The Search for Stone
A band of adventurers were drawn to the once-prosperous mining town of Fort Pythis by the promise of easy riches. They have been hired by Ordell of Kyriel to bring, alive, the adventurer Jorok Stone to his employers at the Archaeological Society. Stone had last been seen taking his band of mercenaries to a nearby mine.
On the way they were beset by a small band of goblin bandits, who were swiftly dealt with.
When they arrived, the adventurers found the mine bereft of life. Someone, presumably Stone and his men, had swept through and slaughtered the kobolds who had taken up residence there. Proceeding further they triggered a cave-in which revealed a hitherto unexplored portion of the mine.
Lit by ancient magiks, the new portion of the dungeon was never part of any mine. Built by careful artificers, the true purpose of the vault the adventurers found themselves in was never ascertained, as the item that it guarded had been removed by Stone.
Trouble in the Shining City
The adventurer’s followed Stone’s trail to the Shining City where, being of undesirable countenance, they were denied access. The PCs, while searching the slums outside the city walls for some means of ingress, became embroiled in a turf war between the Hammers – a gang of youthful Dwarven expatriates – and the Leeward Sharps, who represented the huddled locals. With a combonation of mediation, intimidation and a few hard knocks, the adventurers stopped the violence and were able to foil the attempts of an insidious black market that had been fueling the fires by selling military-grade weapons and arcana to both gangs. They also discovered documentation indicating that the weapons had been sold on the order of the House Llyria. In the process, they were able to find a gate pass and enter the city proper.
On the Trail
The adventurers tracked down the enigmatic Sharegrave, Stone’s erstwhile contact within the city, who indicated that Stone had travelled west, toward the desert. Sharegrave gave Israfel a small onyx cameo that he promised would be useful. Upon setting out on the road, the adventurers discovered evidence of brutal attacks and massacres that did not match the cowardly raids of the common goblins. Eventually the adventurers pursued Stone to the gates of an ancient monastery. When they entered the building, however, they found that all inside had been slain, and a gruesome trophy of a bleached human ribcage had been erected. When our heroes attempted to investigate, they were set upon by villainous goblinoids, and, outnumbered and out-gunned, were captured and taken to the desert fortress of a band of dragon-born rebels, where they were held captive. The leader of the dragonborn – a charismatic and powerful fellow by the name of Azalus – confided to Arloch that he was, in fact, Arloch’s nest-brother, and had been preparing an army to launch a massive assault on the Dominion. Arloch played along until he was able to free his compatriots and they fled into the desert.
They wandered for days, following the mysterious sound of a horn through the endless wastes. The party eventually caught up with Stone inside a massive ziggurat hidden beneath the sun-bleached sands. However they were unable to find any answers as Stone was spirited away by Ordell to the City of Chains, and our heroes were left (once again) to die in the desert. Using the horn left behind by Stone – which may have been the horn used by The Silver Chain himself when the gods first crossed the desert – they found their way through the unmapped wastes to the city where, it was ascertained, Stone was being held in The Kyte, a massive island fortress floating thousands of meters above the ground.
The City of Chains
While waiting for an opportune moment to free the dwarven adventurer who holds the key to unlocking the doings of the nefarious Ordell, our heroes made a name for themselves in the fighting pits of the City of Chains, besting many a fearsome adversary. They also helped out a local hippogriff trainer by capturing some hippogriff eggs, and aided the local city guard by ferreting out a group of orc bandits to the north, sparing only the children – who may one day return, seeking vengeance.
But now the hour grows near when our heroes must free their quarry from the most heavily-guarded prison in the Dominion …