Aeolides' Army - Legend
Aeolides' Army is an event in which the adventuring party, led by Zermous, encounters an undead threat linked to an ominous celestial event. The events unfold primarily in Waterdeep and the town of Ampheil, where the party faces escalating undead incursions.
Arrival in Waterdeep
Alencia, having completed her martial training, arrives in Waterdeep to reunite with her companions. While navigating the city, she encounters an unnatural green light that blinds her and triggers a wave of nausea. As her vision clears, she finds herself amidst an undead attack. Skeletons roam the streets, engaging in combat with the city guard. Navigating through the chaos, Alencia reaches Stormbringer Manor, where she is initially dismissed by the butler before being recognized and admitted by Zermous.
Within the manor, Alencia finds her companions—Zermous, Olaf, Jember, and Fjord—enjoying a meal. The group discusses the undead presence, which they attribute to the passing of a comet and a lingering curse connected to Zermous’s lineage. The next destination affected by the comet’s path is identified as Ampheil. Jember has already sent word of the impending threat to the town.
Preparations and Departures
Before departing, the group explores Stormbringer Manor’s collection of magical items, now under Zermous’s ownership. They each receive enchanted artifacts:
- Alencia: Chime of Opening
- Olaf: Dimensional Shackles
- Jember: Portable Hole
- Fjord: Iron Bands of Bilarro
- Zermous: Cube of Force
Zermous also takes possession of his late father’s robes. In a moment of levity, Fjord tests his new item on Harlind, inadvertently binding him with the iron bands until the release word, "milkshake," is spoken.
That night, Olaf experiences a disturbing dream, sensing an unnatural presence around Zermous’s father’s body. Investigating further, he perceives a void-like absence where the body should be, awakening in a cold sweat.
Arrival in Ampheil
The party travels to Ampheil, a town known for its horse breeding industry. Upon arrival, they are met by Sparrow Shazgob, a half-orc woman who communicates with Jember using the secret code of the Glad Bracken. She warns of the comet’s possible effects and notes that while most families have evacuated, local authorities and merchants remain. She also hints at a magical artifact within the Roaring Ham estate, which enhances the town’s horse breeding capabilities and could conveniently go "missing" amidst the chaos.
As they converse, another green light flashes, and the town is momentarily distorted as if viewed through a heat haze. People caught in the distortion appear confused before screaming and rapidly decomposing into undead creatures. The newly formed undead assault the town gates, prompting the group into action.
Defense of Ampheil
The party assists the town guard, with Zermous unleashing a fireball that incinerates most of the undead. However, one surviving undead creature scratches a guard, freezing him in place before Jember dispatches the creature with a well-placed arrow. Sparrow directs the group to the temple, where the sick and elderly have sought refuge.
At the temple, they find a priestess struggling to seal a door with magic. Before she can explain, the door bursts open, and monstrous undead creatures emerge. Jember ensnares one with magical vines, while Alencia launches a lightning assault. As the creatures advance, an elderly woman defiantly places herself between them and the sick. Reinforcements arrive as Fjord, Olaf, and Zermous join the fray. Fjord, imbued with haste by Zermous, engages one of the beasts directly. Olaf’s divine magic weakens the creatures, and Jember’s arrows strike true. The battle intensifies as one creature climbs onto the roof, only to be obliterated by a lightning bolt from Zermous. Fjord and Olaf deliver the finishing blows, securing the temple.
Showdown at Town Hall
The group moves toward the town hall, finding it in ruins with fallen guards littering the floor. A massive hole in the structure suggests something has forced its way through. Following a trail of blood, they encounter a hulking undead warrior wielding a colossal axe. Jember, enhanced with haste, unleashes a flurry of arrows. Alencia intercepts the creature’s attacks, narrowly avoiding a fatal blow. Fjord engages in close combat, striking with his warpick as Zermous and Noctis provide magical support. Olaf channels divine energy, dealing a final, decisive strike. As the creature crumbles to dust, Alencia warns the group to cover their faces from the unnatural remains.
With the immediate threat neutralized, the party regroups to assess their next steps, aware that the comet’s influence may have far-reaching consequences.
Comments