Scourge of the Five Points

Voices heard after midnight
Defeating skellies and creepy camps

Our party was in a dire spot, the fighter down, the barbarian nowhere to be found, and the druid surrounded by skeletons. But that would not be for long. In a swift move of action, Patron found in her the spirit of the brown bear and shape shifted, quickly dispatching the surrounding hoard.
A few swift moves from Lyra and Oakram and the rest of the skeletons were down. The bard and the cleric worked together and healed everyone, and the group was off to search the camp for the missing dwarf.
A quick search of the camp found and unconscious Baylore lying in a iron cage, with two other men, one long dead and the other recently dead with a sword wound in his back. The group guessed it was the Felonmir trader, John. After freeing the dwarf, the group started carefully searching the camp.
The camp consisted of 4 quadrants; military barracks where they found a note in a language they couldn’t read and smatterings of blue paint (Ana suggested that it was warpaint); a quadrant of mud and stick huts, most likely for goblins and bugbears; a rocky terrain where giant foot prints were found next to medium and large footprints; and a series of caves, with the comings and goings of small, lizard like footprints. All of the footprints found in the other quadrants lead to the caves, apparently in a mass exodus.
In the center of the camp, the group found a circle of glyphs set into a stone slab, emanating magic. Patron cast Detect Magic and surmised that it was conjuration magic and was most likely for teleportation.
The center hut, a building made of good, sturdy lumber, held a few clues to who was running the camp. They found books on war tactics, stories of ancient wars, and a loose page from what seemed to be a personal journal, talking about making a pact with a great unknown power.
After exploring the camp, the party set out to return to Tevir and report their findings to the Duchery. After hailing for Ronid, The lady of Tevir received the group and took note of everythnig they had to tell her, her face growing dimmer and dimmer as they spoke. She drew very solemnly on the journal page they found, as it indicated they were dealing with an evil Warlock with a small army of goblins, hobgoblins, bugbears, orcs, ogres, kobolds and at least one giant.
She asked the group to go report the magic to her head wizard, Reince, and he would report back to her. She said would convene with her strategists and asked the party to stay in Tevir as she may still require their help. The party agreed and left to find shelter at the Iron Forge Inn, stopping briefly at the Duchery’s Watch to speak with Reince.
After a night of carousing with the tavern’s folk, some of the party left to sleep, while others stayed and got drunk. As the evening came to a close, a very drunken Baylore, whilst stumbling up the stairs to his room, heard a voice come from the depths of his mind, telling him to stay quiet and not tell his friends. The voice said he would be called upon someday.
And that’s where we left our story.

Exploring the camp
and maybe one cave...

The sun crested high in the sky as the party discussed the best tactics for getting into the camp. After a lengthy dialogue it was decided that Patron would shape shift into a mouse and lead Tina into the camp to explore. Following slowly behind the two animals would be Baylore, wearing the Hat of Disguise and looking like a goblin.

The three separately entered the camp, nervous about triggering the alarm spell that surrounded the camp, and started to explore. Entrance to the camp lead the adventurers into a rocky terrain with large boulders providing good cover. Patron and Tina began exploring the rocks and happened upon a cave large enough for most creatures to fit into. The two animals started descending the cave, finding signs of activity but no one around.

Goblin Baylore chose not to explore the boulders, favoring the open field to the south of the camp. As he ventured in, he discovered small mounds of mud and sticks grouped together. He also found a large structure with four stone pillars and a circular engraving covered in strange glyphs in the center. South of the structure was a wooden building with a pile of bones on the corner adjacent to the structure.

Peering into a window, Baylore saw a figure that he had only heard about, the faceless man in the blue cloak, accompanied with another man, scrawny and pale, in dark black robes, both exiting the building. Trying to sneak away, Goblin Baylore was spotted and immediately discovered. The pile of bones sprung to life, forming large skeletons that towered over him. Turning and running, Baylore reached for one of the vials of dust of disappearance, uncorked it and dashed himself. However, the skeletons rushed after and bumped into the now invisible figure, swinging wildly and hitting him. Three crackling blue energy beams pelted the dwarf in the back, knocking him unconscious.

After discovering what seemed to be a mundane cave, Patron and Tina left to explore the camp more. Upon reaching the open field that bordered the boulders, Tina went on high alert, tensing and looking across the field then back to the entrance of the camp, toward her ranger, Lyra. Patron climbed up Tina’s leg and gently tried to get her to go in the direction of the field, but Tina started running back towards Lyra. Patron leapt off the panther’s head and started scurrying across the field. Not wanting to disobey her ranger, Lyra changed direction and followed Patron.

Being as quiet as they could, the mouse and the cat crept across the field, finding a now visible Baylore unconscious and being dragged away by skeletons. Patron and Tina sneaked up to the wooden building. However, the robed and cloaked figures spotted Tina and, taking her for a random panther, quickly rendered her unconscious.

Getting antsy waiting outside the camp, the large white dragonborn prodded the group, asking to ditch the plan of stealth in favor of action. Ana was unswayed, but Lyra and Oakram were unsure. Bamf entreated Oakram, asking him to commune with his god for an answer. The cleric took a few minutes and meditated, praying to Kiri-Jolith, the Bison of Heaven, for an answer. Receiving nothing more than a feeling, Oakram was swayed, saying that he felt that Kiri-Jolith was saying action was needed. Lyra joined and Ana was out voted, but asked for caution as they approached the camp.

After the men dispatched Tina, they reentered the house. Patron climbed the wall, up to the window and looked inside. However, hearing nothing more than reverberations through the glass, Patron decided to look for a mouse hole into the building, successfully finding one on the rear side of the structure.

As Patron scurried across the floor, hugging the wall where it met the ground, the two men noticed her. The faceless man called out to her, indicating that he knew she was a druid and telling the her to come out and face her doom. Patron narrowly escaped their search by hiding in the cracks of the wall of the building.

After crossing under the arch, the four adventurers approached the camp, deciding to forego the obvious entrance and circled south, sneaking along the border wall. Spotting small and large huts, the four decided they would provide good cover and hopped the wall into the camp, rushing to the huts as swiftly as they could. Seeing that the fire pits were smoldered, and no smoke was rising from them, the group safely assumed that no one was around. Going from hut to hut for cover, the small group saw the wooden building and the familiar form of Tina lying unconscious on the ground. A quick word from Ana and the cat sprang back to life and ran to join the group.

Patron, seemingly alone, made a dash to the main entrance she originally came into the camp, hoping to find her friends and try to rescue Baylore. Upon shifting out of the mouse form, her visual take on the camp rapidly changed. She could see much clearer and at greater distances. Observing the camp, Patron saw the familiar gold glow of a healing spell being cast on what she knew was Tina’s body. Throwing caution to the wind, Patron turned heel and ran towards her friends, only to be stopped as the faceless man and the man in black robes came out of the building.

With a seeming standoff about to happen, Bamf decided to get the element of surprise and attacked the cloaked man, shooting him with her crossbow.The faceless man said a casual word to the man in black, and a pitch black door appeared behind the cloaked man. He stepped inside and the door winked out of existence.

The man in black, spoke an unintelligible word and the skeletons sprang to life once more. The battle had begun.

And that is where our story pauses.

A walk through the forest
How to build a bridge

After a night of drinking and carousing with the locals at the Iron Forge Inn, our party set off to investigate attacks on the North Road of Tevir, as described by Earl and Countess Fehlrona.

For much of the morning, the party saw the extensive farmlands that feed the city give way to expansive grasslands. The country side north of Tevir, filled with gentle hills covered in long, brown grass, were showing signs of the harvest season soon coming to an end.

About mid-day, they passed Joret and Mags Tiller, farmers from Elo’s Glen. The party took some time to talk to the farmers and questioned them about the reported attacks on travelers. While Joret and Mags had not personally been attacked, Mags had heard from the baker’s wife that other travelers from Elo’s Glen had been attacked. Joret personally didn’t buy into the stories much, but conceded that bandits were not a rare occurrence on the North Road. Joret gave the party loose directions to Elo’s Glen and they said their goodbyes.

After about an hour more, the party happened upon a traveling gnome named Hargoni Timberweed, an old bard who seemed to possess some knowledge of the illusionary magics. The party spoke to him at length, trading him a story for a story. Ana told him of the cloaked man, a figure who hid his face with magic. Hargoni had never heard of this man, but he promised to start telling the story in inns. The wily, white-haired gnome recalled his travels and told Bamf about a white dragon with blue eyes that he had seen in Malocazan approximately five years before. He couldn’t say much more as he didn’t spend time with the dragonborn, but he did say she seemed well.

Hargoni offered to sell the group an enchanted map that would give them the layout of the area north and west of Tevir. With the transaction done and the stories traded, in a flash of light the little gnome set off for the city again.

After reviewing the newly acquired map, the party came to the conclusion that the raiders must be coming from the same camp they had discovered a few days before. With this in mind, they decided it was better to head off the main road and straight for the camp, resting just outside the forest as night fell. As the sun rose, the party ate and collected their things, heading into the forest in search for the camp.

The party traversed the woods with ease and soon came upon the Montriv. The party searched the banks, finding half of a crossing bridge at a narrow spot in the river. Baylore unmodestly stripped down and jumped into the river, swimming across to search the far side. After a few minutes, Baylore was able to find the other half of the bridge. Working together, the party connected the bridge and sent the panther Tina, with a rope in her mouth, across. The majority of the party crossed with little issue. Lyra, being the last of the party to cross, untied the rope and started her trek over the rushing water. Halfway across the bridge, Lyra’s foot slipped and she tumbled into the river. Luckily, the halfling had tied the end of the rope around her and Baylore and Bamf pulled her easily to the shore.

The party safely on the other side of the river, continued to delve deeper into the forest. After another hour or so, they came upon a familiar sight, a gentle slope and a man-made clearing. Patron performed a ritual and spotted the magic dome of the alarm spell. They had found the camp. The party decided to head south around the camp to look for the entrance they had seen before, but soon happened upon a new, unfamiliar, seemingly unguarded entrance.

This is where our story pauses.

Into the Ring
Meeting the Duchery

After waking up and having a warm meal at the inn, the party set out to go to the ring, both to talk to Ronid and to get their money from the treasury. The group approached the portcullis and was stopped, asking for transit papers. They informed the guard of why they were here and he sent for Ronid.

Sergeant-of-the-Guard Ronid Greatfist is an impressively large half-orc. He ushered the party into a small room, deep in the guard barracks of the ring, and had them inform him of what they had heard. The group told him of the cloaked man and the camp, to which he met with stoicism. After the party was finished telling him everything, they were released on two day passes in and out of the city and the ring, but told to meet Ronid at the portcullis at noon, and not to be late.

This gave the group time to go around to the different shops, but they soon realized they were limited by their temporary passes. The Ring contained an armory and smith, the treasury, the Duchery’s Guard barracks, the Duchery’s Watch barracks (which included a small magic shop and alchemist), the Duchery’s library, and a temple of Pelor.

After perusing the shops, the group met back with Ronid and he proceeded to tell them they had an audience with the Duchery herself.

Ronid ushered the group into the castle’s throne room, where a tall, tawny skinned woman sat atop an elegant throne, flanked by a sharply dressed man in blue who sat to her left. A couple, part of the aristocracy of the land judging by their haughty nature, were in audience as well. As the group came forward, the countess noticed the jewelry that Bamf was wearing, recognizing it as her own, and offering Bamf a reward for it’s return.

The countess told the party of a raiding party that took her jewelry a few seasons passed. The group then told the Duchery what they had told Ronid about the cloaked man and the camp of creatures. The smartly dressed man introduced himself as the Quinset Delegate of Tevir, Rohaim Shao, and said he was quite disturbed by this camp, but reminded the Duchery that she couldn’t, without authorization, move her Guard outside of the city without breaking the Five Points pact, as any military movement could be seen as an act of aggression towards the other cities in the region.

The Duchery asked the group to be her eyes and ears and to gather information about the camp, giving them a reward, royal passes to the city, and a Magic Hand Cone as assistance. The group agreed and set off. As they were leaving, Delegate Shao stopped them at the palace entrance and gave them an Ioun Stone of Reserve as an aid.

The group with new passes in hand set out to shop and to rest.

That is where our story pauses.

Into Tevir
Who the hell is John?

Patron crossed the alarm spell threshold and reformed into her half-elf form and informed the party of what she saw. Knowing full well that a camp full of orcs, ogres, bugbears, goblins and who knows what else would be too much for the small party to handle, the group decided to head back to the carts and complete the trip to Tevir.

After a small snafu and battle with a few goblins and a owlbear, which did some serious damage to Baylore, the party found their concealed carts and horses and continued east to the city. After nearly a day of travel, with the Sun behind them, the party came up to the gates of the drawbridge that protected Tevir.

The gate guard gave the group directions to the lumberyards, where they went and sold the goods that they had transported. After speaking with the lumberyards manager Connor, who asked where the normal transporter John was, they made their way to the grainers and did the same. Both places provided the party with promissory notes with wax seals instead of gold, directing the group to the ring, the protected inner city for the affluent and city protected businesses.

Realizing it was getting late, the group found an inn, The Iron Forge Inn, procured rooms and started drinking in the tavern. Talking with Lyrial , a large half-orc that owned the inn, the party was told to talk to his friend, a high ranking member of the Duchery’s Guard named Ronid, and he would help them out with the problem of the cloaked man.

The party rested and that’s where our story pauses.

Finding the Camp
Birds are fun to talk to.

After looting the bodies, and finding an unusual amount of gold and jewelry, the party woke and questioned the sole surviving goblin. A cowardly creature, the goblin told the party about the camp, deep into the forest north of the road, asking to be let go and left alive. He told the group about what he knew, a man in a cloak commanded the camp, which consisted of many various types of creatures.

After the goblin told the party everything he knew, Milo, growing tired of the goblin, slit his throat. The group cleared the road of the bodies and hid the caravans in the forest, setting off north into the woods in search of the camp.

The party found the path that the goblin had told them about, but decided it would be safer to travel through the woods parallel to the path, getting the drop on two different patrols of goblins and bugbears, easily defeating them. Again, after looting the bodies of the creatures, they party found more gold and jewelry, leading them to believe that the goblins had attacked other wealthy caravans at some other point.

At the end of the path, the group found a man-made clearing and what seemed to be an entrance guarded by six large orcs. They decided it would be best to avoid the fight and tried to find a way in else where. Staying in the safety of the woods, the party searched to the west of the entrance, but only found more of the clearing. Patron, the druid, performed a ritual to detect magic, finding that the clearing was protected by what seemed to be an alarm spell.

After observing the area for a bit, the group noticed birds flying in and out of the protected area and decided to talk to a bird. Patron found a small sparrow and talked with it, discovering that, according to the bird, the camp was very large and filled with many different creatures. Guessing that any small creature could breach the barrier unnoticed, Patron shape-shifted into a field mouse and crossed into the camp, seeing for the first time on her own a man in a dark blue cloak and hood, with a face shrouded in darkness.

This is where our story pauses.

Our story begins

In a small village in the western region of Five Points, our story begins, as most good stories do, in a tavern.

Our heroes, a group of seven unsuspecting adventurers, each with a unique set of skills and trades, have all come to Felonmir for one reason or another and found their way to the only tavern in this small, dusty town. Some have come from Tevir, the city a day’s travel to the east; some have come from Eintev, the major port city to the south; others have come on their own seeking answers or adventure.

After meeting each other and finding that several of the others hold a familiar pamphlet, a parchment asking for help and offering a reward and vague clues to the problem at hand, the group are introduced to Tom Ruggle, the mayor of Felonmir. After demanding secrecy, Tom explained the problem. Raiders of unknown origins have been attacking caravans of goods heading from the town to Tevir, looting the carts and killing those unfortunate enough not to get away. He is looking for mercenaries capable of defending his caravan and delivering the goods to Tevir. He is also seeking answers if they can be found.

The party, strong at heart (and some looking for the reward), take on the task at hand. They set off for Tevir the next morning. Not long into the days journey, as Tom had expected, the party is attacked by goblins and a bugbear. The creatures are no match for the strength of the party and are quickly dispatched, killing all of them sans one, a lowly goblin whom the rogue knocked unconscious.

This is where our story pauses.


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