attendants in battle dress follow her closely.

“Captain Besson, I do not fear your master’s whip. But I will not beg of anything from you. You make cut me down on this night, but I swear I will take you with me.”

Calipso raises her staff and shouts, “Defenders of the Flame –“

She was about to continue, but it cut off when there is a burst of white and blue light. The clear night sky is suddenly blotted out as all around you are blue swirling eddies of mystic power. The arcane hum that has become so constant is instantly swept away. The blue lights flow outward, as if all coming from Captain Besson, until a large sphere, perhaps hundreds of yards across has engulfed you, the temple, and the armies.

People recover from the shock of the lights and you look up to see Captain Besson levitating, a green light radiating around him. He speaks again, but this time his voice echos as if coming from down a long tunnel.

“Army of Myra, I commend you for winning this battle, but the prize shall be mine. For your reward I shall end your suffering lives.”

Andra recognizes the voice is Zirig – the robed man that flew the Tikri airship.

Captain Besson’s clothes and armor fall away from him and then suddenly his flesh is ripped away as if he were a large banana. Besson is screaming out in pain and anguish, his body bent horribly backwards. His entourage step towards him, but hesitate, unsure how to help.

You hear more bone-chilling screams from around Captain Besson but can see little of what is happening.

A wave of force hits you from above, knocking you to the ground, a surge of enternal power washing over you. You are left looking up at the night sky, the blue sphere is gone, but are surprised to see the stars have been blotted out. Lighting rips angrily through the sky and reveal the clouds swirling in a tight vortex directly above you. For several long seconds you are paralyzed and helpless as you hear stone crack and the earth shakes around you.

The arcane buzz returns and you are suddenly released from the weight. As you regain your feet you see the town of New Rizza has been demolished as if stomped on by some angry giant.

Arcane Check (trained only), DC 23: The arcane buzz is a divination marker. The sphere was divination suppression. Whoever is watching did not see the fall of Captain Besson.

You realize both armies were knocked down as you had been, but before the drow regain their feet you see there is a mob of shambling skeletons where Captain Besson once stood. The undead are slashing into the drow and appear to have been unaffected by the crushing weight – you imagine many were slaughtered as they were pinned to the ground helplessly.

“NOW!” shouts Calisto. “CHARGE!”

Calistos attenedants unleash powerful flame and lightning that destroys the siege engines and the defenders of the Temple rush to engage the drow, which are now caught between those they had conquered and the undead that have appeared in their midst.

The battle erupts among the shattered city streets. Fort Digger stands on the far side of the raging battle.

In the chaos, the party rushes into the maze of broken buildings.

A group of gnolls is found first and they are cut down to 2 huntsmen that surrender and are stripped of gear, arms are bound and they are sent to the temple of Firefoot.

Pressing on, the party finds 4 halflings torturing an orc.

“Gosh, I wonder where they learned that,” Minyra ponders and the party moves on, leaving them alone.

Next, they encounter a skull lord that has fallen into a collapsed basement. He is being assaulted by beetles and is laughing hysterically, begging the party to save him. They attack. During the fight a wandering giant scorpion comes across them and attacks as well, as it captures people, it drops them into the pit.

Inside the pit, the arcane hum becomes a pulsing sound and a hidden passage to the south is spotted. Golden light eminates from this direction.

What Already Happened

Haven was attacked by a large army of Tuskarin.

While the party was not in an appropriate position to participate, they foiled some saboteurs that attempted to sneak in during the distraction.

This got them the attention of Conner Westmoore, a dirty scoundrel that knows even more dirty scoundrels.

To see that the party was up to task, Conner first sent them to take out the Red Ring—a pit fighting group outside of town that he believed had kidnapped his friend, Gnarly. It was run by Bogtog. The party cleared out Bogtog and his men, and then they found Bogtog’s note. In the back of Bogtog’s hangout, they party explored an area that had been barricaded off. It took some work to clear away the debris, and that lead down into a very strange set of stairs guarded by statues that attacked as they neared each one. When they reached the bottom of the stairs, the walls began to lower and they could see the initial entry way to the stairs was blocked off by a very solid stone wall.

At the bottom of the pit was what initially looked like dirt. Random traps began firing at the party and they quickly determined they needed to take up places around the dirt pool. Once they did this, a spear poked Roland, who had taken up the position on the arch that overlooked the dirt. Roland also noticed a strange sigil on the palm of his left hand appeared. When he blood dripped down and reached the pool, the room changed. The dirt became a pool of blood and the party realized the ring of skulls set in niches around the room sudden acquired a new niche at the end. A horrible creature from nightmares crawled up out of the blood and attacked the party. They fought the creature and were victorious. The walls reset to normal and the party was able to escape the blood room.

Conner was grateful to the party for the rescue of his friend Gnarly, but very alarmed about the Blood Altar—they agreed to report its existence to the authorities and the room has now been properly destroyed, filled, and sealed by the Haven Engineers.

The party also showed Bogtog’s Note to Conner.

With that completed mission to prove their grit, Conner gave them their primary mission: going to Camden Town where a particularly nasty despot, Touson, was running things and Conner believed he needed to be stopped. Conner also pointed out that there was a possible back entrance through a cave that was recently unearthed by a rock slide.

The cave turned out to be an old vacation site for the Dragon Empire, now occupied by a moss demon that was reveling in the magical pool that had been abandoned. Upon clearing the area of the demon and its spawn, the were visited by a man from the Shadow Fell. He was concerned they were being watched and asked that the party return when they knew they could have a more private conversation.

The party then reached Camden Town, rescued 2 girls and an old man. Identified the 4 leaders and then attacked. They took out 2 of the leaders, the 3rd escaped. Then they pushed on to an old dwarven fort where Touson had taken refuge.

The fort held a dungeon far more fast than anyone knew to be there. They identified the fort as belonging to the Deathwait Clan of dwarves, a mysterious group that disappeared decades earlier.

As they explored the dungeon, they found crypts with wall paintings depicting the Tuskarin and their crocodile god. As they continued, they found more pictures with the dwarves also worshiping the crocodile. They reached a cave with a large pile of Tuskarin bones and wrapped around it a mighty ghostly Crocodile. “Bring me Sunborne” they heard in their heads, and they backed away to explore another path.

The other path revealed a crypt with a journal, apparently penned by the leader of the Deathwait Clan. It explained how the an adventuring group long ago tricked the peaceful worshipers of the Egg Mother into the cave where they were then poisoned. The adventuring group’s leader, Paladin Argus Sunborne, insisted that all Tuskarin were evil and should be killed, but the dwarf, Broadshield, thought it was wrong. He brought his clan to the site and they built the proper crypts for the dead and began laying them to rest. The Egg Mother began to appear to them and drove them to bring her Sunborne. The last entry said they were going off to retrieve Sunborne. It is unclear what happened to the dwarf clan after that.

They then pushed in to the deepest part of the cave to find an immense chasm with a narrow arching bridge. The air here was extremely cold and they could see their breath. The bridge connected to a frozen cave, covered in ice and snow. An ice altar in the back of the cave had Red Sky, the Axe they were to take from Touson, embedded in it. They approached with caution and a white dragon, Content Not Found: Iceshock, burst out of the ground in the middle of the group. The battle was fierce, but the party killed the great beast. For some reason the altar exploded sending ice shards flying out and injuring one party member, but leaving Red Sky exposed and easily retrieved.

At this point the wizard Andra realized a strange hum that had been slowly growing in intensity suddenly stopped. It had to have been arcane in nature, but beyond that nothing could be said.

As the party left, they pried the two green emeralds from the wall mural of the Egg Mother.

From Touson’s dungeon they had also retrieved a drow named Content Not Found: Twitchblade, who was carrying a scroll from the Goddess Content Not Found: Darley, asking that he and his followers be granted entrance to Haven.

“His followers” turned out to be gnomes, drow, and dozens of other humanoids. Some stayed in Camden Town, but the rest followed the party back to Haven.

Half way back, the party was assaulted by Myra, the Mistress of Pain. She cast a spell to capture Twitch, but also netted the party, for without the favor of the Egg Mother, they were defenseless against the powers of a God.

They found themselves in one of Myra’s dungeons of torture and had to fight their way out. The wizard had used a Bind Ritual to link herself to the moongate in Deathwait Keep, and they found a moongate in Myra’s dungeon so she quickly activated it for the party to retreat. While she did that the cleric in the party used the Bind Ritual to bind to Myra’s moongate.

Just as they were stepping through, a vampire approached and asked where they were going. Roland, the Warlord, had a burned mark of the Blood God on his hand and he held it up and told the Vampire to mind his own business. The bluff worked long enough for the party to step through the moongate and then close it.

They then quickly returned the 2 emeralds they had claimed from the Egg Mother and she appeared and forgave them. Beleric Silvervain saw her power and decided to change his calling to this unknown God.

The party once again headed from Deathwait Keep back to Haven. Running into the refugees they had been trying to help earlier. This time there was no inference from Myra.

They reached Haven and returned the 2 girls to their parents, a rich family that then invited them to a party.

Welcome to your Adventure Log!
A blog for your campaign

Every campaign gets an Adventure Log, a blog for your adventures!

While the wiki is great for organizing your campaign world, it’s not the best way to chronicle your adventures. For that purpose, you need a blog!

The Adventure Log will allow you to chronologically order the happenings of your campaign. It serves as the record of what has passed. After each gaming session, come to the Adventure Log and write up what happened. In time, it will grow into a great story!

Best of all, each Adventure Log post is also a wiki page! You can link back and forth with your wiki, characters, and so forth as you wish.

One final tip: Before you jump in and try to write up the entire history for your campaign, take a deep breath. Rather than spending days writing and getting exhausted, I would suggest writing a quick “Story So Far” with only a summary. Then, get back to gaming! Grow your Adventure Log over time, rather than all at once.


I'm sorry, but we no longer support this web browser. Please upgrade your browser or install Chrome or Firefox to enjoy the full functionality of this site.