Sacred Blades

Session 6: Approach to Llorkh

Approach to Llorkh

After several days of dangerous travel and a battle with goblin raiders, the Sacred Blades were in sight of the isolated mining town Llorkh. They believed it to be the source of many slaves and a base for the Zhentarim. The Blades were eager to get inside and strike at their hated foes.

Sitting in the foothills of the Greypeaks, Llorkh was surrounded by a simple wooden palisade. Smoke from forges rose into the winter air and guards stood watch at the gates. Just outside the walls, an army of some sort was encamped. Beyond the town, foothills became mountains and a steep canyon divided the nearest peak. There sat a squat dwarven compound of three towers, an ancient ruin still standing as proof of the quality of dwarven construction.

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Session 5: Zelbross

Zelbross

Surviving ambush by a long assassin, the Sacred Blades pressed onward to the ruined hamlet of Zelbross. Once a peaceful village known for its handmade pottery, quality smoking pipes and friendly taverns, Zelbross was abandoned over a decade ago following some forgotten disaster. This was a theme played out time and again since the Spellplague, as homesteads and hamlets were reclaimed by the wild and once-civilized places like Loudwater devolved into dangerous frontier towns.

As the Blades approached, a few remaining structures could be seen in the distance along with smoke from a large campfire. Horses were stowed well out of sight, and the group advanced with caution. Fibbit scouted out the area, seeing several guards on patrol and four wagons circled around the bonfire. He sneaked forward, Yarnon close behind, and the two dispatched a lone guard before he could even cry out. Sneaking into a wagon, Fibbit saw several large kegs – fitting the description of the kegs children were carried in. Quietly prying one open, it was empty inside except a few scraps of cloth; the children had been moved.

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Session 4: Temple Reclaimed

Temple Reclaimed

Chasing a tiefling through the streets of Loudwater, the Sacred Blades arrive at a ruined temple. The tiefling bolted inside, slamming a door behind. They had been warned of this place: once a house of Tempus and waystation for all manner of adventurers, now a shadow of its former glory, a gang hideout. This may be the only chance the Blades have of bringing these thieves to justice; attack now, or they may flee the city and continue their deeds elsewhere.

A clamor arose, men shouting, weapons coming to the ready. One voice rose over the mob, shouting orders and threatening men with the wrath of Cyric for their cowardice. That name gave them pause, as the presence of a Cyricist indicated far greater evil than a mere thieves guild. The Blades hesitated, not wanting to rush into a trap. Inside, sounds of preparation were heard – boxes being pushed over, men moving into position. Unwilling to wait longer, the Sacred Blades burst into the room.

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Session 3: Draigdurroch Tower Finale

Draigdurroch Tower

Taking an elevator of sorts to the third floor, the party found themselves in a library. Preserved from any frost damage were many shelves of books, full of knowledge on countless topics. After disabling a flame trap at the desk, the books were looked over before deciding to save them for later and move on.

Carefully opening the next door, fully expecting ambush by elementals, golems or damn-near anything else, the party found itself in the master suite. Once expensively decorated, carpets and tapestries inside were brittle and stiff, long-since frozen. A large bed dominated the room, a frozen pillow on top and some frozen socks underneath.

A 5-foot high mirror stood next to the wall, four stiff corpses laying on their backs facing the mirror. The mirror’s surface rippled here and there, like the surface of a pond. After some initial investigation and the defiling of a corpse, the party assumed the mirror must show the way out of the room. They tried pointing it at the wall, then looking into the mirror to see the ‘true’ wall…but found themselves staring at the reflection of a halfling inside a black void.

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Session 2: Draigdurroch Tower

Enduring the Elements

Departing Daggerford, the battle-tested heroes traveled north to Loudwater. Each had their own reasons, but it seems fate brought everyone together. They brought along the mage Curuvir, the man indirectly responsible for the goblin raid on Daggerford. Horses were purchased and the journey began.

As they traveled, the snow turned to a blizzard. Temperatures dropped, and the river froze solid weeks ahead of schedule. No one could have predicted that would happen, but at least they weren’t traveling by boat. Curuvir proved his worth, magically protecting everyone from the chilling cold…everyone but the horses, who soon perished. On foot, with no horses to clear a path in the snow, travel slowed. Kriv seemed used to a cold environment, and was able to guide the party past dangerous icy parts, around snow banks far deeper than they seemed, and led them safely along the frozen river. Along the way they found goblin remains, frozen solid, and evidence of an entire goblin camp that met a similar fate.

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Session 1: Daggerford

Daggerford

Fate led several heroes to the Daggerford bazaar, an open-air market near the west end of a walled town, each following their own goals. While browsing the merchants’ wares, they congregated around an alchemist’s tent, an elven man hawking a magical dagger carved from a horn(Only 500 gold!). Stocking up on healing potions instead, they passed on any overpriced weaponry.

They were interrupted by a massive explosion. Dust filled the bazaar, citizens ran screaming and were cut down as dozens of goblins attacked. Where were the guards, why were goblins attacking a walled town – none of that mattered now. The goblins seemed to be on a mission, and one of them grabbed that very dagger they just saw for sale. Despite taking heavy losses the goblins were victorious, fleeing with their treasure and leaving the heroes to help the wounded and bury the dead.

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