Scourge of the Five Points

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.

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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.

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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.

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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.

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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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