The past that makes us

Sieging and Summoning

Dire circumstances make the most foulest of people work together 

 

The party was dazed and confused as boulders fell from the sky.  Guardsmen got torn asunder and crushed. Children and townsfolk ran away into the flames, only their screams confirming their fates.  The party recovered and hid in the rubble, getting their bearing.  Sneaking about the party went to the ruined gate to the town and saw several figures in black hoods running about, razing the town.   The town barracks were lit on fire and the town was most certainly lost.  Gritting their teeth and facing hard reality the team rallyed and ambushed the raiders.


Jarl "scouted" ahead and saw a huge warband, numbering in the 1000's. THe rest of the party was still fighting while Jarl  did a "tactical withdrawal".  While rushing down an alleyway, with several raiders following him, screaming dark hymns to their god Nareesh.  As the raiders caught up to Jarl the man in the purple cape , accompanied with Zalerech, helped out.  Zalerech slashed at the nearest Raider while their previous employer shot off his bow.  Now bolstered by new found allies the party quickly dispatched the raiders, just in time as more boulders came raining down.

 

The purple caped man quickly explained that he was a spy from Kestrel, sent out by Lord Gregory the third (Jarl's father) to watch out for Jarl and protect him if need be. He brought the party to a safe haven and was immediately interrogated.  He explained that he was out here looking after a side project and unfortunately the side project had decided to screw him.  The Raiders were the Cult of Nareesh, a cult that worshipped a dark god. Munroe wanted to wage gurillia warfare, while others wanted to simply leave.  Earl stated that even if they did win here, another raiding party would come up.  They would have to cut the head off of the snake to stop the raiders, but first they needed to deal with another problem.  Up north the cultists had created a summoning circle and was using the blood of the innocent to call forth demons.  The party decided that they needed to deal with that.  As Earl gave the rest of his supplies to Jarl, and told Zalerech to prtoect the noble. He then commented that the party was a shaky one, and might not be able to endure the trials ahead of it.

 

Taking watch the party members rested and set out to escape the town under the cover of darkness.  At the gate out of town they saw a grisly sight, a huge hook demon patrolling the area.  It appeared that the cultists were succesful in calling demon allies, the summoning circle needed to be destoryed quickly.  Munroe and Earl rushed to create a distraction.  Peril accompanied the two men as earl nearly fell off a house, and the hook demon throwing a house at them.

 

The party manged to get out of the town however and headed towards the summoning circle.  The cave was not guarded and was almost too inviting.  Even though the party was ready for anything they fell victim to several traps.  Zalerech himself nearly fell to a illusion trap, whilst earl got posioned.  Earl decided to cover the rear as the party descended towards a torched lit room.  The cutlists were gathered in the center of the room, torch light revealing the insignia of Nareesh on their chests.  Cutting themselves and gathering blood into 5 drains in the center of the room they kept on chanting, seemingly unaware of the party.  The party took aim with their ranged weapons from far away and fell 2 cultists as Adrik and Jarl rushed forward.  As they moved forward the trap was sprung!  The cave collapsed on the party and forced them down into the room.  The cultists attacked, screaming blood for their god.  Pushing, kicking and shoving Zalerech onto the drains they spilt his blood and fueled their dark ceremony.

 

The hereoes immediately recognized their folly.  To complete the summoning circle the cultists needed their blood.  Attempting to defend themselves they tried to fall back, but were pushed onto the drains and the cultists laughed as there blood spilled, seeping into the ground.  The party was weakened, fighting for breath, but Adrik called upon his divine powers and fueled them on, renewing the party to full strength. Fortunately the party managed to avoid fighting on the last drain, and stopped the ritual.  As the last cultist died by Jarl's blade  "You may have stopped us from summoning are lord, but we still have enough blood!".  With his final breath he completed the ritual and several demon spawn lept from their dimension into ours.  Their dark energy synergized and the demons grew more powerful as they gathered together.  So mighty was there power that Adrik the cleric fell.  Zalerech came to his aid, and with their devine magic combined together spurred the party forward.  The demons continued to pummel, but could not penetrate the defenses of a party working together.

 

As the last demon gurgled and fell the party looted the room.  Adrik found a journal, inlaid with a crest that looked oddly familiar.  Zalerech found what he was looking for, a small map pointing north, a clue to the whereabouts of his missing church.  Grabbing Earl they headed out of the cave and into the nearby forest to recover.

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"So a Dragon Born, Dwarf, Half Elf and Warforged met in a bar"

To say this was the begining would be wrong 

The players were at a bar when the local thieves guild, under order of Dark Aldus and instructed to kill Munroe, attacked.  Blood was drawn as the thugs eliminated any witnesses.  The players handily defeated them and Dark Aldus had to step in.  The bar was burned to the ground as the players narrowly escaped a fiery death, part in thanks to a Big nosed man wearing a purple cape.  As Aldus cursed at missing his quarry they hid away in a carriage.  The Big nose man  talked to them and informed them that Dark Aldus was the thieves guild leader here and was the right hand man of Jahev.  Things were certainly looking grim for Munroe as Jahev was the man who had ruined his dreams and aspirations.  The stranger then asked them to either get the Captain of the guard out of town or to have him be at the Courtyard by tommorows dusk.   The stranger then dropped them off at a safe house where  the party discussed the recent activites and came to the conclusion that the thieves guild was ruling the town and the captain of the guard could not be trusted.  They wanted vengance on Dark Aldus and more than that they wanted justice.  Hatching a plan they decided they would plant incriminating evidence in the courtyard and tip the guardsmen off later.

Before enacting the plan they needed to know more information about the Thieves guild and so they went to discuss the matter with Captain McMulligan.  Meeting the man they found out he was honorable, but powerless in a city being encroached upon by evil.  His troubled manner and handling of matters showed that he would of rather been dealing with the town drunk Elisa, rather then battling the thieves guild.  Seeing as how the Captain was powerless to help the party investigated by themselves.

 



Through diplomacy, sneaking and dwarven ale they found out the thieves guild was a small shanty house in the northen part of town.  After a brief encounter with Elisa, who was rumbling for money and provided them with armor, they set in motion their plan.  Quickly writing a letter to the town guard, instructing that the thieves guild would be exposed later that day at the courtyard, they set in motion.  Scouting the area they discussed the possibility of a stealthy entrance, but this was quickly defeated when Jarl walked up to the door.  Perhaps Lady Luck favoured the noble as the guards mistakenly thought they were there to deliever "Order 15".  Going up to met the supplier their plan fell in ruins as they came face to face with Dark Aldus.

The fight was feriocious, with more than one party member almost facing death.  But quick wits, and more prevelant a knife to the throat of Dark Aldus' wife and child, ended the fight.  Aldus was spared along with his family, but was told to leave.  Munroe told Aldus that anyone can hide from Jahev, Aldus left, but spouted that he would serve faithfully.

 

 

The party then moved to the courtyard, while thumbbing through a damning journal.  Surely this would end the thieves guild reign.  The last pages gave cryptic warnings however, stating the thieves guild was building up power to fight another influence.  As the party arrived at the courtyard at 5 they learned that Captain Mcmulligan had been forced to go back home, at bequest of his father.  Just then the courtyard was decimated with boulders and siege weaponry.  Dazed and confused the heroes realized that the town was under attack.    With morbid horror they realized that the more powerful city members were missing, leaving the town woefully undefended.


 

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