The Journey There

A Dungeons & Dragoons Boxing Day Adventure

Cast of Characters:
Amara Everglade, Elven Ranger (Bailey)
Tala the Titan Slayer, Gnome Barbarian (Sarah)
Nymura Rose, Tiefling Ranger (Peyton)
Ceri, Dragonborn Ranger (Erin)
Edward Cheery,  Human Rogue (Chance)
Perrin Tosscobble, Halfling Monk (Darryl)

Our adventure begins in the city of Skharon Tor in the Kingdom of Ullta. It is the seventh day of Maiis in which the Festival of Saints is occurring in Skharon Tor. It’s a busy time of the year for the city with a normal population of 8,000+ people but it has swollen in size due to the festivities.

The streets are crowded with stalls and buskers, business are packed full of people taking in the week long festivities in the city.  It is in the Avenue of Running that the story begins as a scene unfolds that draws our heroes together. Ceri (C) is standing around as if waiting for someone, Edmund (E) and Perrin (P) are at a stall together. Down the avenue Tala (T) who is drunk and currently wandering about to find another tavern to drink, She is dressed in a bright yellow robe and looks like the design of pink elephants on it, she had swiped it from a stall. Amara (A) is looking at bows at a stall and Nymmra (N) has just entered the street as well.


A commotion occurs as a young urchin runs through the crowded avenue, she is definitely carrying something and being pursued by a group of men in white tunics and flowing red capes. The young urchin is quickly running past and dodging citizens, her pursuers are pushing through knocking people aside and clearing a path if those in the way do not move quickly in time. A Clockwork Brawler appears as well, it has a huge flowing red cape as well as it’s breastplate painted white with the same markings of the urchin’s pursuers.

Edward notices the young urchin seems to be in trouble and signals to her that he could help, she acknowledges and makes a bee line for him. Perrin sees that the girl is being pursued by armored men and he sort of stumbles into the pursuers tripping up one of them.

Tala is about to give chase tot he pursuers because one of them bumped into her making her spill her ale on the ground, but then the Clockwork Brawler intervenes. Tala draws her axe and strikes at the Clockwork Brawler and Amara joins in to assist the little barbarian who seems to be up a huge formidable challenge! Nymura continues to walk down the street and also spots a familiar face, that of Edmund down the avenue and she makes her way towards him.

The urchin does a sleight of hand and passes the item to Edward. He makes it look like he’s been pumped into and takes the item into his cloak. The urchin rushes off and Perrin intervenes tripping up a fellow who then apologizes, the fellow gets up and back hands Perrin and gives chase. Perrin turns to a vendor and asks who are the men in the white tunics. The vendor tells him that they are called the “Wightguard”. They are a freelance mercenaries that offer protection to the elite. Ceri lets the girl run past her before she uses her firebreath to deter the fellows and making sure the urchin gets away; and thus combat has been initiated.

Ceri and Perrin taking on the Wightguard while Edward maintains to the shadows and doesn’t want to draw attention to himself now that he has the item in his possessions. He will strike from the shadows with hand held crossbows while appearing to be a witness to the events unfolding.

Tala, Amara and Nymura will tackle the Clockwork Brawler. With Tala giving the beast a huge hit before being picked up and tossed like a rag doll. Amara is dancing around trying to get a shot off with her bow but can’t seem to hit anything. But in the end our heroes prevail and eventually dismantle the Clockwork Brawler and handle the Wightguard.

Our heroes regroup together and decide to head off the streets and head into the nearest tavern, and away from prying eyes. The Inn of the Green Griffon is just such a place, it’s nearly empty and in the establishment. They find a corner table and Edward begins to look over the device. Though, several minutes will pass by and Wightguard men enter the establishment led by a citizen (a stool pigeon) who had spotted our heroes entering the building, the citizen is hoping for a reward.

Elless Fulnan approaches the table and asks them there whereabouts several minutes ago when his men where jumped by strangers who were apprehending a thief. Nymura tells Elless that they were in the in the whole time and has no idea what he is talking about. The gang prepares for battle, but Nymura’s bluff wasn’t called and the Wightguard drag the stool pigeon out. Asking the bartender about a private room, our heroes rent it out and then they unwrap the parcel to find a Puzzle Box using History they learn that it’s called Prima’s Orb. That it’s been in the possession of Magistrate Vikta Ulter for decades and he’s been trying to find a scholar to decode it for him. Rumour has it that inside holds a key to a lost treasure and that it has to be open a certain way.

Edward just taps the device and everyone else looks at figuring on what to do next with it. That’s when the item lights up, a faerie fire glow about it. It seems someone is trying to locate it, and that’s when Edward covers it up with the clothe again. Moments later they hear a voice boom from the main room of the Green Griffon. The Magistrate Vikta Ulter, along with Elless Fulnan and his men have entered the place, as well as a robed gentlemen who seems to be conversing with Elless.

Elless asks the serving wench about anyone in here with an orb like device and she replies that she hasn’t seen anything of the sort. That two strangers who had been sitting here moments ago, a Tiefling and a gnome had got up and left without paying for their drinks. Vikta, Elless and the Wightguard head outside and begin to look around for the strangers.

Our heroes decide to change locals and find a new place to hole up for a bit.

That place is The Silver Disk located a few blocks away and seems to be secluded from the main avenues. The owner is one Hagar Huntersun and he has a suite available for groups that’s where our heroes end up in. They figure the fabric covering the orb is magical in nature and blocks out detection spells. So, when they open it up again they find that the orb is rotating and unlocking itself to the amazement of everyone in the room.

Edward flips it open and discovers a glass scroll with a parchment inside, separated by tube filled with liquid. He is careful to take the scroll and making sure that the glass isn’t broken. With the skills of a rogue he unseals the scroll casing and carefully takes out the parchment. The parchment is a map with strange writings on it and no one can decipher.

Perrin decides to go to the temple to find out anything about the writing, while Edward goes to the library to see what he can find. The others stay at the inn and keep an eye out for the Wightguard. Perrin comes up with nothing, but Edward even has a lead from the librarian who says that there is an elder, Evenia Apricot, who might be able to help. Since she is an elderly elf and has been around for pretty close to a millennium.

They head to Evenia Apricot’s humble abode, a beautiful park and a large home within a giant tree in the city. Evenia greets them and she deciphers some of the words on the map. The language is pretty old and hasn’t been used in 2,400+ years.


Our heroes regroup at the Silver Disk and discuss there options. One of them unrolling a map of the kingdom and maybe the markings and the landscape coincide with an area. And, sure enough it does. Basically, The Cursed Land to the north is where the map leads our heroes.

So they decide to check it out on the morrow, they head to the tap room to celebrate their good fortune.

The next morning as our heroes prepare to leave the end (and the barbarian tripping over her feet and tumbling down the stairs) our heroes encounter the urchin girl that handed them the device and now she wants it. She had brought several of her associates with her to retrieve it by force if necessary. Edward is all full of giving her the Orb since they had took the scroll out of it. But, the other party wants to put an end to this right here and now and don’t want to be looking over their shoulder as they will hunt for the treasure as well.

There is bloodshed in the Silver Disk as the urchins and the party clash and finally dealt with the problem before it becomes a recurrence. They leave the Silver Disk and head to the north gate of the city so that they can leave, though it seems there is a line up at the city guards as the Town Watch along with a couple members of the Wightguard are there inspecting people as they leave and asking them mundane questions.

They make it out the city with no problem and travel north onward to adventure. Walking away from the city along the road, passing through farmlands and grasslands our heroes arrive at Galen’s Rest. A small community that has a Coaching Inn and Stables as well as a hostel. Our heroes decide to take a rest at the hostel and leave the Inn alone, logic dictates that trouble comes to follow them when they stay at one.


They get there rooms and then go to the local businesses to pick up stuff they need for their expedition into the Cursed Land. Hopeful to pick up some legends and rumours about the area as well. Our heroes rest for the evening and by dawn’s early light as they awake to prepare to head north, they discover writing that has appeared on the back of the scroll.

Inside the pool
There is a secret lair
Of a secret god.

Fear not what you do not see,
since Secret’s will kill thee.

Tis a riddle and it gives our heroes something to ponder on and to discuss what it means.

As they enter the common room of the hostel, there is talk about the  Wightguard had arrived late in the evening and went to the Inn. There they had dragged out a dragonborn, a gnome, as well as a halfling from the establishment to bring them back to the city. No one knows what they had done, but with the Wightguard leaving the city to drag them back means that it’s not very good news at all.

Our heroes thank the hostel owner for their hospitality and head out the door.


About Mana Junkie

Not much to tell at the moment. Will fill you in sometime down the road.
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