Crimson Age
Chronicles

Characters
Rolane-Firstson of Tribe Azdam Lawful Good Garou Monk
Hanil Willem Chaotic Good Human Ranger
Nithan Keralis aka. Achika True Neutral Half-demon Rogue
Geldin True Neutral Human Sorcerer
Ferinia Neutral Good Elf Druid
The Northlands A map of the Northlands of Coria.

Campaign Screenshots

Thomas' Death Thomas' washed up, maimed corpse is discovered in Larenido.
Swamp The goblin chieftain is encountered in the swampland.
Ruins 1 An ancient, arcane device is inspected in the Kwan Gi ruins.
Ruins 2 To open this door, a puzzle must be solved.
Forest Rest A well-deserved rest in the forests near a newly massacred farm.
Toll Bridge Camp Nithan and Rolane brought back a recent bandit victim from their Grinder Pass scouting run.
Tactics A cunning plan is conceived to ambush the bandits in Grinder Pass.
Caught The plan is executed and the thieves are caught!
Bard Song Returning to Larenido, our heroes take a moment to listen to some visiting bards.
Bandit Trap 1 The party shows up for an auction, severely suspicious.
Bandit Trap 2 Having failed to act fast enough on their suspicions, the group wakes up in the cottage basement.
Fire A subsequent trip back to the cottage ends in near-tragedy as Geldin sets off a lethal explosive trap.
Emergency Treatment Geldin is immediately taken to the temple of Har for treatment of his wounds.
Bull Taming A strange test is overcome in exchange for a few personal affects of an informant.
Injured Soldier An injured soldier near Larenido bears witness to a pending attack by the orcs.
Meeting Arnorin The group has a less than pleasant reunion with an old friend.
Veron Negotiation The necromancer Veron drives a hard bargain, but an acceptable deal is made in the end.
Preparing for Departure 1 The group prepares as best they can to enter the portal to Asheron's vault.
Preparing for Departure 2
Portal Activation With the gatekey and the focus crystal, the portal to the vault is activated.
Asheron's Test 1 Nithan passes through fire and poison to activate the first rune plate.
Asheron's Test 2 The group watches as Hanil makes a daring jump to reach the fourth rune plate.
Asheron's Test 3 Geldin works his magic to complete the last test and open the door to Asheron's sleeping shard.
Maccus A new and terrifying opponent reveals himself in the aftermath of Asheron's murder.
Welcome to Hell The heroes(?) find themselves banished to the fiery abyss of Hell, an uncertain future ahead of them.
Mining for Drax The party encounters Drax the Fire Giant, who forces them to work in his hellish diamond mines.
Seeking the Pillar The reconfigured group heads out to try their luck for the second time, finding the Pillar of Skulls.
Pillar of Skulls 01 The pillar is located, and after long, suspenseful negotiations, a way out of Hell is revealed.
Pillar of Skulls 02
Summoning The Nameless One contacts a demon who performs the Ritual of Rifts. 
The Wayfarer In the dark realm of the legendary Wayfarer, our heroes must sacrifice a part of their soul.
Elven Rangers Narrowly escaping a rampaging orcish horde through Kalum's portal, the party finds themselves surrounded by elves.
Kwan-Gi Ruins Following the druid Ferinia into a set of caves, the party stumbles upon another set of Kwan-Gi ruins.
Evesdropping A less than private conversation between Rolane-Firstson and Geldin.
Recuperating Having witnessed the gruesome death of Aneldor, the group attempts to plan their next move.
Burning Teddy After escaping to some ruins near the Icecrown mountains, our heroes successfully dispose of the inhabitant of the only nearby shelter.
Shelter The group desides to get some well deserved rest while waiting for Rol to regain consciousness.
Dwarven Inn The party is led to a dwarven inn in the Icecrown mountains.
Entering Alkardan After a well deserved pause at the inn, they proceed to the dwarven city of Alkardan.
Alkardan Market The group surveys the Alkardan market.
Rothe Ferinia helps remove a piece of food stuck between the teeth of a deep rothe.
Audience The group is granted an audience with the king of Alkardan.
Imprisoned ...and prompty thrown into jail.
Prison Escape 1 Happily, Nithan knows how to handle a lock, and soon the group are planning their escape with the other prisoners.
Prison Escape 2 The guard, however, is unwilling to cooperate.
Defeated King Luckily, a secret passage exists that takes our heroes to the quarters of the king... where violence has transpired.
Demon Corpse The king's malicious advisor turns into a demon, but is none-the-less quickly defeated due to his wounds.
Freeing The Sage After narrowly rescuing Nithan from the influence of an evil necklace, the party frees the Earth Sage from captivity.
Sewer Massacre Upon entering the vast sewers under Alkardan, the group's ex-prisoner followers are slain by a mysterious force.
Secret Garden Deeper into the sewers, our heroes enter a secret magical garden with quite a story to tell. 
Asheron Vs. Maccus Maccus encounters and defeats the second shard of Asheron and finds the time to taunt the group before leaving.
Helpful Wisp In the tunnels leading to the Deepkin town, an unidentifiable benefactor contacts the group through a magical wisp. 
Nithan's Nightmare As the party moves on to kill the last shard of Asheron, Nithan falls ill and dreams of a tragedy from his past.
Nithan to the Rescue Having learned of his friends' failure to kill Maccus, Nithan rushes off to help them.
Return of Kalum After Nithan defeats Maccus and destroys the Divine Spark, the wisp reveals itself to be Belfus. Then Kalum turns up to help.
Belfus Showdown 1 Once the group has destroyed Belfus' demonic statues, the vile demon himself appears, but is imprisoned by the Earth Sage.
Belfus Showdown 2 Which is a situation that definitely warrents another angle.
Aftermath 1 The world has been saved and an unnamed Golden Knight appears to grant the heroes their souls back.
Aftermath 2 Each of the weary travellers is also granted a modest wish as a reward for their heroic actions.
The End