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Adventure Log I Campaign: Afterfall; Legacy of the Ancients Dungeon Master: Brutorz Bill
Party Title: None as of yet Date of Game Session: 10/14/00
The Beginning...
Lexington Cheshire and Corbin journey to the edge of the Kingdom of Avalon, before reaching the Durne/Avalon border they are forced to take a detour through Whisperwood. A House Morlok
patrol has set up a rather hostile looking road block on the main road. Upon entering the wood they quickly realize why it has a reputation for being haunted. Constant whispers can be heard, traps are everywhere,
and it is unnaturally dark. Lexington despite his best efforts becomes trapped in a large net that dangles him over the narrow pathway. Corbin, looks about nervously, the whispers intensify...
On the opposite side of the Wood, the recent traveling companions; Pilfrey Stolenjules and Crystal Bawls spot the same rough looking patrol of Morloks. Pilfrey uses his uncanny halfling stealth,
and sneaks up on the group. He learns of their intent to harm an individual named Sinclair, whom they strongly believe will be coming down the road soon. Crystal and the halfling decide to detour into the woods,
maybe even to warn this Sinclair fellow. The duo soon encounter the same difficulties that Lexington and Corbin faced, only the talents of Pilfrey enables the two to avoid any real difficulties. The two soon
come across a human warrior hopelessly ensnared in a net. Sneaking up to the dangling warrior, Pilfrey offers to help free the human, although the warrior insists that "No help is needed!". Crystal manages
to come face to face with the source of the whispers; The Lemms
After an interesting conversation with these furry denizens of Whisperwood, it is learned that the Lemms believe the world is the dream of a sleeping giant and that if awakened the world will
cease to exist.
In the midst of this, the party comes together (after a fashion) and a newcomer joins them; Mousha the Lender , a jolly merchant type with an accent to make any true "Don" jealous.
Complete with a greased "Night-Wagon" and nocturnal mules. The Lemms indicate that taking the wagon is the best way out of the forest. The group, tired of all the traps and such, come to loose employment
terms with Mousha. They will accompany him as body guards to his destination, Deeptown a merchant town located in a deep valley amidst the mountain range that separates the Old Lands from the Eastern Territory.
Soon on their way, Mousha proves to be a bizarre patron along with his pet ferret "Nookie". Pilfrey constantly tries to view Mousha's secret cargo but the ferret's eyes never leave site
of the roguish halfling. Traveling at night, the group slips past most civilized folk. Though they do have a few interesting encounter while traveling across the pleasant Durne countryside.
After some distance of travel, the group encounters another wagon also traveling at night. Mousha appears very nervous at the sight of this arrival. Mousha states this individual is
Gordon Fetcher; a.k.a. "Uncle Fetcher" and that he is not one to be trifled with. Gordon's wagon is a massive affair pulled by four huge horses. Lexington being from a long line of
horse-breeders quickly realizes that these are not natural horses, more likely they are some form of construct! A confusing verbal exchange takes place between Mousha and Gordon, Pilfrey attempts to break into
Gordon's wagon with unpleasant results (although Pilfrey is able to once again use his hand, a day or so later), the party briefly meets Gordon's goddaughter, Altara an attractive yet apparently blind human
woman. She keeps mostly inside the heavy wagon. There is talk of bandits on the road ahead, and the two wagons go their separate ways.
A few other encounters occur during the journey across Durne. A lone Dwarf is encountered, he never gives his name, but asks of news of Ramasith Ironhanded, Master Architect of the
Dwarven MasterBuilders. Lexington knows of this famous Avalonian Dwarf, the dwarf was quite healthy when he and Corbin started their journey. The lone dwarf mutters a vague reference about Wargolems and
gives a more detailed warning about bandits ahead, particularly a new bandit leader is stirring up trouble this side of Deeptown. The leader a calls himself Knife Ambrose and claims to be the bastard son of
the Sinclair Noble House. The Dwarf then departs.
The group continues their journey. The following day a body is discovered in the road. Lexington determines the body is a human warrior from Moorabbin, a town in northern Avalon. On his person is
discovered a Wolf-Head ring and a mysterious crystal. Crystal the elf, studies the stone intensely, she determines it is indeed magical and seems to be some sort of knowledge storage device. Though she does not know
how to activate it. Brief respects are paid to the dead warrior and the group moves on. Later that day a party of twelve dwarves is encountered. The dwarves are on some form of funeral march. It is learned that they
go to pay their respects to the now deceased Ramasith Ironhanded. The same dwarf the party was asked about just one day earlier. He was apparently murdered. Condolences are given and the dwarves continue their
somber journey to Avalon.
Later that night, some curious happenings take place involving the crystal. It seems to mysteriously move about to different people's pockets and such. The party determines it is the work of
fairies and not the work of the group's resident "anarchist" Pilfrey. No other occurrences take place that night with the crystal. The relatively quiet warrior, who Pilfrey "rescued" from
the Lemm net, takes the crystal as his responsibility to keep a close grip on.
The wagon finally begins to enter the foothills. The terrain is rocky and Mousha is nervous, bandits could be hiding about anywhere. After a time Mousha's fears are realized. A barricade blocks the
road. The halfling sneaks ahead and spots goblins waiting in ambush. Combat ensues, by the end of the encounter nine goblins are dead, as well, as some large hairy ape-man that the goblins called "Big
Charlie". The group handled there first trial-by-fire admirably. While licking their wounds Lexington and the unnamed warrior find three potions in the ape-man's lair. The group clears the road and once again
the wagon heads on towards Deeptown. Mousha breathes a sigh of relief, though he knows they still have a ways to go until they reach Deeptown....
End of Session One...
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