This is the email I sent to my players for a quick recap since we play my campaign every other Sunday:
Well Met Adventurers!
Time for the re-cap:
Time for the re-cap:
Arriving at Silden-Yar “The City of Bridges": Silden-Yar is actually two cities separated by a river, tall bridges cross to the other side. Their exceedingly high arches are remnants of an age past. Silden is the larger and more prosperous of the two. While Yar is slowly being reclaimed by the marsh surrounding it and respectable people have long abandoned it. Tired from the road and running out of money, you find an inn in Silden that caters to adventuring/mercenary types. Bedding down in the inn seemed easy enough, until the late night appearance of the push gang. Having paid the Innkeeper enough to watch out for your small band he gave you the only escape route, through the common room and kitchen and out the back. Trapped by the buildings surrounding the inn you took the only path available, which lead to the front of the inn. Peering around the corner you could see the gang’s leader waiting. During your next attempted escape, perhaps it would not be the best idea to let the fiery-eyed Cleric announce his presence with intimidating display of swordsmanship. Neither was it a good idea killing the bully-boys (whose compatriots may or may not be gunning for you), but oh well, luckily for you the city guard showed up when they did.
The speed at which you were arrested, processed and placed in front of the Lord of the City of Bridges , whose cold eyes and serious lack of a sense of humor still gives you chills, made your head spin. It seemed that this was a well rehearsed maneuver, which also makes you think you were not the first group to be "employed" using this method. What about the seeming absent-minded sycophant Simkin. Though he tries to hide it behind his facade of mindless obeisance you could see a feral intelligence in his eyes. He looked at each one of you and wrote your names onto your charter (which you have noticed will not tear burn or otherwise be marred). At least now you're a legal adventuring band employed by the crown and you can give all who pass your group’s current fearsome title, Troupe #27.
Onward to the Forest and the mysterious ring of stones: After speaking with the tribe of Half-elves, perhaps they forgot to tell you that when walking the forest at night, they would often walk into the standing stones' clearing and have no idea how they arrived there. Oddly, the trail behind them remained the same. What was the darkness that grabbed your cleric and drug him away causing the rest of you to follow, was it a mindless thing grabbing a random person in the forest? Or perhaps was it after the black crystal shard that Simkin gave you along with your mission kit?
Whatever it was, it did its job and having been transported by the stones, you are now wandering through these glowing crystal towers. The horrid occupants seemingly divided between living and dead and each room shows signs of recent battle. Will there be more like the creature you last fought, the animated pile of dead skin, which was slowly flaying a hobgoblin when you interrupted it? The seeming contention of undead and living makes you wonder if perhaps, there is dissension in the ranks of those aligned against you? But who and what they are still eludes you. This lack of knowledge leaves you worried and wondering why you are here, if you can reverse the gate that brought you and in the end find you way home.
See you all Sunday! GAME ON!
See you all Sunday! GAME ON!
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