Game Start Date
Namirr (The Explosive Fetishist)
Cal 'The Jackal' Tepiv
(If it is your time to die, that you shall. If you need assistance please feel free to attack.)
Bring light to dwarven halls.
Adventurers were hired to a dorf to fix a problem that has caused all their magical lighting to stop functioning.
They wandered over to the island, then entered the dorflands, ending at an outpost where they were near to the surface.
Not trusting the dwarves in that they could find little information as to the construction of their lights, they then decided to walk into the main town library to search themselves, but found nothing. 6 hours of back and forth walking, for pretty much nothing.
Well, they proceeded to go out to the cold mountainous outlook, wandering through the snowdrifts past wolves to an ancient light hall. Playing around with mirrors, they made their way further down through the devices, rather surprisingly not murdering things as they went. Even as the bat people, who it turns out have taken residence and enjoy darkness, tried to stop the adventurers progress, they slowly pushed forward, spreading the light deeper. Neither party killed the other, though the batfolk attempted (mostly unsuccessfully) to attack the party. Eventually aggravated by this, one was kidnapped and brought back to the dorfs as a prisoner.
The bat people retreated to the final location in preparation for the adventurers to complete their trying, to prepare and ready themselves to defend their darkness.
And with less interference, the adventurers managed to readjust all the light devices into the proper setting.
The final mirrors opened, and the parties stared at each other, neither willing to change (or charge). So Cal began casting, forcing the merrevail to attack.
Many explosions were had, but the adventurers came out victorious, and set the light to shine through again.
Noteworthy Postgame Events