The Gray Knights
The Hamleteers have been adventurers, spies, mercenaries and freebooters. Now they are caught up in the cataclysimc events unleashed by the coming of the Fae King. They seek the Fae Queen Maab, monarch of the Valley of Twighlight in a desperate attempt to get to the truth of the King's rebirth.
19th December 1998 TO PRESENT
Volume 2: The Sentinel 15th July 1999 Our heroes attended the Sentinel Ceremony as the guests of honor, where the magical Sentinel was to be renewed so that the Dragons of Dragon Bay could not enter the land for another year, but Sea Devils attacked during the ceremony and stole the head of the Sentinel. The party, having decided to go after the Sentinel Head, is shopping to prepare themselves for an underwater campaign. Read on, O Welcome Reader, as our story continues to see what happens to Windhorn Hamlet now that the Sentinel is gone and to see if our heroes can rescue The Sentinel Head from The Sea Devils.
Chapter 2: Dragonflight 30th September 1999 Dragonflight! Undersea search for the missing head. Allies and Enemies; Don't Wander from the Path! Stepping in to the Temple ...
Chapter 3: The Temple 29th December 1999 Encounters in the Temple. If I had a hammer. Diving down. False wall? The Sentinel Head discovered! Huge battle begins ...
Chapter 4: The Sentinel Head 29th February 2000 Huge battle continues. Sentinel Head reaches out to touch several someones. Party heals, explores underwater, debates which way to proceed. Down the tunnel. Branze departs to serve as rearguard. Two doors - which way? Back in the main temple. Ascension, two new allies (Ahkum & Arrisa), and battle again! "Glow Boy" and half a dozen sahuagin attack. GB summons a water monster, various people flee in fear, and return, head moves toward door and ... Bill the halfling swallows a mighty Ring ...
Chapter 5: The Ring 7th May 2000 Bill burps a lot. K'isst applies an unusual rendition of the Heimlich maneuver. The party battles its way off the island, picking up fallen companions. Arrisa puts on a ring. Which ring? Back into the sea, back to the island. A dead dragon, many dead human, demihuman, and humanoid bodies, and blood leaves its taste in the water. Aquatic elves and crabmen standing at the ready, and Atomos the mighty is freed!
Chapter 6: Atomos 1st July 2000 Atomos is freed, and has just told the Windhorn Hamleteers they can have what lies under the dais upon which he, the giant, had stood from some time. Atomos has left in pursuit of the shark god, called Sekola, and the Sahuagin. Join our heroes as Draax tries the latch - and the party finds great treasure within.
Chapter 7: Back to Windhorn Hamlet 7th July 2000 Finishing with a hurried division of Atomos-granted treasure, the party makes its way back to Windhorn Hamlet, pushing the Sentinel Head before them. What will they find in their hometown?
Volume 3: Plateau City 12th December 2000 The Windhorn Hamleteers have graduated to the big city, following their successful rescue of the Sentinel Head. They meet the High Lord Mayor Sturdavent, the Council of Lords, and Herold the Bard begins to introduce them to the city. What adventures await?
Chapter 3: Scrolls Investigation 26th January 2001 Bill the halfling pokes his nose into a posted parchment, and begins clucking like a chicken. Others in the neighborhood likewise are affected. What's going on, here? The Windhorn Hamleteers begin their investigation.
Chapter 5: Where Are They? 8th March 2001 The adventurers seek to fulfill the mission Marcus has given them: Find out who is making the magic scrolls, and where.
Chapter 6: To Tour the Pyramid 23rd July 2001 The Hamleteers are about to find out exactly WHAT is inside the pyramid they suspect as being one of the Sons of Dread's bases of operation.
Chapter 7: The Great Escape 19th September 2001 Now that the Hamleteers have what they came for, the trick is to get OUT of the pyramid with it--and themselves!--relatively intact!
Chapter 8: The Night of Dread 3rd October 2001 The Sons of Dread are definitely up to no good--and the Hamleteers are in a desperate race against time to stop the evil organization's plans.
Chapter 1: The Night of Dread 15th October 2001 The God of Courage is dead--and chaos reigns in the aftermath! Can the Hamleteers survive this extra-long Night of Dread..???
Chapter 2: NoD: When Bad Things Happen to Good People 29th October 2001 The shockwaves from the demise of the god of courage continue to be felt throughout Plateau City when a cadre of paladins turn delusional and unwittingly terrorize the citizens that they once swore to protect.
Chapter 3: Darkest Before the Dawn 12th November 2001 The sun finally shines--though it reveals a vastly changed Plateau City. Can the Hamleteers continue to meet the challenges hurled at them? And...will the Wold ever be the same..?
Chapter 4: Just A Walk in the Park 26th November 2001 The Hamleteers--in their undercover identities--are asked to make a special delivery.
Chapter 5: Settling In 17th December 2001 The adventurers settle in to life in Plateau City - Working at the Beer & Bath, looking for a place to call their own, checking in with Marcus, building a library, getting to know the Druids Quarter, researching, exercising, blowing off steam, shopping ... you get the drift.
Chapter 6: Here There Be Dragons 7th January 2002 Plateau City is just about back to normal when a familiar (and none-too-welcome) face comes to the City, warning anyone who would listen about a conspiracy to enslave the Wold...a conspiracy fomented by dragons!
Volume 5: Plateau City - Gods Versus Gods..? 7th January 2002 Domi is dead...what will the Wold Gods do now that the Cult Gods are back--and have no intentions of ever leaving the Wold again?
Chapter 2: Playing Hide 'n' Seek 21st January 2002 The Hamleteers have many things to seek--what's in the ex-Wizard's lair they've recently acquired? What's happened to K'isst while she was away? What is the mysterious Baron Balantyne trying to pull now? And...are there still dragons hiding amongst the populace of Plateau City..?
Chapter 3: Conspiracy Theory 4th February 2002 The Hamleteers are ordered to spy on an old "acquaintance" of Renik's...just what IS Baron Balantyne hiding..?
Chapter 4: GateQuest: Dream a Little Dream 26th February 2002 Thanks to two distinctly different dreams, the Hamleteers are off to find a magic Archway Gate to a place no sane person would willingly go.
Chapter 5: In The Beginning... 19th April 2002 The Hamleteers are joined by Feng, a half-orc paladin, and they are urged to continue their efforts to find a way to do the impossible.
Chapter 6: Mirror, Mirror, On The Wall 6th May 2002 The Hamleteers step through the archway gate created by Irontemper over two hundred years ago to confront whatever is on the other side.
Chapter 7: Dead On Your Feet 17th June 2002 The Hamleteers have information that they know Valdor Dragonstone--leader of the outlawed Gold Dragons--must have...but how can they get that info to the Dragon Consortium when Plateau City has all but officially declared itself an ally of the evil Marteaus, would-be deity..?
Chapter 3: Rendezvous 14th August 2002 The Hamleteers are restored to life and are immediately assigned to a very important mission: find and return Marcus to the covert corps of operatives he is the leader of.
Chapter 4: The Game is A-foot! 16th September 2002 The Hamleteers take a chance and follow up on a clue that leads to a gambling establishment.
Volume 11: Treasure Map / The Vengeance of the Sea 16th June 2003 A message arrives from the party's old mentor, Marcus, mentioning a treasure map he would like the party's aid in following to its conclusion. A haul from a sunken ship would be most welcome, but will the sea easily give up what it has claimed?
Chapter 2: Birthday party! 25th June 2003 A party in the Windhorn Hamlet to celebrate the 30th birthday of Bill Troublefinder.
Chapter 3: On the road of suspicions again 7th July 2003 Bill Troublefinders 30th bithday party wraps up and the characters leave the Hamlet in the late morning. Being on the road again feels familiar, but the story about meeting Marcus without the usual sign has left everyone suspicious.
Chapter 4: The harsh light of morning 28th July 2003 The characters have been ambushed in the night at an aquatic elven village on the coast. Their employer is missing, and suspicions are beginning to run high. A reckoning must be coming soon.
Chapter 6: Into the darkness, where the waves sleep 27th August 2003 The party moves down into a series of caves leading down to an ambush that they know is waiting for them. It is a fight as old as stories, fear against heroism.
Chapter 7: Cavern Fortifications 3rd September 2003 Descending into the caverns by the sea, the Hamleteers encounter stiff resistance before locating the authors of their troubles.
Chapter 8: Transitions 6th October 2003 Ties have been cut, but freedom cuts both ways. The time for a decision of direction has come.
Volume 12: The Infernal Machine 20th October 2003 The party has tracked the author of the recent assassination attempt to a evil mage school in the Red Hills, apparently allied with, or run by the Sons of Dread.
Chapter 1: On the road again 20th October 2003 The party leave the Temple of Domi in Plateau City, and head out northward into the Red Hills towards the hidden mage school.
Chapter 2: The Silver Seagull Inn 12th November 2003 The party has travelled up the northward road out of New Elenia, skirting the Dragon Bay, and entering the Red Hills. The characters have found their initial destination, an inn alive at midnight with revelry, drink and song.
Chapter 4: Into the Testing Caverns 17th December 2003 The characters have found the entrance to the mage school, but surely things can't be this simple.
Chapter 5: The Outer Cloister 4th January 2004 The group has entered the mageschool. It seems they have posted a door guard.
Chapter 6: Sarigar's Cave 2nd February 2004 On the run now, the Hamleteers head to a nearby cave known about by their newest companion, Sarigar. With two prisoners in tow, the group faces some difficult choices about their next course of action.
Chapter 7: Back to the scene of the crime 20th February 2004 The party has returned to the Silver Seagull inn, and seek a way to confront the inhabitants of the hidden mage school once again.
Chapter 8: Inside the underground academy 9th March 2004 The party has returned to the mage school under the inn, and explores its halls in search of the necromancers and Renik.
Chapter 9: Caved in 31st March 2004 During the battle against the minions of the Necromancers the underground dock started to collapse. The Hamleters managed to find shelter in one of the nearby cellars, but the only exit seems to have been cut off!
Chapter 10: We always come back 13th April 2004 The party, having freed itself from the underground chamber, decides to return to the necromantic school and finish the job for good.
Chapter 11: The Machine 11th May 2004 The Hamleteers, having defeated the necromancers and their minions, decide to put an end to the machinations of Brother Lemmar.
Chapter 12: Back in the Plateau City 8th July 2004 With Setanos raised from the dead the Hamleters, complete again, can enjoy a few days of peace in the Plateau City.
Volume 13: The Missing Coin 26th July 2004 It turns out that the Communications Coin that used to belong to Kiriana wasn't the only thing that went missing during the dragon raid. Some extremely sensitive documents were also stolen and the thief has left the Plateau City long ago. The party is asked to retrieve the journal and bring the wrongdoer to justice.
Chapter 1: Temple of Domi 26th July 2004 The party learns how a single bard can pose a critical threat to the efficiency of the whole Organization.
Chapter 2: Angel Springs 2nd August 2004 The party arrives at the halfling town of Angel Springs in Crescent Valley. The search for the bard has begun.
Chapter 3: The trail of the Drow 8th September 2004 After making their inquiries in Angel Springs the party decides that their only option is to follow the tracks of the dark elves.
Chapter 4: The Land of Giants 16th October 2004 Following the dark elves the party has arrived at a settlement of a clan of giants.
Volume 14: Fae King Rising 27th February 2005 Omens and signs, portends and prophets! Where will it lead? The Fae King is Reborn, but what will his birth herald?
Chapter 1: Short Fellow, Tall Fellow 27th February 2005 Among mysteries natural and otherwise, the party seeks clues about a letter-writer, encountering a gnome and a treant.
Chapter 2: The Big Dream [CDM Jerry] 19th March 2005 All those with elf blood are touched in a vision -- including two Hamleteers. The vision promises the Fae King will set to right what is wrong with the Wold, at least from an Elfish point of view.
Chapter 3: The Templars of the Wild 31st March 2005 Across Dragon Bay, a band of elvish Templars of the Wild debate a second dream and what it means. They send the Hamleteers to gather more info.
Chapter 4: A Lord of the Pixies 21st April 2005 Joined by two new friends, the Hamleteers meet a Pixie Lord and ask him about the Fae King.
Chapter 5: Hydrae Lake 30th April 2005 Wil-o-wisp-ish pixies have changed a chasm into a lake! They are growing fairipuses in it! They need the Hamleteers' help, and are willing to trade for a story.
Chapter 6: The Templars at War! 17th May 2005 Preparing to attack the evil tyrant of the Culverwood, the Templars of the Wild have gathered a formidible army of nature. Will the Hamleteers join the war?
Chapter 7: Advice from the Platinum Dragons 24th May 2005 After bringing their news to the greatest of the Wold's mortal heroes, the party is charged by Valdor Dragonstone to seek out Queen Maab.
Volume 15: The Quest for Queen Maab 3rd June 2005 The hamleteers set out to visit the Valleys of Twilight, where dwells the Queen of the Fae.
Chapter 1: To the Valley of Humiliation 3rd June 2005 The gate to Maab's country lies at the end of a canyon near an old battlefield. Getting there is the first leg of the quest. And on they way, the Hamleteers make friends with a clan of cricket-taurs!
Chapter 2: First Guardians 22nd June 2005 At the entrance to a secret canyon off the Valley of Humiliation, the party is surprised by several Sod Elementals blocking the way.
Chapter 3: Second Guardians 7th July 2005 In the canyon, the party encounters a trio of giant eagle sorcerers, who are bluffed into letting the group pass!
Chapter 4: Third Guardians 18th July 2005 At the end of the canyon, the Gate to Maab's Land is controlled by seven stunning and powerful dryads. Through wit and persistence, the Hamleteers discover the password they need to get through -- at the cost of a life!
Chapter 5: The Valley of Butterflies 8th August 2005 Passing into the Lands of Rest (where dwell the gods, the immortals, and the dead), the party enters one of the Valleys of Twilight, over which Maab rules. There they meet the soul of their dead friend, who knows the way, somehow.
Chapter 6: The Queen's Court 12th August 2005 At last the party arrives at the home of Queen Maab, and meets with her there.
Chapter 7: The Valley of Dreams 23rd August 2005 "Things are not what they seem, especially when you are in and out of dreaming."
Volume 16: The Fae King's Avatar 17th September 2005 Splitting into many pieces, or avatars, the Fae King has hid all over the Wold -- and beyond! Queen Maab has charged the adventuring parties of the Wold to track down one each, deciding the Fae King's fate.
Chapter 1: The Hunt 17th September 2005 The Fae King's avatars are hiding. If the Hamleteers are to deal with one, they will have to find it first.
Chapter 2: The Battle 17th October 2005 Having tracked down an Avatar of the Fae King, the Hamleteers must defeat him in battle.
Chapter 3: The Judgement 26th October 2005 Queen Maab said that the adventurers of the Wold would decide the Fae King's fate. How will the Hamleteers pass their judgement?
Volume 17: Atonement Walks on Six Legs 10th November 2005 Following the Fae King's last request, the party seeks to rescue several elves from the mad experiments of a sage who is just buggy.
Chapter 1: Bugs on the Trail 10th November 2005 Ants encountered on the way to the sage foreshadow the chitinous adventure to come.
Chapter 2: The Windhorn Antleteers 23rd November 2005 The party bluffs their way into the mad sage's compound, disguised as a visiting party of giant ants led by a half-orc.
Chapter 3: The Fight Under the Bee Tree 19th December 2005 Disguises are abandoned and weapons are drawn. The fight starts with invisible bees attacking, followed by animated trees, ants, and summoned unicorns. But spells and axes win the day quickly.
Chapter 4: Your New Best Friend 30th December 2005 As the party enters the Sage's Ant Hill, the sage first tries to "befriend" the party with a potent mix of Heightened Mind Fog and Symbol of Persuasion. But a few are not convinced of the sage's friendly intent.
Chapter 5: Cave-In! 20th January 2006 Nervous that his illusions were detected, and increasingly worried about being attacked, the Sage pretends that his home is under attack by earth elementals! The ceiling collapses, trapping the party, and earth elementals attack. But the fireballs that soon after hit the group make it clear that the Sage is behind it all.
Chapter 6: The Inner Sanctum 15th February 2006 Digging out of the cave-in and defeating the attackers, the party heads deeper in for what may be the final confrontation.
Chapter 11: Epilogue: Rest in Peace 11th May 2006 The Hamleteers lay their friend to rest, and come home to a place where they themselves can find a little R&R.
Chapter 3: The Lands of Dread 28th February 2007 Having travelled a long way the Grey Knights finally enter the mysterious and dark domain of the Sons of Dread.
Volume 20: The Darkest Flame 26th February 2008 Having returned from their mission at Fae Skiemir - a grand feat by itself - the party now faces their second and final Dragon Challenge.
Chapter 1: Tremors 26th February 2008 The party looks forward to returning to Plateau City for a few days of well-earned rest. They soon learn, however, that rest time is a rare and valuable treasure for a member of the Dragon Consortium.
Chapter 2: A Lost Soul 21st May 2008 The Gray Knights have travelled to the Emerald Kindgom to investigate a single clue they have: a captive necromancer who is suspected to be a part of the ongoing scheme by the Sons of Dread.
Chapter 3: The Darkmoon Gate 21st July 2008 The Gray Knights have learned that some kind of nefarious project is being completed by the Sons of Dread at a mysterious place called the Darkmoon Gate. Will the scarce bits of information gathered by the party be enough to find the secret base? What awaits the Knights within?
Chapter 3: In the Land of the Lost 23rd September 2009 The group has now Teleported into a great vibrant forest where the very ground they walk upon feels as though it is alive
Volume 23: A Dreadful Situation at 30,000 Feet 2nd February 2010 A mysterious floating island has appear in the sky above a tribe of people who have been hidden on the Southern Continent for hundreds of years. An odd coincidence, perhaps, if the Knights hadn`t just received a warning that the Sons of Dread were after them...
Chapter 1: Rival Gangs 2nd February 2010 An enemy that once proved themselves weaker than the Knights has returned. This time, they seem stronger and angrier. Welcome to the Big-Pink-Dome. Two teams enter, one team leaves...
Chapter 2: Groundwork 24th February 2010 The Knights are given an opportunity to eliminate an enemy that has been with them since almost the beginning: the entire leadership of the Sons of Dread, including the Lich Lord of the Dread. Now all they have to do is infiltrate a flying castle, find and kill eight powerful liches, and then take out the Big Bad. All in a day's work?
Chapter 3: Earning Your Wings 8th March 2010 The Knights have made their way to the Skycastle, only to discover just how hideous and awful it is: blood-stained buildings, trees and wildlife all dead, walking corpses, defiled symbols of Gargul. It is enough to make even the strongest stomach lurch... But the Knights will have to go through it if they are to kill the Lich Lord of the Dread.