KWN.2.1 Sabotage in Silverymoon Plot in Forgotten Realms | World Anvil
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KWN.2.1 Sabotage in Silverymoon

Session Preface

It’s been four days since the Acting High Council’s proclamation. By the following dawn, several triads had already ventured eastward, driven by a calling to further repel the Kingdom of Many Arrows who still threaten the rest of the Silver March. With the next day’s passing, another portion of Knights turned southward, bound for the towns of Jalanthar and Hilltop, bringing justice and aid to the under-served communities. Others still took their leave of the caravan to venture north in hopes to offer their services to the dwarves of Citadel Felbarr, whose lands are still scarred from the onslaught of Fire Giants the previous winter.       The remaining Knights continue the journey westward, still yet a day’s march from Silverymoon’s gate. As the sun paints the gathered clouds in a glow of purple-red, the day-long deluge of drizzling rain finally sputters out. A campfire is quickly built, allowing the weary warriors to warm and dry themselves. Knights in their newly assigned triads discuss plans and preparations. Others sharpen notched blades and hammer dents out of armor earned in the reclamation of Sundabar’s remains.       Near the campfire, Hammer Ephen props himself against a tree stump and tunes his lute before plucking a simple, soft rendition of a popular tavern refrain. As more and more Knights gather round to warm their soaked traveling clothes and raise their spirits, singing breaks out, spreading infectiously through the ranks. Before long, a cask of ale is brought from the supply cart and the Knights of Holy Judgement take turns singing and drinking with voices and cups raised to the shrouded night sky. The evening continues with such merriment, though all know it to be a night of bittersweet wondering, for each Knight in turn shares the same thought. “Will we all ever be together again?”       Eventually, the festivities settle and the Knights spread to their respective sleeping arrangements, hearts full and heavy with hope and uncertainty in varying measure. Sleep takes each of you quickly after the day’s slog through the muddy hills and persistent rain.       Tristain, your dreams carry you away to a distant, dimly lit cave. Snow drifts in at a ferocious speed. It threatens to swallow you whole. You push further into the cave. From the shadows, a broad-shouldered figure steps forth. Even in the freezing temperatures, his taunt, muscular grey-blue skin glistens with beads of sweat. The figure arches its shoulders, massive leathery wings unfolding and tucking back into place. The scars and markings across his chest and face are all too familiar, as are his bloody maw and crimson-stained axes clasped in either hand. The figure smiles, clearly pleased with himself, and addresses you. You wake with his words seared into your mind.       The morning unfolds in the familiar routine of breaking camp. A simple breakfast, repacking supplies, and the polite nods of Knights who know their shared time together has come to a close, the remaining march simply a lingering formality. The day’s trek is spent mostly in silence, with each individual’s mind now focused on the respective days and journeys ahead. It is dusk by the time you pass through the gates of Silverymoon. Some of the Knights make their way towards the stables, others make arrangements to acquire teleportation services, and other still seek out rest in the Halls Invincible. In turn, you bid farewell to faces both familiar and strange until each has faded into the soft glow of the city streets. Before long, the three of you stand together, alone.  

Session Summary

  Saying farewell to their companions, the party sees to a few miscellaneous tasks before finding rest. Pax, looking for a profit off of the Tanarukk components recovered during the previous mission, stumbles into the Wyrmworks, meeting a pair of retired adventurers fixated on dragons and their kin and their presence in the Silver Marches. Though they are interested to hear about the white dragons that attacked Sundabar, they point Pax towards the Shining Scroll and professors of the Conclave for his components. They also point him towards the Master of the Map House who is looking for someone to take care of a Will-O-Wisp issue. Meanwhile, Tristain returns to the High Palace to collect his contract for the tiefling thief, Arkmenos, which had been signed by the High Mage while the Knights were away in Sundabar.   The next morning, Tristain and Aethuriel share breakfast in the kitchen of the House Invincible and are shortly thereafter joined by Pax, who stayed at the Wayward House the night prior. While eating the last of Tristain's breakfast sausage, the three reconcile with the fact that they, as three near strangers, are now working and traveling together indefinitely. Outwardly annoyed at the conversation, Pax improves his mood when Aethuriel provides him a cup of coffee which helps his disposition enough for the party to discuss and agree upon exploring the city and their respective leads for work and compensation.   The Knights then return to Optym's Blade to have their weapons repaired while Pax finds a blind fletcher and his two daughters who run his market stand with him to take care of the his damaged bow. The younger of the two daughters offers a batch of "Wild Magic Arrows," but Pax finds himself unmoved by her sympathy story of trying to earn her admittance to the Conclave.   After dropping off their gear, the party track down Captain Grapeshot, who welcomes their assistance with enthusiasm. The Captain explains that before dealing with the string of thefts, he requires the party to investigate a string of incidents involving artillery and defensive measures being dismantled. During their initial questioning, the straightforward Captain explains to the party these incidents have happened several times over the last month, always targets different pieces, and seems to always occur during the night shift.   The busy Captain then directs further questions to his Lieutenant, the noble and formal Balrum, and his Head of Maintenance, Katwyn, before being called off to see to other matters.   The party finds Balrum further south at the Mulgate. In their questioning of Balrum, the party learns that thanks to the setup of the patrols, the window for uninterrupted access is narrow, races with dark vision typically work the evening shifts, different guards report the matter each time, and one guard was a witness, but was knocked unconscious. Balrum shares that the Shift Captain, Brammus, can answer more specific questions about the rotation of guards and any possible overlap of individuals scheduled during the windows of interest. He also suggests they visit Leonan, the individual who was attacked on the wall the night prior when he saw someone interfering with a ballista by the Moongate.   With Brammus unavailable until later in the evening, the party takes a brief moment to retrieve their weapons and follow up on Pax's lead regarding a job dealing with Will-O-Wisps. Upon returning to the Map House, they briefly visit with Burrowstone who thanks them for delivering his letter to the Undercity of Sundabar. They then meet with Esklindrar, the Master of the Map House, who explains in his wandering, verbose manner that he wishes the party to bring back necrotic motes of energy from wild Will-O-Wisps, as well as any components of Shambling Mounds they are frequently found in proximity of. The scholar points them towards the Moon Wood or the High Moors as possible locations for the creatures. When discussing payment, Esklindrar is willing to provide his entire coinpurse of seven gold, but offers instead the treasure of knowledge, offering to research and provide information for the party on matters of their choosing. With this deal in place, Esklindrar provides six enchanted vials for the party's use in the endeavor.   Returning to the investigation of the damaged artillery, the party head to the Moongate, where they find the loud and crass Katwyn in the midst of attempting to fix the artillery. The Head of Maintenance explains that the artillery is Dwarven in design, requires a decent amount of expertise to dismantle, and always has similar components stolen - that which holds or builds the tension making the devices so effective. In observation, Aethuriel also notices a crossbar bent out of place at an angle, implying tools were involved. Searching for ways these events may tie into his contract, Tristain inquires about the value or magical capabilities of the individual components that are missing. Katwyn explains that some of them are made of platinum from Avraathe, but are not magical in their function.   With these new clues, the party return to the Southbank to visit Leonan in the infirmary. Though not fully present, the guard is open to the party's questions, explaining that he was ascending the stairs to meet his shift partner, the half-elf Varnos, when he saw a smaller, stout figure leaning over the ballista, but was hit at the base of the neck and knocked unconscious. He doesn't remember much of anything, but believes Varnos was the one to bring him to the infirmary.   Before the party can ask any further questions, Captain Grapeshot interrupts, asking to speak to them privately. With a look of growing concern, the dwarven captain explains that a dead body has been found in a strange set of circumstances and whether or not it connects to the thefts or the sabotage, he believes it best that the Knights look into it as well.

Session Overview

  Date Played:
Nov 17, 2020   Party:
  • Aethuriel
  • Pax
  • Tristain
  Time Passed:
Elesias 15-16, 1493   NPCs:
  • Optym
  • Roryk and Delgrath of Wyrmworks
  • Taeren, Belinda, and Merilla Heavensbow
  • Captain Gunner Grapeshot
  • Lt. Balrum
  • Katwyn, Head of Maintenance
  • Leonan, Guard
  • Brammus, Night Shift Captain
  • Esklindrar
  • Varnos
  Loot:
  • 6 Enchanted Vials
  • 1 Wild Magic Arrow (Tristain)
  • Repaired Weapons

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