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Tour of Emberwood Village

Written by Chrundle_the_Great

General Summary

While two men return from the ruined city, another just arrives on its outskirts; together, they witness and survive one of the little horrors born of delerium. Their goals different, their convictions strong (for now), they band together and begin to put down roots in the adventurers' safe haven of Emberwood Village.  

Session Notes

  • Tim travels from the port city of Drann to Emberwood Village
  • He accompanies a caravan with some shaken adventurers
    1. Ludvig von Graff, a fearful old nobleman
    2. Jansen, a wiry scout with a weathered hunting bow
    3. Rickard, a silent war veteran, completely shrouded in his cloak
  • They are stopped by a lone horse-rider in the middle of the road
  • Bogdan, member of the Pins & Clubs of the Queen's Men
    1. He asks for their valuables as taxes for the Queen of Thieves
    2. Other bandits surround the caravan and hide in nearby trees
  • Eldemir and Sarlen hear the exchange and move to intervene
  • While Tim reassures Ludvig and Jansen, Rickard hobbles forward
    1. "You can take whatever you want... but I'm taking something too!"
  • His flesh expands, ripping his cloak, as he becomes a many-toothed monster
    1. It tears apart the horse and channels horrific magic through delerium
  • The group works with the surviving bandits to kill the "leecher"
  • Mildred, one of the bandits, is caught in the monster's death throes
    1. The contamination is chaotic—her skin rots and sloughs off
  • Erlen Marlow, elderly caravaneer and native of Emberwood Village
    1. He calms the tensions between the group and grieving Bogdan
    2. Also, he offers to take Mildred to a nearby healer, Flamekeeper Hannah
  • Eldemir assists Bogdan with Elyrian funeral rites for his slain horse
  • Sarlen learns that the Hooded Lanterns took Shepherd's Gate in the city
  • The group splits from the caravan and arrive in Emberwood Village
  • Emma Crowe, enterprising young girl who offers guided tours
    1. Eventide Manor, supposedly haunted and housing "an artifact"
    2. Bark and Buzzard, cozy public house known for its ember ale
    3. Hendrix Farm, rest stop for pilgrims of the Falling Fire
    4. Skull and Sword Taphouse, seedy bar where "business gets done"
    5. Gilded Lily, place for performers and well-stocked with foreign wines
    6. Caravan Court, shopping center where delerium flows like water
      1. Marlow's Provisions
      2. Aldor's Cart of Wonders
    7. Chapel of St. Ardenna, house of healing, run by the Candle Colony
    8. Emberwood Watchtower, training facility for the Hooded Lanterns
    9. An abandoned mill, plagued by bread-loving hill giants
    10. Seven standing stones, which praise Primordial gods
    11. Red Lion Hotel, with lavish rooms for the ultra-wealthy
    12. Crowe and Sons Smithy, family-owned forge
  • The group commission a few pieces with Tobias Crowe the blacksmith
  • Aldor the Immense, congenial merchant who sells magic items
    1. He offers items in exchange for retrieving "artifacts" from the inner city
    2. The control gem for a special dowsing rod might be in the old sewers
    3. Also, a Silver Order knight recently went missing in the same place
  • The group go to the Skull and Sword Taphouse to meet Blackjack Mel
  • Frida and Cuff, orc and halfling owners of the establishment
  • Blackjack Mel, Queen's Men lietutenant who makes deals in the backroom
  • Bogdan slyly undermines any underhanded deals that Jorvan was planning
  • Blackjack Mel learns about the group's motivations and suggests a quest
    1. Orc bandits took over the Hanging Tree Tavern in a nearby village
    2. Someone (allied to Queen's Men?) is paying off their parent's debt
    3. The group will retrieve the contract and kill the leader, Doma Erascovar
    4. Meanwhile, the Queen's Men will capture the prisoner
  • When their smithy orders are done, the group will pursue this quest
  • In the meantime, they decide to search for the missing Silver Order knight
Report Date
16 Mar 2024
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