Of Shades and Shadows

Session 2 - The Trap Closes

After fighting off bandits and orcs, you finally make your way to Waymoot.  As it is well into the evening, it is clearly too late to continue on to the dig site, and so you take a look around town to find a way to occupy yourselves for the evening.  While there is little to do, you manage to kill some time (and lose some money) gambling with some unscrupulous townspeople before bedding down for the night.

Once the sun rises, you meet with Amira, your wagon driver, and head out to the dig site.  Out in the forest, you find a compound surrounded by a high wooden wall and a large gate.  The guards clearly are expecting you, and allow you to bring the wagon inside before closing the gate behind you.  Once inside, it becomes clear that something is the matter.  In front of you is a small stone structure, which is clearly not an ancient ruin, with a wide set of stairs leading downward.  As the guards begin to offload the wagon, a elven man with wire-framed glasses emerges from the structure and proceeds to collect the alchemical supplies.  Looking over both the alchemy equipment as well as your group, he seems pleased with what has been brought.  Suddenly, at a flick of his hand, you feel small darts strike each of you; some bounce off armor, but others find flesh, and those struck feel a seeping slowness entering their bones.  You make a valiant attempt to defend yourselves.  But as each of you one by one succumbs to the drug or, in the case of Carric and Arden, the strength of the guards, you are soon all incapacitated.

You wake up a while later in a prison cell, with your feet in chains.  It appears that you have been taken into the underground complex, by the looks of the room.  In the other cell, you see a number of other prisoners, mostly showing signs of exhaustion, and all showing signs of abuse or injuries.  Across the room, two guards stand on either side of the only door out of the room.  After some failed attempts by Carric to bluff the guards, and other unsuccessful attempts to remove the shackles, the sole awake prisoner warns you to conserve your strength.

Shortly afterwards, a team of guards come into the room and usher you down a short hall.  At the far end, a door is opened, and you are tossed in with the key to your shackles.  You find yourself in a small barred chamber off of a large octagonal room, with a similar chamber directly across the way:

You find your armor in a pile with you, and quickly don it, but your weapons appear to be on weapon racks within the next room itself, which you note has bloodstains all along the floor.

Suddenly the door across the way opens, and you see what appear to be a group of wolves, including an enormous dire wolf.  But you have little time to be surprised, as the bars in front of both you and the wolves slowly lift up.

After quickly rushing in to grab weapons, you immediately work to fend off the wild animals.  Fortunately, while the dire wolf is intimidating, they are no match for your skills as warriors and are quickly dispatched.  However, the doors you have came from have not opened, and there are two other barred chambers to go.  And you notice the elven alchemist from before appears to be watching interestedly from the high windows around the room…

Loot: None

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Session 1 - Into the Woods

The first session opens as our heroic party finds their separate ways to the small town of Eveningstar, nestled at the northern edge of the King's Forest in the nation of Cormyr. Each has come in response to a call for guards for a supply wagon headed to an apparently newly discovered ruin near Waymoot: Carric, a tiefling with a dark past from the lands of the Genasi; Arden, a disgraced former Purple Dragon Knight down on his luck; Dara, an elven archer and seeker curious about life outside her sheltered upbringing; and Kathra, a devotee of Torm from the rough and tumble city of Westgate in the Dragon Coast.

Upon arriving at Eveningstar, the party first meets each other at Severin's Sundries, the local store from which the caravan is being sent. After some discussion with the proprietor, Severin Mathis, you learn that the contents of the wagon include a variety of basic supplies, as well as some specialty alchemical ingredients prepared by a local alchemist, Caerthan Anora. Kathra notices that Severin appears to be rather nervous, but he chalks it up to concerns over the safety of the goods on their trip. As the wagon is not scheduled to leave until the next morning, you manage to find rooms for the night at the local Golden Unicorn Inn.

In the morning, you return to the merchant, and after the last of the goods are loaded, you take off on your journey, led by Amira Kern, the surly wagon driver. Making your way to the outskirts of the King's Forest, you are waylaid by a group of bandits, who appear to be nothing more than simple robbers. Unfortunately for the bandits, you are far more adept than expected, and easily finish them off before proceeding onward.

Progressing deeper into the forest proper, you path is blocked by a rough looking orc, with a twisted staff, demanding that you leave the forest immediately, as you are trespassing on lands reclaimed by the orc tribes. He appears to be alone with two guard, and yet the more perceptive of you noticed flashes of metal and movement to the sides of the path, likely indicating more orc forces among the trees. The orcs converge from either side, while the elder wields his staff to rain down chaos, but you manage to beat them back, leaving the wagon unscathed. With that, you manage to make your way to the town of Waymoot…

Loot: Assorted mundane gear – resale value 40g

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