Campaign title: t.b.a. (i'll keep it secret for now )
List of Arcs:
Arc 1: Find and rescue Evendur Altheas Amblecrown III
Arc 2: The temple of the king
Arc 3: t.b.a.
Arc 1 - Find and rescue Evendur Altheas Amblecrown III
session 1.
session 2.
List of Arcs:
Arc 1: Find and rescue Evendur Altheas Amblecrown III
Arc 2: The temple of the king
Arc 3: t.b.a.
Arc 1 - Find and rescue Evendur Altheas Amblecrown III
session 1.
General Obryn is personally thanking every squad that helped during the war. The Story begins with officer Randall Tallstag in the general's office receiving his gratitude and new orders as well.
The assignment entails the finding of a nobleman by the name of Evendur Altheas Amblecrown III. This man is apparently well liked amongst the higher-ups of Waterdeep. Very little is known of his disappearance. The only information Obryn has is the location of his residence, the Moonstar villa. Obryn reminds Tallstag the longer it takes to find this man, the less likely it is he is still alive.
Sergeant Tallstag, and his team: Morn ignacious Addlecrown, Throsarque Bannitharn, Varillion Laae and Mari set of to interview the wife, Lureene Amblecrown.
Lureene Amblercrown wasn’t of help much, she only knew that her husband had taken his horse and green cloak to meet an old friend. He told her that he’d be back in a couple of hours. It has been over two days already and he’s still missing.
After some investigation the party discovers that Evendur Amblecrown had not met up with somebody in Waterdeep, because he apparently left the city.
Getting geared up, the city guard squad starting after Evendur’s trail. Because of the weather conditions it took a while before Throsarque’s climbdog caught Amblecrown’s scent. Only to be interrupted by two undead creatures that were easily defeated. The climbdog’s nose took the party to a crevice, just a little of the path. Nearby the crevice lay a dead horse. It appeared to be Evendur’s horse.
This opening in the ground led to an underground dungeon. Inside, Sark’s climbdog continued to track the nobleman’s scent. Which led them to a large room. Quickly after the squad entered this room, obscuring mist appeared hiding anybody that could be inside. This did not deter Throsarque from entering the mist. He stumbled upon a mage that casted two rays of fire at him, knocking him out. The mage fled the room, however not before Varillion landed a hit with his magic missile.
In this room there lay a charred corpse, burned beyond recognition. There also was a prison cell, with a strong steal door and a small barred window. After the mage had gotten away, the prisoner appeared in front of this window, wanting to know what just happened.
session 2.
While Morn was on the lookout, Randall and the others freed the prisoner.
The prisoner had lost his memory, however he had overheard two mages a little while ago (days, hours he couldn’t tell) about two individuals snooping around the dungeon. Apparently they recognized one of them, cause they called one a traitor. They attacked the two outside, however one managed to get away. They took the other and tortured him, probably with fire.
Randall decided that the prisoner was to be debriefed at Waterdeep. The prisoner, however, did not want to go to Waterdeep, but instead travel to Amphail village, in the opposite direction. Why, he could not tell. Mari convinced the prisoner that it be better to travel to Waterdeep where he could get a horse and a sword, which would speed up his journey to Amphail village.
Morn is the first outside again and retrieves the horses. He notices that the mage they encountered in the dungeon is fleeing the scene on a horse roughly a 100 feet away. Traveling due north east.
Returning to Waterdeep the party reported to their commanding officer, Khondar Bladebite. He would debrief the prisoner and have someone check on him because of his amnesia. Bladebite questioned the prisoner, and it appears he has really lost his memory. It would also appear that the two that were attacked are Evendur and his ‘old friend’. It is likely the one that got away had fled to Amphail village. The other, probably, being the fried corpse. It is decided that at first light next morning they party is to go to the dungeon again with a second group of city guards. The second group will investigate the corpse, to determine if it is Evendur, or somebody else. The party will continue to Amphail village.
Mari had taken care of a long sword, the former prisoner had requested.
At first light the party sets of again to the dungeon. Accompanying them are Yuiredd and Eurid. They arrive at the dungeon without being waylaid. They make their way to the room with the corpse. Right away Yuiredd notices it can’t be Evendur, because it was an elf. Throsarque’s climbdog tries to follow the trail again, however it leads to the corpse.
Yuiredd and Eurid take the corpse back to Waterdeep, to investigate it further and have someone attempt speak with dead. The rest continues the dungeon, where the direction the mage had run off to. Randall states is a waste of time and that they should hurry to Amphail village. The ex-prisoner agrees.
A couple of hours along the way the group encounters another group of adventurers. A human in breast plate carrying a sword, a halfling in a shiny chain-shirt carrying a hand crossbow and a fire genasi in fullplate carrying a spiked chain. The halfling seems ill-tempered the human tries to keep him inline. This group wants little to do with the passing city guard group.
Continuing towards Amphail village the party encounters several zombies. They would’ve been easily avoided, weren’t it for Throsarque, who decided he wanted to stay behind and slay them. They weren’t particularly strong. Throsarque easily took care of them.
The journey to Amphail village is a three day ride, so the end of the day the group sets up camp. Sark has first watch. During second watch, Mari notices a Ghast. Which was easily slain.
The next two days were pretty uneventful as the party reached Amphail village. Besides passing the previous group of adventurers again who seem to have continued travelling through the night.
The route from Waterdeep to Amphail didn’t have a great scenery. It was mostly plains and rocks. Here and there are a few bushes. Especially this time of the year it was quite grim and depressing. A couple of hours before Amphail village the first plots of trees appear. Nothing spectacular, no bright green woods or forests. When nearing Amphail village farms start to appear and more trees start to show.
As soon as you’ve passed through the village the trees and farms disappear quickly, leaving again grim, bleak and depressing plains and rocks and a muddy road.
Arriving in Amphail at the end of the day, the city guard group starts gathering information about a man with the description of Evendur. It isn’t a large town, some people know of a injured traveler, a couple of days ago, that had stayed in the inn for a couple of days. He disappeared one night, nobody has seen him leave. He wasn’t very talkative, so nobody knew where he was headed.
The prisoner that was in a hurry to get to this town does not know what to do next. He looks around trying to remember something, however he doesn’t.
Randall decides that they should meet with the leader of this town, lord warder Briiathor Alougarr. He is happy to see a city guard squad from Waterdeep. He explains that since the war, little patrols from Waterdeep have travelled to Amphail village. The lingering undead have been passing and destroying nearby farms. Amphail doesn’t have its own militia, so they are not really capable of defending themselves. The strongest man they have right now is a chultan lumberjack named Selu. He lives at the edge of town with his 12 year old daughter Sana.
The lord warder asks the city guard for their help to defend the town against the still remaining undead. He tells them to talk to Selu about this.
Arriving at his home, the party meets a 7’9” tall merry man (speaking in strong chultan accent), who challenges everybody to a fist fight. If you’re able to knock him down, you’ll earn one of his prized wooden figurines. Sark tries. Sark fails. Randall tries. Randall fails. Morn tries to scare him. Morn fails. Selu invites everybody for drinks and spend the night.
Laatst aangepast door Roan op za mei 15, 2010 4:01 pm; in totaal 6 keer bewerkt