"Holy crap," Grey Wolf mutters under his breath. "We're doomed."
NOW COMPLETE AT LAST!
In January 2001, Dorian Hart (a.k.a Sagiro) began posting run summaries of his long-running D&D campaign, The Adventures of Abernathy's Company, on the Story Hour forum at the EN World message boards. I became a great fan of this wonderful campaign soon after I discovered it, and I always enjoyed the lively discussion on the forum whenever a new installment was posted -- not least because Sagiro and several of the players were active participants in that discussion, providing a great deal of insight and humour. I've learned a lot about how to run a successful campaign from this Story Hour.
I felt that this material should be available in a more permanent form -- message board threads tend to get lost over time, and indeed some of this Story Hour can now only be found on archived copies of old message boards, while other parts seem to have vanished entirely. So, having collected all this material together over the last several years, I have arranged and edited it into the files you will find listed below -- hopefully in a format which you'll find easily readable and amenable to being printed out.
In September 2011, the campaign finally reached its conclusion (after nearly 16 years!), and it took almost another three years after that for Sagiro to write up the remaining sessions and post them on the EN World forum, and for those sessions to be in turn gathered into the files on this site. However, the process is at last complete, and below you will find the entire story of Abernathy's Company, from their very first adventures to their final, epic battle to save the world. There is also a discussion thread at EN World where those reading (or re-reading!) the story can make comments -- click here.
Once you have read all of Sagiro's Story Hour, I encourage you to check out my similar compilations for the Welcome to the Halmae and A Rose in the Wind Story Hours.
(Note: The files are in Adobe® PDF format. If you don't already have the Adobe Acrobat®
reader, click on the icon below to get it.)
| PART ONE | ||
| Prologue (365 Kb; 13 pages) |
Before They Were Famous In this later-written (March 2004) prologue, Sagiro expands on the very brief "pre-game" section in the first chapter, showing how the original adventuring party came to be brought together by the Archmage Abernathy. Seven disparate individuals in the kingdom of Charagan live out their ordinary existences, never suspecting that the forces of destiny are about to seize them and change their lives forever... |
|
| Chapter 1 (846 Kb; 30 pages) |
Seven is Company A group of seven strangers, brought together by an Archmage, find themselves swept up in great events as long-forgotten threats reawaken in the kingdom of Charagan. Their initial missions see them exploring ancient ruins, fighting strange monsters and falling foul of the evil Sharshun. After many successes, disaster strikes when one of the Company is suddenly killed, leaving the others trapped behind a magical barrier and facing certain doom... |
|
| Chapter 2 (1095 Kb; 38 pages) |
The Turtle Moves The Company discover they have other enemies besides the Sharshun -- there is the evil Black Circle, and the wholly mysterious "P", and an army of fire-god worshippers invading the kingdom. Then, as prophesied by the wild-magic artifacts, the Eyes of Moirel, the Ventifact Colossus -- the Great Sand Turtle -- rises from the desert. It must be stopped, or it will wake its brethren, and the world will face certain doom... |
|
| Chapter 3 (865 Kb; 30 pages) |
A Conspiracy Unmasked When their Archmage patron passes on, the Company finally discover some of what's really been going on. With the forces of their enemies poised to threaten the entire world, the Company will be sent to the far-off continent of Kivia to retrieve an artifact that seems to be vital to the enemy's plans. But before they go, they have time to try and free a race of air spirits which have been imprisoned for centuries -- a quest which sees them trapped underground facing certain doom... | |
| Chapter 4 (944 Kb; 40 pages) |
A Passage Through Kivia With a whole new continent to explore, the Company tangle with Animators, an addictive powder, a terrifying tiger-man, a huge army of undead, an abandoned city of golems, and many other threats as they search for the vital information that will lead them to the Crosser's Maze. Eventually, their journey takes them under the mountains of central Kivia, where they are captured by a tribe of ogres. Helpless and alone, they face certain doom... |
|
| Chapter 5 (1080 Kb; 50 pages) |
The Quest for the Crosser's Maze The Company pass through the Jungle of Lost Dreams to find themselves trapped in the mysterious city of Zhamir. There, they must journey through a weird, fractured mental landscape featuring a chess-playing beholder, an unfeasibly large quantity of spiders, a labyrinth full of minotaurs, and the toughest enemies they've ever faced -- themselves. All to acquire the legendary Crosser's Maze -- the artifact that just might save Charagan from certain doom... |
|
| Chapter 6 (1236 Kb; 58 pages) |
Raiders of the Lost Orc Back in Charagan, the Company embark on a dangerous undercover mission to retrieve a spy for the Spire from among the orcish tribes of the Kalkas Peaks. Worse, they finally encounter the hitherto-shadowy "P" -- a powerful wizard, coming to kill them all. Nevertheless, they do make some progress on whittling down their long list of enemies. But then the Eyes of Moirel speak again, and it seems one of the Company must die, and soon, or else the world will face certain doom... |
|
| Chapter 7 (901 Kb; 40 pages) |
The Twilight Zone Investigating in Kallor, the City of Twilight, the Company discover that the Black Circle has infiltrated the Church of Ell and is about to conclude a long-planned arcane ritual which will create a planar conjunction and allow the evil Naradawk Skewn to cross over into Charagan. In a climactic battle, they risk everything as Grey Wolf's fate hangs in the balance -- for the bloodline of Moirel is the connection between the planes, and he must die if the world is to avoid certain doom... |
|
| Chapter 8 (997 Kb; 36 pages) |
Before the Storm After defeating the Black Circle, the Company have the rare luxury of some time to deal with smaller problems (and some not so small, like another attack from the elusive "P"), and to make plans for tackling the next major threat. For Naradawk is still trying to bring his forces across the planar boundary into Charagan, and indeed a message from the Company's patron, Ozilinsh, arrives to tell them that within a short time the world will again be facing certain doom... |
|
| Chapter 9 (848 Kb; 34 pages) |
Day of Reckoning The Company, along with the rest of Charagan, scramble to prepare in the few weeks remaining before Naradawk's forces invade. All too soon, the time is at hand, and a cataclysmic multi-front battle begins. While the rest of the Company and their allies fight a desperate delaying action against the invaders, Aravis must use the powers of the Crosser's Maze to re-weave space and time and erase the connection between the planes. If he fails, the world will face certain doom... |
|
| Chapter 10 (697 Kb; 31 pages) |
The End of the Beginning The kingdom is saved. The threat of Naradawk is ended, and the Company can relax, enjoy their fame and the rewards of victory, and make plans for the future -- or can they? A visit from the long-absent King Farazil is disturbing enough, but then suddenly it becomes apparent that they have seriously underestimated their enemies. For sneaking up on them from an unexpected direction, unnoticed all this time, has been certain doom... |
|
| Complete (7.31 Mb; 405 pages) |
One file containing the Prologue and all ten chapters from Part One, along with front cover and Contents pages. | |
| PART TWO | ||
| Chapter 11 (1212 Kb; 62 pages) |
The Way Back The world is not what it was. History itself has been changed, and the Company are lost and alone in a twisted, hostile version of the world they knew. To restore their timeline, they will have to find the third Eye of Moirel in the tower of Het Branoi and "travel nowhere," as the Eyes prophesied long ago. They journey back to Kivia, and set about trying to find the secret tower, but find they have some giant-sized problems to deal with if they are ever to see home again... |
|
| Chapter 12 (946 Kb; 48 pages) |
The Worlds of Het Branoi Having at last gained entrance to the mysterious tower of Het Branoi, the Company find themselves exploring a series of small, self-contained pieces of worlds, whose inhabitants range from gentle farm folk to the deadliest of monsters. Death again strikes the Company as they delve ever deeper into a network of planar gateways, searching for the Black Circle controllers of this labyrinth, who must be defeated if they are ever to see home again... |
|
| Chapter 13 (1221 Kb; 46 pages) |
The Eye of the Storm The maze of sliced-off bits of worlds somehow contained within Het Branoi is occupied by all kinds of creatures friendly and hostile, from undead hydras to living god-storms. The Company arrive at a place of sanctuary -- The Eye of the Storm. Here they can rest and gather information about the Slices, hoping to find a clue about which of the several unpleasant options available -- the Chaos, the Demon Slices, or the Way of No Return -- they must take if they are ever to see home again... |
|
| Chapter 14 (1034 Kb; 48 pages) |
The Importance of Being Kibi Everyone seems to be interested in Kibi. Carved figurines of him have been distributed through the Slices, and the Company fight off assassination and kidnapping attempts while deciding their next course of action. A wild journey through Chaos leads them to the monastery of the Vree, where an attempt to use Kibi's abilities to fix the Slices ends up attracting the attention of the horrific Cleaners -- beings whose power to destroy entire Slices makes it even less likely that any of them will ever see home again... |
|
| Chapter 15 (1035 Kb; 44 pages) |
Sassing the Demon After finding more evidence of Kibi's significance to the creator of Het Branoi, the Company begin a perilous journey through the many and varied Demon Slices. In an assortment of unpleasant environments, they encounter demons of all sizes, shapes, and degrees of deadliness, from insignificant dretches to the mighty Lord Tapheon. Dranko's outspoken bluntness makes for a tense confrontation with the Abyssal lord, who the party must negotiate a way past if they are ever to see home again... |
|
| Chapter 16 (707 Kb; 40 pages) |
The Lord of the Roses The Company have passed from the Demon Slices into the domain of the mysterious and powerful Lord of the Roses -- the confrontation with whom sees them face again a foe they had thought long since dead. Victory results in the gain of another Eye of Moirel, but there are unforeseen complications, and they realise they have not yet found the true source of the Slices. Despite all the progress they have made so far, there is still much to be done if they are ever to see home again... |
|
| Chapter 17 (967 Kb; 42 pages) |
Step Into the Lightless Room At last the Company are moving toward a direct confrontation with the power behind Het Branoi. But first, they spend some time in the peaceful town of Bakersfield, gathering allies and information for an assault through the deadly and ominous Black Door -- behind which lies One Certain Step's prophesied destiny, and a titanic struggle with the deadly Cleaners. A painful sacrifice will be necessary if the Company are to prevail against these creatures of madness and ever see home again... |
|
| Chapter 18 (823 Kb; 46 pages) |
Completing the Circle The Company have finally emerged in triumph from their adventures in Het Branoi, having obtained the third Eye of Moirel which they need to "travel nowhere" and restore history to its rightful path. Escaping a Black Circle ambush and returning to Charagan, they attempt to do just that. But even as they seem to succeed (and clear up several long-standing mysteries into the bargain), they find themselves stranded in the distant past, even further away from ever seeing home again... |
|
| Chapter 19 (801 Kb; 36 pages) |
In Search of Cranchus In the remote past, at a time when the old Emperor Naloric still rules in Charagan, the Company begin to investigate the provenance of the strange gold talisman in Ernie's possession, which they know as "Cranchus' Gift." After a conflict with a dragon-riding minion of the Emperor, they head for the dwarven mining towns of the Kalkas Peaks, and from there underground, in search of the mysterious dwarven archmage Cranchus, who could well be the key to their ever seeing home again... |
|
| Chapter 20 (695 Kb; 31 pages) |
Back to the Future The Company have saved the future; now all they have to do is return to it. The archmage Cranchus is the key to them getting home -- and turns out to have a far closer connection to Kibi than he had ever dreamed. After a final confrontation with the original architect of the Eyes of Moirel, the Company triumphantly journey back to their own time, to find the Charagan they knew restored. Well, almost -- and Dranko in particular may well be wondering if he will ever truly see home again... |
|
| Complete (7.11 Mb; 447 pages) |
One file containing all ten chapters from Part Two, along with front cover and Contents pages. | |
| PART THREE | ||
| Chapter 21 (765 Kb; 42 pages) |
Exit the Maze The Company attempt to pick up the threads of their normal lives in Tal Hae -- a particular challenge, in different ways, for both Dranko and Morningstar. But the unpleasant legacy of a long-ago promise to Shreen the Fair forces them all to return to the city of Djaw, in Kivia. There, a confrontation with the master of abominations leads to a turning point for Aravis and the Crosser's Maze, which also provides the Company with the first hint of a great storm approaching... |
|
| Chapter 22 (757 Kb; 38 pages) |
The Shadows of the Past Still in Djaw, the Company now face deadly attacks from assassins hired by an old foe out for revenge, as more of their actions from years ago come back to haunt them. Aravis begins to receive strange visions of ancient events and the death of gods -- even as his own divine nature becomes understood. Their decision on their next move is pre-empted by a sudden crisis: back in Charagan, the theft of the Null Shadow Cauldron by an unknown enemy leads to a fateful encounter in the city of Kallor... |
|
| Chapter 23 (790 Kb; 42 pages) |
The Search for Praska It appears that Dranko's childhood friend, Praska, has now become a powerful priestess of the Black Circle and is responsible for the attack in Kallor. The Company must employ every divinatory resource they can find -- including calling upon an old friend from their time in Het Branoi -- to penetrate the shielding around her and locate her. Meanwhile, Aravis discovers more about his status as a sort-of god of cats, and an old adventure from Kibi's past comes back at a most unexpected moment... |
|
| Chapter 24 (1379 Kb; 52 pages) |
Blood, Death, and Rats After a brief side trip to the world of Cafille, the Company find themselves battling powerful necromantic forces in the course of restoring the soul of Dranko's old mentor, Califax. They find out what's really going on with Praska, and how it relates to the schemes of their long-dead enemy, Mokad. Then Aravis leads the quest to avenge the killing of the divine animals of Abernia, after which an old adventure from Dranko's past comes back at a most unexpected moment... |
|
| Chapter 25 (887 Kb; 42 pages) |
The Crimson Maw Fulfilling a longstanding obligation, Ernie leads the Company to the halfling country of Appleseed in Kivia, which is under threat from an enormous goblin army. They must venture into the extraplanar goblin stronghold, the Crimson Maw, and find a way to neutralise the thousands of goblins gathered there. Meanwhile, Dranko must make a fateful bargain with a creature of the Far Realms, and in the background, the schemes of the Black Circle continue to draw ever closer to completion... |
|
| Chapter 26 (991 Kb; 50 pages) |
Breaking the Circle The Company perform a dangerous ritual to banish the soul of Mokad once and for all from the body of Dranko's friend Praska, in the course of which they find themselves fighting a massive battle against many of the leaders of the Black Circle. Then they must prevent the Black Circle's final scheme to bring the Emperor Naradawk back to Abernia, using a huge army of undead in Kivia -- after which an old opponent from their past comes back at a most unexpected moment... |
|
| Chapter 27 (849 Kb; 46 pages) |
Tales of the Gods A conversation with Parthol Runecarver and a vision from the Crosser's Maze lead the Company to a greater understanding of the threat posed to their whole world by the Adversary, and the knowledge that two of their long-time foes, Meledien and Tarsos, have found a way into Naslund, the last resting place of the Gods. The party follow them, braving the defences of the great necropolis -- and another opponent from their past is revealed at a most unexpected moment... |
|
| Chapter 28 (709 Kb; 40 pages) |
Finding the Way Morningstar's long-ago prophesied destiny to be "the Slayer" leads the Company into battle against the most powerful dragon they've yet encountered. Afterwards, they have some time to clear up several loose ends, before an ancient tome leads them to the portal they must ultimately take to finally confront the menace of the Adversary. But the time for that is not yet -- first, they must deal with their long-time yet never seen nemesis Darkeye, leader of the Sharshun... |
|
| Chapter 29 (683 Kb; 36 pages) |
The Madness Comes The Company finally encounter the ancient elven mage Moirel, a.k.a. Darkeye -- a confrontation which does not go at all as expected. Afterwards, their list of tasks still to be done shrinks a little further as good news arrives from the enslaved dwarves in Kivia. But soon the threat of the dream-warrior Octesian -- infected with the insanity of the Far Realms -- becomes too great to be ignored any longer. Morningstar must lead the Company and a party of Dreamwalkers into Ava Dormo to finish off the madman once and for all... |
|
| Chapter 30 (671 Kb; 39 pages) |
The Beginning of the End The threat of the insane Octesian is finally ended after a long and costly battle. But now, the signs become unmistakable that the Company must soon embark on their ultimate quest -- to descend beneath the impenetrable Yulan’s Barrier into the Underdark, in pursuit of those who would free the Adversary. After making their last preparations and saying their farewells to friends and families, the Company begin the journey from which they expect never to return... |
|
| Complete (6.55 Mb; 431 pages) |
One file containing all ten chapters from Part Three, along with front cover and Contents pages. | |
| PART FOUR | ||
| Chapter 31 (1200 Kb; 40 pages) |
A New World Beneath the Iron Barrier, the Company find a world of wonders and creatures unlike anything they've previously experienced. They encounter new dangers and make new allies, even as they follow the trail of their enemies from the surface -- Meledien, Tarsos and Seven Dark Words. With several months' head start, their opponents have left devastation and deadly traps behind them -- as well as, apparently, some powerful creatures with an unhealthy fixation on Dranko... |
|
| Chapter 32 (865 Kb; 42 pages) |
Looking, and Leaping The Company continue their quest for the particular Leaping Circles that will take them to where they need to be -- a quest whose urgency is only increased by Aravis's visions of what is happening in the surface world they have left behind. Dranko is again specially targeted for attack, they draw unwelcome attention from the deities of this strange realm, and when they finally reach the first of the Leaping Circles they need, it deposits them into a very nasty situation indeed... |
|
| Chapter 33 (882 Kb; 46 pages) |
Dreams, Visions... and Nightmares On the surface, casualities mount as the Spire desperately fights against Naradawk and his allies, while the Company forge on through the Underdark. Dranko gains a nightmarish insight into the nugget of Far Realms insanity lodged in his head; later they find themselves intervening in a war taking place in the world of dreams. As the evil of the Adversary begins to shake the world, a reunion with someone they have not seen in a very long time leads them to the final challenge... |
|
| Chapter 34 (682 Kb; 24 pages) |
The Last Day The day on which the fate of Abernia will be decided has at last arrived, as the Company, with some unexpected reinforcements, are brought face to face with the Adversary -- the ultimate source of all the evils threatening their world. Dranko has a critical choice to make, as the final desperate battle against the dark god and the enemies from the surface who have awakened him begins. What will be the cost? And what will be the ultimate destiny of Abernathy’s Company? |
|
| Complete (2.96 Mb; 157 pages) |
One file containing all four chapters from Part Four, along with front cover and Contents pages. | |
Last updated: July 13, 2014.
Compiled and edited by Steven Cooper (remove NOSPAM to reply)