Company Tundag

The story thus far....
A written log following the Fated Four of Company Tundag

Kaleb the Rogue – Halfling Rogue

Fugaz the Firemind – Tiefling Wizard

Sansin the Meek – Dwarven Cleric of Moradin

Torvel the Bold – Dwarven Paladin of Moradin

From Highmoon to Winterhaven - The four adventurers set out from Highmoon to the sleepy resort town of Winterhaven, famous for it’s hot springs and fine food and drink. The Fated Four wound their way from the base of The Thunder Peaks to the mid level plateau sheltering Winterhaven from the ravages of the high mountain weather. On their way they escorted a priestess of Chauntea back to Winterhaven. The party saved her from the rough hand of a group of drunk brutes. Within a tavern of a small supply village at the base of the mountain, the Fated Four did their first heroic deed.

The Keep on the Shadowfell - Once the adventurers arrived in the town of Winterhaven they made short work of ridding the surrounding area around the town of all the vile critters they could find. Kobolds ran and hid in caves deep below Faerun, rousing their black scaled dragon master from his seasonal slumber. While this was happening near the city, within it’s walls a shadowy evil lurked. The Fated Four traced the evil to a nearby abandoned keep by visiting a dragon burial site and exposing a cult of Shar within Winterhaven’s walls. Eventually the Fated Four routed the ancient Keep of all evil with the help of an unlikely hero – Splug, a goblin. Together, Splug and the Fated Four sent a cleric of Shar reeling back into the Shadowfell….vanquishing the evil from the keep.

Company Yargo - After the Keep was cleansed, the heroes came into contact with Company Yargo. One of the famous Five Companies of the floating pirate city. Kaleb had ties with the captain of this ship, a beautiful halfling female by the name of Shil. His intimate relationship with the pirate captain gained him the scorn of a devil named Villisi Carravaggio, Shil’s current love interest and all around bag of douche. This cambian also pirates a skyship, The Vindicator. Although he bares no allegiance to The Five Companies, his hands are dipped deeply into the pot of Company Yargo…..as the Fated Four have learned.

The Kobold Menace & The Master - A kobold menace was pestering the outskirts of Winterhaven until the Fated Four traced these dragon droppings back to a cave behind a waterfall where they faced off with a horde of kobolds headed up by a goblin named Irontooth. It became clear that the goblin was also working for the cleric of Shar who they routed from the Keep days prior. A note was found referencing this as well as “the master.” The Master turned out to be a young black dragon who the kobolds worshiped like a god.

Company Tundag - After being persuaded by Company Yargo, the Fated Four returned to the kobold lair, turning the black dragon corpse over to Company Yargo for undisclosed reasons and promises of a grand reward which never surfaced. To make the matter worse, the Fated Four came to realize that a group by the name of The Cult of The Dragon had procured the services of Company Yargo through the manipulation at the hand of Villisi and his Vindicator. It is clear that Villisi is puppetting Company Yargo into going after even more dragons to fuel the numbers of the cults undead Dracolich ranks. During this time, the Fated Four were set upon by Company Tundag, who sought them out at Winterhaven. Claiming a call from Moradin himself guided them to the Fated Four, the two dwarves, Torvel and Sansin could not resist even the ties of the great earth under their feet. They set off for the skies with Kaleb, Fugaz and The Company! Sailing the skies in a glorious skyship…..on to high adventures!

The Deep Maw - The Fated Four and Company Tundag set off together on their first mission. They set down in a deep crater of a mountain. Destroying a nest of harpies and a beastly wyvern to gain the respect of Cpatain Kurkar, a fiery red bearded dwarf who has seen centuries of adventure.

The Tomb of Donovan Chesterfield - The adventurers took off for Candlekeep, picking up their benefactor for their latest mission – an elderly man by the name of Winchester Chesterfield. The mission accepted by the company was to take Winchester to the tomb of his great uncle – the bard Donovan. Here the kin to the great bard would open the sealed tomb for the Fated Four to enter and retrieve a cherished heirloom, Donvan’s guitar. The guitar is to be duplicated and utilized as a great offering at the Sylvan Citadel in the Chondalwood celebrating the passing of a great harvest season for the communities. However, the mission went array. The adventurers did a grand job of clearing out the ooze infested tomb. The tomb itself, a victim of a tremor that broke through it’s foundation…crumbling passageways to the Underdark letting loose the vile ooze population within the walls of the sacred resting place. After the tomb was clear, Winchester became distraught as Fugaz and Kaleb tried to steal precious family heirlooms and magical items that were left in the final resting places of tone of the Realms greatest bards. The heir activated a Safestone and returned to Candlekeep, thankful to have gotten the guitar but confused over the unfortunate situation.

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Sylvan Citadel

After reconciling with Winchester Chesterfield, Fugaz and Kaleb joined the rest of Company Tundag to fly from Candlekeep to the Chondalwood. The Foe Hammer dropped the adventureres on the thin outskirts of the woods. The Fated Four were tasked with delivering the heirloom guitar of Donovan Chesterfield to the harvest offering altar housed within the walls of the Sylvan Citadel. The Citadel exists on the Feywild and only appears at night under the light of a full moon.

The adventurers were paired with a couple Eladrin guides who were to lead the four to an abandoned moathouse. Once at the moathouse, the characters could enter, find a hidden tunnel named the Serpent Trail and follow that out to a shallow ravine the leads directly to the Sylvan Citadel. The trees in the Chondalwood tend to move at times and play tricks on travelers. Unfortunately, the group was set upon by phase spiders and their guides were killed, taken away and eaten (not bitten).

The group then had to use all of their skills to find their way to the abandoned moathouse. Eight hours and eight sore feet later, the four finally found their way to the moathouse. Within the confines of the walls the group fought a hard battle against some local wild gnomes, wood woads and a shambling mound. Kaleb entered first to scout out the area but was quickly set upon by the shambling mound. Kaleb slashed at the plant beast and positioned him near his allies, but also blocking entry to the moathouse. With the party split, the resident gnomes and wood woads swept in on Kaleb, almost ending his halfling life. Eventually the dwarves and the tiefling destroyed the shambling mound and entered the moathouse, routing it of all enemy activity.

After a long and well deserved rest, the group then followed the Serpent Trail underground for around and hour and a half….eventually coming out right at the shallow ravine. The Fated Four followed the ravine to the Sylvan Citadel and made the offering for Winchester Chesterfield at one of the four great altars. Celebration, song and food were in the air as the crew filled their bellies before hitting the road once again, back to the moathouse via the Serpent Trail. The Fated Four now hope to return through the Chondalwood and find their way back to the Foe Hammer and Company Tundag.

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Sabotage!

After resting at the Sylvan Citadel, the four adventurers hired a group of eladrin guides to show them the way out of the Chondalwood, avoiding the Plaguewrought lands in the process. After reuniting with the crew of The Foehammer, Company Tundag set off for the floating pirate city and home of the five companies, Yaluzna. (sp?)

After a couple hours on the ship, The Foehammer was set upon by The Vindicator. The faster airship was quickly upon them and attacked the adventures and crew on deck of the airship. Villisi managed to escape but the duergar who accompanied him were not so lucky. The attack was revealed to be a ruse however. As the adventurers were dispatching attackers from the Vindicator, a duergar strike team made their way to the captains chambers, which hold the magical device that makes The Foehammer stay in the air at all times. The duergar stole a key spherical orbital stone that is essential to the ship’s operation. As a result The Foehammer crash landed just on the edge of a thick forest near the genasi town Airspur.

The Fated Four prepare to enter the city in search of lumber to repair The Foehammer and a magical device to get it off the ground again.

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Events in Airspur

Before reaching the city the Fated Four had a run in with some angry Wood Woads protecting their damaged forest from who they saw as enemies. The four trounced the woads but not before a humongous treant entered the scene bidding the four to leave the forest and not return. The four explained their unfortunate situation and the treant seemed to understand, although he was no less pissed!

Within the magnificent city of Airspur the Fated Four managed to locate and order the needed lumber from a local saw mill in the industrial Darkled Depths. The lumber needed a special treatment and Slaad Sulphur was procured to make enough of the needed sealant. Also within the depths the dwarves managed to line up winged drake travel to ship the lumber when it is complete back to the Foehammer….or at least to the forests edge.

Fugaz the Firemind and Kaleb the Clever went to the plaza of leaping fountains to get a lead on finding the Northern Compass Stone needed to repair the flight mechanic of the Foehammer. Their search led them to a eccentric local by the name of Baron Icabod Van Vanderweed, otherwise known as The Collector. Vanderweed turned out to have a complete set of compass stones but would not part with them for any reason. He was persuaded into bartering a deal if the Fated Four could capture a local cat burglar who has been hounding Vanderweed for months. Rilita of the Rooftops, a Windsoul Genasi uses the heavy mists and her flight abilities to move around Airspur in a parkour fashion, stealing from the rich and giving to the poor children of the Darkled Depths.

The Fated Four learned of her generosity when Kaleb the Clever ran her down after trying to stop her from stealing from one of Vanderweed’s latest shipments of collectibles. Kaleb spied her giving her spoils to hungry children but decided to capture her anyway. Torvel the Bold arrived in time to talk some sense into Kaleb and allowed Rilita to say her piece. As it turned out, her youngest sister was recently kidnapped by members of a local crime syndicate called The Hooked Claws. Also, her brother was to be presenting the ransom to some of the members of the syndicate and Rilita has reason to believe he is about to be double crossed. Rilita asked the Fated Four to watch over her brother at the transaction at The Plaza of Leaping Fountains. In return she pledged to steal what they needed from Vanderweed.

The adventurers managed to disrupt the ransom drop (which was indeed a trap) and save Rilita’s brother, a Firesoul Genasi by the name of Tolero. Through some thorough scavenging for clues and a little interrogation the adventurers convinced a member of The Hooked Claws to turn tail and give up the information they needed – the syndicate and Rilita’s sister were holed up at the local olive mill, but only for a short time. The adventurers made their way to the mill and killed several thugs, a couple warfoged and a ruthless harpy to save Rilita’s sister. The grateful girl took the traveler’s back to her father’s estate where they were rewarded and are now regarded fondly by many wealthy families in Airspur, as well as members of the Firestorm Cabal – a local unit with unclear motives.

The adventurers still have one day in Airspur before their lumber is fully treated and ready to be shipped back to their airship and the awaiting Company Tundag.

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Final Day in Airspur

The final day that the PC’s were in Airspur proved to be most eventful. The dwarves Sansin the Meek and Torvel the Bold spent the early part of the day securing and providing necessary payment for their lumber, special lumber treatment and drake transport in the Darkled Depths. The tiefling Fugaz the Firemind and the halfling Kaleb the Clever spent their morning fattening their pipeweed pouches. The four happened to be in the same area as each other when they heard a commotion out in the streets of the Darkled Depths. The Drakeyards had a security breach and as a result a few ravenous drakes were mauling a poor tent merchant. The heroes saved the day and either killed or rounded back up the rouge drakes.

Later in the day the heroes were getting ready to head out of town and north back towards the forest containing Company Tundag and the downed airship The Foehammer. Before they got out of town however they were accused of a theft they did not commit – however they had the contraband on their person. Members of The Firestorm Cabal were hired to confront the heroes about the missing set of Compass Stones that were pilfered from the estate of Baron Icabod Von Vanderweed. The heroes proved too much for the mercenaries and they gave up, declaring the heroes to be all they had heard about and more.

The heroes made their way out of Airspur and to the forests edge. Before heading back in however the fated four were set upon by more wood woads as well as a couple satyr’s. The kindred of nature were still fuming over the destruction of their home by the falling Foehammer. Before the battle got too ugly however the same treant that confronted the party days prior came thundering to the forests edge. He declared the heroes to be let through the forest safely, so they can get their blasted ship out of the locals woods. Captain Kurkar had made great progress with the treant through diplomacy and a common bond.

When the fated four finally made their way back to the resting place of The Foehammer, the mighty ship was already up on stilts and the reconstruction well under way. The heroes looked on in amazement as root and vine helped the dwarves move and position the needed materials with ease. All around them the repair of the ship was going more smoothly than imagined. And with the compass stones secure in Torvel’s backpack, the heroes are once again ready to rise again!

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Unfinished Business

After the mighty ship The Foehammer was repaired, the magnificent craft hit the skies once again and headed to The Pirate Isles where the floating pirate city was currently stationed. During the night the two dwarves both had a foreboding dream involving the slain black dragon that the party unwittingly let loose to Company Yargo. The dragon warned the swarves from the afterlife that they had not seen the last of him, and that vengeance would be his. He spoke of fould magic’s desecrating his corpse…...the dwarves were shaken but know what needs to be done. The ship arrived in good order but not before Kaleb and Fugaz went on an all night drunk, celebrating with the dwarves of Company Tundag until the sun cracked the horizon line the following morn.

Torvel and Sansin met with Captain Kurkar who explained to them that he was willing to drop all company business for the time and go after Villisi’s ship – The Vindicator. However, when the two dwarf heroes set foot on the deck of The Foehammer they saw a sight they were not expecting – The Vinicator docked once again on the tower of Company Yargo. Kaleb and Fugaz were roused and spoke with the captain. The Fated Four with Captain Kurkar and a few crew in company made their way to Company Yargo’s tower to take care of business. Outside the tower, pirate brigands were stationed to keep Kaleb and company out of the tower as Shil knew he would cause nothing but trouble. The pirates provoked a fight with the four and were swiftly dealt with while Kaleb made his way into the tower and met with Shil.

Shil explained that he needed to get out of her business and things between them were different now. She is devoted to Villisi but Kaleb still has his doubts. He plants a charter in her office hoping she will find it and take the bait to be followed to a fateful meeting in Thay with a notorious Neogi who has information regarding a certain insane silver dragon that is being hunted in the area.

Kaleb left the tower by way of a window in the tower. As he made his way down the tower, so did Villisi and company, having heard of the commotion at the front gate to the tower. The devil was followed by Shil who also got involved in a skirmish between Villisi, his crew and Company Tundag. The crew of Company Tundag, although outnumbered two to one, took down the entire group of rabble before Villisi and a dragonborn got away and headed back into the tower. Kaleb pursued but was outnumbered inside the tower, flanked and outnumbered Kaleb was cut down by Villisi who knocked him unconscious with the pomel of his rapier warning the halfling to stay out of his business. If he had his way, Villisi would have killed Kaleb then and there – but his precarious relationship with Shil Yargo would have been severely hampered had he murdered her childhood friend withint the walls of her own tower. The rest of the group revived Kaleb. The fated Four headed back to Tower Tundag to discuss their next course of action.

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The Next Move

After the hairy Company squabble was resolved, the Fated Four made their way back to Tower Tundag. Here they met with Captain Kurkar to discuss their next course of action. During the meeting Shil Yargo payed them a visit, offering her condolences for what Villisi had done to the Foehammer – she had not known until he bragged after the squabble.

The bait that Kaleb the Clever left for her was too obvious for Shil, but she passed the info on to Villisi anyways as a way of her letting them know that she did not agree with what her lover had done to their Company. The meeting continued and it was decided that Villisi could head for Thay, to meet his contact. This neogi slaver has key information on the silver dragon that Villisi is now hunting. However, as Villisi began his flight across Faerun, the Fated Four would pay a visit to a drow pirate king by the name of Silas who resides within the floating airmote of Yaulazna. This drow has more knowledge than a bard of Oghma so it is said and for the right price, he can tell them exactly what needs to be known to locate this dragon before Villisi. What happens then is still uncertain, but letting another dragon fall into the hands of Villisi cannot be a good thing. Shil wished Kaleb her best and gave him a black silk rope of climbing, claiming he would need it.

The adventurers quickly made their way to the sewer entrance and with the aid of a map Kurkar had lent them, the Fated Four made their way through the labyrinth of twisting tunnels and perilous caverns that intersected them. The adventurers dealt with some pirate thugs along the way and even deeper into the sewers, a group of drow elves and their battle wight. Triumphant in their trials, the four finally made it to a hundred foot chasm at the grated mouth of a yawning sewer wall. Kaleb quickly knew what to do and got out of his new rope and the four started their descent into the underdark below the sewers in the heart of the earthmote. Somewhere beyond lies the fortified stronghold of a drow pirate king – what awaits the adventurers here however is uncertain…

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Into The Depths

Having lowered themselves successfully down the rope the adventurers set out into the underdark of the pirate city of Yaulazna. It was not long before the group came to a peculiar area. On the map Capt. Kurkar gave them the area was noted as “The Myconid Caverns.” Large mushrooms littered the cavern floor and some even towered over the heads of the group. It was here that the group was set upon by a couple Darkmantle’s from above, their low pitch sonic screams alerted more nearby enemies as well.

A pair of green slime oozes fell from the ceiling and also engaged the party. As the four fought hard to overcome the odds, the myconids appeared. Not realizing the reason there was a fight raging on their doorstep, the mushroom men attacked both the party and the other underdark denizens. It became clear who was on what side eventually and the myconids quickly lowered their defenses in regards to the party. The myconids explained to the fated four that the way ahead was shut – a cave in caused by a mysterious shadowy force had all but blocked the way to Silas Sanctum. After some deliberation the mushroom men allowed the characters to traverse the edge of their home cavern and showed them a safe way to get to their next destination – a ruined drow outpost on the outskirts of an abandoned drow city.

It was here the party was set upon again by drow elves, wanting riches for payment of their passing through the domain of the drow. Fugaz would have none of this and escalated the situation to a battle of odds. In the end the fated four prevailed, but not without struggle. Here the party took a brief rest and prepared to set off for the Sanctum. The party is only around six hours into their travel and already making great time. Villisi would still be in the air, not even halfway to Thay. Despite the struggles of the underdark and its many minions, the party’s situation is looking good. So far, everything is going according to the plan. But the plan is fixing to become unclear as soon as the fated four arrive at Silas’s Sanctum where obviously anything could happen.

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Silas' Sanctum

From the abandoned drow outpost, the adventurers headed due east toward the ruins of the dilapidated drow city of S’kleelt. The city was rumored to have been ravaged by the Spellplague and all but abandoned. Approaching the city, the party was well aware that they were being shadowed by drow during their approach. As the heroes made their may into and through the city the drow pursuers scattered, eventually revealing themselves to the fated four. The group turned out to be nothing but a rogue band of pirates exiled from the Sanctum. Under the command of an aged Beholder the rouge group attempted to shake down the party for whatever riches could get them back in good graces with Silas. The only wealth the Beholder received however was keeping his own life in tact. The heroes showed their might and wanting nothing to do with death, the beholder left the scene as reinforcements arrived to secure his escape. While this was all going down, the fated four noticed the “tentacled horror” referred to on Kurkar’s map – a mind flayer associate who kept his intentions a secret.

As the party cleared the city and began to make their way up “The Ascent,” more drow came to “welcome” them. A drow elf dressed in the height of pirate fashion sat perched on a throne at the top of long flight of steps. Flanking him was another beholder, smaller and less intimidating and the same mind flayer the group saw when they traversed the city. The drow elf declared himslef to be Silas and ordered the heroes to prove themselves by demonstrating their prowess in battle. After dispatching a few drow the beholder lost the will to fight, knowing the heroes already bested one of greater might than himself. Eventually “Silas” revealed himself to be an impostor – a ruse in case the heroes tried anything funny. After a brief discussion of trust the adventurers agreed to be blindfolded and led through a series of doors and hallways in a dizzying fashion. It was not long before the heroes felt their feet hit soil but were surprised to see that they were still underground in a vast cavern housing a luxurious mansion. The four approached of their own accord and saw a mound of wealth and offerings laid in the entryway to the the Sanctum. Kaleb reluctantly made the offering of 5,000 gold and the four were finally given audience with Silas.

Silas turned out to be a halfling, not a drow (or so it appeared) and lived up to his word. He gave the party the information they required. The silver dragon Villisi is looking for resides in a ruined arcane academy in the Dalelands. He was most recently seen assaulting something called a “dark spire” near the town of Loudwater, a considerable distance from The Dales. Before leaving however, the group decided to fork over another 2,500 gp for the location of Villisi’s base of operation’s – which turned out to be the thieves den town under Waterdeep – the seedy and dangerous town of Skullport. The adventurers were offered a nights rest but refused, wanting to get on their way. They were offered a one way ticket back to Yaulazna on one condition, speak nothing of Silas or his Sanctum. A ritual coin was pressed into their palms as arcane energies sealed their promise within their minds.

Now The Fated Four prepare to head towards the Dalelands and this insane silver dragon who at one time was rumored to be a wizard of great power – wronged decades ago. What do the four have in store for the dragon? Will they make it there before Villisi? Time will tell…

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Off to See the Wizard

A gift of a curious bottle delivered to the local temple resulted in the party having a spiritual journey. The four were transported to a fog filled open plane – bleak and desolate. Again, a bony dragon like form assaulted them – this one different from the last and as deadly as ever! The heroes managed to best the foul beast within the spirit world and returned safely to the pirate city.

The fated four eventually took to the air after a resupply run through the city. The Foehammer made its way through the beautiful skies of Faerun towards the Dalelands and the ruins of an arcane academy. Here the airship was set upon by protective traps and summoning glyphs. The fated four did their best to fight off a vicious Manticore. Within the walls of the half submerged academy the four saw a curious sight. Although the whole of the architecture remained in ruin, an area in the center of the abandoned office looks pristine and almost welcoming. however when Sansin set foot upon the area, many large phase spiders appeared as well as a large winter wolf – who begged the question:

“What do you come for?”

The four attempted to explain their circumstance but the spiders and a couple gargoyle’s kept pressing in. The four managed to defend themselves from a seemingly unstoppable onslaught of spiders while the gargoyles toyed with the group as well. Fugaz utilized his potent fire to keep the arachnids at bay. During the encounter, the large winter wolf disappeared down the hallway of the ruined academy out of sight. He eventually returned however, and he was not alone. A wizard, the apparent proprietor of this ruined arcane academy, appeared with the wolf – confused and stern in his mannerisms. He wanted to know what the four came for as well. The wizard was dressed in green and yellow robes and looked aged well beyond his youthful appearance. The fated four explained their situation. An airship called The Vindicator with a pirate/dragon hunter cambion was seeking out a mad silver dragon the apparently laired here. The wizard said no dragons laired here and seemed unconcerned – dismissive even.

Fugaz had been eying a curious box on the central desk in the ruined chamber. He wanted to take it but thought twice about it. The unnamed wizard in green robes seemed to take note of this and practically forced the object on Fugaz. The tiefling took the box sceptically but without reluctance. The wizard then asked the four to leave – which they did. However, before they left the wizard asked them what they knew of “The Court of Rorn.” Knowing nothing, the four showed ignorance which pleased the wizard it seemed.

Back aboard Company Tundag’s airship, the four decided to set out towards the other known location the silver dragon – Loudwater. On the third day in the sky, the Thunder Hammer was set upon by The Vindicator, a faster ship. The four manned the balista and managed to do a number on Villisi’s ship. Out of nowhere the silver dragon appeared! It too ransacked the ship! The combo attack forced the ship to the scrubland of Netheril where the four adventurers managed to get the duergar crew to surrender Villisi for the sake of their lives. Many had already been lost in the attack and crash. Kaleb tried to slay Villisi to no avail while Torvel acted as a Paladin would and helped to spare the pirates life. Upon returning to the floating pirate city, Villisi was put in prison and will stand trial forthcoming. Kaleb tried to rekindle his relationship with Shil but her heart is still with Villisi as the clever Kaleb overheard her say she would free him……and get Kaleb to help her do it.

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