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 |
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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 |