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The Westgate Campaign Chronicles - serial
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<blockquote data-quote="Carlo_One" data-source="post: 7569464" data-attributes="member: 6987927"><p><strong>Prelude: “Adventuring Company Wanted”</strong></p><p></p><p><span style="font-size: 12px"><span style="font-family: 'Book Antiqua'"><span style="font-family: 'georgia'">At highsun on the 10th day of the 9th month (Eleint), 1372 D.R., a group of adventurers gathered at the Westward Eye Inn outside Mulsantir's Gate. They had all seen the following notice:</span></span></span></p><p><span style="font-size: 12px"><span style="font-family: 'Book Antiqua'"><span style="font-family: 'georgia'"></span></span></span></p><p><span style="font-size: 12px"><span style="font-family: 'Book Antiqua'"><span style="font-family: 'georgia'">"ADVENTURING COMPANY WANTED. The Baron Pahar is seeking adventurers to undertake an important mission. Interested parties should present themselves to Jard at the Westward Eye Inn at highsun on the 10th day of Eleint."</span></span></span></p><p><span style="font-size: 12px"><span style="font-family: 'Book Antiqua'"><span style="font-family: 'georgia'"></span></span></span></p><p><span style="font-size: 12px"><span style="font-family: 'Book Antiqua'"><span style="font-family: 'georgia'">Two less-than-worthy individuals, Hert and Terner, had already been rejected by Jard, the Mercenaries Guild recruiter, and were deep in their cups in the inn -- much to the exasperation of Ellie, the inn's serving girl. To the remaining adventurers, who had already spent some time sizing each other up, Jard explained the nature of the job: reinforcing an outpost of Baron Pahar's near the Amee hills which kept an eye on suspicious activities of the Sess goblin tribe. The offer was 100 gold per person for a tenday's watch. After some debate, all the adventurers agreed that the job was worth taking. As Jard had expressed interest in signing up an established company, rather than a random group of people, the six adventurers settled on forming the "Six Points Adventuring Company." Jard also required each of them to give a short "interview" to inform him how they could serve the Baron's cause; Jard had rejected Hert and Terner based on their poor performance.</span></span></span></p><p><span style="font-size: 12px"><span style="font-family: 'Book Antiqua'"><span style="font-family: 'georgia'"></span></span></span></p><p><span style="font-size: 12px"><span style="font-family: 'Book Antiqua'"><span style="font-family: 'georgia'"><strong>Flavius Arcus</strong> went first, declaring himself to be a fine and brave warrior, whose sword would swing to deadly effect against his enemies.</span></span></span></p><p><span style="font-size: 12px"><span style="font-family: 'Book Antiqua'"><span style="font-family: 'georgia'"></span></span></span></p><p><span style="font-size: 12px"><span style="font-family: 'Book Antiqua'"><span style="font-family: 'georgia'"><strong>Gumble</strong> said that he was a locksmith and experienced with all manner of devices. He also asked if Jard had seen any other gnomes recently, which Jard hadn't. Jard told Gumble that he could be very handy at the outpost.</span></span></span></p><p><span style="font-size: 12px"><span style="font-family: 'Book Antiqua'"><span style="font-family: 'georgia'"></span></span></span></p><p><span style="font-size: 12px"><span style="font-family: 'Book Antiqua'"><span style="font-family: 'georgia'"><strong>Aerikoth Ankharat</strong> confirmed the perception of the others that he was a wizard, whose spells and arcane knowledge would be at the service of the group.</span></span></span></p><p><span style="font-size: 12px"><span style="font-family: 'Book Antiqua'"><span style="font-family: 'georgia'"></span></span></span></p><p><span style="font-size: 12px"><span style="font-family: 'Book Antiqua'"><span style="font-family: 'georgia'"><strong>Reijn D'Auric</strong> proclaimed his knowledge of stories and song, which would be important for the morale of the outpost's soldiers. Not to mention Reijn's skills with the crossbow, which Jard thought more to the point.</span></span></span></p><p><span style="font-size: 12px"><span style="font-family: 'Book Antiqua'"><span style="font-family: 'georgia'"></span></span></span></p><p><span style="font-size: 12px"><span style="font-family: 'Book Antiqua'"><span style="font-family: 'georgia'"><strong>Durendin Ironhelm</strong> proudly stated that he followed the teachings of dwarven god Marthammor Duin, Finder-of-Trails and Watcher over Wanderers. Durendin's hammer was put at the service of the Baron. Although Durendin became sick for some unknown reason and had to briefly excuse himself, Jard considered that of little import and welcomed Durendin to the company.</span></span></span></p><p><span style="font-size: 12px"><span style="font-family: 'Book Antiqua'"><span style="font-family: 'georgia'"></span></span></span></p><p><span style="font-size: 12px"><span style="font-family: 'Book Antiqua'"><span style="font-family: 'georgia'">Finally, <strong>Drakar Hutark</strong> stepped forward and, in his quiet way, let the others know of his wilderness lore and experience in the wilds. Jard judged these skills to be of high importance.</span></span></span></p><p><span style="font-size: 12px"><span style="font-family: 'Book Antiqua'"><span style="font-family: 'georgia'"></span></span></span></p><p><span style="font-size: 12px"><span style="font-family: 'Book Antiqua'"><span style="font-family: 'georgia'">Following a map and directions provided by Jard, who had sent a fast courier on ahead of the group, the Six Points Adventuring Company arrived in the outpost's area. There, they met the last survivor of the outpost, Oskerr, who had fled an attack by the Sess goblin tribe. Oskerr explained that he was one of ten soldiers stationed at the outpost, which had been overrun by a surprise sally of over three dozen goblins from the Amee Pass. After promising a generous reward from the Baron if the company could determine the reason behind the attack, Oskerr ran off to obtain help from the Baron's forces, which unfortunately were at least a day's travel away.</span></span></span></p><p><span style="font-size: 12px"><span style="font-family: 'Book Antiqua'"><span style="font-family: 'georgia'"></span></span></span></p><p><span style="font-size: 12px"><span style="font-family: 'Book Antiqua'"><span style="font-family: 'georgia'">The adventurers carefully made their way north toward the pass and managed to surprise a group of archers and the Sess goblin captain on high ground overlooking the entrance to the pass. From this vantage point, the party was able to make quick work of the remainder of the goblin contingent deployed in front of the pass. The company found orders written in Common on the body of the captain, directing him to hold the pass. The party also examined the bodies of four soldiers lying amidst the now-abandoned outpost. The decision was made to press onward into the pass, to determine what had befallen the missing soldiers and exact revenge for the attack.</span></span></span></p><p><span style="font-size: 12px"><span style="font-family: 'Book Antiqua'"><span style="font-family: 'georgia'"></span></span></span></p><p><span style="font-size: 12px"><span style="font-family: 'Book Antiqua'"><span style="font-family: 'georgia'">After tracking the goblins to one side of a fork in the pass, the company encountered and easily defeated another large force, with Aerikoth's spell of sleep wreaking havoc in the goblin ranks. An additional set of orders was found on this group's captain, telling him to hold that side of the pass and to prevent any intruders from reaching the forest beyond. The group engaged in a spirited debate about their next steps, the choices being to move forward or to return to the outpost. The decision to press forward was taken and the adventurers entered a peculiarly darkened forest.</span></span></span></p><p><span style="font-size: 12px"><span style="font-family: 'Book Antiqua'"><span style="font-family: 'georgia'"></span></span></span></p><p><span style="font-size: 12px"><span style="font-family: 'Book Antiqua'"><span style="font-family: 'georgia'">A crazed druid, Yane, confronted the company, but after some tense moments was convinced by them that the adventurers meant no harm to the forest. Yane wept as he described how he had been unable to prevent the encroachment of evil into the forest; evil that demanded blood to grow, in Yane's words. Yane mentioned that he had seen goblins pass by with several live humans as captives, which Yane said would be valuable for their blood. He told the company that the evil was strongest in the area of some ruins in the northern part of the forest. Showing pity on the man, the group told him to seek safety while they attempted to deal with the evil. Moving through the forest, the party stumbled onto a wolf pack which savagely tore into the group with little warning, leaving most of them bleeding on the ground. Luckily, the remaining wolves were defeated and healing successfully given to downed comrades. Drakar noted that the wolves had been corrupted in some manner. More cautious now, the party encountered addditional smaller groups of wolves and defeated them during a search for the ruins.</span></span></span></p><p><span style="font-size: 12px"><span style="font-family: 'Book Antiqua'"><span style="font-family: 'georgia'"></span></span></span></p><p><span style="font-size: 12px"><span style="font-family: 'Book Antiqua'"><span style="font-family: 'georgia'">At a large ruin site, the party encountered a human and his undead servitors. After a furious running battle, which left several party members bleeding, the company prevailed. A journal was taken off the body of the human, named Gaj, who served the Lord High Necromancer Zagath. The journal contained references to some dark plot of Zagath’s that required human sacrifices. The company caught its breath as they eyed what appeared to be an artificial cave entrance near the ruins.</span></span></span></p><p><span style="font-size: 12px"><span style="font-family: 'Book Antiqua'"><span style="font-family: 'georgia'"></span></span></span></p><p><span style="font-size: 12px"><span style="font-family: 'Book Antiqua'"><span style="font-family: 'georgia'">Aerikoth, although having fought bravely, succumbed to unconsciousness after having suffered a head wound during the battle with the undead. Durendin Ironhelm, after carving a rune of danger onto a nearby ruined column, carried Aerikoth's limp body into the cave, which the group entered warily. A well-used passage led north from the entrance, forking east and west after some distance. An unused passage, explored by Drakar, lead immediately west from the entrance. The company examined some runes inlaid into the floor, which were determined to be necromantic in origin. The party went down the unused passage and entered a small chamber suitable for resting, with Gumble posting a "trigger" by the entrance for safety. Aerikoth was left in the chamber, after having his wounds tended to, since his injury was not deemed life-threatening. Gumble placed another trap outside, to keep out any curious wanderers.</span></span></span></p><p><span style="font-size: 12px"><span style="font-family: 'Book Antiqua'"><span style="font-family: 'georgia'"></span></span></span></p><p><span style="font-size: 12px"><span style="font-family: 'Book Antiqua'"><span style="font-family: 'georgia'">After the gnomish locksmith disarmed and unlocked the door at the end of the short passage north, Flavius led the party into the chamber and all were set upon by a group of ghouls, who had been hiding in unseen corners of the room. Although the party was victorious, Gumble and Durendin were left diseased by the ghouls' touches. </span></span></span></p><p><span style="font-size: 12px"><span style="font-family: 'Book Antiqua'"><span style="font-family: 'georgia'"></span></span></span></p><p><span style="font-size: 12px"><span style="font-family: 'Book Antiqua'"><span style="font-family: 'georgia'">Proceeding further north along the main corridor, Gumble unlocked the door at the end. While disarming the trap at the entrance to the large chamber beyond, he was attacked by two scythe-wielding acolytes jumping out of the shadows. No sooner had they been cut down, at some cost in blood, but ranks of skeleton fighters and archers engaged the company. During a raging melee, in which Reijn inadvertently knocked down some of his comrades with a spell, the skeletons were rendered into piles of unmoving bones.</span></span></span></p><p><span style="font-size: 12px"><span style="font-family: 'Book Antiqua'"><span style="font-family: 'georgia'"></span></span></span></p><p><span style="font-size: 12px"><span style="font-family: 'Book Antiqua'"><span style="font-family: 'georgia'">After catching their breath, the company decided to descend to the lower level of the ruins. Flavius eagerly pressed ahead, setting off a trap cunningly laid on the stairs leading down. The lower level was black as ink, prompting a debate amongst the party over how much light should be used. Behind a door at one end of the corridor, the party encountered a group of zombies, one of whom seemed invulnerable. After some desperate fighting, Reijn passed Flavius a magic sword previously taken from one of the goblin captains, which was then used to destroy the zombie.</span></span></span></p><p><span style="font-size: 12px"><span style="font-family: 'Book Antiqua'"><span style="font-family: 'georgia'"></span></span></span></p><p><span style="font-size: 12px"><span style="font-family: 'Book Antiqua'"><span style="font-family: 'georgia'">Moving carefully back down the corridor, the group opened another door and defeated a group of ghouls, at the price of additional wounds and sickness. The next door opened held a surprise: a human prisoner. The prisoner initially panicked, thinking the party had come to take him away to be sacrificed, but was calmed by Reijn. The prisoner introduced himself as Keric, a wizard in the service of Baron Pahar who had been assigned to the Amee Pass outpost. Keric explained that he and four comrades had been taken prisoner and brought to the ruins in order to be sacrificed by a necromancer. He had watched his comrades die one-by-one under the sacrificial knife, and explained he had thought the door opening was a sign that he would be next. In the ensuing discussion, Keric told the company what he knew of the necromancer, his forces, and the ruins themselves. He suggested the group try and find a cache of supplies on the upper level, which he had heard mention of during one of the sacrificial ceremonies. While the rest of the company searched the upper level, Durendin remained behind to comfort and guard Keric. This measure was approved of by Drakar, who was not as trusting of Keric as the others.</span></span></span></p><p><span style="font-size: 12px"><span style="font-family: 'Book Antiqua'"><span style="font-family: 'georgia'"></span></span></span></p><p><span style="font-size: 12px"><span style="font-family: 'Book Antiqua'"><span style="font-family: 'georgia'">On the way out, Gumble locked the cell door in order to prevent any others from entering. This proved fortunate, as a group of cultists attempted to gain entry to the prisoner's chamber while the others were away. When the rest of the party returned, they discovered and killed the cultists. Keric, although weakened from his imprisonment, volunteered to assist the party in fighting the necromancer. The company moved down a long, inky passageway to a chamber whose exit was guarded by two cultists. Easily defeating them, the group moved forward to a bridge spanning a fiery lava flow, beyond which lay the necromancer's sanctum. A few party members scouted cautiously ahead, enough to see ranks of undead and cult acolytes lining the chamber.</span></span></span></p><p><span style="font-size: 12px"><span style="font-family: 'Book Antiqua'"><span style="font-family: 'georgia'"></span></span></span></p><p><span style="font-size: 12px"><span style="font-family: 'Book Antiqua'"><span style="font-family: 'georgia'">Using a magical scroll plundered from the cult's cache, Gumble unleashed a ball of fire into the undead while the rest of the party charged into the chamber. A desperate battle began, the acolytes chanting curses down upon the company's heads while Lord High Necromancer Zagath summoned a tall skeleton warrior to his side, then plunged into melee with his glowing scythe. The company fought fiercely against all comers, Drakar's wolfish companion Daos joining the fray with her fierce teeth. A sorcerer in the employ of Zagath tossed a fireball into the middle of the battle and was shooting missiles of force into the party until he was cut down by a lightning bolt from Gumble, who used his last remaining scroll in the effort. Zagath was finally cut down and Reijn also fell in melee, his lifeblood pouring upon the floor, but was found in time and healed. While surveying their fallen foes after the chaotic battle, the party found the body of Keric, who in the end was unable to cheat death of its prize. The necromancer's throne was destroyed by the party and several of his items recovered, notably his magical scythe and the robes he had worn.</span></span></span></p><p><span style="font-size: 12px"><span style="font-family: 'Book Antiqua'"><span style="font-family: 'georgia'"></span></span></span></p><p><span style="font-size: 12px"><span style="font-family: 'Book Antiqua'"><span style="font-family: 'georgia'">Durendin shouldered Keric's corpse and, accompanied by Reijn, went to retrieve Aerikoth, while the remainder of the party made for the exit. Upon entering the corridor to the chamber where Aerikoth had been left, they encountered a unit of Baron Pahar's guard and the High Cleric Carlin. After the adventurers were recognized as friendly by the Baron's men, the remainder of the party was summoned and introductions were made. The High Cleric explained that the guards had received word from outpost survivor Oskerr about the disaster at Amee Pass and had tracked the company to the ruins. Carlin had suspected that Zagath, who was exiled from Baron Pahar's territory some years ago, might have been in the area, so the cleric decided to personally accompany the guards. The company accepted Carlin's offer to guide them back to Baron Pahar's residence in Westgate and do what was necessary to heal Aerikoth.</span></span></span></p><p><span style="font-size: 12px"><span style="font-family: 'Book Antiqua'"><span style="font-family: 'georgia'"></span></span></span></p><p><span style="font-size: 12px"><span style="font-family: 'Book Antiqua'"><span style="font-family: 'georgia'">Accompanied by the Baronial Guard, the party set off, leaving the ruins empty of enemies, but full of dark memories.</span></span></span></p><p><span style="font-size: 12px"><span style="font-family: 'Book Antiqua'"></span></span></p></blockquote><p></p>
[QUOTE="Carlo_One, post: 7569464, member: 6987927"] [b]Prelude: “Adventuring Company Wanted”[/b] [SIZE=3][FONT=Book Antiqua][FONT=georgia]At highsun on the 10th day of the 9th month (Eleint), 1372 D.R., a group of adventurers gathered at the Westward Eye Inn outside Mulsantir's Gate. They had all seen the following notice: "ADVENTURING COMPANY WANTED. The Baron Pahar is seeking adventurers to undertake an important mission. Interested parties should present themselves to Jard at the Westward Eye Inn at highsun on the 10th day of Eleint." Two less-than-worthy individuals, Hert and Terner, had already been rejected by Jard, the Mercenaries Guild recruiter, and were deep in their cups in the inn -- much to the exasperation of Ellie, the inn's serving girl. To the remaining adventurers, who had already spent some time sizing each other up, Jard explained the nature of the job: reinforcing an outpost of Baron Pahar's near the Amee hills which kept an eye on suspicious activities of the Sess goblin tribe. The offer was 100 gold per person for a tenday's watch. After some debate, all the adventurers agreed that the job was worth taking. As Jard had expressed interest in signing up an established company, rather than a random group of people, the six adventurers settled on forming the "Six Points Adventuring Company." Jard also required each of them to give a short "interview" to inform him how they could serve the Baron's cause; Jard had rejected Hert and Terner based on their poor performance. [B]Flavius Arcus[/B] went first, declaring himself to be a fine and brave warrior, whose sword would swing to deadly effect against his enemies. [B]Gumble[/B] said that he was a locksmith and experienced with all manner of devices. He also asked if Jard had seen any other gnomes recently, which Jard hadn't. Jard told Gumble that he could be very handy at the outpost. [B]Aerikoth Ankharat[/B] confirmed the perception of the others that he was a wizard, whose spells and arcane knowledge would be at the service of the group. [B]Reijn D'Auric[/B] proclaimed his knowledge of stories and song, which would be important for the morale of the outpost's soldiers. Not to mention Reijn's skills with the crossbow, which Jard thought more to the point. [B]Durendin Ironhelm[/B] proudly stated that he followed the teachings of dwarven god Marthammor Duin, Finder-of-Trails and Watcher over Wanderers. Durendin's hammer was put at the service of the Baron. Although Durendin became sick for some unknown reason and had to briefly excuse himself, Jard considered that of little import and welcomed Durendin to the company. Finally, [B]Drakar Hutark[/B] stepped forward and, in his quiet way, let the others know of his wilderness lore and experience in the wilds. Jard judged these skills to be of high importance. Following a map and directions provided by Jard, who had sent a fast courier on ahead of the group, the Six Points Adventuring Company arrived in the outpost's area. There, they met the last survivor of the outpost, Oskerr, who had fled an attack by the Sess goblin tribe. Oskerr explained that he was one of ten soldiers stationed at the outpost, which had been overrun by a surprise sally of over three dozen goblins from the Amee Pass. After promising a generous reward from the Baron if the company could determine the reason behind the attack, Oskerr ran off to obtain help from the Baron's forces, which unfortunately were at least a day's travel away. The adventurers carefully made their way north toward the pass and managed to surprise a group of archers and the Sess goblin captain on high ground overlooking the entrance to the pass. From this vantage point, the party was able to make quick work of the remainder of the goblin contingent deployed in front of the pass. The company found orders written in Common on the body of the captain, directing him to hold the pass. The party also examined the bodies of four soldiers lying amidst the now-abandoned outpost. The decision was made to press onward into the pass, to determine what had befallen the missing soldiers and exact revenge for the attack. After tracking the goblins to one side of a fork in the pass, the company encountered and easily defeated another large force, with Aerikoth's spell of sleep wreaking havoc in the goblin ranks. An additional set of orders was found on this group's captain, telling him to hold that side of the pass and to prevent any intruders from reaching the forest beyond. The group engaged in a spirited debate about their next steps, the choices being to move forward or to return to the outpost. The decision to press forward was taken and the adventurers entered a peculiarly darkened forest. A crazed druid, Yane, confronted the company, but after some tense moments was convinced by them that the adventurers meant no harm to the forest. Yane wept as he described how he had been unable to prevent the encroachment of evil into the forest; evil that demanded blood to grow, in Yane's words. Yane mentioned that he had seen goblins pass by with several live humans as captives, which Yane said would be valuable for their blood. He told the company that the evil was strongest in the area of some ruins in the northern part of the forest. Showing pity on the man, the group told him to seek safety while they attempted to deal with the evil. Moving through the forest, the party stumbled onto a wolf pack which savagely tore into the group with little warning, leaving most of them bleeding on the ground. Luckily, the remaining wolves were defeated and healing successfully given to downed comrades. Drakar noted that the wolves had been corrupted in some manner. More cautious now, the party encountered addditional smaller groups of wolves and defeated them during a search for the ruins. At a large ruin site, the party encountered a human and his undead servitors. After a furious running battle, which left several party members bleeding, the company prevailed. A journal was taken off the body of the human, named Gaj, who served the Lord High Necromancer Zagath. The journal contained references to some dark plot of Zagath’s that required human sacrifices. The company caught its breath as they eyed what appeared to be an artificial cave entrance near the ruins. Aerikoth, although having fought bravely, succumbed to unconsciousness after having suffered a head wound during the battle with the undead. Durendin Ironhelm, after carving a rune of danger onto a nearby ruined column, carried Aerikoth's limp body into the cave, which the group entered warily. A well-used passage led north from the entrance, forking east and west after some distance. An unused passage, explored by Drakar, lead immediately west from the entrance. The company examined some runes inlaid into the floor, which were determined to be necromantic in origin. The party went down the unused passage and entered a small chamber suitable for resting, with Gumble posting a "trigger" by the entrance for safety. Aerikoth was left in the chamber, after having his wounds tended to, since his injury was not deemed life-threatening. Gumble placed another trap outside, to keep out any curious wanderers. After the gnomish locksmith disarmed and unlocked the door at the end of the short passage north, Flavius led the party into the chamber and all were set upon by a group of ghouls, who had been hiding in unseen corners of the room. Although the party was victorious, Gumble and Durendin were left diseased by the ghouls' touches. Proceeding further north along the main corridor, Gumble unlocked the door at the end. While disarming the trap at the entrance to the large chamber beyond, he was attacked by two scythe-wielding acolytes jumping out of the shadows. No sooner had they been cut down, at some cost in blood, but ranks of skeleton fighters and archers engaged the company. During a raging melee, in which Reijn inadvertently knocked down some of his comrades with a spell, the skeletons were rendered into piles of unmoving bones. After catching their breath, the company decided to descend to the lower level of the ruins. Flavius eagerly pressed ahead, setting off a trap cunningly laid on the stairs leading down. The lower level was black as ink, prompting a debate amongst the party over how much light should be used. Behind a door at one end of the corridor, the party encountered a group of zombies, one of whom seemed invulnerable. After some desperate fighting, Reijn passed Flavius a magic sword previously taken from one of the goblin captains, which was then used to destroy the zombie. Moving carefully back down the corridor, the group opened another door and defeated a group of ghouls, at the price of additional wounds and sickness. The next door opened held a surprise: a human prisoner. The prisoner initially panicked, thinking the party had come to take him away to be sacrificed, but was calmed by Reijn. The prisoner introduced himself as Keric, a wizard in the service of Baron Pahar who had been assigned to the Amee Pass outpost. Keric explained that he and four comrades had been taken prisoner and brought to the ruins in order to be sacrificed by a necromancer. He had watched his comrades die one-by-one under the sacrificial knife, and explained he had thought the door opening was a sign that he would be next. In the ensuing discussion, Keric told the company what he knew of the necromancer, his forces, and the ruins themselves. He suggested the group try and find a cache of supplies on the upper level, which he had heard mention of during one of the sacrificial ceremonies. While the rest of the company searched the upper level, Durendin remained behind to comfort and guard Keric. This measure was approved of by Drakar, who was not as trusting of Keric as the others. On the way out, Gumble locked the cell door in order to prevent any others from entering. This proved fortunate, as a group of cultists attempted to gain entry to the prisoner's chamber while the others were away. When the rest of the party returned, they discovered and killed the cultists. Keric, although weakened from his imprisonment, volunteered to assist the party in fighting the necromancer. The company moved down a long, inky passageway to a chamber whose exit was guarded by two cultists. Easily defeating them, the group moved forward to a bridge spanning a fiery lava flow, beyond which lay the necromancer's sanctum. A few party members scouted cautiously ahead, enough to see ranks of undead and cult acolytes lining the chamber. Using a magical scroll plundered from the cult's cache, Gumble unleashed a ball of fire into the undead while the rest of the party charged into the chamber. A desperate battle began, the acolytes chanting curses down upon the company's heads while Lord High Necromancer Zagath summoned a tall skeleton warrior to his side, then plunged into melee with his glowing scythe. The company fought fiercely against all comers, Drakar's wolfish companion Daos joining the fray with her fierce teeth. A sorcerer in the employ of Zagath tossed a fireball into the middle of the battle and was shooting missiles of force into the party until he was cut down by a lightning bolt from Gumble, who used his last remaining scroll in the effort. Zagath was finally cut down and Reijn also fell in melee, his lifeblood pouring upon the floor, but was found in time and healed. While surveying their fallen foes after the chaotic battle, the party found the body of Keric, who in the end was unable to cheat death of its prize. The necromancer's throne was destroyed by the party and several of his items recovered, notably his magical scythe and the robes he had worn. Durendin shouldered Keric's corpse and, accompanied by Reijn, went to retrieve Aerikoth, while the remainder of the party made for the exit. Upon entering the corridor to the chamber where Aerikoth had been left, they encountered a unit of Baron Pahar's guard and the High Cleric Carlin. After the adventurers were recognized as friendly by the Baron's men, the remainder of the party was summoned and introductions were made. The High Cleric explained that the guards had received word from outpost survivor Oskerr about the disaster at Amee Pass and had tracked the company to the ruins. Carlin had suspected that Zagath, who was exiled from Baron Pahar's territory some years ago, might have been in the area, so the cleric decided to personally accompany the guards. The company accepted Carlin's offer to guide them back to Baron Pahar's residence in Westgate and do what was necessary to heal Aerikoth. Accompanied by the Baronial Guard, the party set off, leaving the ruins empty of enemies, but full of dark memories.[/FONT] [/FONT][/SIZE] [/QUOTE]
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