Silverway

Session 3
Arriving at the Rose Tower

Session Synopsis

You arrived at Journey-s End to reprovision.  The unusual brass dwarves you were carrying caused you to be detained at the city gates, but you were eventually permitted access to the city in no small part thanks to Aleksander O’Laighin's noble status and a promise to keep the peace of the city.

caiwynn-domarien and peri-winkle's usual performance attracted an unusual visitor: Lord Desideratus Constantin Lycurgus Xenophon, Ehrkun of Gorizda, Sixth of His Name (aka Betty), in the body of a nine year old girl, accompanied by her unusually articulate zombie manservant Almos and a barn owl with glowing turquoise eyes.  Desideratus was traveling to Vesh Toraein for his own reasons, but the caravan he had been previously traveling with was attacked by a chimera, and he had barely survived to make it to the city.

You initially refused to allow the undead Usbezhi lord travel with you, and Desideratus' insistence eventually entailed the city guard, revelations of undeath, a panicked mob, and an illusory brick wall.  In the end, you permitted Desideratus to accompany you on your journey.

Meanwhile, Wil discovered an extensive catacomb network beneath the city, along with tantalizing evidence that they had once sheltered a thriving society of criminals and outcasts.  While exploring the catacombs, she spied Riva Diamol making a rubbing of a large marble tablet.  Wil stalked her through the catacombs and out into the open air, eventually confronting her when after observing her watching the rest of the party from afar.  Recognizing kindred spirits, the two women parted as wary friends.

The party sold the remains of the bronze dwarves to a bronzesmith who was eager to get his hands on them.  The smith was suspicious that the "statues" might have unusual properties, based on his examination of the metal.  Time was wasting, though, so you sold the statues and continued on to Banriel.

In that sleepy village you discovered that the Rose Tower had a dark reputation, with shepherds and farmers all giving it a wide berth.  The villagers spoke of the vesh with fear, telling tales of stolen livestock and how the tower lit up the sky at night for miles.  Your hopes of finding a guide to take you to the tower were dashed.  

Luckily – or suspiciously – Riva was also in Banriel, apparently a known figure in the village, and she offered to take you when it became apparent that you would not be dissuaded from your purpose.  She led you the past several days into the mountains, across forbidding crags choked with mist for much of the day, until you arrived at the ancient wizard's tower in a mountain hollow.  There you met Winter, who refused you entry to the tower for days.  You camped on the slopes of the hollow, approaching the tower each morning, and each morning being refused.

At last, Riva seems to have prevailed upon Winter to permit you entrance.  And so at last you passed through the gates of Vesh Toraein, the lonely mountain retreat of Laryssa Tomefinder.

View
Session 2
On to Vesh Toraein

Introduction

As your wagon rumbles on, you pause to take stock of the events of the past 24 hours.  This morning you were in High Falls, where you gathered your remaining belongings – notably including two dragon statues from Duplicytus N. Akshyn's hovel, curiously untouched by the flames that reduced the rest of it to ash.

Your attempts to reprovision Caiwynn Domarien's caravan included the somber execution of a faithful draft horse, a traditional performance of selections from The Silver Maiden and the Wyrm, a series of drinking contests that concluded with a naked Edric Ironhand atop a pyramid of tables and bar stools, and the disappointment of one of Meegan Wairysh's customers as you called in a favor to purchase one of her nicer traveling wagons.  Thus supplied, and relying on Elros' foraging skills and Niënor Níriel's magical holly berries, you set out for Verghast into the forbidding upcountry.

Your first taste of the highlands came in the form of a pair of horse-sized dire wolves leading a pack of smaller wolfkin.  Wil mistook the dire wolves for Ruug'la Tal enforcers and attempted to talk them down, which resulted in her frantically scrambling back to the caravan while Duplicytus attempted to bring your runaway wagon team under control and the rest of you fought off the wolf pack against the backdrop of one of Duplicytus' fizzling gnomish creations that clearly needs a few more design iterations.

In the end the hunters became the hunted, and as you resume course for Verghast, you are all – despite several very close shaves – in good health.

Session Synopsis

You arrived at Verghast without further incident, and reprovisioned there in preparation for the next leg of your journey.  Caiwynn and Peri Winkle continued to perform excerpts from The Silver Maiden and the Wyrm, but their busking was overshadowed by a very drunk Edric Ironhand dancing with a stray dog.  Wil's evening trance was interrupted by an aristocratic woman who engaged her in polite conversation, then warned her that Aleksander O’Laighin was a traitor.

The caravan continued on its way the following morning, leaving the Dragon's Tears and heading overland towards  Journey's End.  As the landscape became more forbidding, the caravan was intercepted by Kholesh at the head of eight other knights, who attempted to arrest Aleks on suspicion of treason for supporting his father in illegal magical research.  Aleks refused, claiming that Wittenwile Bardish had wrongfully deprived his father of an Imperial title that belonged to his family, and that he was traveling to Vesh Toraein to prove it.

In the end Aleks and Kholesh fought a duel, one that Kholesh was winning until Edric decided to intervene.  This prompted a general melee, dragging even reluctant caravan members into the fight.  The battle was changed yet again by the sudden appearance, from fiery portals in the earth, of several fire elementals and brass flame-bearded dwarves.  Kholesh angrily tried to talk to them in a language none present understood, but the newcomers attacked all indiscriminately.  At this, Kholesh let out a decidedly un-elven dry rattling hiss and fled, abandoning her companions.  Knights and caravan warily joined forces to defeat the rampaging creatures of fire.  They triumphed only after a heroic effort, the spilling of many gallons of water, and the sacrifice of most of the remaining knights.

Following the battle, it became clear that Kholesh had attacked and killed the knight detailed to guard the horses – yet she herself had fled without stealing a mount.  In light of Kholesh's apparent betrayal and in consideration of Aleks' valor, the surviving knights gifted Aleks with a warhore and lance from one of their fallen companions and let him go.  The party continued up the mountains, carrying the lifeless brass body of one of their strange attackers.

View
Session 1
Departing High Falls

Introduction

The city of High Falls is in turmoil.  Last evening a fire broke out in the slums, and a fierce street battle between the local thieves' guild and unknown interlopers has the city on edge.

As for you, you pause to reflect on your own trials over the past few days.  Some of you have survived the White Wind and alligators or long journeys beset by highwaymen to reach High Falls.  Others have endured burglaries gone wrong and the displeasure of werewolves, and are looking for a quick way to leave.

Whatever your story, you have your own reasons to set out upcountry for Vesh Toraein, the remote tower sanctuary of the legendary adventurer Laryssa Tomefinder.  As a gateway city between the upper and lower Naghatar Empire, High Falls is an excellent place to organize a caravan into the forbidding interior mountains, and you hope to be on your way soon.  You retain your wits, your weapons, and – in some cases, no thanks to your own recklessness – you are all in good health.

Session Synopsis

Duplicytus N. Akshyn, Wil, and Athena all departed Ivellios' safe-house to gather their remaining belongings before leaving the city.  Duplicytus discovered that, although his hovel had been burnt to the ground and his buried cache of coins melted into slag, the two dragon statues pilfered from Thorvald Torquemand's townhouse were perfectly intact.  The Ruug'la Tal enforcer watching over the ashes was all too happy to let Duplicytus take them away.  Duplicytus and Wil were then able to exchange the melted coins for real currency at a good rate, thanks to their respective underworld contacts.

Caiwynn Domarien, Aleksander O’Laighin, Edric Ironhand, and Leiptr discovered that no stable in the city would take their plague-ridden draft horse, despite Alek's assurances that he would care for the beast personally.  The four eventually had to put down the faithful animal and burn it outside the city, which attracted the attention of Elros, Niënor Níriel, and Peri Winkle.  The two groups decided to join forces to rebuild Caiwynn's caravan.  Caiwynn and Periwinkle began busking, while Edric and Leiptr raised money by gambling on Edric's impressive alcohol tolerance.

The commotion caused by the dwarves' carousing eventually attracted Duplicytus and Wil, searching for the caravan to Vesh Toraein that Ivellios expected them to take out of the city.  Upon discovering that the "caravan" had not a single wagon to its name, Duplicytus called in a favor from a wainwright named Meegan Wairysh, who let the caravan purchase a traveling wagon and team that she had recently completed for a client.  Anxious of the werewolves' reaction should they not depart that day, the caravan set out for Verghast with minimal provisions.

While traveling upstream along the Dragon's Tears River, the caravan began to be paced by a pack of wolves.  Irritated at being followed despite leaving the city as ordered, Wil slipped away from the group to talk with the largest of the creatures – only to discover that the wolves were not shapeshifted werewolves, but an actual wolf pack lead by a pair of dire wolves the size of horses.  A wild and wooly fight ensued when the pack's leaders attacked Wil, during which Edric lost control of the wagon and Duplicytus was carried away from the fight by runaway mules.  In the end, the party prevailed, and the caravan continued on to Verghast.

View
Introduction 0c
Disaster at the Caravan

Caiwynn Domarien's caravan to Vesh Toraein set off from Reiklain accompanied by Aleksander O’Laighin, Edric Ironhand, and Leiptr, headed for High Falls.

Progress was significantly slower than anticipated.  Five days out from Reiklain, the caravan was overtaken by a White Wind storm of titanic proportions.  The caravan was nearly buried in its tents, then set upon by a highly determined wolf pack.  The wolves slew the entire caravan except for our heroes and a badly-mauled draft horse named Julian.  They salvaged what they could carry from the caravan and continued on foot towards High Falls with heavily laden packs.

Julian suffered from an acute case of wind poisoning, kept alive only by Aleksander's daily ministrations.  The party was then attacked by crocodiles while crossing a small stream.  Julian and Aleksander both managed to struggle free from the crocodiles' jaws, and the party saw off the predators.  Ten days after departing Reiklain, the caravan stumbled into High Falls.

View
Introduction 0b
Arriving at High Falls

Niënor Níriel, Lucabrassi Vorbrach, Peri Winkle and Elros continued their months-long journey to High Falls from the Free City of Melladon.  Once at High Falls, they planned to reprovision and make plans to travel upcountry to Vesh Toraein, each with his or her own reasons for seeking the Rose Tower of Laryssa Tomefinder.

The four were set upon by bandits claiming a "toll."  Peri and Elros attempted to talk their way through the ambush, but Lucabrassi and Níenor soon tired of negotiations and attacked the bandits.  Convinced that the four must be protecting something truly valuable to act so rashly, the bandits fought fiercely, and were only overcome by a fierce struggle that particularly showcased the martial skills of an Imperial bard.

The final bandit was taken hostage.  He had little to offer by way of information, aside from the fact that the local thieves' guild in High Falls was run by a family of werewolves.  The bandit offered to help the travelers avoid further ambushes as they traveled through his gang's territory in exchange for his life.  The four ultimately decided that they could not afford to feed another mouth, and Lucabrassi executed him.

In the event, the four travelers arrived at High Falls safely, where they discovered a caravan bound for Vesh Toraein had recently arrived and was looking for additional personnel.

View
Introduction 0a
Brass Circle in High Falls

Wil and Athena burgled the house of Thorvald Torquemand, a Brass Circle operative in High Falls, while Ruug'la Tal enforcers led away most of the guards.  Inside, Wil and Athena stealthily dispatched Torquemand's remaining guards – and, after a brief struggle, Torquemand himself.  In his personal effects, they discovered correspondence with a woman named Elesser, instructing him to procure residuum of ettincap that a Brass Circle agent would use to sabotage a magical experiment at Vesh Toraein on the fall equinox.  According to the correspondence, both Elesser and Torquemand were acting at the direction of an unnamed "she."

The sisters also discovered Torquemand's payment for the residuum: a large bag of coins, two sizable gold dragon statues, and a dried pinto bean.  They escaped the house with the letters and loot just ahead of Torquemand's returning guards.  Wil sought sanctuary at the house of Duplicytus N. Akshyn, while Athena made for her favorite tavern.

Athena was accosted outside the tavern by four thugs who had seen her leaving Torquemand's house.  They beat her and left her for dead, but not before her cries caught the attention of Wil and Duplicytus.  Wil went to her sister's rescue, only to be overcome by the four thugs in turn.

Duplicytus, meanwhile, spied a Mysterious Woman who had placed a burning brazier in the alley across from his house.  When the fire inside the brazier grew, Duplicytus doused it with a magical rainstorm.  The woman stalked around the side of his house with no windows and set the house furiously ablaze, then contemptuously cut Duplicytus down when he confronted her.

All three were rescued by Ruug'la Tal men, though an irate guild boss Ivellios informed them that five enforcers had died at the mysterious woman's hand before she fled and the blaze was extinguished.  Alarmed by Brass Circle's apparent willingness to escalate the war for High Falls by violating Duplicytus' neutrality and setting an uncontrolled fire in the slums, Ivellios ordered all three to leave the city with Caiwynn Domarien's caravan.

View
Welcome to your campaign!
A blog for your campaign

Wondering how to get started? Here are a few tips:

1. Invite your players

Invite them with either their email address or their Obsidian Portal username.

2. Edit your home page

Make a few changes to the home page and give people an idea of what your campaign is about. That will let people know you’re serious and not just playing with the system.

3. Choose a theme

If you want to set a specific mood for your campaign, we have several backgrounds to choose from. Accentuate it by creating a top banner image.

4. Create some NPCs

Characters form the core of every campaign, so take a few minutes to list out the major NPCs in your campaign.

A quick tip: The “+” icon in the top right of every section is how to add a new item, whether it’s a new character or adventure log post, or anything else.

5. Write your first Adventure Log post

The adventure log is where you list the sessions and adventures your party has been on, but for now, we suggest doing a very light “story so far” post. Just give a brief overview of what the party has done up to this point. After each future session, create a new post detailing that night’s adventures.

One final tip: Don’t stress about making your Obsidian Portal campaign look perfect. Instead, just make it work for you and your group. If everyone is having fun, then you’re using Obsidian Portal exactly as it was designed, even if your adventure log isn’t always up to date or your characters don’t all have portrait pictures.

That’s it! The rest is up to your and your players.

View

I'm sorry, but we no longer support this web browser. Please upgrade your browser or install Chrome or Firefox to enjoy the full functionality of this site.