Thursday, July 27, 2006

Session #2, June 17 2006

DM: Eric Smith

Players: Cheri, Duncan, Mary, Janet, Alex

Player Characters:
Gunnloda Ungart Stonefist, Female Dwarven Fighter
Arthild Longknife, Male Elven Ranger
Branana Aux Roma Fordalei, Female Human Cleric
L’luellyn Sairuwanodel, Female Elven Monk
Milo Emptybottle, Male Halfling Rogue

Setting: A lonely seldom traveled road traveling South through the moderate wooded hills north of the port town of Silverthal.

Campaign Date: 2nd day, 1st week, Wealsun, Campaign Year 0

Synopsis: The party continued south towards Silverthal being wary of further kobold attacks. Arthild, the Ranger, spotted the tracks of several small wagons mixed in with many equally small boot prints. With his companions’ agreement, the Ranger moved ahead of the party to scout out the way.

It was while scouting out the eastern side of the road that the Ranger found stumbled upon an Ogre out for his morning stroll. At seeing the elven ranger, the Ogre immediately set upon Arthild, fortunately doing little damage or missing him outright while still taking damage from Arthild’s arrows.

Arthild called out loudly for his companions who responded quickly to his call for aid. Branana and L’luellyn where the first to arrive, along with Fluffy, Gunnloda’s trusty guard dog, and the battle was on. Branana struck the beast a mighty blow and in turn it struck her a mighty blow, knocking her to the ground and very nearly unconscious. L’luellyn, Arthild, and Fluffy redoubled their attacks, trying to stave off Branana’s demise.

Milo and Gunnloda arrived last to the fray, and with the combined efforts of the whole party, the Ogre was quickly dispatched. The Ogre was searched with little treasure to be found save the Ogre sized weapons and a swarm of flees.

The companions considered returning to their journey south, when the Ranger suggested that they might find the Ogre’s lair nearby, so the party set out to find the lair, hoping that this particular Ogre lived alone. As it turned out, he was, and the party easily found the lair where a thorough search found 400gp in a false bottom of a large ironwood chest. Besides keeping the gold, the party also decided that the ironwood of the ogre’s chest, a rare wood indeed, might be salvageable, if only the party could move it.

The companions decided to rest near the Ogre’s cave for the rest of the day and through the night, but just to be safe, Arthild set out to once again scout out the road ahead, partially in hopes of identifying those who left the wagon and boot tracks on the road.

As Arthild searched the area, traveling ever farther from the ogre’s cave, he stumbled upon an encampment of Halflings. Being wary, Arthild stealthily moved up to observe the Halfling. Unfortunately, the Halfling were better at it than he was. Arthild suddenly found himself confronted by several serious looking folk, all no higher than his waist. Fortunately for Arthild, the halflings were not overly anxious to get into a pitched battle with one of the big folk, and Arthild, seeing the better part of valor, refrained from making any untoward movements. The impasse was broken when an elderly halfling, who later introduced himself as Belirian, entered the small clearing and invited Arthild to come join him in camp.

The Halflings extended their full hospitality to Arthild, making him as comfortable as they could considering the setting. Belirian and Arthild spoke about many things, including the fact that the caravan was headed to Silverthal. After spending some small time in camp with Belirian, Arthild inquired if he and the rest of his party could stay in the relative safety of the halfling’s encampment. Belirian agreed and promptly sent a number of halflings off with Arthild to fetch the rest of the party, wooden chest and all.

The party traveled with the halflings for the next day and a half, assisting with he tasks at hand when they could. While with the halflings, several of the party members spoke to, and made arrangements with, the halfling craftsman about items to be crafted. Primarily, two boxes were to be made out of the ironwood of the ogre’s chest. The boxes were to be picked up later, as working ironwood is difficult under the best of circumstances, and though the traveling craftsman can do wonders, it does take more time to do the difficult work while living and working out of a wagon.

Eventually the caravan came upon a large, flat clearing about five miles from Silverthal where it pulled up and everyone began to set up camp. The party took its leave and continued into Silverthal. Once in town, the party wasted little time in getting acquainted with the towns folk. Quickly finding, and settling into, the Black Dragon Inn, the party set out to find an adventure.

Among the leads picked up by the party were the following:

1) An attack upon Silverthal three weeks ago by the local lizardfolk was pushed back, but there is no telling when another might happen.
2) A number of dwarves lost their lives in a recent cave-in up at Kibilgathol the nearest dwarven stronghold and the source of the silver and iron that Silverthal exports.
3) A number of merchant ships have disappeared over the last several months and the town council is beginning to worry.

These leads brought the party to the attention of Count Galthor, the head of Silverthal’s Town Counsel.

While talking to Count Galthor, the party learned that a number of ships had gone missing. In fact, the Town Council’s investigation had identified 22 ships that had gone missing, 11 of which belonged to one of the wealthier town merchants, Govaert Dhomaes. Galthor also indicated that the disappearances had gone unnoticed for several months prior to being brought to the council’s attention when Govaert, though being an extremely private individual, asked during a recent Council meeting on port business if anyone else had lost any ships. It was during the following discussion that the other merchants stepped forward with their losses and the Council’s investigation began. The investigation so far has identified the most probable first disappearance was nearly 4 months prior.

To complicate matters for the town, shortly after the investigation began, the town was attacked by a strong force of lizardfolk from the Black Swamp. The attack was repulsed but there was no telling when, or if, the next attack would. When asked for more information, Galthor told the party that they should talk to Gellon Ishkar who also happened to be a member of the town council. He had more dealings with the lizardfolk and could likely provide better information.

Finally, Galthor told the party that, due to very dangerous reefs and rocky shoals along the coastline on both the eastern and southern coasts of the peninsula, on which Silverthal sits at the western crown, a series of lighthouses have been built to guide ships safely passed. The lighthouse sitting opposite Silverthal on the eastern crown of the peninsula, the White Reef Lighthouse, is manned and operated by the Kozars, one of the original founding families of Silverthal. There had been no word from the Kozars for some time and because of the threat posed by the lizardfolk, the Council, and the town, could not spare any of its militia to travel to the lighthouse to investigate.

Count Galthor then offered a reward of 50gps per party member if they would travel to the lighthouse and ascertain what the situation was. If there was a problem that they could not deal with, they could at least bring word back to the town. Galthor also told the party that he could provide a guide to lead them across the northern portion of the swamp. The party then asked for assistance, in the form of discounted gear, in outfitting for the trip, to which Galthor replied that he would gladly assist where he could, but that he would need to pass the request back to the council, and thus to the town merchants. The party told Count Galthor that they would consider the offer and would get back with him later that day.

The party then set out to gather as much information as they could, speaking first to Councilman Gellon and then searching for information from the common townsfolk. From Gellon, the party learned that there was, prior to the lizard folk attack, a steady flow of goods from the swamp through Gellon’s warehouse, and on to market throughout the world. Arthild pushed for specific information on the dealings Gellon had with the lizardfolk, but Gellon refused to give up his contacts.

In the end, the party accepted the task of traveling to the lighthouse and began to prepare for the trip.

-To Be Continued-

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