A whole new world

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Silence.

Darkness.

These two things wrap themselves around the party members and hold them tight. Conrad is the first to wake on the cold cavern floor. He draws deep within himself and calls to his god for the power to illuminate the area..and he gets no response. He cannot feel his connection to the divinity.

Other members wake and begin looking around, trying to figure out where they are. A torch flares into life as Tarien finds his backpack, and the view that it gives the party is not pleasant. They seem to be in a sealed cavern, measuring about twenty feet wide, with their items tossed about the cavern floor.

As the party begins searching the area they slowly begin to realize that there is no way out. Without the proper tools to dig, the group sits down to eat and think about how to move forward (or in any direction) to get out of the situation they are in. Jara looks around for a bit, searching for Lux’s body, but finds only a few of his effects. A somberness comes over the party.

After a meal, the group decides to start tunneling, with Tarien using his shovel as best he can. The hammering against the tunnel walls, in hopes of finding a way out. It goes on for more than an hour, but they are rewarded with a change in smell. With this change in smell they hammer against the walls harder finally opening a very small crack which brings in fresher air.

The party begins hearing noises on the other side of the wall, faintly at first, but as time passes the noises get louder and louder until they hear the sound of a mining pick. The small crack the party formed is shattered open by the business end of a pick axe. Voices can be heard much better now and they seem to be speaking in very strange tongues. A single voice begins speaking to the party through the hole, and after seemingly shifting between several different languages Lys beings to understand one very clearly. The common language is the tongue of dragons.

The party, through Lys, converse back and forth with a man they come to know as Movado, who seems to be some sort of guide or wise man. He has come into the depths of the earth with a group of people called the Finders Guild, they are searching for something, possibly magical. Movado knows nothing of the people or places Lys mentions and through further conversation they come to believe that the portal they went through has transported them to a different place, very far away from where they were.

The Finders Guild is willing to extract them from the cavern and get them back above ground for a price, and after some negotiation the party agrees to pay it. In moments the party has a hole large enough to crawl through and they begin their exit from their rocky prison.

The cavern they climb there way into is no more inviting than the one they came from, but it is larger. The crew that rescues them is a motley of humans, elves and us led by a massive half-orc who speaks very directly to Movado when he wants something. Luckily for the party Movado seems relatively well versed in history and geography which he begins expounding on as they make their way back up towards.

The party finds out that they have traveled to another world, a place of powerful magics and houses. The are on a continent called Xen’drik deep in a jungle. Movado does not understand exactly how they got inside a subterranean cavern even if they went though a magical portal, but he tells the party exactly how lucky they are to have survived. He further explains that the area that they are in is dangerous and filled with unknown creatures. The party does their best to come to grips with where they are, but the site of the massive sprawling jungle that comes into view as they reach the top of the cavern tunnel does nothing to calm their fears of the unknown.

The Finders Guild tells the party that the transport, which they call an airship, is scheduled to pick them up a few days north of where they are. The group sets off into the jungle not knowing where they are or where they are headed to.

They exit out onto the site of a ruin, long overgrown by jungle plants and vegetation. The air is substantially hotter than the party is used to, and the size of the bugs, particularly the mosquitos is a bit surprising. The path they take through the jungle is no more defined than a deer path in some parts and in other parts the ground is covered with enormous smooth stones that look like giant streets. Movado explains that the continent of Xen’drik used to be ruled by giants and they established a massive civilization that was eventually destroyed by dragons from a far off place.

After a day of moving quickly through the jungle, the party finally rests near a small river and sets up camp for the night with the jungle noises surrounding them in the hot and muggy air.

A Whole New World

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Silence.

Darkness.

These two things wrap themselves around the party members and hold them tight. Conrad is the first to wake on the cold cavern floor. He draws deep within himself and calls to his god for the power to illuminate the area..and he gets no response. He cannot feel his connection to the divinity.

Other members wake and begin looking around, trying to figure out where they are. A torch flares into life as Tarien finds his backpack, and the view that it gives the party is not pleasant. They seem to be in a sealed cavern, measuring about twenty feet wide, with their items tossed about the cavern floor.

As the party begins searching the area they slowly begin to realize that there is no way out. Without the proper tools to dig, the group sits down to eat and think about how to move forward (or in any direction) to get out of the situation they are in. Jara looks around for a bit, searching for Lux’s body, but finds only a few of his effects. A somberness comes over the party.

After a meal, the group decides to start tunneling, with Tarien using his shovel as best he can. The hammering against the tunnel walls, in hopes of finding a way out. It goes on for more than an hour, but they are rewarded with a change in smell. With this change in smell they hammer against the walls harder finally opening a very small crack which brings in fresher air.

The party begins hearing noises on the other side of the wall, faintly at first, but as time passes the noises get louder and louder until they hear the sound of a mining pick. The small crack the party formed is shattered open by the business end of a pick axe. Voices can be heard much better now and they seem to be speaking in very strange tongues. A single voice begins speaking to the party through the hole, and after seemingly shifting between several different languages Lys beings to understand one very clearly. The common language is the tongue of dragons.

The party, through Lys, converse back and forth with a man they come to know as Movado, who seems to be some sort of guide or wise man. He has come into the depths of the earth with a group of people called the Finders Guild, they are searching for something, possibly magical. Movado knows nothing of the people or places Lys mentions and through further conversation they come to believe that the portal they went through has transported them to a different place, very far away from where they were.

The Finders Guild is willing to extract them from the cavern and get them back above ground for a price, and after some negotiation the party agrees to pay it. In moments the party has a hole large enough to crawl through and they begin their exit from their rocky prison.

The cavern they climb there way into is no more inviting than the one they came from, but it is larger. The crew that rescues them is a motley of humans, elves and us led by a massive half-orc who speaks very directly to Movado when he wants something. Luckily for the party Movado seems relatively well versed in history and geography which he begins expounding on as they make their way back up towards.

The party finds out that they have traveled to another world, a place of powerful magics and houses. The are on a continent called Xen’drik deep in a jungle. Movado does not understand exactly how they got inside a subterranean cavern even if they went though a magical portal, but he tells the party exactly how lucky they are to have survived. He further explains that the area that they are in is dangerous and filled with unknown creatures. The party does their best to come to grips with where they are, but the site of the massive sprawling jungle that comes into view as they reach the top of the cavern tunnel does nothing to calm their fears of the unknown.

The Finders Guild tells the party that the transport, which they call an airship, is scheduled to pick them up a few days north of where they are. The group sets off into the jungle not knowing where they are or where they are headed to.

They exit out onto the site of a ruin, long overgrown by jungle plants and vegetation. The air is substantially hotter than the party is used to, and the size of the bugs, particularly the mosquitos is a bit surprising. The path they take through the jungle is no more defined than a deer path in some parts and in other parts the ground is covered with enormous smooth stones that look like giant streets. Movado explains that the continent of Xen’drik used to be ruled by giants and they established a massive civilization that was eventually destroyed by dragons from a far off place.

After a day of moving quickly through the jungle, the party finally rests near a small river and sets up camp for the night.

The Spirit of a Dead God

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After resting for an unknown amount of time, the party wakes and begins preparing for the next leg of their journey. The begin inspecting the circular stone door in front of them, hoping to find a way past it and deeper into the underground tunnel system.

A quick inspection reveals that brute strength seems to be the only way to get it open. It takes Jara and Kothar nearly everything they have to push the door aside, which grinds on the ground as it moves from left to right. Beyond the stone door the rough stone floor gives way to cleanly chiseled brick and manicured hallways. The hallways themselves are lit with wrought iron sconces and tapestries drape the walls, all of which seem completely out of place.

As the party makes the way deeper in, their boots echo on the stone floor. They are able to overhear voices coming from deeper down the hallway, and begin making their way in that direction. They stop near a intersection in the hallway where Tarien notices that the hallway that leads to the right seems to have a set of large wooden double doors, and light can be seen from the cracks in the door.

Creeping closer, Tarien can hear that the voices are a raised chanting and peering through the cracks he can see several robed figures standing at a dais in the room. After revealing this to the party, they set their plan to take on the men. Kothar and Jara slam the door open revealing that the room seems to be a chapel of sorts. Several previously unseen cloaked men step out from the shadows and the fight begins.

Swords flash and clang as the cloaked men turn on the party instantly. The party responds with powerful arcane magics slamming bolts of force into the first wave that arrives. Arrows fly from the back of the room near the dais connecting with several members of the party. In response Tarien slips past the front line and dives over the bench seats to get a better shot at the archers.
Slowly the party begins to turn the first wave and make their way closer to the dais in room. The two men standing behind it seem to be casting curative spells on the men in front of them, hoping to outlast the group of adventurers, but two surgical strikes from Tarien’s bow grinds that plan to a halt. Kothar cuts through three cloaked figures and makes his way to the foot of the dais just as the man behind it focuses his spell work on him.

Kothar’s face and body explode in fire as the spell detonates, sending him flying backwards. Jara finishes off the rest of the initial wave and charges in towards the dais. The cleric behind the dais does his best to avoid the well armed fighter as best he can, but he’s no match for several members of the party and they make short and painful work of him.

The party finds several items of interest inside this chapel area. One very large tome is inspected and after reading a few of the pages it seems to be a history or log of what has been going on. The truth that it reveals is beyond frightening. The servant of Dagonis are capturing people and pulling our their spiritual essence in hopes of feeding enough to Dagonis to wake him back up. They also find several magical potion bottles, which they decide to identify later.

After some curative magics from Conrad the party continues out of the room and back towards the intersection, continuing to explore the deeper areas of the underground area. The hallways stretch on and make several twists and turns, but they eventually lead to a hard right turn. Tarien peers around the corner and notices a magically barred doorway. He can see through it and what he sees turns his stomach.

The area beyond the door is a vast cavern that has a multi-level stage in the middle of it. In this area he can see robed figures incanting spell work and performing some type of ritual. This must be the main ritual room the party concludes, and they confirm that thought when Tarien spots the man in black, standing off in an alcove, watching the proceedings. After a few quick spells to prepare them then group approaches the door and Tarien begins his work to unlock the magical barrier.

Working quickly, Tarien begins dismantling the complex lock and device that seems to control the magical barrier. Behind him the party makes last second preparations before the barrier drops. Seconds tick by, the ritual inside the room begins to peak and the robed figures raise their hands up as purple and black energy flows out of them towards the center of the circle. Al and Lys both seem to buckle as the casting reaches its peak, each one of them feeling the mark that they have mysteriously gained.

With a great whoosh of air the magical barrier dropped but not without scortching Tarien a bit. The party rushes into the huge cavern area and begin making their way towards the spell casters when they are stopped in their tracks as a great ball of black energy appears in the middle of the dais and out of it steps a massive form made from bone and covered in chitinous scales, its eyes glowing red.

With a roar Kothar sets off to meet the new threat head on while the rest of the group begins to concentrate their spells on the undead giant. Tarien splits off heading after the man in black. The battle wages back and forth, with spells and swords flashing on both sides. The party is attacked by a small armyt of undead that make their way out of the blackness of the cavern area. These are the people of of the city above and even some of the people of Homewood, all killed and then taken away by the man in black and then had their souls dedicated to a dead god.

In the midst of the battle a portal is opened at the far end of the cavern and it begins to swirl and dialate. It lights up the cavern long enough for the party to get a glimpse of a woman, standing near the portal seemingly weaving spell work for the giant undead being. Tarien splits off from the fight with the man in black long enough to take a few shots at the sorcerer and managed to wound her. Unfortunately Lys bears the brunt of the man in blacks’ next few attacks, wounding her just as badly.

Lys steadies herself and instead of attacking the man in black back she steps back and fires bolts of magical force at the sorcerer near the portal and knocking off her feet. Taking the opportunity that Lys allows, the man in black steps in and runs Lys though the stomach with his sword before turning to the rest of the party that is closing in.

Meanwhile Lux, Jara and Kothar are still fighting hard against the giant undead and trying hard to bring it down before it can raise anymore undead. Conrad is forced to split his attention between both groups, keeping his party members alive as best he can. The portal swells with power and begins to suck the air in the room towards it like a vacuum, pulling some of the party members towards it.

Another few arrow shots and the sorcerer finds herself choking on her own blood, but it comes at the cost of Lys who does not appear to be moving after the vicious stabbing that the man in black gave her. Bounding in at the last moment is Al – who shifted into an animal form – during the fight, lands a sloppy wet lick on her face, transferring critical magical healing energy that brings her back from the threshold of death’s door.

Back at the undead giant, Lux sustains some serious damage from the giant’s claws and soon finds that his cudgel is ineffective against the creatures armor. Jara continues to hammer against the creature trying to gain its attention as the winds from the portal steadily increase, causing her and Conrad to slide back away from the creature.

All attention turns to the man in black as Lys, Al and Tarien are finally face to face with the man that ripped their lives away from them so many weeks ago. back and forth they dance across the dais, swords flashing, as Tarien and the man in black fight back and forth. Lys takes her time and aims in her bow shots, catching him off guard once and then twice. The wind picks up further and several of the party members are taken off their feet as the portal begins to howl.

Jara charges the Spirit of Dagonis and receives a heavy blow as she tries to move in closer, it knocks her off her feet and she slides across the cavern floor towards the portal far away from her brother Lux and the undead creature. Standing his ground Lux defeends himself as best he can against the punishing assault from the creature.

Against an unreal wind, Lys’ aim stands true and she lets one more arrow fly. It lands squarely in the chest of the man in black, falling back for the force of the shot. It takes only a moment, but Tarien’s sword finds his gut and completes the task. It is not without consequence, as the entire party, except for Lux, has now been pulled closer to the portal. They all stand witness to the lethal blow that Lux takes across the chest from the powerful claws of the undead giant. The shaman, one of the heroes of Homewood falls, and there is nothing that the party can do to save him.

Jara cries out for her brother, unable to reach him because of the great pulling by the portal. A final spell from Conrad brings the Spirit of Dagonis down, but when the undead creature does come down, so do the walls and ceiling of the cavern itself. The powerful ritual magics cast in the room seem to unravel the very existence of the place. as the walls crash down around them, it becomes evident that there is no way out, the rocks fromt eh ceiling have barred the entrance that the party used. In the unravelling magics and energy of the portal, the party can see the spiritual form of their friend Lux as he hovers close to them. He pleads with them to enter the portal. He tells them that there is no other way out.Quickly collecting the body of Lux, party jumps through to the portal not knowing where it leads to…

Beyond the skull door

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With the skull door open, the party slowly makes its way down a darkened hallway, and unlike the previous area they were in, this new area is made of worked stone walls and well masoned ceilings. The hallway is a short one and opens up into a much larger area where torch light can be seen. Hugging the hallway wall, the party moves up a little to get a better view.

What they see looks like a large foyer that leads to an open room with a large staircase at the far end of the room. To the right they see a few large tables with men in what look like guardsmen uniforms and a small enclosed rooms inside the larger area. It is clear that this must be where the Dagonis cult is hiding.

The party moves into action swiftly, arrows fly and swords are swung as they begin to take on several of the guards. As the battle roars along the character quickly begin to gain the upper hand on the guardsmen and wizard that appeared. From one of the side rooms, a man robed in black moves across the room and up the stairway. He begins chanting powerful magics that seem to bolster the guardsmen that remain. A quick arrow shot from Tarien silences him for a moment as he continues to make his way up the stairs and deeper into the underground complex.

With the guardsmen dispatched, the party begins to quickly make their way up the staircase in hopes of running the cleric down before he can alert the rest of his friends. With the chase on, the cleric makes his way to the upper floor and though a door, the party arrives moments later, just in time to see the door slam shut. The interior of this area seems much more like a church, with high ceilings, pillars that line the halls and statuary. In the center of the upper floor a large portion of it is dominated by a room, and the door the cleric ran though.

After a quick assessment of the door, Tarien reveals that it has been locked on the other side. Quickly he grabs his tool kit and begins work on the door lock. After a few moments, the door lock clicks and the door swings open. The room inside is a wide area that seems to be made for some type of ritual activity, and the party has stumbled upon a ritual in progress. Upon seeing the door open, several cloaked men make thier way towards the party and draw weapons.

Trying to think quickly, the party slams the door shut and tries to move into a safe position, and just in the nick of time as the door to the room explodes into a shower of flame and wood pieces. The explosion sends several members sprawling across the floor, while some of them hide behind pillars for cover. A dense fog begins to rise from the ground around the doorway, obscuring the view of what is happening inside the room, but the party picks itself off the floor just in time to parry the incoming attacks from the cloaked figures. Calling to the spirits of nature, Al summons a beast to fight inside the room, in hope of spurring confusion among the enemies. With most of the party engaged in melee, Tarien and Conrad support the party by picking the spots to attack and eventually pick off a few of the cloaked men. Arrows and spells fly as the group battles hard against the cloaked men that battle them in the fog. Jara and Kothar eventually breach the fog and make their way into the main ritual chamber, and after being slowed down for the first part of the fight, they finally engage some of the spellcasters in melee- making short work of them.

With the broken bodies of their enemies strewn about the ritual room floor, the party begins to tend to its own wounds. During this time Lys notices that the blood that has been spilled out of the men in the ritual room has begun to make its way along grooves in the floor towards a central marking spot in the room floor. This spot seems to be a small circular hole in the floor, the blood seeps down into the hole with an unnatural speed. After alerting the party to this, they choose to move the bodies away from the ritual space. Tarien heads out to scout the area while the rest of the party dismantles the ritual room as best they can. They unearth a large locked chest and with the help of a knock spell, find a handsome treasure inside.

Leaving the main ritual room behind, the party heads to a door that Tarien had scouted previously and after working a bit of lock pick magic, the party opens the door. Inside there appears to be a hatch with a metal ring nearby, after inspecting the hatch it is opened, revealing a smooth vertical hole. Further investigation reveals that the hole it self is very deep, so deep in fact that a arrow blessed by Conrad with Light cannot reveal the bottom of it. So, with Tarien in the lead, the party makes its way down the deep, dark hole with the assistance of some rope.

Tarien begins making his way down, searching for traps all along the way. The party decides to go down separately, giving Tarien time and space to deal with any problems that might come up. As the party members make their way down, several of them begin to have difficulty climbing down, and lose thier grip and fall. The party members left do their best to catch the members that are falling, and some do better than others. Eventually the falling party members bang into Tarien and they fall further into the hole. As they fall the party grabs on to the walls and each other, in fact anything that will slow their rapid decent. Finally they find the handholds and strength to hang on, only to hear a click and the grinding of something mechanical. Moments later blades emerge from several different areas in the pipeline and begin spinning around in the pipe. Frantically the party moves down the rope line, desperately trying to get to the bottom before the rope is cut.

Moving down quickly, Tarien and Conrad land at the bottom just as the blades slice through the rope and the rest of the party begins its free fall through to the bottom. Landing in a heap of arms and legs the party survives the fall, but not without some serious wounds. Luckily for them, Conrad is able to move and give the party some healing magics.

Once people are able to move a bit easier, they being to inspect their surroundings. The small area they have fell into is a relatively barren circular room, and its only adornment is a large circular stone door with a symbol in the middle. After examining it for a few moments, Conrad identifies it as a symbol of Dagonis, the dead god. The party decides to rest here, before they try to venture deeper into the underground area beyond the stone door.

A message for fathers

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This is normally my gaming blog, but I’m taking it over today and re-purposing it to share a message to fathers for Father’s Day. We should be back to our regularly scheduled D&D blog after this.

I’ve been doing a lot of thinking lately about how we interpret Father’s Day and the significance of it in our yearly cycle of Hallmark Holidays that America’s corporate establishment has enjoyed pushing into our gestalt.

I want to propose something here that might sound a little radical, but I hope that by the end of it you’ll understand where I’m going. I think that Father’s Day has been many things, your probably looking at (and even making) Facebook posts congratulating all the dad’s that you know, saying “Happy Father’s Day!” and all that.

Before you make the next post, or reply to all the love that is coming your way on this Father’s Day, I’d like you to consider something that you may not think about today with your kids. Spend some time today talking to them about the importance of interacting with women in the age that we live in. The politics of today are filled with examples of men that were not properly taught how to interact and treat women. Some of those men are in positions of enormous power and influence on our children because of the sports that they play, or the cartoons that they create, and any number of reasons. I’ll be the first to say that I am guilty of doing and saying things that I later regret, and I think we all are. I’m making a commitment today to actively police that part of my brain, and especially so when my children are around. As a father my children are watching, and especially when I don’t think they are. I hope men begin to realize that the impact of even being slightly rude or disrespectful to a women speaks volumes to younger children and by those actions your children (especially boys) are being taught that acting in that fashion is okay or acceptable when it comes to women. Its clear that women have been shouting for not only equality and for years, the society we live in not only refuses to give them that, it perpetuates the cycle that makes things boys into men and sometimes fathers who teach it to their children, maybe even without knowing they are doing it. Fathers today have to understand the key role that they play in all of this.

I’m sure that by this point, you’ve said..”duh”, but trust that its probably only a reflexive action.If your a father you have probably done it, but an admission of guilt is not the point. What I want to drive home is that this treatment is detrimental to not only your spouse but to the children that regurgitate these behaviors to women that they interact with later in life, and that type of treatment has to end. Social advancements in sexuality have been making a brisk pace in the past few decades as the old guard – doing their best to deny the world any freedoms except the ones that they deem proper – lose their grip on what is considered the normal man/woman social standings.

I want, on this Father’s Day, fathers to understand that being a passive example is not enough. Fathers should take an active role explaining how women specifically should be treated. I say women specifically because of the lack of importance given to them over the past centuries. As men we have centuries of ingrained viewpoints to overcome. They are made up of body language, verbal language, and learned social responses. All the crap that our father’s taught to us needs to be undone, and potentially even in front of our children. They need to understand that we are responsible as fathers to the women in our lives and that we must meet their standards of how they deserve to be treated.

Once they understand that we can overcome what was taught to us, and that by doing so it actually makes us better fathers and a better society as a whole, we can start a new ripple in the generations to come. This ripple may start small, but the more men that demand women be treated in the way that they deserve (not expect, because that could be much different in some cases), the more future generation of boys that will turn into great fathers and partners. What I believe we as must do on Father’s Day is champion the women in our lives, and show our children we are trying hard live up to the title of father.

That title has been passed around and drug though the mud and essentially cheapened over the years. The percentage of fathers that are not active in the lives of their children is staggering, and that act alone can shape a child’s view of women. Its not always possible for two people to stay together and give a child a two parent household, that’s life, but it does not exonerate the duty that a father has to the children that he helped create. Having come from a broken home in the early 1980’s I watched a mother recover from a physically and emotionally abusive relationship and remarry a kinder and gentler man, but one that was no less interested in her being submissive to him. My step father did an overall good job at raising my brother and I, but I certainly question his own ideas of what is right when it comes to equality between men and women.

I don’t want readers to get the wrong idea, I’m not bashing men to be different or “special” on Father’s Day or trying to suck up to a certain demographic. What set me on this mental train of thought was the horrific experience that I had in a restaurant down the road from where I work. I watched a young woman who was eating with her child and breastfeeding a baby in her arms be verbally accosted because a man in line to get a sandwich didn’t think it was right for her to feed her child in public. Keep in mind she was completely covered and I couldn’t see anything that even the most pious conservative might find out of place. Sadly for all of humankind, it didn’t stop this man from verbally accosting the woman and making her feel uncomfortable doing something that women have been doing for centuries, feeding her baby. One of the most infuriating parts about it was that no one stood up for her, until I did. All the other men in the restaurant, even the owner behind the counter didn’t lift a finger or say a word. If no one did anything, the children in that restaurant would have gotten the impression that what that man did was acceptable. That has to change, and it all starts with father’s showing their children how to really be a man, and turning those types of boys into the fathers we’d like our grandchildren to have. I’m aware that its not going happen overnight, and it might take decades to really see the type of change I want, but I can’t let a little thing like time get in my way. I am lucky to have a wife that has taught our children from a young age to respect other people, no matter what gender, religion or color. I have a lot of my own ingrained programming that I have yet to get over, and that’s what this is all about, a conscious effort to change.

So on this Father’s Day, if you have boys and the spotlight falls on you for being dad, take a moment to remind them that we all have a duty to make sure that the next generation of fathers-to-be treat women with the respect and honor that they deserve.

Deeper we delve..

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That night the party sets out from the inn, in hopes of locating the Rook’s Nook and locating where the Order Chapter House is hiding in Kudo. Using the information that Tarien obtained the night before, the party makes its way down the back alleys of Kudo and walks along the base of the seawall until they come to the end of the merchant’s district, near the harbormaster’s house.

After climbing a well hidden ladder, the characters find themselves in front of a man dressed in blackened leathers that guards the top of the ladder. After paying a heavy toll, the characters are allowed to pass. The rooftop pathway, lit by small glowing stones, eventually brings them to a small tent. After heading in, they see a simple bar, with maybe ten seats, few of them filled. The bartender eyes them for a minute as they are clearly out of place. After a moment of awkward silence, the bartender eventually asks them what they are doing here and what it is they want. This starts a somewhat uncomfortable session of innuendo and doublespeak that eventually leads the party to leave the bar somewhat empty-handed and looking behind them for skulking rogues.

With the first lead a dead end, the party decides to check out the lead that Al had overheard in the market streets about the carriages and boxes. This leads them back down towards the docks where they had gotten word of ships docking at high tide and moving strange cargo about in the middle of the night.

The party settles down into hidden positions in the dock area and as it approaches the darkest hour they begin to hear the sounds of a ship sailing into port. They watch in amazement as a ship glides very quietly into port. The ship crew works in complete harmony to preserve the quiet approach. As the ship finally settles into port, the party watches as carriages begin making their way down the seaport road to meet the ship. In the space of half an hour, team of men in black unload boxes from the ship to the carriages and prepare them for travel. After seeing the number of armed men that are present, the party chooses to follow them after they make their way into the city.

After trailing the carriages for sometime they start to pull away. Not wanting to be seen, the party does their best to track them during the night. They eventually find their way to a street deep in the merchant district of town, where the tracks seem to stop. Tarien, still scouting ahead for the party, notices that there are a couple of armed men outside a warehouse and far down the road, a carriage seems to be moving away still.

Keeping the party back behind another row of houses, Tarien moves up to a nearby roof to scout out the situation. He sees that the armed men outside the front of the warehouse have moved off and out of sight, leaving only a couple of sleeping men in different sections of the alleyway. His suspicions heightened, Tarien sneaks down and inspects the first sleeping man in the far alley; close enough to smell the mulled spirits on his breath. Tarien figures that if he’s a planted guard, then he’s the best actor that he’s ever seen, and moves back down the alley towards the warehouse and the other sleeping figure.

After closing his distance, Tarien notices that this man sits much differently, his cloak seeming to conceal something in his hands. Finally closing within ten feet, the man speaks clearly into the night, warning Tarien to stay back and pick a different person to rob. A parley begins, with Tarien trying to find out what the man is doing here and the cloaked figure replying that Tarien should move along unless he wants to have several holes put into him. In the end Tarien does not move, he presses the man more and a fight breaks out. It ends near the front of the warehouse in the street, when the party finally catches up to Tarien and the party puts the cloaked rogue down.

Left with a body to hide, the party moves it into the alley and does their best to keep things quiet. Lys and Tarien move towards the front of the warehouse and begin examining the large double doors. Withdrawing a set of tools, Tarien goes to work on the lock in hopes of opening it. Working hard to flip the tumblers, this door proves to be more complicated than Tarien can deal with at this point. Lys calls on her inborn magical power and wills the door to unlock itself. With the body stashed in the alleyway the rest of the party makes it way around to the front of the warehouse and carefully peek inside the warehouse doors.

The warehouse itself appears to me relatively normal, but was puzzles Tarien is what they saw in the side alley. The man that attacked them was guarding a cellar entrance to the building, but there is no sign of any need for it. Tarien begins a calculated search of the building and the floor. Al and Lux join in the search, while Jara and Lys watch the door. After a moment, Tarien finds an irregularity with the floor, and finds signs that there may be a concealed stairway under some of the floor tiles.

Working with the tools he has available Tarien is able to loosen one of the floor tiles, but only after finding and disabling a very nasty trap that was concealed under the tiles. As the tiles are lifted off, the party finds a steep staircase that leads down. The steep staircase leads down and makes a sharp right that leads to a lower landing. At that landing the party sees two doors. and notices that the floor is scuffed up and dirty.

Both doors are made of wood but appear to be encased in a stylized metal framework. Sensing some type of danger, Tarien inspects the first for traps. The door appearing to be clear of traps, he moves on to the lock and begins forcing the tumblers to lock into place. As the last tumbler falls to his designs a blade shoots out of the top of the door frame and swipes him across the back, biting into his flesh.

Falling back from the door, Tarien is quickly healed by Conrad and after gathering himself, makes his way back to the door. The door trap seems to have folded itself back into the frame of the door, silently resetting itself. After a second attempt to disarm the trap, Tarien is finally able to get it disarmed, and then promptly takes it apart. After a few moments of inspection the door is unlocked and the party proceeds deeper into the underground area of the warehouse.

The stairway leads down and empties out into a long hallway which ends at a door; much like the one Tarien was just attacked by. Proceeding with a bit more caution this time, the party stays back as Tarien operates on the door again. Moments pass and the trap is disarmed, and the door unlocked. The party moves through the door and into a long hallway with strange banners and paintings. The scenes depict truly gruesome images of death and destruction, they seem to almost be painted as they were happening, one painting shows a human woman decaying from the inside out. At the end of the hallway the party comes to a floor hatch, opening it reveals a a long iron rung ladder that goes down beyond sight range. Conrad assists Tarien by casting Light on one of the scout’s arrows; afterwards it is shot down the tunnel, illuminating the bottom. The party carefully makes it way down the ladder, with Tarien in the lead searching for anything that might jump out to harm them. After going down over one hundred feet, the party finally reaches the bottom, only to hear the passageway above them seal. Inspection of the sealed tunnel, shows that a large piece of stone has moved in the way of any retreat.

Past this hallway the party moves into a small square room with an exit on the opposite side, barred by a gate made of human bone. One wall in the room holds a large bowl, with some liquid in it, potentially water. The party debates what to do at this point. Back and forth, the party debates options of what to try first. The gate does not seem to have and sort of key slot, and it resists the barbarian’s great strength. Conrad inspects the water, but comes to no conclusion of its nature. Jara and Kothar work together and begin lifting the gate, and as they do, the large bowl of water that sits against the wall crumbles releasing a great geyser of water into the room. At this point the gate stops cold and wont budge, but Lys can see that there is something beyond the gate itself, so she crawls through, Tarien close behind her. Twenty feet or so beyond the gateway, they come to a large skull that has been crafted into the wall, and with the help of a Dancing Lights spell, Tarien is able to locate the locking mechanism

Back in the room, the water continues to poor out and has reached hip depth for most of the characters. With the water rushing out of the hole, Lux attempts to soften the stone around the hole to get the hole to close. It works momentarily, until the rush of the water becomes too great and the water continues to gush back into the room. Tarien continues to work on the lock, picking his way through the skulls nostril holes as the water in the room begins flowing down hidden channels in the hallway past the gate. Lys notices this, and alerts the party to it, and what it might mean if it reaches the skull. Taking up a position near the center of the room, Al draws upon his connection to the earth and pushes the ground down using the Dig spell. The sudden change creates a draining effect that the rest of the party are forced to swim away from. It does keep the water at bay long enough for Tarien to get the door open. As the skull door opens, the party hears voices and sees lights in the halls ahead.

Until the next update

-Your Dungeon Master

Kudo – more than what it seems

101
Filed under Role-Playing, World Building

Lets get you caught up on our heroes.

After a long week on the road, the characters arrive in the capital of Athoreen, Kudo, finally. After paying the toll to get into Kudo, the party makes its way down the streets toward the Noble district. The houses and shops tower over them down the long and winding roads of a congested city.

After getting into the Noble district finally, they make their way to Duke Zelanos’ manor in hopes of gaining his backing into their investigation on the Order of the Mist. They meet first with his Senaschal, Thomas, who goes over the information with them. Thomas determines that the threat they speak of is important enough to bring in front of the Duke and let the characters in.

Zelanos joins the meeting hall late, covered in mud from the practice yard, but he doesn’t stop to clean up or prepare himself. Their meeting is short, but decisive, as the party pleads their case. Zelanos seems to weigh the information for only a few moments before he makes his mind up. He grants the characters his backing and goes even further by paying for their stay at a local inn while they find themselves in Kudo. He warns them, through the tale from the Last War that men that follow the Order of the Mist are not to be trifled with. After a request from Lux, the Duke offers to send a Wizard to see him about finding his and Jara’s parents.

Taking his warning to heart the characters move back into the city proper and find their way to the inn that the Duke has set up for them. It seems to be a bit higher scale than they are used to, but the food is hot and the ale is good, so they are able to relax. That night, Tarien sets out to start tracking down the Order in Kudo. The rest of the team takes the night to get some rest and prepare for the start of their investigation the next day.

During the night Tarien finds many things out about Kudo. The city stretches over a wide area. He views the seawall for the first time, and the two and three mast ships that sit in the harbor. The first night is mostly uneventful and he skulks down dark alleys and begins to get the lay of this new land.

The morning brings Tarien back to the inn, in time to see the rest of the party set out on their excursions. They investigate the markets and some of the lower districts. The city seems to be very busy and many people don’t have time to talk to them, except for the merchants (who are always welcome to talk to new customers!) The first full day ends uneventfully, but the party as a whole begins to see the large job in front of them.

The nightly forays continue for Tarien, desperately looking for anything that might lead them to where the Order is hiding. it is the Druid, Al, that eventually makes their first breakthrough while talking to one of the local merchants, he overhears the conversation at another booth of some carriages that have been coming into town from the shipyards with strange looking boxes in them, and they always arrive at high tide and at night. Quickly moving back to the inn where the party is staying, Al informs the group of what he has overheard and Tarien begins making plans to look into what he has found out about, a secret moving pub that exists on the rooftops of Kudo. Tarien tells the party that he’d like to find the pub first before the entire party goes after it, and Al decides to look deeper into the carriages that are traveling though the city. This works out well with Lux and Jara, who are still waiting on the Dukes Wizard to help locate their mutual Mother.

The night exploration goes fairly well. Tarien tracks down where the pub, called the Raven’s Nook, is stationed tonight and where one patron believes that it might be tomorrow. Al investigates the carriages and finds that they seem to be carrying something that appears to be long and slim boxes…perhaps just big enough to be caskets.

In the morning, the Wizard arrives while Jara is out and he hand Lux sit down to begin the location of Jara’s parents who have been lost since the tragedy at Homewood. The Wizard begins casting a fairly lengthy spell, which he has assured Lux will at least point out the direction they are in, if not locate them specifically. After an hour, the Wizard informs Lux that he has located the mother and she is here in Kudo, apparently at a city hospitalers building. Lux rushes out the door to locate her.

During this time the rest of the party congeals back together over food at the inn, briefly going over what they have found out. They agree to check out the Rook’s Nook in hopes of finding someone that might be connected to the Order of the Mist.

That afternoon Lux arrives at the Kudo Hospitalists and finally finds his mother, and Jara’s father laying side by side in sick beds. They appear to be suffering from illnesses, although not the same ones. Their mother appears to have been infected by the same curse that struck Homewood, although it is not clear how she has survived to this point without changing. She does not speak or respond to Lux in anyway. Jara’s father seems to have developed a type of miner’s lung and is stable but in a fair amount of pain. He recounts to Lux the horror that they experienced that night in Homewood and how they came to Kudo, by stealing horses that were found outside the city gates. He knew that their mother was stricken with some sort of disease or curse, so he traveled hard to Westlund, where he met up with some of the merchant caravans that were headed east that night. Lux did what he could to alleviate the pain he was feeling, but it was short lived. He moved from their hospital bed and back to the streets to find Jara.

As the party moves through the city to secure a few items in the market, Lux locates Jara and brings her back to the hospitalists room where her parents are laying in beds. Jara takes her turn to talk to her father and grieve over her mother, knowing what will happen to her when she changes. Without much choice left she leaves to join the party with Lux and root out the source of this Order once and for all.

The truth behind Hornwood

29
Filed under Uncategorized

With the information they have in hand the characters returned to the Three Rivers Inn and meet up with Tarien, who had been missing for several days.

He reports what he has seen over the past few nights after spying on the home. With the additional details that he brings, the party decides that they must find their way into the Hornwood Manor, and find out what is really going on.

The party splits up, with Tarien and the Druid Al heading in through a tunnel that Tarien discovered on the road near the home, disguised as a large potted plant. The tunnel runs under the stone walls and into the Hornwood landscape. The rest of the party wait for Conrad as he obtains a “Writ of Religious Inquiry” from the church of Athoris to question Johnna Peterson and keep her from using her high social station to protect her. Conrad is warned that his own temple is put at risk if his questioning is considered out of like or overly disrespectful.

After pleading his case with the local high priest of the temple, Conrad is given his writ and soon the characters find themselves in front of the gates of Hornwood manor. The house guards do not look much like the city guards that the characters observed earlier. These men look like mercenaries and might be a little more eager to pick a fight. Presenting the writ, Conrad waits to see the lady of the house. He is eventually allowed to see her, but the rest of the party is barred from entering the land.

Inside the grounds of Hornwood, Tarien and Al have made it to the end of the tunnel and slowly peek out into the night air. Locating the stables a few days ago, Tarien directs Al to free the horses in hopes of creating a distraction so Tarien can make his way into the house.

Stalking off into the night, Al makes his way towards the horses, quickly taking off their harnesses and saddles. Using his deep knowledge of animals, he begins to direct the horses out. Quickly chaos ensues as well over a dozen horses run wild over the Hornwood grounds.

As soon as the guards notice the horses running wild, they are forced to make a move to try and contain them. This begins to leave the front gate a little under manned. As more and more guards leave the front gates of Hornwood, the party members there, begin to sense that the time is right. They take on the last of the two guards that are present and overpower them, and eventually kill them.

At about this time Tarien has made his way to the servant’s entrance of the Hornwood manor. After skulking in Tarien makes his way down the hall and hears a familiar voice, it is Conrad and he sounds to be questioning the lady of the house, Johnna Peterson.

As the fighting dies down outside the rest of the characters begin to make their way into the Hornwood manor and eventually meet up with Tarien and Al. A search of Hornwood eventually reveals a secret passage that runs from one property to the adjacent, and people can be seen leaving through the passageway while Councilman Peterson is being questioned.

A full search of the house eventually uncovers some rather devious matter going on. Councilman Peterson is not what she seems, and is in fact a follower of a god of parties and chaos. Tarien and Conrad watch in horror as she breathes life into dead men, raising them in front of their very eyes.

A chase ensues as Tarien and the party tries to keep Peterson from leaving the home, but they she is able to get away though a ground floor window. The characters are attacked along the way by Hornwood’s house guards and wound Tarien before he dispatches them. The characters flee the scene, off into the night, as the city guards storm the front gates.

Eventually the characters surface at a little used inn on the south side of Westlund, but their rest is short lived. They are soon found by a white cat that Tarien saw on the ground of the Hornwood manor. Taking the information Conrad had collected form his interrogation of Peterson, the party decides that coming forward and getting as much of the information they have gathered into the hands of Councilmen Eller and the church.

Conrad heads to the church to inform the high priest of his findings. After a look at Conrad’s notations and the reactions of Peterson at Conrad’s questions, the high priest sends Conrad back the party and tells him that something must be done to curb Peterson’s activities.

The party meanwhile has made their way into the council chambers and waits for the rest of the council to arrive for an emergency meeting. One by one, they make their way in…including Johnna Peterson. Tense moments pass until Councilmaster Eller makes his arrival from an inner office. The party makes the case, laying out what they found at the Hornwood manor and Conrad gives his own account of what his interrogations revealed. The party is questioned heavily and does the best they can to explain everything they found and encountered. In the end, the council minus Peterson, adjourn to deliberate.

Once the council returns they find Peterson guilty of raising the dead and attempted murder. She is remanded to jail for the time being and her lands are seized by the city. In light of what the characters have found the city chooses to not press charges on the party for killing several members of the Peterson House Guard. Eller suggests that the characters head east to Kudo, where Johnna said that some of the house guards and thugs came from.

The next morning the characters set out towards Kudo after stopping for supplies, in hopes that they can find the source to where these men came from.

Our tale continues tonight.

-Your Dungeon Master

Attacks from every angle

26
Filed under Uncategorized

The last we left our party, Lux and Kothar had traveled down an alleyway after talking to a barmaid who had given them some information about where they might learn more about The Order of the Mist. Upon entering the building, they find themselves under attack by shadowy men.

The battle ensued with the shadows coming alive with attackers. Each hero was flanked by men in black cloaks and batons and came under attack The man they had come to see, seemed to back off and raise a hidden crossbow. Kothar fought off a few of the men as quickly as he could, with even more seeming to come after him. Lux on the other hand was cornered and he had a difficult time avoiding the blows that came his way. As the battle continued, the rest of the party was trying to find their way around the block, trying to find a way back towards their friends. With Lux nearing unconsciousness he was able to get a spell casted and its effects were easily seen as Kothar grew to an enormous size, his head nearly touching the ceiling.

At this point, the man that the characters came to see fires a crossbow into Kothar’s chest and makes a quick exit from the room via a window. For a moment it looked like Kothar might stumble from the arrow, but he kept fighting, using his rage to level another man with his axe. A final blow from one of the attackers knocked Lux unconscious, but before the man could flee the scene, Kothar spattered his body across the wall with a vcious cut.

The rest of the party finally made it around the block and back towards the alleyway where their friends had been. Finding the house after hearing Kothar scream for help, the party reunites and quickly gets Lux back to his feet.

Looking around the room, they notice that one of the men that attacked them was knocked out and not killed. The party quickly wakes him up and begins questioning him. After a cat and mouse game of question and answer, the man eventually reveals that the person behind the attacks is none other than Councilwoman Johnna Peterson. After some haggling, they allow to let the man go and he promises to run from the city. Picking up the pieces, the characters leave the house before the city guards arrive and head back to the Three Rivers Inn.

The party agains tries to sort out the fact from fiction, and they continue to be puzzled as to the true nature of what is going on. They resolve to go back the church of Athoris and speak with Masterson and see what he thinks of this new development.

Their meeting with Masterson is brief, but he does seem to allude to his agreement with all the facts. He tells the party that all they need now is the proof to back it up. Without that proof their charges are going to fall on deaf ears. Masterson does reveal that Sussana had done some investigating years ago into the house and area that Councilwoman Peterson lives, the Hornwood estate.

From speaking with Masterson they head to the center of town and search out Councilwoman Sussana. After some deliberation about who should go in the Council Hall, just in case there were spies waiting inside, the party heads in and locates Sussana.

In her chambers, the characters eventually reveal their reason for speaking with her, and she seems to come in agreement that there might be something to their claims, but again, they lack any substantial proof. Sussana gives them a history lesson about the Hornwood estate and how powerful the Peterson family really is. Sussana tells the party that she cannot knowingly allow them to break the law, but she can’t keep them from doing what they feel is right.

Again the hero’s head back to The Three Rivers Inn, to plan their next move.

The dangers of a new city

23
Filed under Uncategorized

I apologize for the distance between blog posts, the holidays were fairly busy for my family here. That being said, let me get you up to speed on what has transpired since I last posted.

The party followed Masterson inside the church, where they began to spin their tale about the fate of Homewood. They seem to make an impression on Masterson and with the tradesman lying in a sick room; they seem to have enough proof to back up their tale. The characters meet the high priest of the Athoris Temple and are questioned further more to the nature of the attack itself and what could be learned from it. Eventually they are recommended to the Three Rivers Inn and leave the Temple.

After a stop in the marketplace to sell their cart of supplies from Homewood, the character finally get a chance to sit down to a full meal and some ales at the Three Rivers, they buy a few rooms and begin sinking into a few hours of relaxation.

Tarien heads back out to the marketplace to see a locksmith and after some haggling buys a lock and gets the lockbox that he took from the house of the mayor of Homewood finally opened. Inside they find a potion bottle made of elegant crystal. Without the ability to identify the true nature of it, Tarien heads back to the Inn and joins the rest of the party for dinner.

The next morning the party wakes a summons to the church, it seems that their presence is required. After collecting their things, they head down and are greeted by unsettling news that the infection has returned to the trader and this time the city council would like to as some of their own questions. This session of questioning goes on for much longer, and goes over much of the same information that Masterson had asked them. The council is led by Redvick Eller a robed man who appears to be in his fifties. He asks specific questions and seems almost methodical in his questioning. A few of the characters notice that there are a strange number of city guardsmen here although they do not appear to have manacles on them. Not all of the councilmen ask questions, but they all do seem interested in following along. Masterson continues to take notes and asks some of his own questions. The party meets Johnna Peterson another member of the council who appears to be from the upper crust of the Westlund society. She is sympathetic to the party after what has happened, and she suggests that council take the information that it has already and set about protecting the people of Westlund from what could happen.

The questioning ends and Masterson shows Conrad to the sick room when the Infected trader is being kept. It appears the situation got bad enough that they had to strap him down to the bed and even then he still tests the restraints. A few different spells are tried, most are unsuccessful. Conrad feels like gets close to a breakthrough with one of them, but a unknown force pushes him away at the last moment. The two clerics, Masterson and Conrad study the infected for any sign of what might be causing it, but they come up with little in the way of answers.

After a full day at the church, the party returns to the Three Rivers Inn and settles in for a good meal and a few drinks and begins to talk about where they will go from here. During their time at the tavern Lys is confronted by Eller who appears mysteriously out side the privies inside the Inn. He invites her to talk with him privately, in a secret chamber that appears inside the hallway of the Inn. Eller shows her the disk that the Man in Black dropped and that the party handed over to Masterson. He said that after some study, markings on the back of it suggested that the symbol might be linked to a secret order called The Order of The Mist, a secretive splinter group that is known to be very powerful. Eller does not know much about them, only that they have been around for hundreds of years and are known to be able to communicate with dark spirits and are known to protect their locations by killing the people that find out about them. The last time that he encountered them was in the Last War when they were rumored to fight for Godfrey and were helping them raise the fallen troops and press them back into service as undead.

Eller confesses that he cannot investigate too deeply into the matter lest he betray his position, but he assures Lys that he is convinced that something terrible did happen at Homewood and he supports the party in finding out what that is. He suggests a bar on the southern end of town, the Boar’s head Tavern, it could be a place to look for information. With that, the meeting ends as quickly as it began. Armed with some new information, Lys and the rest of her party head off to investigate.

The Boar’s Head is a much rougher tavern than the characters are used to. The place is large and filled with all manners of people in all states of drunkenness. In the center of the bar there is a ring for fighting, which seems to have some type of wagering system built in with the moneychangers that work here. Jara, becomes very interested in the fighters and watches on as they go back and forth. She eventually throws her lot in and enters the fighting tourney.

Meanwhile the characters are trying to track down people to talk to, and doing their best to gather information on the most connected people in town. Jara finally enters her first match beating her opponent with ease. At the same time her half brother Lux separates himself from the group, at least mentally, and seeks out spirits to talk to in hopes of finding one that could help Jara. Back in the ring, Jara battles on through the second and third opponent, working the crowd into a roaring, shouting mass. Lux finally connects with a spirit of strength and asks it to watch over his sister and help her anyway that he can. The fourth match is much closer that Jara would like, but she manages to fend off the last few attacks and win. Beat but not beaten, Jara takes on her final opponent of the night, and near exhaustion she is able to push her opponent out of the ring and win. She is given a purse of winnings and a badge of honor to wear for the night. These items are presented to her by the owner of the bar Lyndell White, a councilmen that they had met earlier in the day. After explaining a little bit of why they are here, Lyndell directs them to two possible sources that could be found here in the bar. One is a man called Duncan, he is known to run with a somewhat disreputable lot and his prices are high, but he is known to provide quality information. The other choice they have is a bartender by the name of Amanda, she might not have the highest quality information but she sees and hears more than her fair share of the things that happen around town.

The part splits at that point, and Lys and Jara head over to see Duncan, while Lux and the rest of the party head over to see Amanda and try to get some information out of her. Duncan is a tough man to get close to, as Jara and Lys find out. When they do finally get a chance to talk with him it happens while they are surrounded by Duncan’s men. Their conversation is fairly short but it does end with some significant pieces of information passed on. Duncan tells them that if they are looking for what they say they are, the upper crust of Westlund society would have to know about it, and someone either in the church or the council would have to know about it. He also confirms that he saw the Man is Black as they described in Westlund a few weeks or so ago. He believes that if they did have a Chapter House here they would have to have room for it, as it would probably take up a considerable amount of space from what he has heard. There are only a few houses in Westlund that could hold such a place and they all sit on the north end of town.

As for Lux and the rest of the team, Amanda had some information for them, but much of it they already knew. Amanda said that there were some rumors that members of the church might be behind all the strange voices that are heard on the northern section of town. She did say that she had people who she could check with, and suggested that they come back in the morning because she might have more information.

The party joined back up and headed back to the Three Rivers before going over what each other had gotten in the way of information. They slowly begin to piece together a disturbing picture. If the church or the council is involved in the hiding of the Order of The Mist then by now they may know that the characters are looking for them. The party decides to be cautious wait till morning and then go back for Amanda’s information.

The next morning they start straightaway to the Boar’s Head and Lux went inside to meet with Amanda. She tells him that they need to be cautious, that some people have already begun to ask questions about them. After making contact with her people, she did find out that people have been reporting voices in the northern parts of the city, near the larger estates.

The party leaves the Boar’s Head to travel to the northern part of the city and check out the houses and estates. They notice that as they get into the northern section of Westlund the houses and estates separate and begin to really get larger. There are also seemingly more guards in the northern section as well, but not all of them are from the city, some appear to be paid house guards.

They come upon the estate of Johnna Peterson while walking. Her mansion, Hornwood fits the size that they are looking for, but the place is well guarded and it doesn’t take them long to be asked by the local guards what they are doing there. After a short conversation, the party chooses to leave rather than attract more attention.

As they make their way back down toward the center of town, Lux notices Amanda from the Boar’s Head, she beckons him closer. She said that she has come upon very important information for the party. Her contact is waiting nearby and is willing to give them some more details on who is behind it. Lux and Kothar head down the alleyway to the back of a building near the market district. After getting the nod from Amanda, the two characters head in.

Inside they find a shorter man who does not introduce himself. He simply asks if they have more questions. They both agree that they do. The man replies “That’s too bad, because it seems you’ve already asked too many.”

With that the door shuts, and tonight we find out what happens next!

-Your Dungeon Master