Miscellaneous
The party awakens in the humble abode of an alchemist, safe and sound, but this peace would be short as the cut-throat businessman, Tursiart, decided to burn the place to the ground. Escaping with their lives, the party venture out in search of shelter, finding themselves in the local establishment - The Half-Way Inn. From this point on, the adventure begins, filled with vampires, scheming Tieflings, and dragons.
You have awoken in the warm home of a man by the name of "Isaac", a timid man, eager to escape the brutes that burst through the front door only moments after his flee. They are followed by a tall Novarian noble, well dressed, and an avid smoker of strange substances. He commands his brutes to pull you from your bed, except Vincent, who resisted until held at blade-point. You try your best to stay put, to avoid having your wounded head being hacked off by a bandit's rusty blade. And, with the flick of his wrist, the noble commands his goons to turn the peaceful abode upside down, as they begin searching for something that the strange man regards as "important to his campaign". They find nothing but an empty necklace that lacks a periapt, which causes the man to fall into a fit of rage. He collects himself rapidly, and strikes a final match against his coat. "It was a pleasure to meet you, for the first and last time." He tosses the match into a now empty bookshelf and it ignites, he leaves, slamming the door behind him. There is a slight cracking noise that emanates from the door, as it seals shut. The flames begin to engulf the room, the mercenaries frantically trying to burst the door down but to no avail. You all begin to slowly make your way through the house, gathering any scrap of information and any items you can find. You barge into the store room, and spot your salvaged equipment, guarded by a slightly anxious, but tame Mimic backpack. Fire has begun spreading to your heels as you escape to the 2nd floor and begin assembling the means to escape - a carving dagger and a few dozen feet of hempen rope. All but Malachai made it down in one piece, only caught by the party before he collided with the ground. The party escaped the burning home of the neighbourly Isaac, to the streets of Redmurk - the locals pouring pails of water on the blaze, to no avail - and split for a few hours. Malachai headed to the local chapel to catch up on daily prayers to Tyr, whilst the others went to the Half Way Inn, a local tavern known for its blood-red beers. Here, you met Ised, a Halfling fighter, and his companion Zaghal, a female Dwarf Cleric. You overheard their conversation regarding the recent disappearances of the townsfolk, with most recent being that of the Elvish bartender, Ilmith's daughter. The next day you decide to venture into the forest in search of the lost townsfolk, and quickly find the remnants of a hiking backpack. Upon searching it, you are ambushed by five Kobolds, dead-set on taking your loot, but you easily fended them off with your amicable skills. These skills, however, become tested when you approach a small bridge that crosses the river. Guarding it, a Mud Mephit, a crooked creature with a long pointed nose, beady dark eyes, jagged teeth and claws. You failed to appease him with minor amounts of gold, and he summoned his ooze minion to consume your armour and weaponry. After what seemed longer than necessary, you destroyed the Mephit, at the expense of Bran's attires and movement. The ooze met its demise at the arrowhead of one of Vincent's keen shots, dissolving into a mere puddle of sludge. As you headed to Nestor's Tower, you chapped upon the wooden door. "HELLO THERE! WHO IS IT?" You heard from behind the door. The portal creaked open, crooked hands claw at the front as a tired face looks through the crack. You ask of him if he has seen the missing girl, but alas he had not. His eyes dart across his shoulder, in fear, as he claws the word "HELP" into the door, cracking his nails until they bleed. You see into the tower, a dagger perched against the back of Nestor's skull, held in the hand of someone unseen. Vincent quickly snatched Nestor from his captor, the door slamming behind, a dagger tip piercing through the front door, where Nestor's head would've been. You ready yourselves for battle, preparing your spells and blades, and burst clean through the door. The dust settles... And the oil lantern begins to flicker into darkness. Shadows fill the space, consuming every corner that light touched, leaving you to simply your thoughts. Suddenly, your thoughts are scattered as your ears pick up the guttural clicking and gargles that linger in the dark. Time for a visitor...