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1300
IP:
47 Good/ 29 Evil
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Adventures Legend VI: The Darkness PDF  | Print |  E-mail
Adventurers Legend VI
Written by Administrator   

Part 1:

The heroes of Sinji return to town. Old enemies try to regroup and new enemies lurk in the shadows.  The town finds itself in desperate need of some excitement after a rather boring two months.

The PCs go to bed at night and realize they are in a nightmare world cauesd by a demon posessing a little boy.  They travel around town, collecting Vistrana's body parts and spell ingredients to excorsise the demon and awake from their dream.  Eventually they encounter the demon and kill it, waking up from theri dream.

Part 2:

The other half of the party is in Poisson. Trying to build trade relations. The party travel to Poisson to see what they can do to establish trade relations.  The town is pretty empty. They stay at the Wooden Arrow Inn and gather information.  Most of the town's people work for Sionaas, a rich wizard who is constructing a tower near the Windswept Wall Mountains.  His Tower being called he Windswept Tower.

The Mayor, Beorn Lammond, is upset.  His town has no defenses and merchants and dock workers have closed shop to work for the tower.  Even little children are working the tower.  The party sums up the situation, and Ewan and Vors write up a contract that will best work for the town.  They present it to the mayor, whom is furious.  An accident brings the pcs to the site, where parts of the tower have collapsed, after rescuing people, Forman Geoff explains that the support and foundation were weekended.  Eventually Sionaas shows up and Kaya will have none of his words after he tries to hire the party thinking they are adventurers.  Vors offers to travel into the tunnels underneath the tower and find whatever caused the support to weaken.  Through Sionaas actions, the party believed him to be hiding something, as he seemed to purposely build his towers on what he said was an old tomb.  The party ventured down and found a family of Kynites, the other plane lizard creatures the encountered when the PCs first traveledto Senji, nesting in a tunnel.  They vanquished the creature, despite Luther's want to keep one as a pet.   The party found themselves unable to venture past the wards of the other tunnels further into the dungeon. They also found traces that whatever built the tunnels were heavily into slavery.

The party went back to the surface and attempted to confront Sionaas with a zone of truth, but he easily walked out of the zone and refused to be questioned. Luther and Kaya walked away, wanting nothing to do with the confrontation.  Eventualy tempers settled and over a drink, Sionaas explained that he was looking for something underneath and wanted the party to leave him alone.  He confirmed he had nothing to do with the Sihdron.

The party drank through the night and celebrated, the trade deal done and no more investigation was to take place, even though Luther had learned a secret that the mayor may have caused the tower accident.  While celebrating at the inn, an strange whisper was heard aroundthe table, urging the players to travel up stairs.  While up there, a elven woman asked them to come in through their room.

Her name was Merita, and she was the Right Hand of the Crucible. The Crucible was an order of elves who had the power to destroy cursed and flawed objects. Merita collects those objects, sometimes from the Order of the gate, of which Asbjorn is now in charge of.  She contacted the PCs after hearing they were in the area.  She must track down a cursed gem, that required a bit of stealth to aquire, she asked thep arty to take her trunk of cursed objects to Shareth-En-La. A small elven enclove in NOrthern Nirmathas.  As she was explaining, a band of orcs poured into the room and were quckly dispersed.  Merita then asked them to hurry.  The party agreed, proving they were trustworthy. An arcane lock was placed on the trunk to keep it safe.

Last Updated on Monday, 07 December 2009 09:18
 
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