The Kingdom of Vellerion

In days long past, the Kingdom of Vellerion was one of the most powerfull nations in the world. Due to it's formidable geographic location, it was easy to protect from foreign dangers. The Dragonpeak Mountains separate the Kingdom into two parts. To the west, close by the sea, vast forest and lush grasslands provided food to the inhabitants of Vellerion. To the east, the mountainous region provided riches in the form of iron and more precious metals. These facts combined brought wellfare and riches to the dragonborn who inhibited the better part of the eastern continent.

The dragonborn, mostly decending from chromatic dragons, were a cruel and evil folk. They ruled with iron claw, oppressing all other races that inhibited the continent.

In the year 1214 an alliance of native humans and dwarfs succeded in overthrowing the dragonborn kingdom, driving all of them from Vellerion. The two biggest families, the dwarven house of DragonHammer and the human Stormwind family, decided that each of them should rule one half of the Kingdom. The dwarves ruled the Dragonpeak Mountains and all lands that lay east, whereas the humans ruled the forests and meadows to the west.

Because of the kind nature of the human folk lots of races were welcomed in the western part of Vellerion in it's glory days. Even the elswhere despised drow found their place in Vellerion. The kindom develloped a strong economy by trade and continued to blossom as one of the most forfitable countries in the world. This lead to a less feudal focussed political system, where only the upper branches followed the feudal system.

When the land was experiencing a golden age, tragedy struck. In 2098 the land was battleground for two ancient dragons, fighting over a century long dispute. Most of the city infrasturcture were destoryed and almost half the population was killed as collateral damage in the fight. The dwarven house of DragonHammer dissapeared during this time, giving the Stormwind house an opening for a Kingdom wide power grab. In stead of rebuilding the economy after the disaster the Kingdom got caught up in a civil war.

After a war that lasted over a century a human King, Dietrich Stormwind the First, grabbed the power in 2220, ending the civil war and creating peace in the Kingdom. The economy slowly started to build up and Vellerion started to regain some of it's lost glory.

The year is 2340. The great grandson of King Dietrich, Dietrich Stormwind the Second, died about 6 months ago due to age, and the Kingdom is being ruled by Beiro Galandodel, the drow advisor of the King, who grabbed the power by killing everyone who shared the King's royal blood. Self proclaimed King Galanodel is not ruling the same way as King Dietrich however. The immigration of drow to the capital is increasing the racial pressure all over the western provincies.


Map of the Known World

Credit: Maxim Vanrusselt

Link to the full resolution image.

PART 1 | LORE

Magic

Most common folk have never seen or experienced magic, making it rare and powerfull. The most common source of magical energy is linked to Gods and Deities. Clerics and paladins are not an uncommon sight but the raw magic of a warlock might frighten people.

The forces of nature are known only to those who are gifted with the talent and devoted to nature around them. Because this school of magic shows itself in subtle, small things, most commoners are oblivious to it and often times welcoming to those who use nature magic to solve their everyday problems.

Surges of wild magic appear in few beings. Wild magic scares even some of the most hardened soldiers and beings who show signs of wild magic are often abandonned at birth and left do die. Those who survive and learn to master the art often live in solitude far away from society.

Over the past century or two, magic has become a field of study for the most educated of humanoids. After the foundation of the Arcane University of Halonaoguh, Arcane magic came to be. Contrary to the other magical forces, Arcana can be learned by devoted study. However, the mechanics of most spells are not well known, so the wizard is still not a common sight in the streets.

Gods and Deities

God Alignment
Daaruntalh Godess ofArcana and Mistique Lawfull Good
Umbron God of Craftmanship and Economy, Protector of the Sea Lawfull Neutral
Iirileath God of Nature, Creator of Light and Dark Neutral Good
Xeonima Godess of War, Harbinger of Fire and Chaos Chaotic Evil
Gruumsh Creator of orcs, God of War, Harbinger of Bloodshed and Destruction Chaotic Evil
Pelor God of the Sun and Agriculture, minor Deity Neutral Good
Sehanine Godess of the Moon, Protector of the People Chaotic Good
Moradin God of Creation. Creator of Life, the Universe and Everything Lawfull Good
Ioun Godess of Knowledge Neutral
Bahamut God of Justice and Nobility Lawfull Good

The concept of time

Not much is known about the geography of the universe by the people inhabitting the world. The people do hovever experience difference in day and night, months, seasons and of course, years.


Days

A day takes 24 hours, so a long rest takes 8 hours and a short rest takes 1 hour. A day is the amount of time it takes between the rise of the first sun Pelor in the west untill she rises again the next day.

Weeks

A week consists of 10 days, and every day's name is derived from a God.

Days of the Week
Day Name
1 Daarunthas
2 Umbronaes
3 Iirilleas
4 Xeonimas
5 Grumias
6 Peloras
7 Sehaninas
8 Bahamutaes
9 Moradinas
10 Iounas

Months

Every month consits of 5 weeks, for a total of 50 days each month. A month is defined by the folk as the time it takes for the sun Pelor to shift in the sky from north to south or visa versa.

Months and their names
Month Name
1 Ahdeen
2 Dvah
3 Tiheree
4 Chethyr
5 Pyrat
6 Shnehs
7 Syeh
8 Vohseem
9 Dyevit
10 Sitvoh

Year

The year is the time it takes for the second sun, Sehanine, to make one full cyle. Sehanine rises in the north and sets in the south. Sehanine glows purple with a deep red edge, providing no light but only heat. The year starts when Sehanine rises after 5 months of winter, declaring the start of summer.

PART 2 | CONCEPTS

Different players

People play D&D for a variety of reasons and get enjoyment from diferent facets of the game. There is no right way to have fun. Some player archetypes are listed below, you can indicate which styles best refect how you play.

Engineer. You like using the rules and game mechanics to overcome difcult scenarios. You enjoy solving tactical problems, optimizing efectiveness, and making plans. For you, letting the dice fall as they may is more important than the DM fudging rolls for narrative purposes.

Storyteller. You enjoy exploring the world and the characters in it. You like engaging in a story that is dramatically plausible. You have a good sense of your character's motives and feelings, and enjoy role-playing. Making a good story is most important for you, and you dislike when the rules disrupt the story.

Listener. You enjoy watching the game unfold around you. Relaxing and enjoying the company of friends while slaying orcs and stealing gold is straightforward fun. You prefer taking part in the action rather than dialog, and dislike speaking in character.

Inventor. You like doing fantastic, unexpected things in the world. In a game of make-believe, what is fun and exciting is more important than what is logical. You prefer to explore the oddities the game allows rather than engage in moral dilemmas or political intrigue.

Experience

Experience marks a party's progress in becoming tough, hardened adventurers. Dm's track experience in different ways. Indicate your prefered way below:

  • Milestone leveling: The characters level up at different moments in the story. Experience is not given, the DM decides when the party levels up.
  • Collective party exp: Experience is granted to everyone in the party regardless weather a player is present or not.
  • Individual experience: Experience is granted to those who attend the session.

Deadliness

Character death can be a sensitive subject, and groups handle it differently. Indicate your expected level of danger:

  • Enemies will attempt to kill disabled character when the opportunity arises, but won't coup de grace unconscious character without good reason. You like your character, and would rather not die, but it will fail to the rolls of the dice.
  • Enemies will react accoridingly to their intellegence and nature. Wolves might go in for the kill on one target, making use of their pack feel. Orcs wil most likely knock everyone down. But the smart evil mage will try to subdue everyone if he has the upper hand, will flee if his life is threatened, or will try and take someone with him if his life is allready lost.
  • Enemies will make a concentraded effort to kill as many foes as possible. The world doesn't care what level you are or that you're a player character. Death happens, but it doesn't ruin the game for you.
    
    
Three Pillars

Campaign gameplay can be shifted to accommodate what the players like best. You can indicate what balance you prefer below.

Resource Management

Some player enjoy the strategy and cost-benefit analysis that comes from resoure management. Other players find book keeping tedious and think it slows the game. Indicate how much realism you prefer when you play:

  • Every player has an invisible bag of holding, and living expenses are assumed to be deducted from treasure found in the course of play.
  • Food and water might be tracked in survivial situations, but generally go unaccounted for. Characters can always carry their gear and whatever could reasonably fit in a backpack.
  • Ammunition and weight are counted, and encumberance rules are in effect. Living expenses are paid and rations tracked in the wilderness.

Character Conflict

Inner-party conflict can add drama and tension to a game. While character conflict can be fun, player conflict never is. Indicate how you would like inner-party relations to work:

  • You like the teamwork in a group. Players never have their characters act in ways counter the party's interest.
  • Your alignment and personal motivation will sometimes lead to conflict with other player characters, but you would never betray the party.
  • Your character will always pursue what they want, even at the expense of other player characters. Noble titles and fame might be used to force the party into a path not everyone agrees on.

Death of a Character

Upon death, the character rolls a d10. This is his rejuvination score. If a character is to be revived by anny means (spells, journey to the astral plane, ..) a DC10 + RS must be made to revive the character. The next time this character dies, he adds another d10 roll to his RS.

PART 3 | EXPECTATIONS

Session 1: Arrivial in Mérynac

The apeling known better as Sir Albert Alexander Avantasia the third, Esquire of Martäl Sturm is the first one to make his arrivial in the city of Mérynac. With the city in sight, and a storm coming, he makes haste for the city gates. The guards direct him to the nearest inn, the utterly expensive Heaven's Hall Inn. He convinces the owner to let him sleep in the basement. The following morning he heads for the Mindwrecker's institution, a prestigious school for those who show signs of the gift of magic. Having faked his noble title, he gets refused entry to this college. Utterly devastated, he heads to an inn located near the Harbour.

The changeling named DuDu, currently taking shape as the female Farren the Wanderer, and the barbarian Lugdar have arrived at that same morning, seeking shelter in the nearest inn, the Scurvy Dog for the storm that is coming. The past days at sea have been horrible, many men have become sick by the sea on the boat they were on. After helping themselves to some tasty mead and juice of oranges respectively, they chat with the innkeeper a bit when they notice a gnome walking in, writing a name on a sheet and leaving. When they question the innkeeper they discover that something is up with kidnappings of sorts. They meet the apeling when he enters the bar shortly after these facts have happened.

The ranger from the town of Willowbow, a small commune near Willowfort, meets the tiefling named Nefaris upon exiting his boat. He did not know she wasn't part of the normal crew, since she seemed so familiar with the ususal sea men. She starts following to the nearest inn, since quite a storm is allready hitting the docks upon exiting the boat. They start chatting, and he introduces himself as Dragor Humbleknight. When they arrive at the inn, they see a drow elf begging at the entrance. Not knowing the history of these lands, Dragor thinks of the drow as inherently being evil. Nefaris knows better though, and chats with the drow for a moment. He tells her how his family has left him and he's alone in the city now.

After they both entered the tavern, they seek out a small table in the corner of the tavern, where they both sit down and start making small talk. Eventually they run out of things to say, and they notice the apeling at the bar. The ranger is intrigued and goes up to him, intrigued by his beastly, but stylish appearance.

A group of gnomes enter the bar and the barkeep, Frederic Beestinger, asks the party politely to seek another place in the inn, since this is an important guest for the barkeeper. When they move to a side table the barkeeper brings them a round of beers. Not liking the drink, Lugdar gives it to his companion. The party asks more questions on the kidnapping matter but Frederic is refusing to answer. They convince him to give them more information later in their own rooms. Sir Albert rents a private room, whereas the rest of the party rents a bed in the commoners room.

Frederic informs them that kidnappings have been happening. It started a month or two ago, but at first only drow were being kidnapped. Starting about 3 weeks ago gnome children are being kidnapped as well. Every night, a youngster dissapears. The major Amalcia Tuin has launched an investigation, but so far it has yielded nothing. Asking Frederic for work, he tells them that his father Wiliam has troubles on his farm.

Abandonned Farmhouse

The next morning the party wakes up early due to noise in the commoners room. Sea men wake up early apparently. They go to Sir Alberts room and try to wake him up. After a few failed tries, they are able to awaken the apeling and the party makes haste to the Beestinger farm

The weather has calmed a bit, and they arrive at the farm with the sun upon their faces. The farm is located outside of the city walls, on the edge of the city. After knocking on the door a few times, they are greeted by a gnomish boy who walks around outside of the farmhouse. He goes and fetches the farmer.

William tells the party that the old farmhouse was cursed after the death of his wife, which forced him to build the current farmhouse. Whatever has happened, the old farmhouse is dangerous and a ghost is haunting it, moving objects and hurting inhabitants. He also tells them that around that same time the grounds around the old oak have become dead and infertile. He asks the party to find out what happened, and to recover a small locket.

The party first goes to investigate the tree. Sir Albert uncovers that a spirit used to reside here, but it has left this place. Dragar is rather annoyed with the fact that the monkey found out more than he was able to, but not as annoyed as he is by the fact that the monkey is constantly reminding him of that same fact.

They move on to the farmhouse itself. Instantly it becomes clear that something is up. A strong and heavy wind strikes them and it seems that the farmhouse is way to wrecked to only be abandonned a few weeks ago. Upon entering the farmhouse Farren gets struck in the back by a tree, that has been ripped from the ground and flung across the field. Upon entering the house he gets hit by the stairs, that have been moved in a similar way. In the wreckage of the house they find the locket that they were sent to find. Upon touching it, some of the adventurers get paralysed. Also the poltergeist haunting the farmhouse wants to get hold of the locket.

After quite a battle, which proved to be quite difficult, the party succceeded to kill the poltergeist. They take care of their wounded and go back to William. He rewards them with 50 gold pieces. The party asks them if they can get shelter at the farm. They arrange a deal in which they work from dawn untill noon on William's apple farm, in exchange for bedding.

Treassure, expenses and experience:

In this session the party was awarded the follwing treassure and experience:

Item Amount or Player awarded to
Gold 50 GP
Experience 100 EXP per player
In game time:

Time passed during this session:

Start of session End of session
Morning of Iounas 50th, Sitvoh 2339 Noon at Daarunthas 1st, Ahdeen 2340

Session 1: The Abandonned Farmhouse

Session 2: An unplanned heist

After slaying the poltergeist and striking a deal with the farmer, the party sets out for the city. Dragar, the ranger, spots a small reptile following them. He tries to get the reptile to come to him, but after it knows it's spotted, it runs. Dragar, decides to split from the party and chases the lizard, which leads him to his owner, Nemeia. The tiefling Nemeia Iscitan Sorrow, had her eye upon the party ever since she's seen them arrive in the city. She herself has arrived a few days earlier, and she's allready bored of the work she's doing for Willem Woodsheart on his farm. The ranger doesn't trust the tiefling right away, but because she wants to speak to Nefaris, he decides to take her to the party, who are quite a bit ahead of them on their way to the market.

The party arrives on the market square, where both Sir Albert and Farren join a bard in a jamming session. The apeling performs one of his best sax solo's yet, but the human messes the show up big time, causing townsfolk to run away from the square. While Sir Albert excuses him for the poor performance, Draga and Nemeia arrive, right on time to see that a thief is stealing from Sir Albert's pouch! They ranger starts chasing the thief, but when he sees him run into a house, he decides to get backup.

The party investigates the house and questions the inhabiting woman, who opened the door with two small children on her arm. She seems legitimately uninformed of the sittuation and the man running through the house woke her children up. She shows the party the back of the house, which opens up to a small square, where a garden is maintained by a few people. The square is empty, so the investigation is unfruitfull, and it appears that the thief just ran through the house to get rid of Dragar.

Sir Albert has meanwhile been talking to the bard Jonathan Centaurian. The bar is new in town just like the party, and earnes his money with performance. He invites the charismatic apeling for drinks at Heaven's Hall Inn later that night, but he also tells the apeling some rumours going about town. Thwo guards have apparently ransacked Demolar's General Goods last night. The party decides to go and check this out.

Treassure and experience:
Treassure Amount or Player awarded to
Gold 7 GP to Sir Albert
Gold 6 GP to Lugdar
Experience 50 EXP per player
Certificate of Entrance to Elvish Quarters One for each player, awarded by Daniel Ovsturm
Expenses
Expenses Amount or Player payed
Gold -6 GP stolen from Sir Albert
Gold -1 GP payed for information by Dragar
In game time:
Start of session End of session
Noon of Daarunthas 1st, Ahdeen 2340 Noon of Umbronaes 2nd, Ahdeen 2340

Trouble at Demolar's

The party enters the small, dusty general store and they are greeted by the gnome who owns the store, Michael Demolar. Last night, at around closing time, two guardsman came in and robbed him. It was quite a bad day, so he didn't have much cash around. He rarely has more than a few gold in his lockbox. The guardsman than demanded the scroll and the amulet that he had lying in a display case behind his counter. He explains how he collects antiqueties and he has just bought two new items from an antique vendor on the market, who always seems to have nice, expensive looking items for a good price. Farren however feels that something is up. The shop seems in a good state, a dirty one, but a good state. There is no way that it was all smashed up last night. Also, the shopkeeper is not verry impressed that these two verry expensive items are stolen. He doesn't seem to care hard enough. The shopkeeper describes the two guardsman to the party. One had a white beard and moustache that really stands out, while the other one has a scarred arm.

When the party exits the shop, Farren conveys his suspicion to the group. They decide not to act yet on these suspicions, but they will keep it in mind. It has allready become late, so the party decides to go look for the guardsman, since they robbed the store about this time last night. After a two hour long search, they follow some guards back to the gates of the elven district, where they change guard. Farren and Nefaris talk to the guards on the new shift, saying that they are looking for those guards because they helped them during the day. The guardsman are baffeled, Captain Auson and Captain Hilly? They ask. That's our captain of the guard and the master of administrations, they usually don't leave the baracks. But they tell them that they'll express the party's thanks.

They all regroup and Nemeia, the rogue, proposes a new plan: they scout out the shop and try to get more information on the shopkeeper. Nemeia, finds a cellar window that she tries to open using her crowbar. She manages to make a small opening so her lizard, Benny can crawl inside. Benny comes back and tells Nemeia the structure of the shop, saying there is a bureau of sorts on the ground floor. Nemeia breaks the glass under cover of Lugdar playing the drums. Sir Albert decides to join her on the sneak through the shop, but pushes over a barrel upon entering the cellar. Because he may be more of a burden, he decides against sneaking. Nemeia makes her way alone to the bureau, where she spies a strongbox on top of the desk. She takes this box and brings it outside. When she turns to go back and search for more clues, she hears the shopkeeper entering the cellar. As fast as she can, she exits the cellar through the broken window.

The party, on Nemeia's sign, all scatter. They have agreed to meet up at the Beestinger farm should something go wrong. They all make it there quite fast, except for Nefaris and Dragar, who are carrying the strongbox. Because the streets are quite empty, they do not get spotted. Untill they arrive at the gate, that is. At the gates, a guardsman asks what they are carrying, since transport is forbidden after dusk. Dragar remembers the name of the farmer Nemeia was staying at, and tells the guard he is carrying a package for Willem Woodsheart. The guard says he should tell the gnome that he'll get reported.

Session 2: Trouble at Demolar's

Upon arriving at the farm, Nefaris and Dragar see that Lugdar has not joined the party inside. Not being entirely comfortable with the Barbarian just yet, they leave him be. Inside the large barnhouse they stay in, they find the rest of the party eating and discussing if what Nemeia did is right. Now that the strongbox has arrived, Nemeia starts lockpicking it, something that hadn't succeeded when she tried it inside the shop. She opens the thing and finds 36 gold inside. At this point she starts to panic, there should be something else inside, why is there only gold. Now the party gets quite pissed. They try and find a way to get the money back to Demolar, without him knowing that they took it. They eventually decide on a Sleep spell.

The next morning, they set out for the store. Sir Albert enters the store with a pouch containing the money, ready to cast the spell. But Demolar is not in his store, so the apeling puts the money on the counter and walks out.

The party decides to ask around other shops in the area, to see if someone else has either seen these guards, or if they have more information on Michael. They go to the Alchemist's Union, where they are 'greeted' by Elsa Flowerroot, a half gnome-half dwarven women. They question her, but she is not really talkative. When Dragar pays her a gold for information, she tells them about the corruption. Apparently, guards can barge in and ask for tax at random times. Also everything seems to be able to be done with money.

Looking for jobs

Lugdar has not joined the party this morning. He got tired of their shit last night, so he has decided to go to the market and look for other jobs. On the bounty board, he finds three interesting jobs:


Brave Souls Wanted

You are: strong, brave, not afraid to get your hands dirty. You want money and treasure, or the gift of battle!

Look no further, This is the job for you. Contact me at my store, Daniel's Arcane Emporium

Excelsior!


The Sisters of Umbron require your assistance

Contact us at the Shrine for more information. Umbron be with you.


Rare Gemstones Wanted

I need rare and unique gemstones for my craft. Come to my store to discuss payment.

Linda Hammerhand, shop owner Amulets and Things

After their brief investigation on the break in, the party goes to the market square as well, since Sir Albert has agreed to jam with Jonathan. They find Lugdar there, trying to talk to people but not being able to. He points them to the job board. Sir Albert starts a jamming session with the bard, who is kinda dissapointed that the apeling didn't join him for drinks the evening before. During the performance, Dragar sees the cutpurse who stole Sir Albert's money!

He sneakilly follows the thief and is able to catch him. The thief is a halfling. Dragar questions the halfling and finds out that he is traveling around, making a living by stealing. He gets the 6 gold back and let the thief go, because he doesn't trust the guards to do their job. When he joins the party on the market square, he is right on time to see the end of Jonathan and Sir Albert's performance. He throws the 6 gold in the hat and applauds, along with the rest of the bystanders. Sir Albert says goodbye to Jonathan after grabbing some food together and making small talk. The gold from the performance was split and Jonathan once more invites him to drinks. The party sets out for Daniel's Arcane Emporium.

The emporium is located in the elven district, so upon arriving at the gatehouse seperating the district with the commoner's part of town, the party gets refused entrance by the guards. They get told they need a Certificate of Free Entrance, or pay them 13 gold. Sir Albert proposes a bet. They will play a 2 on 2 match of Whist, a lesser known card game in the land. Nemeia joins Sir Albert, and they play the guards. After 3 rounds of games they are a few points behind on the guards. Nemeia is thinking about cheating, but decides otherwise. Just one good hand will make them win fairly. While everyone scores poorly in the last round, Nemeia wins the game with an average hand, also winning the bet for them. The party is given entrance.

After asking for directions on the elven market square they make way to Daniel's Arcane Emporium. Dan's shop is set in a nice, big mansion in the middle of the city. Along with a stylish sigh, a golden plaque hangs next to the door:

Daniel Ovsturm
Laureate of Arcane University, class of 2300
Majorus in Application of Artefact Arcana

Upon entering, it becomes clear that this is a shop for luxureous items. It is a mix between a museum and a magic store. Most items are in display cases, allong with a plaque explaining the history and effect of the item.

They get greeted by the man himself, Daniel. Daniel Ovsturm is a ridiculously athletic wizard. They chat with him a bit and he tells them about a fetching quests he is giving out to young adventurers, since his adventuring time is over and he's going all in on the entrepreneurial side. The party will get payed 1200 gold for recovering a greatsword from some dragonborn ruins close to the town of Stonhill. The sword must be recovered within two weeks because his buyer is becoming impatient. If it gets recovered later, he will pay them only 800 gold. He also pays 200 gold for detailed maps or more information on the ruins.

Dragar asks Daniel about the captains of the guard, and Daniel tells them he knows them, seeing them quite often in the Firestarter Inn, where they go for drinks. They seem pretty decent guys to him, but he isn't really aquainted with them outside of the bar enviroment.

Session 2: Looking for jobs

Session 3: Brave Souls Wanted

Upon leaving Daniel's store, the party decides to check out on of the other bounties on the board. They go to the Shrine of Umbron behind the market. The Shrine is a low building, with a big oaken door made from salvaged shipwrecks and next to it two water fountains, resembling a Kraken and a Dragon Turtle respectively. Upon entering the Shrine they see the floor goes down a few feet, with in the center an altar. The altar is a small scale model of a shipwreck with water flowing over it. Dragar asks one of the praying sisters where he can find Sister Garele, and she points him to the door across the room. Afterwards she greets him with a wave-ish greeting. Sister Garele's office is a small and sober room, containing a desk and some shelves. She explains to the party how the Sisters of the Shrine are all widows who have lost their man at sea. Recently a few new sisters have joined them, but their husbands bodies are not yet recovered. The shipwreck lies on a sand bank about 20 miles south of Mérynac. The party is awarded all treasure they can salvage from the ship and they are payed their expenses by the Sisters of the Shrine. After they gathered this information, the party decides that they will leave for the shipwreck the next morning, but not after stopping at Heaven's Hall for drinks of course!

The party enter Heaven's Hall and it is clear that this is an expensive place. Sir Albert decides to go and look for his friend Jonathan Centaurian. He finds him sitting in the back with a halfling male, around his fourties. Jonathan introduces the individual as his mentor. They chat for a bit and Jonathan invites Sir Albert to watch his new act for tomorrow, since he has to step up his game and outperform the recent circus that has arrived in town. The bard shows a flask filled with a shadowy substance to the apeling, he's going to use it to make a dramatic appearance before starting his epic poems on dark history of centuries of old.

Meanwhile Farren and Nefaris tabled with two gnomes, brother and sister. They introduce themselves as Pip and Sofia Daergel, merchants from Stonhill and Parlem. Along with their aunt here in Mérynac, they run a family business of traders. They are trying to convince their aunt to move all business South, to Parlem, since Mérynac is no longer profitable to them.


While Lugdar heads back outside at the glimpse of this expensive establishment, Nemeia and Dragar take seating at the bar. They talk to the bartender, Phillip Woodsheart. Phillip knows to tell them that they should always try to bargain on prices, since most of the times outsiders are overcharged and exploite. He also knows to tell them that Captain-General Hannes Peterson is having an issue with marines in his fleet. He does not want to explain the extent of this issue, since the captain is trying to keep it low key. When the captain enters the inn from his room, Dragar engages in conversation with the general. General Peterson is not convinced as to why he should tell a random stranger about his issue, but proposes a kind of 'trail', in which Dragar can prove his worth. He is to get into the elven district and meet General Peterson there in an hour, an act that cannot possibly be done by a mere traveller that only has been in Mérynac for a few days.

Having papers of entrance, Dragar has no problem doing this task and sets out for the Firestarter Inn, where he is to meet the general. Right before entering the elven district, he hears a scream. He chooses to ignore it however, but does report it to the guards at the gatehouse. Shortly thereafter he meets the captain in the Firestarter Inn. General Peterson informs Dragar of a rumour that marines of his fleet are spotted capturing people at night. He finds this outragous, but he would like a formal investigation. However, he cannot bring suspicion to the army, so he would like private investigation on the matter.

The party regroups at the farm they've been staying in, sharing information they have gathered in the day past. Nemeia tells the party she's under supervision of the Thieves Guild, so she might act in a way that would not seem honourable or just, to gain guild renown, and possibly information. They make plans to leave for the strandes shipwreck the next morning.

The road to the wreck leads them through a barren forrest, where they get run over by a herd of elk that are crossing the road hastily. Few people get knocked down and hit by antlers, and the party kills the elk. They gather all food and hides they can, while taking a resting period. Later in the day, they get attacked by living shrubbery, which they are able to finish of with great ease.

Arriving at the small settlement close to the sea, they rest for the night at a farmer's shack, resting and preparing for their upcoming quest.

Treassure and experience:
Treassure Amount or Player awarded to
Experience 85 EXP per player, gaining 2nd lvl.
Expenses
Expenses Amount or Player payed
Gold -3 GP by Nemeia
Gold -2 GP by Dragar
Gold -1.2 GP by Nefaris
Gold -3 GP by Farren
In game time:
Start of session End of session
Late afternoon of Umbronaes 2nd, Ahdeen 2340 Morning of Xeonimas 4th, Ahdeen 2340

Session 3: Sisters of the Shrine

Session 4: Sahuagin and sewer rats

The morning comes and the party prepares for their quest. Overnight Farren remembers that the party forgot how they would get the bodies home. The party decides to go to the seaside and see if they can find a fisherman who is willing to lend them his boat or help them in exchange for compensation, given that their expenses are covered by The Sisters of the Shrine. They arrive at the sea, or rather at the edge of the land, where the sea is hitting the cliffs. It is clear that this is a rather dangerous enviroment. Nevertheless there is a small fisherman's shack down by the water, just like the farmer told them. The party walks down the steps towards the sea, and greet the fisherman.

They negotionate a deal, where they get a small rowing boat to recover the bodies from a sand bank and afterwards the fisherman is bringing them toward Mérynac for the price of a mere 25 gold pieces. The party thinks this is a rather large sum, but given that they will get reimbursed, they pay the man.

With the rowing boat they get to the sandbank, that is a mile or two away. Upon arriving they see that the boat is on the other side of the sandbank. They approach with care and after spotting a few sahuagin looting the ship they start sniping them from a distance. The party approaches with care, mainly attacking from a distance. In a quite easy manner they manage to kill the three sahuagin on the deck. They now enter the ship and go down to the bottom level, chasing the sahuagin priestess. The bottom level, the storage room, is completely flooded. Lugdar, in his rage, dives in after the priestess, and so does Dragar. Meanwhile, a Great White Shark, summoned by the priestess is mauling on the ship, and is managing to destory parts of it. The priestess manages to paralyse both Dragar and Lugdar, but they shrug of the spell and kill the priestess. They quickly all leave the ship and secure it.

The party recovers the captain and five of his men from the ship, along with quite some treasure. They however do not loot the sahuagin bodies and miss out on healing potions and a Horn of the Sahuagin, a magical horn used by the priestess to summon the Great White Shark.

The party goes back to the fisherman, and they set out for Mérynac the next morning.


The Mérynac sewers

After they've arrived quite late at the docks of Mérynac, they party delivers the bodies to the shrine sisters. When they make their way to the market square, they can see all guards rushing off into an alleyway. They decide to first deliver the bodies and get their compensation for the job.

When they leave the Shrine of Umbron a while later, they see that guards are now returning to their regular positions. The party asks them what has happened and they tell them that another kidnapping has occured only a few blocks away. When they arrive at the crime scene, they can see a layer of a foggy substance floating on the ground, a shadow like mist. Farren touches it, but it just dissapates.

The rogue Nemeia spots tracks going away from the spot, so she starts tracking them. The footprints lead to a manhole cover. Reluctanly, Nemeia enters the manhole, after first tying herself to a rope and giving the other end to Dragar. Down she goes and she finds herself standing in a long, dark corridor, dirty water on one side. She walks to the left untill the rope is at the edge of it's reach. She spots a hooded figure dragging a body along. She casts Thaumaturgy to fake noises of guards coming from the opposite side of the figure, in an attempt to make it run towards her as she exits the sewers, so she might recognise it as it runs beneath her.

The figure however speaks a few words in a language she does not understand, but has heard a lot lately: Gnomish. She than hears a splash as something drops in the water. When she tells this to the party, they manage to derive that the figure casted a spell in gnomish.

After this, the party goes back to Frank to get some well deserved sleep. They count and distribute the treasure and go to bed.

Treassureand experience:
Treassure Amount or Player awarded to
Experience 265 EXP per player
Money 1200 Copper, 1500 Silver, 25 gold
Money 25GP to cover for expenses
Gems 6, each worth 10 GP
Spell Scroll Scroll of Waterbreathing
Expenses
Expenses Amount or Player payed
Money -25GP payed to the fisherman
In game time:
Start of session End of session
Morning of Xeonimas 4th, Ahdeen 2340 Morning of Peloras 6th, Ahdeen 2340

Session 4: Shipwrecked

Session 5: The Major

The party awakens at dawn in the shed of Frank Beestinger. This being the last day they could stay with him, they take their belongings and say goodbye. Sir Albert is still baffled that Frank is not yet planting potatoes and he promises the farmer to bring him a sack of quality potatoes.

The party enters the city and all but Sir Albert and Lugdar decide to head to town hall, where they will try to get a plan or map from the sewage system. Farren proposes they head to the sewage treatment plant first, because they might have a better shot there. Arriving there, Farren uses her charm to gain entrance to the plant. She gets escorted to the general director, Mr.. Withers, a classic manager: somewhat overweight, wearing a classic black pinstripe suit, smoking heavy Elduïnian cigars. She chats with him a bit, making up a story of how her houses sewage system has been acting up. When the talk is over, she uses her shapeshifting abilities and her disguise kit to take on his shape. Impersonating Mr.. Withers she joins the party and they head off to town hall, where she tries to get access to the blueprints in the city archives.

She gets access to the archives without a lot of a hassle, but is unable to find the blueprints quickly. The archiver leaves for his lunch break and tells Mr.. Withers, whom he calls Bill to take the papers with him. Meanwhile Nefaris sees the two guard captains Demolar told them about exit town hall and she tries to extract more information by pretending that she is a hooker they forgot to pay a few days ago. This way she cleverly tries to find out if and when they've been close to the store.

Eventually DuDu finds the papers and brings them outside to the remaining members of the party. She than moves away to change her shape back to Farren, but is followed by Dragar. Dragar sees her drop shape and become Farren, and confronts her. She reveals to him that she's a changeling.


Meanwhile Lugdar has gone to the Jeweler: Amulet and things to get his 10GP Gem fixed to his bearclaw amulet. He chooses to have it fixed with a simple but nice material. The dwarven lady owning the shop tells him he can come and pick it up first day of next week.

Sir Albert has decided to visit his friend Jonathan. However when he arrives at the market square, there is no sign of Jonathan. He goes to the inn where the is staying, and the barkeep tells him that Jonathan has been captured by the guards when he performed last night. He is currently held in jail. The party has decided to meet at the market square, so Sir Albert decides to put up a performance there, but because he's worried about Jonathan he doesn't know to entertain the people of Mérynac.

The Fight

Right after lunch time they all meet on the market square, but Lugdar sees a caravan brawler and goes into rage. When the rest of the party notices the half-orc fighting, they do not hesitate and bet on their companion to win the fight. Sir Albert decides to help him a hand by casting bardic inspiration, but he gets caught by a gnome. The gnome reports this to the responsible in charge, but Sir Albert bluffs himself out of it. In a quite long fistfight, Lugdar manages to beat the brawler with a spectacular blow to his head, making his fellow companions gain a large sum of money. When his rage drops however, Lugdar returns to his normal, shy self, and he runs off so he's no longer the center of attention.

Treasured and experience:
Treasure Amount or Player awarded to
Experience 200EXP per player
Money 35GP to Sir Albert for betting
Money 20GP to Nemeia for betting
Money 12GP to Nefaris for betting
Badge Government official badge
Expenses
Expenses Amount or Player payed
Money -5SP for stay at the inn (common room)
Money -1GP for stay at the inn ( private room)
Money -21SP from Dragar for ale
Money -9SP from Farren and Sir Albert for ale
Money -11SP from Nefaris and Nemeia for wine
In game time:
Start of session End of session
Morning of Peloras 6th, Ahdeen 2340 Evening of Peloras 6th, Ahdeen 2340

Session 5: Circus brawling

Chase the major

After the rest has returned on the market square and in the heart of Lugdar, the party sets out for the jail. The guards refuse them entrance, especially since Jonathan is in max sec. The guards tell them to check with the Major, since she's the only one able to grant permission to speak to the bard. So the party goes to town hall once again. Sir Albert fails to arrange a meeting, but Dragar, using manners and kindness, finds out that the major isn't in at the moment. The clerk at the reception tells him that she's currently at the barracks, but that she'll leave a note. The party gets on the move once more, hoping that they will finally get to talk to major Tuin

When they are staking out the barracks, Captain Auson comes out, along with the major. Nefaris decides to hide, so she doesn't reveal herself to the captain. Dragar takes the initiative and manages to convince the major to talk to them in her office.

They offer their help to the major and decide to tell her almost everything they know. She tells them that she suspect some kind of gang is doing the kidnappings and she suspects Jonathan is part of this gang. The party tells them that they suspect it to be one person who decided to frame the bard. Jonathan got captured because upon entering the stage, he was shrouded in some kind of shadow. The major has taken a potion from him, with the same substance inside it. The party decides to take it to Daniel to get it identified. Nemeia tells the major about her adventure in the sewers. The major decides to trust them based on this information and gives them a government official badge.


Nemeia, Nefaris, Farren and Lugdar head toward Daniels arcane emporium, to get the potion inspected. They arrive right on time when Dan was about to close his store. They ask him to analyse the potion. At first glance it's a spell contained in a flask, but he's going to analyse it more closely. It will take between 3 and 5 days and he's not yet sure of the cost of analysis. Nemeia is being a bit greedy and tries to get it done for cheap. Daniel is offended and asks them if they have started on his quest yet. When they say they haven't he tells them that he cannot do them favors if they have not earned them yet. He than asks them if they need anything else, because he kinda has a date later that night.

Sir Albert and Dragar go to the Firestarter Inn to talk to Captain General Hannes Peterson. The innkeeper tells them to wait for a little while, since the general is not in yet. When he arrives, he takes them both upto his chambers, where they can talk quietly. The general has gained some insight in the case:

1. He questioned his man and is quite sure they are not responsible for the kidnappings.
2. He thinks some kind of magic is involved, the party also thinks this is the case.
3. There are no gnomes in his company, so this confirms the caster in the sewers is not one of his men
4. He has sent a letter to the University, to ask help from a diviner, he expects word from them within 4 days.
5. He can assign 2 of his captain-majors and 4 soldiers to establish a search party in the sewers, given that the party has a solid plan of attack.

After business has been handled, Dragar proposes a toast on the old king, on Dietrich Stormwind. When they exit the inn, they see Daniel entering with two beautiful elven dates. He greets both Sir Albert and Dragar, telling them their rogue was acting up about money. They excuse themselves for this behavior and tell him not to worry. He offhandedly mentions that he also pays people money to test out new equipment he has crafted or gathered. He than tends to his dates, and the two party members head to the scurvy dog, where they plan to meet the rest of the lot.

Fine wine and flirtation

The party than decides to go for an evening of partying and relaxation at the inn. Before getting shit faced they book a bed in the commoners room. Only Sir Albert decides to get himself a solo room.

Nefaris and Nemeia decide to buy a nice bottle of wine, Farren, Dragar and Sir Albert all just stick to beer.

The Night continues and everyone gets more and more drunk, and with their increasing state of intoxication, their self confidence also rises with the minute.

Farren and Sir Albert are both trying to court the same woman, while Nefaris has her eyes set on Dragar. Farren eventually gets bored of the apeling ruining her game, so she decides to swap targets.

The next morning all party members but Lugdar wake up with a huge hangover. Lugdar is the most tired one of the bunch however, since the threesome of Dragar, Nefaris and some other woman kept him up last night. Farren also did good by changing her scope, she has also convinced a lady to spend the night with her. Sir Albert has not been able to successfully court a dame, so he wakes up all alone.

Session 5: Government officials

Session 6 and 7: Captured

Come the next morning, several party members wake up with their heads heavy like stone. Despite not drinking the night before, Lugdar hasn't slept at all. He heard several weird noises and couldn't get the rest he desperately wanted. While Farren tries to explain the act of sexual intercourse to the friendly giant using colourfull metaphors, Nemeia spots a note tied to the leg of Benny. It is a message of the thieves guild, adressing concern that they've not really stayed 'under the radar'.

When the party has finished their morning routine, they discuss tactics. While Farren is strongly in favour of trying to evoke a nightly encounter, others think they should take it more slowly. Nemeia and Sir Albert are in favour of taking a day off, establishing personal matters. Nemeia would like to go and to research at Dan's, while Sir Albert is more ambigious in his plans. The other members decide to start their daily business by visiting Jonathan in his cell, after which they will discuss their plans further.

Jailed Jonathan

Upon arriving at the prison, they show the document that was given to them by Major Amalcia and Guard William escorts the through the prison towards the dungeons. In a solitary cell they find Jonathan Centaurian, in a confused and scared state. It is clear that he has been tortured to get information out of him. Jonathan tells the party what he has been telling the guards. He has gotten the potion from his friend Arryn, who resides alongside him in Heaven's Hall. Dragar offers the guard 10 silver pieces for correct treatment of Jonathan. They now head for the inn, where they hear Arryn has left town and is on his way to Quinar. Dragar and Nefaris borrow two horsed from Nainan at the stables and try to catch up. After a good few hours ride they find Arryn on the road.

Kobolds!

When questioning him it becomes apparent that he and Jonathan were mainly making money by pickpocketing and distraction. Arryn does not care for Jonathan and is on his way to avoid getting caught as well. Nefaris corectly deduces that he has bought the weird shadow potion on some kind of black market form an unknown seller. He says he has more information for 20 gold pieces, but the adventurers aren't swayed to pay.

On the way back to the city Nefaris and Dragar are overwhelmed by kobolds, getting captured and dragged to their lair.

Books 'n such

While this is happening Farren and Lugdar are enjoying the rest of the day off. Farren drops by Dan's for some chitchat while Nemeia is reading a large tome about the bygone era of the dragonborn empire. At nightfall, they get woried because Dragar and Nefaris would have returned by early afternoon. They ask around and the guards tell them they have heard tales of a kobold infestation on the road. Come next morning, they are going to ride out and investigate.


Session 7: Kobold Den

Next morning they try and borrow horses at the stables, but Nainan refuses as he has allready borrowed two horses that have not been returned. He wants 150gp for the horses. With some help of the large sack of money Sir Albert has they pay, and as they ride out they encounter Sofia Daergel on the road, she's riding back to the city in a hurry. She tells them her brother is taken by kobolds as they were ambushed. The party uses the location given to them by Sofia as a guideline for finding the kobold's hideout. The party successfully find the secret entrance and fight through a few rooms filled with kobolds. Meanwhile Dragar and Nefaris awake in shackles. They free themselves and take Pip along when they try to escape. Unfortunately Pip is killed when he gets crushed by a falling statue.

The party reunites in a giant hall where they fight off the rest of the kobolds. When exploring the dungeon, Dragar finds himself a wolf companion, Shadowclaw. Rather than agressively attacking the party like the other wolves do, Shadowclaw is kind and curious.

The party scoops up all loot they can find and head outside, where they see night is falling.

Treasured and experience:
Treasure Amount or Player awarded to
Experience 850 EXP (total)
Money 3GP for performance, Farren
Money 50GP, 1000SP, 2400CP (174GP) from treasure hoard
Art A small onyx statuette of a sphynx (50GP) and an antique world map (50)
Potions 4 potions of healing, two from bodyguard, two from hoard
Items Driftglobe, Belt of Hill Giant's Strenght
Expenses
Expenses Amount or Player payed
Money -50GP for borrowing horses, Sir Albert, Nemeia and Farren
Money -5Sp for stay at the inn (common room), Farren and Nemeia
In game time:
Start of session End of session
Morning of Sehaninas 7th, Ahdeen 2340 Evening of Bahamutaes 8th, Ahdeen 2340

Session 6 & 7: Never split the party

Session 8: The heist: part 2

Farren searches for the lost horses, which she successfully finds in the woods. The party is preparing for the night when a band of gnomes arrive. In their midst they see Sofia and the person Sir Albert remembers to be Mrs. Daergel. When they tell them about Pip's faith, Sofia burst into tears. Breena Daergel asks the party to escort back Sofia while they try and carefully recover Pip's body and items.

Everyone prepares for nightfall and both Sir Albert and Farren take a part of the watch. On Farren's watch, they get ambushed by an owlbear, which they easily defeat. Sir Albert remained deep asleep during the battle with the owlbear. When morning comes, everyone packs their stuff and they set out for Mérynac.

They first bring Sofia to the scurvy dog inn and than return to the stables to return the horses. They do so and get their 150 gold pieces back.

They than head to Dan's Arcane Emporium to get their loot items identified. Sir Albert pays 10 gold pieces for identification magic and Daniel informs them the items they have required are a Driftglobe and a Belt of Hill Giant's Strenght. He also sells the art items to an antique vendor for 35 gold pieces.

Nemeia decides to take a walk alone and tries to get in contact with the guild, hoping that she can find out where the black market is located.

At noon, the party discusses some options:

1. They perform a prison break to free Jonathan
2. They dive into the sewers to find out what is happening
3. They try and find the black market
4. They try to intercept the 'ghost in the night'
5. They go to the major to ask for more informations

They decide to go to the major for furtther information, and they gain insight into some notes made by the previous investigators.


In the case notes a lot of gnome names are mentioned, and no elf at all. This is probably because the drow investigator is focussing on gnomes the party cleverly deducts. However, they notice that the names Daergel and Demolar show up more often. The notes stop after the investigator mentioned a black market.

The party regroups in the inn and they concoct a plan to break into Demolar's once more. Upon leaving the inn, Nemeia get's her contract for the Alliance of Thieves:

Retrieve an item of interest

The Alliance recently has received a request for an item. The item is located to be in Trellemar's Warehouse, and will remain there untill dawn comes on the morning of Umbronaes 12th, Ahdeen. The target item is a silver jade necklace. It was last transported in a black jewelry box. Get the item and do not steal anything else. Leave the box untouched. Bring the item to the Alchemist's Union in a coin pouch and exchange it with Elsa for a bag of floral spices.


Don't be spotted. Don't be seen

The heist

Nemeia uses her newly gained arcane abilities to disguise herself, so she cannot be recognised when spotted. This turned out to be a good plan, since Demolar notices her breaking in. Nemeia quickly casts sleep and uses her time to look through the items in his office.

She doesn't find something irregular in the purchase orders, but in the ledger, she can see that every month a certain person named The Merchant delevers two crates to Demolar's warehouse.

She quickly get's out of the shop and tells this new information to the rest of the party. They all decide to go to the warehouse and check it out. Upon arriving, Nemeia uses her thieves' tools to open the main doors.

They enter into a high room with a cargo lift at the top and two doors going forward and right. They enter through the door going forward and end up into a large rectangular room. Nemeia spots trapped tiles and decides to throw Benny over the tiles so that they don't get set off. However, she doesn't throw far enough and the trap get's set off.

Treasured and experience:
Treasure Amount or Player awarded to
Experience 900 EXP (total)
Money 150GP for returning the horses
Money 35GP for selling the art items
Expenses
Expenses Amount or Player payed
Money -12SP for stay at the inn (private room and juice), Lugdar
Money -5SP for wine, Nemeia
Money -3SP for 'fish', Nemeia
Money -10GP for identification services, Sir Albert
In game time:
Start of session End of session
Late evening of Bahamutaes 8th, Ahdeen 2340 Evening of Moradinas 9th, Ahdeen 2340

Session 8: Payday? The Heist.

Session 9: Into the Shadows

The trap springs on them and all exits slam shut. The party is locked in a room with the only obvious escape being a verry high ceiling door. When shadows start flowing in from a hole in the wall, agressively attacking everyone in the room, Nemeia uses her mage hand to open the ceiling door. A rope drops out of it, almost reaching to the ground. Shadows keep flowing in every turn, stealing strength of those who they manage to hit. While Dragar and Shadowclaw are able to fight off most of these creatures, a good thing, since Farren is almost dying, Nemeia decides to throw Benny into the hole the shadows are coming out of. Benny discovers that a kind of vessel is summoning these shadows and he tries to destroy it.

Eventually Farren, having lost a lot of strength, uses her innate changeling abilities to take her endurance shape and is able to climb up the rope. Benny succeeds in destroying the vessel and the trap is dismanteled. When everybody eventually climbs out of the room, they see that Farren is gone and that here is also a lever that could be pulled to release the doors in the room below.

The prisoners

After the trap has been turned off they venture downstairs, into the cellar of the warehouse. Here they find some standard general goods, mostly shipping crates. However, there is also a locked door. Nemeia unlocks it and they enter into a room with just a single stairway going up. They hear movement upstairs.

When they carefully make their way up the stairs and their darkvision settles, they see a big square room. Cages rise up on all walls, all of them filled with drow elf prisoners. They count about 18 of them, with only two cages that remain empty.


Dragar sees that all of them are ill nourished and offers the parties trail rations to the prisoners, who gratefully accept. The party discusses briefly what they should do, and they decide that Dragar and Shadowclaw will stay and protect the prisoners, while Sir Albert and Nemeia will go and get Lugdar and Nefaris at the inn, after which they all will go to the major to get help.

They arrive at the major's residence, where they quickly discuss the sittuation with the major. It is decided that she will go to the barracks and send guards to Demolar's warehouse, as well as to his shop. She tells the party to go to the warehouse and stand guard untill the guards have arrived.

Meanwhile Dragar is standing guard and talking to the prisoners. One of the prisoners that have been there the longest have heard the three gnomes that bring in prisoners talk about selling them as slaves. He describes the gnomes that bring in prisoners as wearing dark robes and armour. It also aren't always the same gnomes that bring in prisoners.

Shadowclaw has spotted something down below and he is growling at it. Dragar calls him back and guards the top of the stairs. He hears something being cast down below and the footsteps of something walking about. Than he hears a clink and everything goes quiet.

The rest of the party arrives at the warehouse, alongside some of the guards. They enter and go to the warehouse, just to discover that the door is gone. Nemeia uses message to talk to Dragar and he tells them it is possibly an illusion. They go through the illusion and up the stairs. Here the guards start opening the locks, and Lugdar helps out by smashing cages with his two handed greatclub.

The prisoners are escorted to the barracks by some guards, Dragar and Nefaris, who care for them and eventually go to bed there as well. The rest searches the warehouse and Nemeia steals some stuff. She also finds an entrance to the sewers. After this they al go to the scurvy dog inn to get some rest.

The meeting

Lugdar wakes up first and retrieves his bear totem from the jeweler's. After this he walk around town and meets DuDu in his new form. DuDu than starts to follow around Lugdar and shadows him to the party.

The rest of the party wakes up around noon. Nemeia enters the inn in her silk pyjama she stole from the warehouse.

They all head off to the major, who has arranged an emergency meeting in town hall. They bring her up to speed of everything that happened, telling her and Capitain-General Peterson that they move prisoners through the sewers. Lugdar also notes that they have only found drow, gnome prisoners were nowhere to be found.

The major tells the part that they are in charge of the interrogation of the prisoners, as well as the search in Demolar's house. They also want to investigate the black market and the sewers, as well as delay Jonathan's trial. The major tells them that the criminality is a big problem, and they have no idea or control over the black market.

Capitain-General Peterson tells the party that he will supply all his man should they wish to search the sewers.

The rest of the day they spend searching Demolar's house, which they loot completely.

Treasured and experience:
Treasure Amount or Player awarded to
Experience 1100 EXP (total)
Money 30 GP found in Demolar's house
Art 8 25GP art items found in Demolar's house (1 painting, 4 dragon statuettes, 2 decorative plates, 1 map) found in Demolar's house
Items Bag of Holding, Fochlucan Bandore (instrument of the bards), 2 +1 daggers found in Demolar's house
Expenses
Expenses Amount or Player payed
Money -7SP for stay at the firestarter inn (commoner's room), Farren
Money -2SP for juice, Lugdar
Trail rations All remaining trail rations were given to prisoners by Dragar
In game time:
Start of session End of session
Evening of Moradinas 9th, Ahdeen 2340 Late afternoon of Iounas 10th, Ahdeen 2340

Session 9: The prisoners

Session 10: The plot

When the party is on their way to the inn, they start to notice that the gnomes are acting even more strange. They would quickly go out of the way of the party members and even avoid them on the street. Dragar, being the most naturally perceptive one of the gang, notices this and halts an eldery gnome couple walking home with their groceries.

The woman is starteled and the man tells her to head home. She looks at her husband in fear and continues her way. The man takes Dragar aside and tells him to come close. The man whispers in Dragar's ear: "The city streets are dangerous. You are being followed all the time. No common gnome wants to be connected or linked to you. Move fast when on the streets, avoid them in the night, make sure you aren't alone." He than runs after his wife.

After this warning, the party continues their way, and Dragar and Sir Albert get chatting. They whisper their suspicions to each other: They both think the gnomes are behind the kidnappings, and the gnomes being captured as to not raise too much suspicion on themselves.

The plot revealed

Lennert and Pieterjan came independently to the correct conclusion about the kidnappings. The fact that the names appeared on the board the next morning proved to be an important detail. Bart knew for a few sessions that Breena had something to do with it. Inspiration to them!

Once arrived in the inn, the party discusses their further plans. They will enter the sewers through the warehouse and use Moonlight Shadow to sniff out Demolar using a piece of cloth taken from his house. Guards are dispersed across the northern harbour district to spot if someone exits the sewers.

In the warehouse they are accompagnied by three guards. One of them is actually Farren in her new disguise, and she kinda leads the other two around. Along with these extra forces, they all enter the sewers through a manhole.

The sewers are nasty, stinky and verry dark. The path they land on is a small walkway next to a stream of human excrements and dirty water. They let Moonlight Shadow smell the cloth and he start to lead them. Not too far out the tunnel they are in opens up into a larger one. Dragar, runnin in front almost bumps into something,

a nasty gelatinous cube that has set an ambush along with one of his slimey friends. The cubes knock out one of the guards, killing him outright. Dragar gets pushed into the water but is fortunate enough to be able to climb out and for a brief moment, Moonlight Shadow gets pulled into the cube taking major acidic damage. However, they eventually defeate the cubes and the search continues.

Moonlight Shadow continues tracking and leads the slightly smaller party further across the sewer system. After what seems like hours of walking, the wolf suddenly stops, as if he has lost track of the scent. The party makes an educated guess and suddenly Moonlight Shadow starts growling at a ladder. They send Benny up to investigate.

Benny enters a store through the cellar. It is a jewelry store, and benny decides to pick himself up a new necklace, containing a sentient Human Ioun stone named Kevin.

Sir Albert, after hearing that this is just a store, tries to connect the dots and searches the sewer entrance. He finds a secret entrance, leading to a small pipeline. The pipeline is rigged with small wires, which Nemeia carefully marks with chalk so the rest doesn't trigger them. They all get through without triggering them, but Sir Albert is curious and throws a rock in the tunnel. Apparently nothing happens, but he just set of the alarm, telling the resistance that they are coming.

Shortly thereafter, they are greeted by a masked Master Thief, who ambushes them in the sewers along with 6 thugs. In a though fight where almost everyone is knocked out, they manage to kill all but one of the thugs, who they capture, losing the life of Moonlight Shadow in the process.

With some smart questioning and some mental tricks done by Farren the Guard they manage to confirm all of their suspicions, fully unravelling the resistance plot. They send the thug off to Breena Daergel with the message: "Tell her this, knowing that if you don't, we'll have no choice but to side with the drow on this matter. She has to meet us at the Beestinger farm at sundown tomorrow night. We have hidden your bodies in the tunnel, make sure to give them back to their respective families."

The party than watches him take off and stores the bodies in the tunnel. Dragar carries his dead wolf outside, while Lugdar carries the incapacitated guard. Dirty and smelly, they exit the sewers. Luckily it starts to rain, so the smell and filth is washed from their person a bit. Especially for Dragar, who fell into the waste water, this is particulary welcome.

They deliver the guard to the barracks, telling the guard capitain that one of the guards has been taken by a gelatinous cube. They get some spare clothes and a quick wash, after which they head to the Scurvy Dog Inn and decide to get wasted big time.

While the ale flows richly, they also start making plans for the future, discussing a political system that they hope will work. They decide to have a talk with Dan, Mayor Tuin and Capitain-General Hannes Peterson. They will also go and talk to members of the community to try and get an understanding of their views about the other races, the gouvernment and the current and old king.

At the end of the day, they will head to the Beestinger farm to hopefully get to talk to Breena Daergel.

Treasured and experience:
Treasure Amount or Player awarded to
Experience 1700 EXP (total)
Items Amulet containing a sentient Ioun stone (elvish) obtained by Benny from Amulets and things.
In game time:
Start of session End of session
Evening of Iounas 10th, Ahdeen 2340 Night of Iounas 10th, Ahdeen 2340

Session 10: Vivé la resistance!

Intermezzo I: Items stolen by Nemeia

Items stolen by Nemeia from Demolar's Warehouse.
Item Stolen Monetary value
Fine clothes: silk pyjamas 15 GP
Lock 10 GP
Magnifiying glass 100 GP
Silk rope 10 GP
Sealing wax 5 SP
Signal whistle 5 CP
Grappling hook 2 GP
Climbers kit 25 GP
Bell 1 GP
Hourglass 25 GP
Ink 10 GP
Ink pen 2 CP
Paper (10 sheets) 20 SP
Handmirror 5 GP
Perfume 5 GP
Chalk (15 pieces) 15 CP
Manacles (handcuffs) 2 GP
Tinderbox 5 SP
Total: 213 GP, 30 SP, 22 CP

Intermezzo II: Nefaris'Quest

When the majority of the party went to Demolar's Warehouse, Nefaris decided to take some time for herself. She has had this dream for as long as she remembers, but never before has she gone over the grey hill. The hill that feels so familiar, yet so strangely extraterrestrial.

On the night when they defeated the owlbear she first passed the hill and she saw a strange castle. Unfortunately that is when she woke up.

Later, whilst riding something weird happened. Her spellcasting focus, it started talking to her:"Nefaris, it is time. Perform the ritual. It is found. Destroy it."

Once in the Inn, she rented a room for her alone and performed her ritual. She drew a fivepointed star in the middle of the room using her own blood and sat in the center of it, spoke some incantations and waited. She could feel her soul exiting the body and she could see her lifeless body lie there, in the pentagram he had just created.

Than her soul went away, upward, and flew out of the plane toward the astral plane. There she can see herself climbing a hill made out of grey grass. Just like in the dream she had, she climbed the hill and saw the castle. She now descended the hill and approached the guard that was standing before it, a strong and handsome individual. He had a bit of a human appearance, but was larger, more muscular, had giant wings like those of an eagle. The Solar wielded a gigantic greatsword.

The Solar stood before the entrance and halted Nefaris.


"Nefaris, we know you have quitted your job because we didn't see you as a Hunter. However now we need your help. A demon has escaped from our prison and is currently residing in the matterial plane, close to your current location.

We have located the Demon to be in some ruïns close to Bryz'om. It may be setting up camp there. It should be eliminated as quick as possible, so it's soul can be trapped in the eternal prison again, before it wreaks havoc.

If you succeed in killing this demonic creature and it's minions, we will take another look at your application as hunter."

After the Solar has done speaking, the prison dissolves and you wake up in your room, lying on the floor.


Eliminate the Demon


Demon: Yochol


Minions:

  • Succubi
  • Phase Spiders
  • Quasits

Intermezzo: Stolen items and quests

Session 11: Frank the Tank

After the exciting chase and close battle deep down in the sewers, the party is carefully planning their next step. Dragar, having his wolf killed in the past fight, goes to the alchemist, where he hopes to buy the herbs and spices required to perform the ritual needed to reclaim the spirit of Moonlight Shadow. He heads outside of the gates, close to the entrance of the forrest, and performs the ritual in peace.

Meanwhile Sir Albert and Lugdar are performing a small inquiry about the current political sittuation, the current King, the Drow people and Breena Daergel to the Gnomes of Mérynac.

Nemeia and DuDu are scouting the warehouse out of which Nemeia is to steal the amulet as part of her initiation into The Alliance of Thieves. They quickly find out that Trellemar's warehouse is a hard place to rob. It is a heavily fortified compound with private military mercenaries. They tell a disguised DuDu that they only answer to direct orders from Trellemar himself. They start brainstorming options and think that trying to enter via the sewers is their best option.

After this all, they head to Druegar's Daggers. It is clear that Palden and Drugar are fighting in the workshop they both share, as always. Upon entering they see Sir Albert just about to exit the shop. He has bought himself a ranged weapon, a crossbow, and he hands DuDu jokingly a slingshot. Farren enters the shop to buy himself a crossbow and some bolts. .When they leave the shop, the brothers continue their fight.

The group than heads towards Dan's Arcane Eporium, where they get a bunch of magic items idendtified. They also empty their bag of holding, only to discover that it has a few other nice items, next to all the junk inside the bag. They get their newly found items identified as well and are now the proud owners of an Orb of Slope Detection, a patrolling guard statue, and a Wand of Cure Wounds.

Later, they discuss the political situation with Dan, explaining him their plan. He is not keen on a political position, but sends out letters to friends of his who are.


Treasured and experience:
Treasure Amount or Player awarded to
Experience 1700 EXP (total)
Items An axe with a name inscribed,Wand of Cure Wounds, Patrolling guard statue, Orb of Slope Detection
Expenses
Expenses Amount or Player payed
Money -10GP and -150SP for herbs and spices, Dragar
Money -27GP and -5SP for a light crossbow and 50 bolts, both Sir Albert and DuDu
In game time:
Start of session End of session
Evening of Iounas 10th, Ahdeen 2340 Night of Iounas 10th, Ahdeen 2340

Session 11: A step too far.