The Prairie Village Campaign: 4e

Episode 2-5: The Temple of Four
A shrine to goodness and law

Notable Events:

  • Battled goblins, and heard the sounds of a mass exodus from nearby rooms
  • Discovered alters to Bahamut, Mardin, Erathis and Pelor
  • Released Relashak and his trained drakes from captivity
  • Determined the nearby rooms had been used as a living space by many goblins
  • Battled goblins, and rats on the walls
Episode 2-4: Among the Twisting Halls
Remnants of empire

Notable Events:

  • Noticed a man on a black horse, who was apparently watching the battle, ride away in the direction taken by the fleeing goblins
  • Galanthal tracked the goblins to a cross-road near a ruined watchtower and two caves on a hillside
  • Battled goblins and wolves
  • Entered the right-hand cave
  • Battled goblins and a guard drake
Episode 2-3: The Caravan Job
Here's how it works. First I do the job. Then I get paid.

Notable Events:

  • Amarth recruited the group to guard Traveus’ caravan on the journey to Fallcrest
  • Received a hero’s farewell on the way out of Harken Village
  • Discovered a totem-pole on the way out of town, indicating that the village is guarded by Sarc “for the Lady Gloria”
  • Had to pay a toll to pass over the bridge in Millerville
  • Attached by goblins once the caravan entered the Moon Hills; a chest was stolen from one of the wagons
Episode 2-2: The Heroes of Harken Village
Returning in triumph

Notable Events:

  • Burned the bodies of the bandit king and his minions
  • Battled stirges in the ruins of the toll fort
  • Returned to Harken Village
  • Old Kellar was overjoyed to hear how his son Cordivae comported himself during the adventure
  • Erick departs the group
Episode 2-1: Beyond the Brass Door
Ancient and deadly mysteries lie farther in...

The party proceeds through the brass doors to an antechamber, which is decorated in tattered and mostly undecipherable tapestries. The skeletons of four men-at-arms, all of whom were apparently killed violently long ago, lie at various places on the floor.

At the far end are a pair of formerly ornate mahogany doors, which were chopped, burnt and pitted by arrows in whatever battle took place here.

The next chamber is obviously a library or workshop of some sort. A couple of small book cases are located on the wall to the left, near a small round table and two chairs. A raised level runs along the back and right-hand side of the room. directly ahead, a set of steps lead up to to the raised level. Midway up the steps is a narrow platform on which a bier has been placed. The bier is the resting place of a dust-covered human form. Further up the steps, on the raised part of the room, is an alter bearing a brass chalice and a large book. To the right, the raised level contains several bookshelves, much larger than the two on the lower level.

An dried and emaciated corpse has been pinned to one of these bookshelves with a spear.

When the party examines the book, they find that it is open to a ritual for reanimating the dead. Suddenly, the door of the room slams shut, the temperature drops, and a malevolent force manifests itself, affecting the adventurers in different ways. Gloria hears, in her mind, the words “Fools, you shall do my bidding…” Kep and Galanthal are compelled to spill the goblet upon the alter. As Kep does so, the corpse on the bier bestirs itself.

Notable Events:

  • Battled the Bandit King and his minions
Episode 1-7: Blades of the Bloodreavers, Part 2
Enemies without. Enemies within?

The group completes the interrogation of Strink. Gloria threatens him with the “twisted bones” spell, if he does not protect the village of Harken. Strink agrees out of terror at what might happen to him if he does not…

Kep begins to sing, and the party hears the howl of a great wolf from farther within the complex.

The companions move on down the corridors, where they are ambushed by four hobgoblin warriors and two grey wolves. They slay their assailants, and then proceed to the next room, where they battle Krax, the hobgoblin warcaster, and a dire wolf. Krax attempts to push the adventurers into a pit in front of the statue of an unidentified demon with the head and right arm broken off.

The room contains a brass double door in the south wall. On each door is the bass-relief of a skull with eye sockets that glow pale blue. Engraved in the stone above the door are several lines written in Common, but spelled with the Abyssal script. Gloria translates the words:

We pay the price
Count not the cost
For he who rules
In Everlost

Put One Archfiend

When Nuriel attempts to open the door, lightning springs from the eye sockets of both skulls, flinging him across the room. Kep attempts to disarm the trap, ultimately failing, and barely avoids electrocution on two of occasions.

The party discerns that the last line of the engraving may be an anagram, and is eventually able to decipher it as:

“Prince of Undeath”

When Nuriel speaks these words, the blue glow in the eyes of the skulls fades, and the bolt securing the portal audibly slides aside.

Episode 1-6: Blades of the Bloodreavers, Part 1
Elements of discord...

While Cordivae cleans his soiled breeches in the river cave, the other members of the party attempt to interrogate the goblin prisoner, who has thrown himself upon the mercy of Kep, yammering at the bard fearfully in Goblin. The hapless creature reveals that he is a member of the Dark Claw Clan.

As Kep, Galanthal and Erick try to decide what to do with the captured enemy, the angel of fire—who still stands blocking the goblin’s retreat—turns to Nuriel and proclaims “My time here is done, Invoker of Bahamut. Call upon me, if ever you require my assistance in the future.” He vanishes from the chamber in a burst of flame.

Kep immediately looks to the goblin, who is now frightened nearly out of his wits. The creature shows no sign of attempting escape, even though the path to the door is now open.

As the rest of the party stares at the spot where the angel disappeared, Cordivae returns from the river at a dead run, charging the prisoner, with his warhammer held ready to strike.

Realizing Cordivae intends to slay the captive—who is still on his knees before Kep, pleading for mercy—Galanthal deftly fires an arrow between the legs of the dwarf, causing him to stumble over the flying shaft. This disrupts Cordivae’s aim, and he misses the flinching goblin.

Nuriel, taken aback that a member of his party would attempt to murder a helpless prisoner, strikes the warrior down with an orb of light, crying out “No. We shall do justice to our captives!.”

Cordivae falls, gravely wounded and unconscious, at the feet of Kep and the goblin.

Episode 1-5: The Goblin Raiders of Harken
The chambers of the Bandit King hold more than just shadows of history...

The party searches the bodies of their goblin assailants—finding nothing but weapons, armor and clothing. Meanwhile, Gloria ties a rope to one of the dead lizard creatures, and trolls through the wide pool formed by the river, as it flows into the cave and back out again. If there is anything lurking in the water, it does not rise to her improvised bait.

Nuriel lights a torch, the group forms up, and they proceed down the corridor leading from the river cave into the vaults of the Bandit King. As they cannot see beyond the edge of the torchlight, Gloria tosses stones ahead, listening to them skitter down the dark hallway.

Soon, the group hears one of the stones strike a wall, and as they edge forward carefully, the flickering of the torch eventually reveals a turn in the corridor. Easing cautiously around the corner, ahead they see a chamber illuminated by firelight.

Moving down the new hallway and into the empty room, they find a table with a couple of rickety wooden chairs, a single lantern, and the remains of an interrupted card game.

As Gloria is picking up the playing cards, she notices Erick trying to furtively pocket an old, cracked leather pouch hanging on the back of one of the chairs. She confronts him about it, forcing him to open the pouch and reveal 40 Nerathi gold crowns. When Gloria tells him he should share the coins, Erick responds that she should share the cards. Although Cordivae suggests they all head back to town and hire Poxy Reita for a party, Gloria and Erick strike a deal, giving each member of the band eight playing cards and six pieces of gold. In addition, Erick is allowed to keep the four extra coins, bringing his total to 10 crowns.

Nuriel douses the lantern and attaches it to his pack. Gloria examines the walls of the room for markings, but finds nothing other than rough-cut stone blocks. The group decides to move on, with Gloria still throwing stones ahead of the party.

A corridor leads from the room, and deeper into the vaults. Some distance down this passage, the group encounters another turn, with light coming from beyond. Cordivae leans around the corner, and looks into a chamber filled with piles of debris, and lit by a free-standing, flaming, metal brazier on the other side of the room. Near the brazier stands a goblin in robes, bearing a staff, along with a pair of goblin thugs armed with short swords. The creatures stare back at Cordivae, somewhat perplexed to see the head of a dwarf poking around the corner.

Cordivae lets out a battle cry and—without consulting the rest of the group—charges directly into the center of the chamber, between two piles of debris. As he does so, other sword-bearing goblins, whom he did not see, move in from both sides of the doorway, and close on his position. In addition, a rustling from the trash piles lets Cordivae know that he has more company. Large, vicious-looking rats emerge from the pile on his left, while three or four huge, reddish brown beetles crawl out of the heap on his right. In no time, Cordivae is completely surrounded, cut off from his companions.

The goblin in the robes, at the back of the room, raises his staff and chants several esoteric-sounding phrases. A cloud of yellowish, foul-smelling smoke boils forth from the staff and almost completely obscures the room.

Cordivae is fighting for his life. The goblins attempt to cut him down with their swords, as the rats and beetles try to bite him from below. A small part of his mind—the part that is not completely absorbed with trying to stay alive—realizes the goblins must have trained both the rats and the beetles. The vermin only seem to be interested in biting him, not his assailants—which is most inconvenient.

As the dwarf’s companions move in to help, they find that the goblin spellcaster can guide the obscuring cloud at will, and he does so to envelope the new arrivals. Realizing his situation is untenable, Cordivae falls back, and forms-up with the rest of the party.

The beetles have a nasty surprise up their exoskeletons, however, and some of them immediately turn and cover the leading members of the group in gouts of flaming body fluid.

Nuriel strikes directly at the enemy spellcaster, flinging forth radiant orbs of energy that never-the-less fail to take him out of the fight.

Kep enters the fray, also attempting to engage the robed goblin. The spellcaster, recognizing him as the bard who earlier sang the battlesong of the Red Blade Clan, calls down curses upon him for being in league with the mortal enemies of his own tribe.

There ensues what can only be called a scrum, with the advantage shifting back-and-forth several times. Much to his surprise and consternation, Cordivae comes close to death on more than one occasion. The party is in real danger of being wiped out, when Galanthal rallies his companions with a prayer to Pelor. The adventurers feel fresh vigor flow into their limbs, and the resolve to prevail springs up anew in their hearts.

The tide of battle turns when Nuriel calls forth the benevolent protection of Bahamut, and there appears in the midst of the party an angel of fire, who does battle at Nuriel’s side.

Soon the rats, the beetles, the spellcaster, and all but two of the goblin swordsmen are dead. Both attempt to flee out the exit on the other side of the room. One makes it through the doors and into the hallway, pursued by the angel of fire, but is cut down by a well-placed arrow from Galanthal. The other, seeing the fate of his comrade, and blocked from the exit by the returning angel, falls upon his knees and throws his hands around the legs of Kep, offering his surrender and pleading for mercy.

Upon the resolution of the battle, Cordivae runs from the room, all the way back to the river cave, to clean his soiled breeches.

Episode 1-4: Vaults of the Bandit King
What perils await below the ruins of the old fort on the White River?

Nuriel and Kep decide to retrieve Cordivae and Galanthal, before investigating the recent bandit attack on Varrow Dell’s farm.

Making their way back through town to the north gate, they visit briefly with the guard, and then walk a short distance from the village to where Coredivae sits sulking on a boulder, with Galanthal keeping him company. The bard and the invoker explain how the village is under threat from bandits, who seem to be operating out of the ruins of the old White River Toll Fort, a structure which dates back to the time of the Bandit King. The two prevail upon the Cordivae to join the rest of the party for dinner at Aunt Nonnie’s Place, and the dwarf reluctantly agrees.

On the way back through the gate, Pieter recognizes Cordivae from years past, and hails him, exclaiming that he never expected the dwarf to return. Pieter muses that the village elders may not be too excited by this turn of events, especially following “that incident with the goat.”

Pieter asks Cordivae if he has seen his father yet, and the dwarf threatens the guard with bodily harm, should he tell anyone that Coridvae is back in town. Not taking this seriously, Pieter enthusiastically describes how excited Helja will be to see her brother again. Cordivae responds by kicking Pieter in the crotch, and then stalking through the gate.

Nuriel, Galanthal,and Kep stay with Pieter until he stops retching. When he recovers, the guard doesn’t seem particularly surprised at Cordivae’s assault. It seems there may have been other crotch-kickings in the past…

Upon taking their leave at the front gate, the three catch up with the dwarf just as he arrives at Aunt Nonnie’s Place. When they walk inside, Cordivae is greeted like a long-lost son by the proprietor, who lavishes him with affection. She proclaims that she “never believed that story about the goat,” and offers Cordivae “your usual room at the top of the stairs.”

After fending off numerous offers of soup, the entire party—including Gloria, who had been sleeping in a booth at Aunt Nonnie’s Place—sets off to the south gate, to find the farm of Varrow Dell.

When they arrive at the southern entrance to the village, Cordivae is once again recognized—this time by Jonn. Like Pieter, Jonn is taken aback that the dwarf is showing his face in town “after what happened to Baron Stockmer’s goat…”

The adventurers tell Jonn that they are looking for the Dell farm, and the guard points it out, indicating some trees less than a mile out of town. Looking slyly at Cordivae, he asks if the dwarf is going to visit Jenni. Cordivae simply walks away without speaking to him.

Telling Jonn farewell, the rest of the party catches up with Cordivae, and the entire group makes their way down the road to the Dell farm.

When they arrive at the farmstead, no one is out-of-doors. As they cautiously make their way around the outside of the small house, however, they are accosted by Cassi Dell, who emerges from the front door wielding a broomstick. She accusing them of potentially being bandits themselves, and is quite irascible and difficult to converse with. Cassi is obviously still traumatized over the attack on her husband.

Eventually, the party is able to learn from Cassi that her husband was attacked a week ago, when he went into the barn to investigate a noise the family heard late at night. As Dell lay incapacitated on the floor of the barn, the bandits broke into the farmhouse, stealing anything of value while Cassi and the children cowered in their rooms. She is unable to describe the attackers as anything other than “short.” It was too dark, and she was too frightened to notice details.

Cassi’s unpleasant demeanor softens when Galanthal presents her with a gold piece, as a gift from Pelor, to make up for the loss she has suffered. She readily agrees when Gloria asks for permission to look at the barn.

The doors of the Dell barn still swing, broken and unlatched, in the light afternoon breeze. Inside, dust rises and swirls in the sunlight slanting in through the empty window-frames, as the adventurers walk through the straw that covers the floor. It is obvious that if there ever were any clues here, they have been erased by others who have come and gone over the past week.

When the party returns to town, Gloria, Cordivae and Kep go back to Aunt Nonnie’s Place, while Nuriel and Galanthal visit others who have suffered bandit attacks. Brandis the blacksmith, Jeff Fletcher the arrowsmith, and Wil the Tanner all tell similar stories—their businesses were ransacked in the dead of night, and their most valuable possessions taken. Galanthal gives each of the three a gold piece from Pelor, to take some of the sting out of this experience.

Wil is also concerned about his reputation, as he fell asleep while on volunteer guard duty at the south gate, and the bandits picked the gate’s lock while he slept. He takes pains to point out that the gate key was in his pouch, which lay beneath him as he slept—so the bandits could not have gotten the key from him without first waking him. While this does not make a lot of sense as an alibi, Wil seems so sincere in his protestations of innocence, that Nuriel and Galanthal move on with their investigation.

They return to Aunt Nonnie’s Place, and assemble for dinner with the rest of the party.

The serving girl Keira asks if they are waiting for Old Kellar, and says he should join them soon, as he is usually finishing up his prayers at the temple at this time.

Suddenly, the group hears Cordivae’s name shouted across the tavern, and the stocky form of Helja rushes from the front door to throw her arms around the warrior and cover him in kisses. Cordivae smiles and responds “Hey, sis.”

This happy reunion is soon interrupted, however, as talk of Old Kellar quickly drives Cordivae from the table to sulk in his room. He still refuses to greet his father.

Other notable people, places and events:

Old Kellar

Erick: Adventurer asked by Old Kellar to accompany the party to the White River Toll Fort, to seek out the bandits that have been raiding Harken Village

White River Toll Fort
Vaults of the Bandit King

Episode 1-3: The Long Forgotten Road
"Well, aside from civilization, a common defense, commerce, prosperity, and decent roads, what did Nerath ever do for us?" ;)

Places, people and notable incidents:

Halfmoon Trading House

Selarund Halfmoon (proprietor of the Halfmoon Trading House)


Manager of Wildthorn Manor



“howler monkeys”


Cordivae falls in the river and hits his head on a rock while trying to “fish” with his warhammer (because the fish are “really tall.”)

Cordivae gets kicked by, and then punches, Rosebud.


Cormack Anders (Mayor of Millerville) Thinks anything further than a few miles out of town is a world away. Insists on referring to Fallcrest as “Drophaven.”

Bethilda Anders (wife of Cormack Anders—like everyone else, she just calls him “Anders” most of the time)

Chester Anders the Millwright (Great-grandfather of Cormack Anders; designed and built the village mill)

Nanny of guard in Harken Village (knows the story of the Bandit King of Harken; may have dated Old Kellar in her youth, but broke up with him because he is “too pious.”)

Aunt Nonnie’s Place (best tavern in Harken Village)

Aunt Nonnie (proprietor of Aunt Nonnie’s Place)

Varrow Dell (farmer; attacked by bandits-currently under the care of Doctor Phila Nickle in Harken Village)

Doctor Phila Nickle (healer of Harken Village)


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