Pembroke 1: The Weird Town

Operation Parameters

    
Date 1492 DR, 18 Nightal (07/10/2022)
Soldiers Berroven, Lark, Baenor, Tide
Status
Casualties None
 
 

Objective

Get all the information you can possibly get about Pembroke and the surrounding area.    

Observations

Don't go above the tree line. That seems to attract a big scary creature that flies and has a very loud roar. Due to us hiding under the snow, we did not get a visual.Learned from Julius it apparently steals the light from your eyes with its roar.       There is a person that named called themself Julius. he has a music box and a tent. He was eating when we approached. He spoke of having been in the darkness for a long time. He will ask you for your stuff and send you into a trap. He is a high level enemy as he made a full portal to send us to a trap.       Julius mentioned something about a headless rider being a very dangerous       The creatures (mercenaries) we fought we somewhat motivated by money. They help lengthy whips and caused a ton of damage. Their weapons did not seem to have handles, and seemed to require pain/sacrifice of pain and blood to use.  

Follow up

Kill the flying thing.   Kill Julius.   Kill the mercenaries.   Kill the Headless Rider.       Scout out Pembroke much more. The people appear to be nice or inviting as they wanted to invite us in. They do have a market that is very busy and sales do occur. The houses we saw appear quite dilapidated, aged, and potentially moldy (as if exposed to the elements). They are lived in though.      

Preparation Details

I recommend being prepared for social situations with the citizens of Pembroke. Be advised, this could be similar to the Holyhead situation that I have heard about. The villagers are an unknown quantity right now.       Expect to potentially encounter Julius, mercenaries, the flying thing, or the headless rider.  

Operation Details

We traveled south to the Staging Grounds. We grabbed some branches to help hide our footsteps later on our way to the south. Rubble (Lark's familiar) led the way flying above the trees while invisible. Rubble got noticed and sped back to the party. We then heard and were told about the flying thing. We hid our scents and hid ourselves under the snow. We continued south. After landing, it did leave. We moved 45 seconds after we heard it leave the area.       We eventually ran into Julius. We traded a few of our items to Julius in exchange to be teleported closer to Pembroke. After getting some of our items (quarterstaff, spell casting focus, long-sword, armor, and dagger) he opened a portal. The portal led us into a trap. We encountered two mercenaries. We fought and managed to kill them. Berroven fell unconscious, but was brought back. He started to act a little odd.       We made it to the outskirts of town. It seemed empty initially. However, we did get seen and some townsfolk approached. We proceeded to hide in the snow. We overheard them say they wanted to invite us in. Then they left, and did not see or find us. Baenor and Berroven went into Pembroke invisibly with Rubble. We only managed to search around for a short time. We saw into one house that seemed a bit run down but lived in. It had a fire in the fireplace and food on the table. We saw a market with a lot of trade. Tide and Lark noticed more of the mercenaries coming. Lark then notified Rubble whom told she used to notify us that there were more mercenaries approaching. Berroven and Baenor rushed back to Tide and Lark. Then, as a group, we managed to get passed and sneak away from the mercenaries. After a few hours (about 7 miles) we started to use the branches we grabbed earlier to hide our tracks. We then raced our way back to the Southern Staging Grounds. We made it back and then teleported back to Fort Vegapath.       NOTE: The root plants are not needed. We should really see about getting rid of them.