Tenacious Nerds

Why negotiate when you can DECIMATE ?!?!
Game 4


The group decided to press forward, once again abandoning any attempt at respite in favor of escape.

They soon discovered a vast, open field. The sunlight and gentle breeze a welcome sensation after so much time trapped within the suffocating walls.

The Heroes, not easily fooled by such illusions, stood ready..
As expected they were descended upon and attacked by a nasty group of Ettercaps accompanied by more of the plant-beasts. Thee adversaries provided little challenge to the mighty group and the heroes soon held the upper hand.

Before the battles end, the group was offered a chance to parlay with the supposed leader of these alien beings. They followed a subordinate into a vast grove chamber where they met one who called itself “Camnor of the Arboreans”

Camnor explained that its compaions and self had been in this pyramid for generations; during which time, the Arboreans have cultivated and grown this area to best mimic their natural environment. They have had to defend it many many times throughout the years.

Privarax set about a peaceful resolution to their qualm, to which Camnor seemed receptive. As The group approached the Arborean to take an offered key, they were ambushed by the deceitful creatures.

The heroes quickly regained control of the situation and Privarax once again offered peace. Camnor, seemingly realizing the true power of the heroic group, agreed. It tossed the key towards the heroes and gifted the Black Meadow area to the group as a peace offering before returned itself to a state of hibernation.

Not trustful of such a resolution, the skeptical members of the heroic group decided this battle was not yet over and fired upon the Arborean creatures, igniting the melee anew.

A vigorous battle ensued resulting in the death of the ancient Arborean and a few badly injured heroes.

With the Arborean threat neutralized, the group felt secure enough to grant themselves a much needed respite.

Feeling invigorated and more determined to escape than ever, the heroic group presses onward towards freedom.
Drag the wizard!
Game 3


Upon opening the pleading sack, the Heroes found an obsidian black orb containing the spirit of a beautiful Eldarin Woman claiming to be a princess. The Woman, Vyrellis, told the tale of a power hungry Tiefling wizard by the name Karavakos.

Karavakos, a Tiefling of noble blood, became obsessed with demonic magic and practices after the great Spell Plague disrupted much of the power base in Faerun. So much so that he founded a cult in service to the demon lord Asmodeus known as “The Ashmadai”

Karavakos, in an attempt to gain favor, constructed a multi-dimensional prison in the form of a small golden pyramid as a gift and a symbol of his loyalty to the Demon Lord.

Asmodeus, unimpressed with such a simple trinket and blatant attempt at favor, cast Karavakos and his princess into the prison and sent them through the planes. “Free yourself, Mortal. Then return to me with reason not to cast you about once again”.

Karavakos’ essence was splintered inside the pyramid. Maybe as a cruel joke by Asmodeus or maybe as a unforeseen design aspect of the prison itself. As a result, Karavakos’ power has been severely diminished. He believes reuniting with his shards will grant him the power to escape.

Unable to do this himself, Karavakos has instead used his limited power to trick others into entering the pyramid in hopes that some would be strong enough to destroy the splinters and return to him his full power.

Vyrellis objected to him victimizing innocent people and in turn became a victim of his wrath. He beheaded his bride to be and cast her to the depth of the prison. She does not know why her soul resides in the orb or what has become of her body.

How the Pyramid came into the posession of the Ashmadai or who “Darkson” may be is unknown to Vyrellis.

As the Heroes continued, they traveled south, where they encountered a dangerous group of plant-like beings. A battle ensued in a strange hedge maze. Renato was nearly slain by a scythe wielding group of the monsters. He was saved moments before death by a new addition of the group, an elf ranger.

Lacking a secure place rest properly, the weary group pressed on.

They soon found themselves in combat once again. A triad of shambling mounds in a deep pit proved little challenge to the mighty group.

They now stand with few options before them. Do they press further into the strange prison in hopes of escape or do they risk a rest in these dangerous surroundings? Either way, nothing is guaranteed in…. THE PYRAMID OOOOF SHAAADDOOOWWWSSS!!

To Hell with this horse!
Game 2


The Heroes, deciding to follow up on Madame Rosen’s information, headed to the old House of Knowledge to assess the situation there.

Foregoing any attempt at stealth, the Heroes sacrificed an innocent and majestic horse to a simple trap, instantly alerting everything within a half mile to their presence at the building.

A battle ensued between the Heroes and the residents of the house with the heroes easily winning the day!

Shortly thereafter it was discovered the residents were in fact Ashmadai cultist! They had imprisoned old Atlavast and transformed the lower vault into a makeshift sacrificial chamber.

The aggressive Hero Korr abused and questioned the poor old man before the group finally agreed on setting him free. Thanks to a gruesome magic ritual performed by the wizard Renato they learned of a mysterious character known only as “DarkSon” and his urgency to free his father from a mysterious prison.

This information lead the Heroes to the lower vault where they encountered a caged Dwarf and another mysterious character.

The caged Dwarf had recently been locked in the cage by a group of the Ashmadai cultists. The Dwarf explained that he was awaiting execution for killing several of the cultists after a heavy drinking binge. Unbeknownst to the rest of the Heroes this captured Dwarf was the only reason Korr Artorious agreed to join the party and enter the House of Knowledge. He was on a secret mission to rescue the Son of Lord Kallidor Vorenus of Kanaglym. After a long conversation spoken in Dwarven the Heroes could see that the stubborn Dwarf was becoming irratated. After the Dwarf humorously attempted to urinate on Korr it became obvious that they had a history and the Dwarf’s answer was final. Korr held his composure and informed the Heroes the reason for his deception and sudden departure. He asked that they seek him out underground in the Dwarven Kingdom of Kanaglym if they were seeking an epic battle. A full assault was being planned in the next couple months to retake Dragonspear Castle from the Artorian Knights. The belligerent yet grateful Dwarf introduced himself to the group of Heroes as “Vorenus” and asked if he may join them in their quest through this “Prison”. He wanted retribution against his cultist captors and he would be getting it with or without them. The Heroes reluctantly agreed.

The mysterious character was a magical projection of a Tiefling, wearing ancient clothing. The Tiefling said very little other than toying with the group and goading them to enter the golden pyramid statue in the center of the chamber. Without fully understanding how, the Heroes found themselves in a pit of rotting corpses with the company of a nasty Ettin bent on collecting the monks head.

The Heroes were victorious in the ensuing battle. No sooner than it took them to sheath their weapons they heard a cry for help form a small sack hanging on a wall of severed heads.

Chaunteas gift.
Game 1


On request of The Lord Protector himself, Dagult Neverember, the heroes attended an open invitation event to The Bounty of Green Fields.

After much merrymaking, entertainment and feasting, High Druid Kullnor Ironheart announced the arrival of a special being to Neverwinter. The child, Called only “Rose”, is believed by the druids of the garden to be an Exarch of Chauntea herself.

Immediately after the announcement, the Garden came under attack by malicious demons seemingly bent on the abduction of the child. Bravely, the 5 Heroes stood before the vile spawn and sent their black souls back to the realm from whence they came!

Lord Neverember charged the Heroes with the task of exposing those behind the atrocity and the motivations therein.

By suggestion of BlackLakes high Noble, Mordai Vell, the heroes started their quest by seeking answers from Madame Rosene, owner of The DriftWood Tavern.

Madame was not forthcoming with information. Only after intense deliberation were the Heroes able to glean her guidance.

Rosene informed the Heroes of rumors of Ashmadai cultists residing in the old House of Knowledge in northeastern Protectors Enclave. She also said they could find an eccentric old custodian there by the name Atlavast. If he still lives, Madame believes he may have more information regarding The Ashmadai and their intentions in Neverwinter.


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