Fight by Evening Light: RPG Session 2 Report in The Magic Multiverse | World Anvil
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Fight by Evening Light: RPG Session 2

General Summary

"Well, I think your mother smelled like...dirt! Rahhh!"   ~When the bard casts Vicious Mockery but can't think of anything to say
 

Dramatis Personae

Heroes of the Story:

  • Gúrda Thérun, a Frost Dwarf druid from the wild North;
  • Geort Adanar, a human paladin, on the run from his past;
  • Melé Alkabahar, a human avenger, seeking work; and
  • Daz Dromégar, a human bard, searching for help with a task.
  • At the guardhouse:

     
  • Captain Aslgar Scherni, the stern leader of the local guards.
  • In the Freebrook Market Square:

     
  • Sari Fehaz, owner of a well-known local brewery;
  • Darúkk Zaymil, florist and good friend of Sari;
  • Darantus Slénami, proprietor of a shop specializing in magical herbs and texts; and
  • Alana Sadentes, the cagey owner of a used-goods store.
  • At Alté's Old Cane Inn:

     
  • Dógar the Drunk, the local drunkard, who is quite violent; and
  • Salam Darkkal, a bartender of good cheer.
  • At The Dargin's Den:

     
  • Emet Kaldas, an innkeeper of little respect and less diligence; and
  • Peri the Barmaid, the barmaid forced to make up for him.
  • In the Freebrook Magistrate's Manor:

     
  • Magistrate Ignelsio Fardaker, a portly civic leader;
  • Flora Fardaker, wife of the Magistrate and avid rider; and
  • Dómaté Dat, a fastidious yet clumsy scribe.
  • What Happened

    The four adventurers are brought into the guardhouse, where Geort immediately notices that the guardhouse has no scribe. This is a curious thing, as such a place usually requires a scribe to keep up with the notices, witness statements, and other such tasks. Aslgar told the four that their scribe, Parin Rédagal, died under rather mysterious circumstances and that the matter was being handled internally.   After this short conversation, the four adventurers were brought into the courtroom of the guardhouse, where they provided an explanation of their activities in the square. Daz spoke of why Nib was no longer in control of his actions. Gúrda informed them that the four adventurers had never met before and could not possibly have planned any wrongdoing. Geort testified that the four were trying to stop the situation in the square from getting worse. Melé didn't speak much, preferring to let others speak for her, but she helped elaborate on what other people had said. In the end, the guards were not totally convinced and Aslgar commanded that the four were to stay in town during the investigation.   It was as they were leaving the guardhouse when a guard came in, breathless. He was completely breathless, having run from the Magistrate's manor to give a report; Flora hadn't returned from her mid-morning ride, and that the Magistrate feared that something had happened to her. The four wanted to give their help with this, but the guards claimed that they could easily handle this issue.   Following this, the four adventurers went back to the Dargin's Den to plan their next move. During this time, Gúrda confronted Geort about the dragon necklace that he wore, and he told the group that he had accidentally fallen in with a group of Dragon Heretics who were supposed to be under arrest back in the capital. Geort admitted that they could have escaped, and that kidnapping people and attacking small villages with elementals was the heretics' modus operandi. The party suspected that whoever responsible for the attack was likely in league with The Dragon Heresy and that the group would have a spy in the town. But who?   The party went down to the square and began to investigate, learning a great deal about the local inhabitants. They discovered that Darantus owned the local shop for magical texts and herbs, and that he had recently lost a book on elementals. They met Alana Sadentes, and noted her strange feud with Darantus. They went to Sari Fehaz's brewery and talked to Darúkk Zaymil, and neither seemed to know much about anything. They took the walk to the Magistrate's office, where they learned that bandits had raided the town in the past and that they could be back. Finally, they went to Alté's Old Cane to collect Gúrda's things and got into a fistfight with Dógar, who suspected Gúrda of stealing his coin and swore revenge on them.   Eventually, they realized that the linchpin of this plot would have to be a group of bandits hiding out in the grassy plains to the west of town. After sneaking past a pair of sentries by creating a distraction using some of Gúrda's flame seeds, they snuck out of town as the sun set.   Travelling for about an hour along the road, the four adventurers came across some traders trying to make the village before dark. It was Daz's skill at lying that allowed them to discover that the traders were in fact traitors and the very bandits that they had been seeking! After a tense fight where Daz's skill at vicious magics and Melé's skill with her blade came of particular use, they discovered that these were merely a group of the bandits and that the rest of the bandits had to be nearby. Luck was in the air, for as the sun set, a small light was seen in the distance, illuminating a camp in the tall grass...
    Campaign
    The Return of Xernar
    Protagonists
    Gúrda Thérun
    Daz Dromégar
    Geort Adanar
    Melé Alkabahar
    Report Date
    30 May 2018
    Primary Location

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