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<blockquote data-quote="Mahiro Satsu" data-source="post: 304613" data-attributes="member: 4970"><p>Episode I <strong>The Southeast Gatehouse</strong></p><p></p><p>Characters: Bronn “Spellforger” (shield dwarf Wizard), Enina Meliamne (moon elf Druid), Saeita Neví (wild elf Monk), Van Dyksun (human Ranger), Velm Trueforger (shield dwarf Fighter).</p><p></p><p>The Year of Wild Magic (1372 DR), Eleasias, The northlands of Cormyr</p><p></p><p>Shieldmeet—The Shieldmeet festival is less mirthful this year than four winters ago, bearing as it does the taint of recent history. In the crowded market square of the forest village of Eveningstar, four travelers meet a wizard and join him for lunch at the Lonesome Tankard. One of the travelers is the wizard’s cousin, intent on returning him to their home so he can face “justice” for his “crimes.” (i.e. continuing to use the Clan name though he was exiled for studying Wizardry). </p><p></p><p>Despite this fact, the festivities are enjoyed until late in the evening—long after Lady Tessaril Winter and the village folk have renewed their promises of fealty to one another, long after the dancing and music have ceased, long after farmers’ lamps have been dimmed and the tressym have come out to soar amongst the shadowed branches of trees in moonlight.</p><p></p><p>Eleasias 1—Before any extradition can occur the next morning, word spreads that a local boy and his friend—Elonn and Talf—vanished the night before, in the company of a tall and dark-haired woman. The five agree to put aside their differences (for the moment), and seek out the missing boys.</p><p></p><p>On the High Road east of Eveningstar, they come upon a wagon with a broken wheel. Enina calls upon the forest trees to enwrap the merchant and his men-at-arms, while Bronn demonstrates his skill with the crossbow. Soon the merchant—in reality a Thayan slaver—is in custody, and Elonn and Talf are found drugged beneath the wagon’s oilcloth tarp. Upon Elonn’s return to his grateful and weeping mother, the woman dubs these new companions, “The Company of the Coin.”</p><p></p><p>The admissions of the Thayan slaver lead the Company to a Thayan Enclave west of Eveningstar. They speak with the haughty and imperious Fezarch Hinnar about one of the Red Wizards under her command—the diviner Kizzaf. Hinnar agrees to look into this matter; she will not tolerate actions that threaten the “good standing of this Enclave in the community of Eveningstar.”</p><p></p><p>But that night the evening victuals of the Company are interrupted by the arrival of Fezarch Hinnar herself at the Lonesome Tankard. Kizzaf has vanished from the Enclave without answering any questions, and the Fezarch wants her back in custody. She offers a reward of magic draughts, as well as a cryptic clue: “Doom of Redhand...1500 paces east...the Southeast Gatehouse.”</p><p></p><p>Eleasias 2—This morn finds the village of Eveningstar cloaked in cold thick fog. The Company sets out early, crossing the River Starwater and following a path toward the Gorge. At the old Thaddath Farm, there is evidence that someone (or something...) has been picking through the rubbish and filth.</p><p></p><p>Soon the Company spies a recently-exposed and excavated cave in the Stonecliff. Within they discover a pair of sentinels—tusked mouths, feral ears and matted black hair—orcs! A ferocious and bloody battle ensues, with the Company only barely victorious. At Velm’s suggestion, Bronn sneaks further into the cave (which is marked with the Rune of Clan Darkfell) and fells a sorceror with a single bolt. The spellcaster wears an ominous insignia upon his black tunic: a clawed hand, from which greenish beams emanate, on a fiery orange background. </p><p></p><p>Using ambush tactics, the Company moves swiftly through the dwarven halls of ancient construction, slaying all the orcs they find (yet passing up a few unsavory portals and corridors...). Van displays his deadly accuracy with the bow, while Saeita fells opponents with a single strike of hand or foot. Many of the old halls have collapsed, but a path leads deeper into the ruin. </p><p></p><p>Below, the Company discovers their quarry—Kizzaf and a malevolent cleric searching a pillared hall. The battle is long and fierce—the priest swinging a vicious mace and Kizzaf levitating above the fray and throwing down fire and frost—but finally the cleric is killed and Kizzaf beaten unconscious and captured.</p><p></p><p>As the members of the Company thank the Gods for their victory, the Darkfell Rune in the center of the floor fills with the priest’s blood. As the dark fluid flows down each of the eight radiating grooves and under the walls, there is an audible and curious click in the chamber...Epis</p></blockquote><p></p>
[QUOTE="Mahiro Satsu, post: 304613, member: 4970"] Episode I [b]The Southeast Gatehouse[/b] Characters: Bronn “Spellforger” (shield dwarf Wizard), Enina Meliamne (moon elf Druid), Saeita Neví (wild elf Monk), Van Dyksun (human Ranger), Velm Trueforger (shield dwarf Fighter). The Year of Wild Magic (1372 DR), Eleasias, The northlands of Cormyr Shieldmeet—The Shieldmeet festival is less mirthful this year than four winters ago, bearing as it does the taint of recent history. In the crowded market square of the forest village of Eveningstar, four travelers meet a wizard and join him for lunch at the Lonesome Tankard. One of the travelers is the wizard’s cousin, intent on returning him to their home so he can face “justice” for his “crimes.” (i.e. continuing to use the Clan name though he was exiled for studying Wizardry). Despite this fact, the festivities are enjoyed until late in the evening—long after Lady Tessaril Winter and the village folk have renewed their promises of fealty to one another, long after the dancing and music have ceased, long after farmers’ lamps have been dimmed and the tressym have come out to soar amongst the shadowed branches of trees in moonlight. Eleasias 1—Before any extradition can occur the next morning, word spreads that a local boy and his friend—Elonn and Talf—vanished the night before, in the company of a tall and dark-haired woman. The five agree to put aside their differences (for the moment), and seek out the missing boys. On the High Road east of Eveningstar, they come upon a wagon with a broken wheel. Enina calls upon the forest trees to enwrap the merchant and his men-at-arms, while Bronn demonstrates his skill with the crossbow. Soon the merchant—in reality a Thayan slaver—is in custody, and Elonn and Talf are found drugged beneath the wagon’s oilcloth tarp. Upon Elonn’s return to his grateful and weeping mother, the woman dubs these new companions, “The Company of the Coin.” The admissions of the Thayan slaver lead the Company to a Thayan Enclave west of Eveningstar. They speak with the haughty and imperious Fezarch Hinnar about one of the Red Wizards under her command—the diviner Kizzaf. Hinnar agrees to look into this matter; she will not tolerate actions that threaten the “good standing of this Enclave in the community of Eveningstar.” But that night the evening victuals of the Company are interrupted by the arrival of Fezarch Hinnar herself at the Lonesome Tankard. Kizzaf has vanished from the Enclave without answering any questions, and the Fezarch wants her back in custody. She offers a reward of magic draughts, as well as a cryptic clue: “Doom of Redhand...1500 paces east...the Southeast Gatehouse.” Eleasias 2—This morn finds the village of Eveningstar cloaked in cold thick fog. The Company sets out early, crossing the River Starwater and following a path toward the Gorge. At the old Thaddath Farm, there is evidence that someone (or something...) has been picking through the rubbish and filth. Soon the Company spies a recently-exposed and excavated cave in the Stonecliff. Within they discover a pair of sentinels—tusked mouths, feral ears and matted black hair—orcs! A ferocious and bloody battle ensues, with the Company only barely victorious. At Velm’s suggestion, Bronn sneaks further into the cave (which is marked with the Rune of Clan Darkfell) and fells a sorceror with a single bolt. The spellcaster wears an ominous insignia upon his black tunic: a clawed hand, from which greenish beams emanate, on a fiery orange background. Using ambush tactics, the Company moves swiftly through the dwarven halls of ancient construction, slaying all the orcs they find (yet passing up a few unsavory portals and corridors...). Van displays his deadly accuracy with the bow, while Saeita fells opponents with a single strike of hand or foot. Many of the old halls have collapsed, but a path leads deeper into the ruin. Below, the Company discovers their quarry—Kizzaf and a malevolent cleric searching a pillared hall. The battle is long and fierce—the priest swinging a vicious mace and Kizzaf levitating above the fray and throwing down fire and frost—but finally the cleric is killed and Kizzaf beaten unconscious and captured. As the members of the Company thank the Gods for their victory, the Darkfell Rune in the center of the floor fills with the priest’s blood. As the dark fluid flows down each of the eight radiating grooves and under the walls, there is an audible and curious click in the chamber...Epis [/QUOTE]
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