The Western Realms PBeM
[Races][Places][Gods][Heroes][Others][Story]

The Story So Far

Chapter 1 - Return of the Plague

Fyrmont 18th 1014

Some of the heroes meet in the town of Avondale.
Jedon had been orc hunting and was returning to his camp when he was ambushed by a pair of orcs. Crystala was fleeing the Barons guards when she came to Jedon's aid. D'mond had been hired to steal something from a warehouse when the heist went wrong and the building started to burn. Dohrum met the others as they recovered at the temple of Koryis. Crystala was fleeing because she had stabbed the Baron in self-defence after he made unwelcome approaches towards her.

The others were met at a disused mine in the mountains north of Avondale.
Orto, the mad Dwarf, had imprisoned Simon and Delmundo the half-orc wizard who wanted them to produce plague spores. Jordan was used as manual labour by the orcs at the mine to break rocks.

The first group of heroes had been sent on a mission by Rhodoban, the head cleric of the order of Koryis in Avondale. There have been rumours that someone has been trying to spread spores of the Great Plague. There searching led them to an abandoned mine in the heart of the mountains between Avondale and Dal Skyr. There they found Orto, a dwarf, with two mage prisoners who he was trying to persuade to manufacture the plague. His previous mage had escaped but in his bid for freedom fell down an open mine shaft. Some of the PCs had started to explore the bottom of the shaft and found the mages' body along with his spell book which had been used for fire lighters by a hobgoblin that occupied the chamber at the foot of the shaft.

In their exploration of the chamber they uncovered an ancient door that seemed to open onto a long lost tomb. They have decided to ignore this for the present and take Orto back to Avondale for punishment. After resting at Zan's master's cave they returned to Avondale. They were in sight of the town when a group of city guard rode past. They thought they were safe but the guards rode back and ordered Crystala and D'mond to remove their hoods. Crystala pretends to be plague struck causing the guards to back off. On the way back to the town they were attacked by kobolds but Crystala showed her bravery once more and their assailants were chased off.

Chapter 2 - Baron Jubfek's Talisman

Fyrmont 18th 1014

On returning to Avondale they found that the Mayor and the mage Kesryk were absent and hear that the Baron has put a price on Crystala's head. They visit a Dwarven ale house to hand back some items found in the temple. While most try to remain inconspicuous Jordan gets involved in an arm-wrestling bout with a dwarf and wins! Just then they are urged by Jedon to leave by the back way. Just in time it seems as a band of the Baron's men arrive.

Having evaded the guards with the help of Simon's magics they take up residence at the Bridge Inn. The following day they go their separate ways. Jordan, Dohrum, Crystala and Landrick narrowly avoid death in the market at the hands of a Guild Assassin. The authorities seem to think the target was the merchant but the heroes are suspicious, could the bolt have been meant for Crystala?

They are summoned to the temple of Koryis for a meeting with Rhodoban. There they are surprised to see the Baron who offers them a pardon and a pouch of gold if they retrieve a talisman from the family mausoleum.

The heroes decided to take up the Baron's offer and have spent some time researching the history of the Talisman.

They have now travelled into the woods and found the tomb of the Baron's ancestors. So far all has been plain sailing, the tomb opened easily and they find a stone coffin and a statue of the First Baron, intact bar one thumb. During this they meet Landor an elven cleric of few words.

They investigated the side crypts and encountered a number of animated skeletons, each of which have born a different coloured ring. They find a way into the deeper crypts and descend, much to Jedon's displeasure.

After solving many puzzles and overcoming several dangerous foes they came to the chamber where the first of the Jubfek's lay buried. Here they were given the talisman and told to take it to the First not to the current Baron. Sadly this prize came at a cost. Landrick died at the hands of the skeletal foes and D'mond took a wound that has since become infected. They left the temple and headed for the town of Avonmouth.

Chapter 3 - The Fall of Heroes

Fyrmont 20th 1014

On the way to Avonmouth they stopped at the Greenwood Inn where a group of rogues started a fight as a distraction. Leaving behind a bottle of poisoned brandy the rogues made their escape. This brandy was passed around and Jedon succumbed to the poison. In a strange dreamworld the ranger imagined himself to be a dragon, one of the lords of an ancient city. In the dream he saw the bard Zanzibar and believes that Zan is a traitor and caused the downfall of the city.
Meanwhile the others searched out a druid who had the cure for the poison. The druid turned the rogues into statues and helped cure Jedon of the poison. She could do nothing for D'mond's arm however.

The journey continued and they arrived in Avonmouth. Dohrum went to the temple of Koryis and aided the clerics in the preparations for D'mond's cure, a cure that has cost the party 1000gp. The others stayed in the Dog and Razor, a dockside tavern in the poorer part of town. The following day D'mond was cured and they encounter an angry ship's captain at the docks who they decide to sail with to Safeharbour. But before they can go Simon is kidnapped by agents of the Baron and the others with the aid of Greywort, the half-orc boatman, go to his rescue.

They find Simon in the clutches of Argas, the bandit. Just before they are about to leave Greywort the boatman falls dying through the only door out of the caves. A battle with some of Baron Jubfek's guards ensues during which Crystala and Landor are either captured or killed. The others hide in a secret room that somehow Jedon remembers from his dream in the Greenwood Inn. They emerge into the cellars of the lighthouse and are discovered by the lighthouse keeper who with the aid of captain Caduach and the Jubfek Talisman, which they discover is called Ordana's Ward, they get aboard the captain's ship, 'The Flower Of The West.'

Little did they know that others had been set on thier trail.

Chapter 4 - Sailing for Safeharbour

Fyrmont 21th 1014

They set sail for Safeharbour but the weather is against them. First they encounter calm weather that leaves them drifting then the ship is attacked by alus-vaarn, a form of evil water spirit. During the battle the ship is damaged, a number of the crew are hurt or killed and Dohrum looses his holy symbol, ripped from his grasp by one of the evil spirits.

Dragontooth Island

Fyrmont 23th 1014

They limp their way into a cove on Dragontooth Island and the heroes go ashore to look for fresh food, water and timber, the evil spirits having corrupted the ships' stores. Once ashore Jedon and Simon are attached by blood sucking birds but they win through with the aid of Jordan's sword craft. They find an old corpse in a halfling net trap that carries a worn and damaged map of the island and a unknown potion. They decide to follow the trail marked on the map after burying the corpse beneath a cairn of stones. The map leads them through a ruined village and an old grave, upon which is some ancient dwarven writing. Dohrum deciphers this and finds it to be a tale of one of the ancient dwarven kings who died here at the hands, or rather teeth of a dragon.
They continue along the trail to a broken bridge. Dohrum again reads some fragments of ancient dwarven writing on the bridge and with eyes closed sets out across it. The others see him get half way before falling to seeming death at the bottom of a deep ravine. They try to find his body but fail. Simon tries to repeat what Dohrum did with the same effect. However this is an illusion and both Dohrum and Simon are safe on the other side. They return to lead the others across.

They follow the path up the side of a mountain to a cave in which they find the bones of the dragon that killed the dwarven king Orry. However as they examine the ancient items preserved amongst the bones they are found by a group of strangely dressed halflings who after much jumping up and down escort them to their village where they are greeted by their chief who provides a magical feast for them.

However they find that the feast has a bitter aftertaste. The chief tells them that the PCs have trespassed on the grave of thier sacred spirit guardian and they must face thier champion in a fight to the death. The tribes humour is not improved when Simon produces an impromptu magical fireworks display which includes a representation of a green dragon - thier spirit guardian.

Fyrmont 24th 1014

Thinking that a halfling would be no match for Jordan they rest easy. However when the time for the challange comes they are shocked to see a hulking ogre step into the ring to take on Jordan. Jordan's ogre upbringing gives him the ability to speak the same tongue as his challenger and he discovers that the ogre is sick of being kept with the halflings and longs for an escape and the two act in concert to break free and a chase ensues along the tracks through forest and mountain. As they run past the cave that caused all the trouble Dohrum snatches up helm and axe that he had detirmined belonged to the ancient king Orry. Jedon took the gold tipped arrow that was embedded in the dragon's eye socket and they ran for the shore. However as they left the cave a green dragon spirit formed within the cave. The heroes stook still in fear as the dragon spirit sniffed and looked at each of them in turn, especially Dohrum and Jedon before floating out of the cave towards the halflings. The frightened, awestruck halfings fell to thier knees and this gave the PCs the chance to dash off.

A Fateful Meeting

As they arrived at the magical bridge they spy a group of elves and humans on the far side. It appears that they were sent by the Baron to retrieve the Talisman. Thier story will be told elsewhere. After a wary exchange of threats and boasts they agree that it would be best to combine forces, at least for a while and they go down to the shore where they wait in dawns pale light for a lift back to The Flower Of The West. Verlis, one of the Baron's party decides to go back the The Black Page, the ship hired by the Baron, to try and distract the crew to give the remainder a chance to escape.

A Nasty Surprise

When the boat arrived, Jedon's suspicions were aroused when he realised he did not recognise any of those in the rowing boat. On arrival at the Flower Of The West a strange voice ordered them to come aboard. Realising something was up they fought and killed the pirates in the rowing boat and scrambled up the nets to gain the deck where a long fight ensured. The two sides were evenly matched and it looked as if the battle was going our heroes way until a large bald headed man appeared on deck and charmed Jordan into leaving the fight. This was Captain Vai of the Black Page. Then Dohrum managed to cause one of a pair of twin strong black bearded pirates to fall through a cargo hatch. At the same time the two twins transformed into bat like creatures with human bodies. The fight was turning the wrong way until the heroes bravery killed one of the creatures and the captain wounded and out of allies jumped over the ship. To the heroes horror he too transformed, into a shark and joined the other sharks around the ship.
He swum to a rowing boat that had come from The Black Page with Verlis in the bow. Transforming again he spoke with Verlis for a while before swimming away towards the Black Page leaving some of the sharks behind.
The battle seemed ro be evenly matched but when Verlis reached the deck he stabbed one of the pirates in the back swaying the balance back towards the companions. When the second bat creature died and Arrik returned to the deck with Captain Caduach in tow the remaining pirates surrendered and were locked in the hold. The crew of the Flower Of The West wasted little time in getting under sail and heading north-west towards Safeharbour.

A Restful Journey

Fyrmont 25th 1014

The journey on to Safeharbour began quietly enough but barely a day had passed before a drifting ship was sighted. Fearing that it was a trap set by Captain Vai but honour bound by Guild rules to investigate Captain Caduach drew the Flower of the West alongside. He soon recognised the ship as the All or Nothing, owned by the Exratty family out of Safeharbour. A quick inspection of the deck revealed no crew except for a much sunblasted and seagull pecked mage hanging from the mast.
The companions investigated the deserted wreck and found little in the cabins of the crew until the captain's cabin was searched. Here they found the ships's log which described how a mage had chartered and modified the ship for some sort of hunt. All had gone well untill some creature of the depths had been dredged up in the net. Here the log ended.
Realising the creature may still be in the hold the brave companions searched the lower levels of the ship. Here the discovered a horrible creature that tried to fool them with its mental powers. Dohrum and Verlis were nearly convinced that they saw a beutiful mermaid trapped in a glass bowl but them managed to see through the creature's illusion. Instead they saw a Terror of the Deep, a marine beholder.
Jordan and Dohrum smashed the glass tank and with the aid of Jedon and Simon finished the creature off. As it died it turned to stone and Captain Caduach, to prevent fear amongst his crew, pretended it was a statue and had it thrown over the side.

Further investigation of the ship led to the disovery of the mage's spell book and other items, including a note book that contained some valuable information on the nature of the beast.
Captain Caduach assigned a skeleton crew to the All or Nothing and both ships sailed towards Safeharbour once more.

Chapter 5 - Arrival In Safeharbour

On arrival at the city of Safeharbour the Flower of the West is boarded by the pilot who carries out a brief investigation. Once he is satisfied that the ship carries no contraband and the passengers are not a threat to Safeharbour's security he lets the ship dock. Dohrum is interested in the huge sea gates, dwarven work, that protect the city, while the others are more intent on getting safely ashore. Much to their annoyance they have to escort the pirates to the local militia house themselves, there being no guards available.

On disembarking they are accosted by street urchins who are eventually scared off by one of Simon's illusions. This draws some of the patrolling militia who take the prisoners and the companions to the Militia House. Meanwhile Arrik and Dohrum go to the aid of a woman who has fainted. It appears that she is the wife of one of the dead crewmembers of the All or Nothing. She is distraught and is left in the care of Captain Caduach while Arrik and Dohrum catch up with the others.

Once the business in the Militia House is concluded the companions go to the Three Dragon's Inn where Simon causes a stir by telling the innkeeper's fortune as well as that of Arbet Garch.

Dragons and Slavers

Simon attempts to contact the Lord Kesryk while the others overhear a conversation suggesting that slavers may still be in the city and that the clerics of Koryis may be extorting money from the poor and sick. Dohrum visted to the temple of Koryis and discovers that the Brothers are building an army. They have seen signs that an ancient prophecymay well be about to be fullfilled. At that moment a green dragon is seen to fly around the towers of the Royal Palace, one of the signals of the upcoming prophecy. The dragon however is nothing more than an illusion cast by Simon Weaver, but why did he cast it? Nevertheless the clerics and many of the townsfolk still believe that this is the beginning of the end. The retern of Moredrak the evil one.

Meanwhile Jedon has gone for a walk around the town and is kidnapped by a group of slavers operating out of the Scarlet Feather brothel. After spending a little time in a dank celler Jedon manages to escape through the sewers but not before he has a fist fight with a pair of guards.

D'mond, Verlis, Andrinor and Arrik go to find Scardovari a dealer in gems to sell the sapphire in order to raise the money to get Verlis cured of his lycanthropy. However Scardovari drives a hard bargin and the companions have to do him a favour in order to get their gold; distract the guards at Kingsgate to allow him to get his cargo out.
They decide to stage a fight in the Crippled Giant a tavern near the gate. They discover that Zan has a 'bit of history' with the half-giant bouncer that works there. The disruption escalates as planned and guards are drawn away from the gate and Zan gets thrown through a window in the ensuing fracas. However D'mond notices that the guards left at the gate have been killed by Scardovari's agents and with Zan, Arrik, Dohrum, Andrinor and the returning Jedon gives chase.

Simon and Verlis are taken into custody and are only saved from being put to the question by Arbet Garch by the direct intevention of Lord Kesryk. They then follow Symber from the inn to the tracks leading out of the city.
D'mond and the others discover a partially ruined stockade in the forest north of the city guarded archers. They manage to gain entance, leaving Zan and Dohrum to guard the path beside a spiked pit into which Jedon had earlier fallen. D'mond calls upon the power of the Jubfek Amulet to strkie fear into the heart of the slavers within the stockade where they are guarding the cargo of slaves that is awaiting a boat to arrive at a cove to the east. After a bloody battle the slave leader is killed and the fleaing slavers are herded into the pit they themselves constructed. This they did by stripping to their smalls and producing puppets from thier armour which they hung from the trees.

Chapter 6 - An Invitation

Fyrmont 27th 1014

After a welcome nights rest the heroes meet Chang, a traveller from the uttermost east who is searching for his father, a bard of some renown. Over breakfast a summons arrives from the first, they have been granted an audience with the First and they are to meet a boat at Three Dragon Quay at noon. Meanwhile they recieve news that the Scarlet Feather brothel was burnt down in the night, an event foreshadowed in a note that was found in one of the slavers' tents.

The journey to the Royal Palace is not without trouble. On the quay they are faced with the choice; a royal barge or one manned by a hideous hag. All bar Arrik took the one belonging to the hag. As the boat moved across the water they see the royal barge blown up by a fireball spell cast from the dockside. It is then revealed that the hag is Lord Kesryk under an illusion.

Lord Kesryk leaves the companions in a cave under Royal Island where they defeat a quartet of sea devils who were trying to break into the palace. On arrival in the audience hall they are admitted to the Order of the Dragon by the First but as they are about to hand the talisman over the First is struck by a bolt from a hidden assassin and falls to the ground where it is revealed that this is Lord Kesryk again in disguise.

Lord Kesryk, after banishing High Priest Ramos and Merchant Floorn from the room reveals that the First has vanished. Palace guards bring Arinna, bodyguard to the giant Prince Gedvor, into the room and suggest that she is the assassin.
The half-orc manages to persuade the others that she is innocent thanks to the intervention of The First's consort, Lady Mohana. The companions are briefed by Sir Rupert on what the Council knows of the disappearance of the First. The only lead they have is a magical tome that was found in the First's study. The book is filled with wonderfully lifelike illustrations. It is possible that the First was abducted by the use of this book.

Sir Rupert has recognised one of the pictures; it is a region near his holdings in the foothills of the Whitecap Mountains. He proposes that the Companions come with him to search for the First. All agree save Simon. Lord Kesryk asks him to stay and aid him in studying the tome for more information, Simon agrees.

On the way to the boat that would take then away from Royal Island, Andrinor slipped and fell into the sea and was lost; another death to be mourned it seems that a curse is upon you all.

Vicious Vines & Mysterious Mages

On the way to Sir Rupert's castle the party are attacked by vampiric vines that almost manage to kill Chang. Thanks to the strength of Arinna and the skill of the other members of the party the vines were cut down and Chang was saved. A scroll and a rotted pouch of coins were the reward for the monk's pains.
On arrival at Sir Rupert's castle he breaks some interesting news. "Tomorrow you shall meet my other guests, do not speak to them of what we are searching for. They have found something interesting in the mountains west of here; it may be the lead we are hoping for."

Chapter 7 - The Search for The First

Timberfell

Fyrmont 28th 1014

Sir Rupert's guests turn out to be two mages, Velinax and Tarren. They are members of the Arabathil Brotherhood, a group of mages that collect and study rare and magical beasts. They have heard that a beholder, a fearsome creature of great intellect, has been spotted in the area and wish to enlist the Companions' help in trying to capture it. Sir Rupert thinks that this creature may be behind the capture of the First and recommends that they aid the mages in their mission. Jedon is reluctant to trust the mages but is eventually persuaded. After they leave the Companions all spend a day relaxing, D'mond finds some interesting scrolls and spends some time copying them for later use.

Ambyrmont 1st 1014

The Companions travel to Timberfell meeting no trouble on the road.
Timberfell is a small settlement populated by loggers and those trades that the loggers rely on. At the heart of the hamlet is the inn, The Knotty Ash. The companions stay here while they wait for the mages to turn up. As they wait they encounter a group of adventurers led by a female fighter by the name of Jelifer. Both groups are suspicious of each other and a fight nearly ensues.

Ambyrmont 2nd 1014

Jedon and the others head off into the forests where they meet Dak, the loggers' cook who says he has not seen the mages since the day before. As they search for more clues they find a truncated statue in a clearing which they deduce is the work of the beholder. They head back to the inn, dispirited.

Ambyrmont 3rd-4th 1014

After Chang and Jedon nearly make a serious mistakes in the woods when they mistake a lovers' tryst for the creature they hunt D'mond finds a map in the mages' room that allows the companions to find the beholder's lair. D'mond also suggests that the other party, who vanished in the night, may have searched thier rooms while they were away in the forest.
They find themselves near the entrance to a cave when a beholder rushes towards them erratically. The compaions attack and down the creature with surprising ease, the reason for this is soon revealled when the creature's form changes into that of the mage Tarren! After being healed by Dohrum he reports that he saw the beholder after hearing his partner scream. He ran into the forest not knowing the beholder had played a trick on him, changing his form into that of a beholder.

The Beholder's Lair

The cave slanted downwards and this proved to be the undoing for Dohrum, D'mond and Jedon who tumbled down the shaft and off a low cliff in the darkness. The shaft opened into a large chamber that was littered with rocks, stalactites and stalagmites. Amongst the debris lurked carniverous funghi and giant beetles, the latter wounding D'mond badly. Arinna ran off by herself, her half-orc eyes not flummoxed by the darkness. She was found by the others peering down a circular shaft in the next much smaller chamber. Some bravery and knotted ropes allowed the companions to descend the shaft which ended in a water filled chamber. Here amongst the shattered remains of it's previous victims a giant bloodworm fought them. Chang, Arinna and Dohrum were drained by the creature's bloodsucking mouth and the cleric could do nothing to restore the damage. Tarren agreed to come with them to help them free his partner.
Climbing out of the water they emerged into another circular chamber where they find Jelifer partially embedded in a mysterious black stone up to her knees. She points to an interuptted spiral of shelves that climb the walls of the chamber upon which her companions stand, turned to stone by the beholder. D'mond frees Jellifer using the power of the Talisman, then Tarren casts a fly spell upon Jedon who carries most of the party to the top of the shaft. Most not all as Arinna manages to jump and climb her way up using the shelves. Chang tries to follow but falls when he was nearly at the top. Jedon swoops down and catches the chunky monk before he hits the floor. On returning to the top of the shaft a strange look flickers across the ranger's features. A short corridor lined with more statues leads to a circular chamber containing an elevated gallery. As the companions enter the entrance vanishes to be replaced with a plug of Blackstone. At the same time a sphere floats down and is struck by Chang as Jedon and D'mond climb up onto the gallery. The floating gas spore explodes violently but Jedon and D'mond are busy tackling a decaying Death Tyrant on the gallery. The creature blasts Arinna with a disintigration ray which all but kills the brave barbarian. D'mond's anti-magic shell projected by the talisman prevents the creature attacking her with spells but it also prevents Tarren and Dohrum from attacking it. A battle ensues leaving the companions victorious but badly wounded.
Dohrum heals Arinna and his wounded companions and the search for a way out as Tarren is convinced that this was not the creature that captured Velinax the Vermillion. Chang climbs a hidden shaft that D'mond finds while the others seach a heavy wooden chest. Arinna blatantly pockets the goods while Chang returns to report that the shaft opens into a dense thicket of spiny bushes.

The companions return to Dak's wagon and after a good nights sleep they head back towards Timberfell and the Knotty Ash. That evening to celebrate thier safe return Dohrum challenges the others to a drinking contest that is surprisingly won by Zan. Chang, Arinna and Dohrum had to be carried upstairs after the event!

Ambyrmont 5th 1014

After a good night's rest the Tarren and Jellifer decide to team up to rescue Jellifer's companions who are still trapped in the beholder's passages.

A Summons Is Received

While breaking their fast a herald of Prince Rupert delivered a message.

Meet a friend of mine, Aleanor Pathsteader at the Inn of the Fair Warrior in Safeharbour as soon as you can. Something extraordinary is happening, and you need to know about it. The ranks of The Elect are swelling, and this may have some bearing on events with our missing friend. Do not try to contact me, I am being watched by forces unknown and I don't want them to know any more about you than they already do. -Your friend, Lord Kesryk.

The Fair Warrior

The Fair Warrior is a rather rough establishment near the Grand Market in Safeharbour run by Handsome Jon. On the way their the companions stock up on supplies and sell some of the goods they found in the beholder's lair. Jedon, Dohrum, D'mond all notice a large black spot appear and then disappear on the face of the sun which causes constenation in the crowded streets. Chang on the other hand was too busy fighting off a pair of footpads in the alleys near the market while Arinna was investigating a body in another dingy part of the city.
Chang eventually joined Dohrum, Jedon and D'mond in the Fair Warrier where Jedon stopped a fight beteween a large man from the northlands and a small man carrying a large number of parchment pamphlets. He then gave comfort to a crying woman whose brother had gone missing. Dohrum, D'mond and Chang meanwhile managed to get some information from the innkeeper about the whereabouts of Aleanor Pathsteader. It seems that she has gone off to a yellow warehouse on Maple Way with a suspicious woman wearing a black eye patch.

The Missing Man

After waiting some time for Arinna and Zan to arrive, the others decide to help Johanna whose brother has gone missing. On the way to his shop off of the Grand Market they find Arinna leaning over the body of a man who has had his head crushed and his brain removed. Zan was dispatched to find the city watch while the others continued to Johanna's brother's shop. Durgan ran a small herb importing business and lived in a small garret above the shop. There was no sign of Durgin but Jedon and D'mond found evidence of a struggle. Traces of slime suggested that Durgin had been abducted via the city's sewer network and so, reluctantly, the companions and Johanna entered the noisome tunnels.

The maze of passages which twist and turn under the city have never been mapped and have grown haphazardly over the last hundred years or more. In one of the many complex passage junctions Chang stumbled into a deeper pool where a tentacled beast attacked. Acting in concert the beast was swiftly despatched without serious harm to anyone. Johanna surprised Jedon and the others with her steely nerves under pressure and her prowess with throwing daggers. However despite a few clues she is no closer to finding her brother. Frustrated with the slow progress Arinna stormed off into the drains on her own.

Eventually, after many dead ends and slime filled tunnels, teh companions arrived at a strange chamber dominated by a large glowing onyx monolith. Surrounding the stone were several shrivelled corpses, amongst them, still alive, was Durgan, Johanna's brother. As the woman rushed forward to comfort the gibbering man a hideous creature appeared. Covered with fur and emitting an evil chill the creature attacked with claws and teeth. Johanna was downed instantly, Chang and Jedon would have followed if it were not for Dohrum's healing powers. D'mond attacked with her new found cutlass and slowly started to damage the creature while Jedon could only fend off attacks with his blades. The battle was evenly matched until the sound of a flute could be heard. Stirred by this the companions pressed the attack and defeated the creature.

After the battle and the healing of the wounded Zan and the others studied the pillar. Zan with a sombre voice declared that the glowing marking on the pillar could be that of the most feared creatures in the underground realms.
The Illithid - Mind Flayers were loose in the city of Safeharbour!

Ambyrmont 6th 1014

A New Day and a New Companion

After a hot bath at Sandford's and a comfortable night's rest at the Swan the companions spend the early part of the morning resting and shopping. Dohrum took the mumbling Durgan first to Elus (who is interested in what they found in the sewer) and then to the temple of Koryis. A priestess of the Golden Hand managed to restore Durgan's mind much to Johanna's joy. On thier return they find Zan talking to an young elf. His name is Thanduil and he is hunting a beast and suspected that the creature that they caught in the sewers may posibly what he seeks. He wished that he could visit the stone in the sewers but is persuaded instead to join the visitors as they visit the yellow warehouse in the search for Aleanor Pathsteader.

The Yellow Warehouse

The companions, accompanied by Thanduil travel to the yellow warehouse. Outside they make a brief search before Arinna hammered on the main door and received no respose. D'mond tried to pick the lock on a side door but received a spray of acid in the face for her troubles. As Dohrum ran to her aid they came under fire from snipers on the roof. Arinna barged the door open allow the rest to enter while Jedon and the healed D'mond to take pot shots at the poison using guards on the roof. Inside the badly lit space was partially filled with stacks of crates, some of which hid more guards who launched poisoned bolts at the party as the made slow progress through the interior.
Eventually and after sustaining much damage, and avoiding pit traps by the skin of thier teeth they captured one of the guards. Thanduil had cunningly disgusied himself as one of them and this allowed the compaions to aquaire some knowledge of the goings on in the warehouse. The day master, a woman named Janine, had been letting normal business slip; illegal business with a merchant called Blackarrow. The guard recognises Jedon as being the bosses son and is reluctant to tell more so the ranger resorts to threats. The guard reveals that they have been ordered to bring vagrants back to the warehouse. What happens to them he doesn't know. All he knows is that they had to keep a double watch on the warehouse and not shift any of the usual merchandice. Jedon 'persuades' the guard to take them to Janine but while they have been talking the prsioner has managed to free his hands and he dashes through a door. When the companions follow they find him dead with a crossbow blot through his head and aother guard crouching behind a table. Chases and standoffs through a maze of corridors and small rooms ensued until eventually D'mond killed him with a bolt of her own.
The compaions continued to explore the rooms finding a bunk room, an unused dining room, a stinky latrine and a laundry. They now find themeselves in what appears to be an office.


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Last Updated 30th November 2007