The Adventurers of Kaer

Chapter 2 - Session 4

Bright moonlight shines down on our group of adventures and the townspeople of Bree. Jacob, father of Thomas lies dead outside his home in a pile of his own blood. Our adventurers are injured but survived the fight with the unknown adepts that held this town hostage.

After patching up the townsfolk (and themselves) the crew decides they need to know more about what happened. The bar owner pours a few shots and relives the story of the adepts coming into town, gathering everyone into a group then forcing them into bondage before locking them in the Inn. The group seems to have been waiting for something, but never asked for information or stole any items.

Not one to pass up an opportunity to liberate some items, Raistlin decides that a few remaining bottles of liquor and some bedding will serve him better than it would the townsfolk and packs it away before resuming his search for signs of the bandits.

Thomas returns with Ketchem to his family’s home. They bring the bodies of his mother and father upstairs and lay them in bed, before gathering supplies from the house. A sturdy wardrobe stands in the corner of the bedroom locked by a padlock. Hoping there could be something inside that sheds light on this mystery, Thomas gives Ketchem the go-ahead to break the lock off. More than a few swings of a sword later, the wardrobe is open with a lone journal and a pair of well-worn gloves sitting inside. Thomas takes the items, flipping through the book in hopes of information of the plague. Unfortunately, this book seems to focus more on the events of Eston Kaer before/during/after the opening.

Knowing it’s time to close this chapter, Thomas leaves the house and sets it on fire. He stands holding his sister close as the place burns; the town looks on in silence.

Thomas is given a few items from a recent will that his father wrote. A key and a note that simply says “The Will of Kul”. A second letter is given to Thomas from Takaris on behalf of Owyn Bodvar.

  • “By now you will know first-hand the darkness that plagues our land. I am truly sorry for you loss Thomas. Do not let your father’s death go meaningless. I beseech you; travel to Travar where I will be waiting for an audience two weeks from tonight. Perhaps together we can learn the source of this dark power and finally put an end to this plague. Speak of this to no one. I will be staying at the Golden Goose Inn under the name Boren”

Finding the bandits is the group’s first priority now that the village is safe. They take off following traces of blood, only to see their very own airship fly above them and turn away towards Eston. Meeting the rest of the airship crew, it seems clear that the very adepts that used illusionary magic to trick them at the Inn has done the same to the crew of the Titanic Hawk.

Our adventures prepare to depart to Travar. Not knowing if they can trust Owyn Bodvar, this still seems to be a better plan then venturing back to the less-then-friendly city of Eston. The remaining crew of the Titanic Hawk decide that getting their ship back is priority, and they set out to retrieve their property.

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Chapter 2 - Session 2 & 3

To be updated – rough notes below:

Session 2
The group explores the city
Gets pissed off at unhelpful councilors
Start and end a bar fight
Witness the murder of a guard
Keep seeing the figure of one of the dark adepts that the group ran into outside of Bree

Session 3
The group ended up back in Thomas’ hometown. Thomas’ father Jacob has been driven mad and murdered his own wife before attacking Thomas.
They fight Jacob, who ends up taking his own life.
The group go to the nearby inn, which has been overtaken by three travelers that appear to be adepts. They are holding the townspeople hostage.
The group fights these dark adepts knocking one unconscious while the other two escape through the use of illusions.

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Chapter 2 - Session 1

As per the agreement, the townspeople have been given food, shelter and opportunity to make a new life. In exchange Ketchem must set sail for the land of Eston (mistakenly expecting Drake and Raistlin to join him). There he is to investigate an opened Kaer who’s citizens distrusts adepts. The hope is that he will be able to convince their people to ally against the Horrors of Parlainth. Ned sails north on a stealth scouting mission to gather information about Parlainth, while Drake conducts “business” in Throal. Raistlin has remained unconscious at a local inn in Throal ever since encountering the mysterious fog during the airship voyage, but recently has disappeared.

  • Ketchem boards the Titanic Hawk once again, but this time with some new faces. Biggs (Air Sailor) and Wedge (Scout) are adepts from Throal who have been assigned to make sure the voyage is a success. Grimm returns to the ship, but this time is not as Captain; he is responsible for doing the jobs Biggs orders. Hasty repairs have been made and the ship is air-worthy, but hardly pretty.
  • The voyage is trouble free until nearing Eston. Rumors of the landscape prove true and the airship must avoid giant pillars of earth towering up into the sky. Ketchem helps guide the ship down to safety, but not unscathed. A large piece of the lower hull has been ripped apart by rock, causing much of the groups supplies to fall from the ship (and one un-expecting adept)
  • Biggs stays at the Airship with Grimm to work on repairs.
  • Wedge and Ketchem travel to a nearby lake to gather water. Wedge scouts out a path that rolls over a nearby hill, spotting a village in the distance. Wedge tells Ketchem to go check out the town as he figures this is a good chance to barter for some food while he returns to the airship with the water. Ketchem runs into a young man named Thomas who is traveling the path towards him.
  • During introductions, Thomas notices that they are being watched by a man hiding behind a tree. Ketchem catches on that something is wrong and glances to the trees.
  • Realizing he’s been spotted, a well-armed highwayman emerges and confidently approaches the party. His intentions are made clear, demanding gold along with young Thomas’ bag of trade supplies in exchange for their lives.
  • The party refuses to pay the toll instead deciding that violence is the solution. The Highwayman seems pleased expecting an easy fight until Thomas’ staff bests his defenses. Ketchem attempts to run the man through, but his opponents eyes grow wide with rage, then dark blood red as he raises his sword up and crushes it down onto Ketchem’s shoulder.
  • With the highwayman’s associate entering the brawl, Ketchem takes quick and dirty action to ensure this fight remains one-against-two, delivering a brutal attack across his new opponents hip (not exactly his target).
  • The highwayman is stunned seeing his comrade injured and stops his attack. Not only was his companion hit, the would began to pour out a black tar-like blood.
  • Wedge emerges from the brush downhill and advances towards the group while taking a few shots with his crossbow in assistance.
  • The highwayman seems shocked, horrified and confused watching his companion scream on the ground clutching his dark wound. He turns and runs from the fight, fleeing to the nearby lake.
  • The wounded associate is taken captured and tied, then wheeled back to the Titanic Hawk for questioning. Unfortunately, he passes out and although he appears alive he shows no signs of waking.
  • Wedge and Thomas take off to follow the highwayman down to the lake. They are able to follow tracks to the edge of water where they find armor and a sword, but no body. The tracks end here.
  • Thomas heads back to his village to warn the town that bandits are in the area. He also lets a few key members of the town know that the bandits may not be human.
  • Back at the airship, Ketchem is ready to give up on his chance to question the man when he suddenly regains consciousness. The man seems to have wasted away over the past hour and upon his awakening seems to be no more intelligent than any beast. When not violently retching, the man simply tries to get free of his bonds or gnash his teeth at Ketchem. Biggs and Ketchem discuss and decide it’s time to end this man’s life, and burn the corpse.
  • The next morning Ketchem heads out to meet Thomas back at the path where they met before. Thomas has agreed to show Ketchem the way to Eston, as traveling the roads could only be safer.
  • For two days they travel, sharing stories of their respective homelands. Thomas marvels at Ketchem’s skill with a blade, while Ketchem wonders if there is more to this boy than he first assumed.
  • Beyond the fog at the end of their path, a great stone pillar reaches to the sky. It is as wider than they can see in the fog, and Thomas confirms that this is indeed the location of the Kaer of Eston.
  • Near its base the pillar appears to be hallowed out. On the ground a ring of old broken down stone walls appears as nothing more than rubble, now moss covered. In the sky the tops of the broken walls appear to hang from the edge of the pillar of earth. An abandoned city lays in ruins around an inner city wall endlessly circling around the huge pillar.
  • As the two get closer, they realized that the stone pillar appears to be far narrower at the bottom. The outer surface of the pillar breaks off and it appears that the center of the pillar was hollowed out to house the citizens of the Kaer. . The inner stone wall appears to be at least twenty feet tall and made exceptionally well. Double steel doors mark the entrance alongside two watch towers. Flames can be seen burning in watch towers and arches line the walltops.
  • Ketchem’s skin begins to glow a with a bright blue aura sending shivers down his spine. Soon to follow, Thomas begins to glow a pale white. The two stop to wrap their minds around the strange reaction as the city guards sound a loud gong. Screams of “Adepts” can be made out over various military orders being barked.
  • The two are greeted by a small patrol of soldiers and their Captain (Ethan). They are asked to state their business, and after some debate the Captain returns to the city to see if the council will agree to let these adepts beyond their walls. The council agrees, though the governing Lord (Owyn Bodvar) is away on business and will not be back for a week. Ketchem and Thomas agree to check their weapons and are told that the gates will not open again until the Lord returns and that they should enjoy the city while they are here. Thomas seems to be focused on finding medicine for his father and pays no attention to this direction.
  • As they enter the gates they are overwhelmed by the size of the city and the noise pollution. The markets are hectic and the bartering and arguments are loud and obnoxious. Armed soldiers of many races are overly abundant.
  • Thomas eyes up an side street that is sure to have a medical store and takes off.
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Introduction

It was a rough awakening to the real world for our adventurers. The events leading up to the failure of the Kaer’s walls were unlike anything the sheltered town had seen before. In an instant all focus changed to survival with three new heroes stepping up to save their people.

Though new to this post-scourge world, after only a few weeks the motley crew have experienced more adventure than they had ever even read as legend. With the villagers of their town escorted to the great Dwarven city of Throal, it appears everyone is safe from the Horrors of the world… but for how long?

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Welcome to your Adventure Log!
A blog for your campaign

Every campaign gets an Adventure Log, a blog for your adventures!

While the wiki is great for organizing your campaign world, it’s not the best way to chronicle your adventures. For that purpose, you need a blog!

The Adventure Log will allow you to chronologically order the happenings of your campaign. It serves as the record of what has passed. After each gaming session, come to the Adventure Log and write up what happened. In time, it will grow into a great story!

Best of all, each Adventure Log post is also a wiki page! You can link back and forth with your wiki, characters, and so forth as you wish.

One final tip: Before you jump in and try to write up the entire history for your campaign, take a deep breath. Rather than spending days writing and getting exhausted, I would suggest writing a quick “Story So Far” with only a summary. Then, get back to gaming! Grow your Adventure Log over time, rather than all at once.

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