|
Post by Pecomica on Nov 23, 2018 10:27:41 GMT 8
After meeting with Captain Boris and relay whatever information the party had gathered about the merchant and his mercenary, they bid their farewell to the few friends they had made and left through the south gate. Their next destination lies west.
As they clear the river they set up camp and are ambushed by a group of hobgoblins. They bring swift justice to the attackers and while examining their bodies, they discover large sums of money and even a bank note. Questions arise how hobgoblins could carry this much wealth, and be this well equipped.
After their rest they continue on their journey and without any skilled horseman to man the team of horses pulling their cart, they move at a slow pace. As the sun sets they are still hours away from Geram so they set up camp to rest for the night. It is during the last guard shift, just as the sun begin to rise that the attack comes.
Two arrows in swift succession. One is deflected by Elias while the second finds it mark and injured Timothy. A warnign is called out and the battle commence. Facing off 6 rangers, 3 on each side, the party uses their wagon and lean to as cover.
During the fight, Elias manage to knock one of the attackers unconscious and Bilbert keeping a strategic location under the wagon, waiting for a clear shot. He gets it and cast Glitterdust, causing a until now unseen assailant to become visible. Facing what the party believe to be a spellcaster they focus their attention on him. Even more so when they discover he is trying to cast a spell. The spell fails and he is soon killed. One of the other attackers tries to escape, and it looks like he might get away, but BIlbert cast sleep and he drops to the ground. Bound and returned to the camp, Ser Valance steps away to make sure there are no others lurking in the fields around their camp.
|
|
|
Post by Pecomica on Jan 8, 2019 17:28:24 GMT 8
The party hear some heavy footfalls as a group of dwarves pass by on the main road. They stop and a few of them walked over to the camp and spoke with Grumpy. Grumpy shared with his friends that he was requested to return to the Gate of Heaven, the home of the dwarven people, to help defend it from the coming attacks.
Bilbert stepped up to question the surviving attackers and they found the younger one to be willing to change his ways. He shared what little information he had with the party and had the paladin swear to not let any harm come to him. Bilbert disarming ways befriended the initiate well enough to find out that he was new to the order of assassins, and this was to be his initiation to the guild. The loss of the entire group at the hands of his targets made him chose to not pursue a life as an assassin.
He offered to share how to contact the Assassins guild in Antrem, in exchange for his life. Bilbert led him to the main road and there the prisoner was let free. He did mention something to Bilbert before moving off, back towards Antrem.
The party encountered a small camp along the road and stopped to investigate. There they spotted, with some difficulty and half-elven rogue girl, and her freshly slained attacker. They agreed to let her travel with them to Geram, but was weary about strangers.
They reach Geram soon enough and spot a few tents outside. The banners carry the Kings colors tell the party that the kings guard are here, and ready to defend. More soldiers are milling about inside the small village of Geram, and the party notices that several of the shop are boarded up, and a caravan is being prepared to head south. With anyone willing to go.
THe party speaks with the blacksmith about prince Jason, and learn that he showed up in the village almost a year earlier. Wearing strange clothes and looking for his friends. The blacksmith and his wife took him in and cared for him, as Jason worked the forge and spent his free time reading books. But the blacksmith couldn't tell them anything about the sword, other than that he found it in Balek plains, after chasing down a few attackers from the north.
Seeing the craftsmanship of the sword he brought it back to Geram and when Jason mentioned his friends had been spotted elsewhere, he was given the sword. Both for protection and maybe to sell if his funds ran low. He had left with a group of adventurers lead by the Barbarian Crimson.
The party rented a few rooms in the Inn and learned from the serving girl that she and Jason shared a bond. She asked them to take her to him, but since the party was not heading in that direction, they were unable to help. She said she would leave with the caravan.
Shortly after midnight the village was attacked by invaders. The party was startled awake by the noise and quickly leaped into action. Sir Valance, Timothy and Alberich was staying in the rooms on the second floor and took up position by the stairs as a group of Orcs busted in through the door and windows.
Jinx, the half-elven rogue and Bilbert had been sleeping in the stable when the attack happened. Another group of orcs tried to set it on fire, but Bilbert managed to quench the flames before they got a hold on the dry hay, while Jinx moved to help out in the Inn.
As the battle raged on, the party noticed sounds of combat coming from other parts of the village. Luckily the kings soldiers was present to keep the others at bay. As the last of the orc fell to the might of the party, they see and hear a hulking creature crash through a wall not to far away. It looks like there is little chance to rest this night.
|
|
|
Post by Pecomica on Jan 21, 2019 10:37:58 GMT 8
After clearing out the enemies that attacked the Inn, the party move to the next engagement. A large creature is wreaking havoc to the south. The party regroups and are met by Elias who helped out the guards at the north gate. They all head south and are faced with two Gorthek Riders having fun tearing down the buildings.
The group disable one of the Gortheks and focus on the other. With all their might they manage to bring it down, but disaster strike and Jinhua is struck by the gorthek and brought down. Bilbert rushes in to render aid and Jinhua is back on his feet. But the Gorthek once again focus on him and this time there is nothing the party can do. Jinhua collapses to the ground, his last breath escaping his lips. Fueled by the loss of their companion the party renew their focus on the remaining Gorthek. Knowing they can't handle the mighty beast, Bilbert manage to scare it off, into a group of soldiers who make short work of it.
With a short reprieve the party returns to the Inn and dons their armor. Alberich vote to leave the village as it is overrun by enemies and they already lost one member. Sir Valance have vowed to not let innocent suffer and cannot abandon the village at this time. Friction in the ranks see a brief split in the path forward. Alberich with the aid of Timothy, hike the horses back on to the wagon as the rest head north to the gate. They pass another combat location. Vultures and goblins are lying dead among burned out buildings and a mixture of soldiers and civilians.
They reach the north gate and are informed that the attack is over. All the attackers are dead or fleeing, with scouts on their heels. The captain decline the party's aid to join in the scouting effort and thank them for their assistance.
Returning to the Inn, they inform Alberich and Timothy that the village is safe for now, and rest would be a better option. Rest does not come easy for everyone. Alberich have trouble sleeping in the din of sounds coming from outside as the soldiers clear up the dead and rebuilding efforts are starting.
After noon the party is having their meal at the Inn, and notice that the barmaid is missing. As is the caravan heading south. The Blacksmith shows up with the resized whip that Bilbert asked him to do earlier. As there is nothing much else to do, the party head out north, towards Merliath
They find abandoned farms dotting the landscape. Some burned to the ground, others left intact. The party rest for the night in one of the farms and the night pass uneventful.
The next day on the road they spot a rider on top of a hill some distance away. As they watch they see six figures on foot, spread out on either side of the rider. The group makes no effort to move towards the party, but it is clear they are being watched. Bilbert recognize the way the group carries themselves as they move about and inform the party they are orcs. While the rider seem to be half-orc. To far away to make any more detailed observation, plans are put into motion to abandon the wagon if the group give chase.
Elias scouts at the back and one time when he turns around he see the group gone. Not seeing them on the hill, makes the party more tense and there is a worry that they will be attacked by night. A few hours later they notice a glimmer on the side of the road and as they investigate, they spot several humans and elves killed. They carry the banner of a known mercenary group called 'The Point of Order' A mercenary group lead by a halfling female named Alyssa Butterbug. Sir Valance takes the banner and rolls it up to bring with them. They spot some drag marks leading north and across the road. Following the tracks they come across a funeral pyre. Several orcs have been dragged and burned at this pyre. A custom among the Orcs.
Traveling along the road they encounter a caravan heading south. The caravan master seem unfazed about the dangers on the road and trust his hired mercenaries will keep him safe. The mercenaries are all human, while their leader is a half-orc. They learn that Merliath still stands and that there was a skirmish outside the docks where the royal navy sunk several ships coming from the north.
The party continue on towards Merliath, knowing they are at least two days out, and the sun is about to set for the night.
|
|
|
Post by Pecomica on Feb 20, 2019 20:13:58 GMT 8
After the gruesome discovery of the slaughter of a mercenary guild, the party make ready to continue on towards Merliath. On the road behind them, they spot a lone runner making it's way towards them. She eventually catches up and ask if they have any knowledge of her brother.
Sadden to find out who it is she is looking for, they inform her that her brother perished in the fight against the orcs. He fought valiantly and died defending the village. They invite her along as they press on to Merliath.
Not feeling safe to rest, the party opt to keep traveling at night, putting a greater distance between themselves and the party of orcs they saw earlier.
It is a few hours after sunrise that they reach the city. They suffer an inspection at the gates and ask for a inn to rest up. They head there and book a few room for a few nights, along as lodging for their horses. They move on to speak with anyone that might have any information about Drenn. They find their way to the city registry and after hours of waiting they are told that the only information about the Drenn's is three names listed in the books. The last of them passed some 50 years ago.
They decide to follow up on some other leads and head to the nearest barracks. There they are told they need a writ by the magistrate if they wish to conduct any official businesses in the city. An offhand comment from the aide on duty reveals that there have been a string of break ins in the noble quarters. This alerts Alberich who wishes to be brought to his family estate right away.
A guard is ordered to escort them to the noble district, where the reins are handed off to one of the guards on duty. He leads them to the Sawyer estate and wait for them to enter, before returning to his post. While inside they are told that someone had broken into most of the noble estates in the city.
The party seek out the magistrate and are presented with a writ, along with the name of their contact within the city guards. They head to the eastern garrison to meet up with A'tok Helva to receive their orders. He have quite a long list of tasks that needs to be done, and the party surprisingly decide to follow up on some missing persons reports.
Bilbert believe the Western expedition might be involved in these missing persons so they head to their headquarters and try to find out more. There they learn that the expedition have sent out some 70 ships to the west, each carrying somewhere between 300-400 souls. More than 25000 people so far, and none have returned from these expeditions.
Plans are made to find out if there is any connection to a recent missing person. A sailor who skipped out on her bill. The party makes their way to the docks and there they split up. Alberich, Roderick and Timothy head to a upscale seafood restaurant called the Golden Clam, while the rest decide to go to 'The Blue Wave' to learn more about the missing sailor
|
|
|
Post by Pecomica on Apr 3, 2019 18:38:56 GMT 8
Party regroup in the evening after a split investigation. They decide to check out the eastern graveyard, as there was something about undead mentioned in the weekly newspaper. They arrive and speak briefly with the groundskeeper, who shows them where the noises and light had been seen.
The party investigates and find a entrance to one of the crypts to be unlocked. Venturing inside they discover that the sarcophagus is in fact a secret entrance, leading down into the darkness below. They descend the stairs and find themselves in a small room lit by two torches. There is a door in one wall and they decide to investigate further.
Exploring the few rooms available they come across a dining hall with fresh food, recently eaten, and another room with a locked door. Unable to pick the lock they bash down the door and find a book of summons, as well as a journal written in Elven. Another table have a few potions and oils. The party venture deeper into the ruins and come across a room with a skeleton on the floor. Moving in to investigate they get attacked by a few ghouls. Dealing with them quickly they move on and hear some sounds from behind a door deeper in. Unable to open the door they bash it down, and the sound is heard by whomever is inside the larger chamber. A few robed figures move to intercept the party as instructed and the party enters the larger chamber. They spot a naked woman on top of a dais, and a robed half elf standing by her side. He yells at the party that they are too late and instruct his followers to stop the party as he finish the ritual.
The party have no trouble bypassing the drugged followers and reach the cultist in time to stop him from completing the ritual. Bound with strong ropes he is moved to a smaller room by Elias and questioned. Sir Valance stay behind and tend to the woman. Elias learn that the cultist tried to summon Barbazu. Elias return to Sir Valance and question the followers, leaving the cultist in the hands of Bilbert.
As the followers, no free from the drug, they tell Elias and Sir Valance, how Yrik Gwona showed up in town a while back and befriended them. He held lavish parties who slowly changed in nature to become secret meetings where he showed talked about power, magic and summoning others to do their bidding. The followers that remained got deeper into the cult and started causing trouble for others they had issues with. Small things at first, but eventually larger things, including mutilation and eventually murder and sacrifice
In the mean time Bilbert is guarding Ywik and Ywik strikes up a conversation. He tells Bilbert to release him and he will promise BIlbert wealth and power in return. Bilbert have a specific request in mind. Ywik can't honor it, but he knows someone who can. He asks Bilbert to release him and meet him again the next night, where Ywik will give him the information.
Bilbert agrees on the premise that they make it looks like he broke free and overpowered Bilbert. Time is of the essence and Ywik runs away, leaving Bilbert with a bruised cheek. The rest of the party gives chase but are to late to catch up to the escaping cultist.
They turn over the followers to the local garrison and bring the woman to the inn she was staying at. At first the innkeeper wants her arrested for running out on her bill, but once he hear her story he allow her to stay as long as she needs to recover. She thanks the party for their timely rescue and the party retire for the night. Outside their inn, they are intercepted by a runner from A'Tok Helva who explains a few rules that Commander Helva forgot to mention earlier.
|
|
|
Post by Pecomica on May 21, 2019 12:20:11 GMT 8
Elias had breakfast with A'Tok Helva and after giving the details of their mission at the eastern graveyard, recieved a reward of 300 gold (+300 XP).
Party debated a bit on where to go next and eventually settled for investigation into the missing sailors. While investigating one of the locations for the body dump, they notice a familiar face in the tavern. The halfling from Atrem. Their actions reveal themselves to the halfling who managed to escape into a warehouse.
Party is hot on his heels, but not sure of which warehouse he entered the target slips out of their grasps. The explore and find a hidden trapdoor in one of the warehouses and enter into a section of the sewers under Merliath. There they explore and are attacked by both Otyugh's as well as Darkmantles.
They press on and discover a secret room with a chest. In the chest they come across a large sum of money as well as items of magic. As they reach the other end of the sewers, they notice a door leading to a room. Elias spots a trap and they get into position to set it off. Doing so opens a door from behind and two Rust monsters rushes Sir Valance. With only feeding on metal on their mind, they manage to damage Sir Valance breast plate and shield, before being dispatched by the party.
Bilbert moves to the room where the trap was and peer inside...
|
|