The Dark Stalkers of Faerun

The Death of a Contact
Bar Fight

Suspicion arises in Morro’s mind as a large group of rufians accumulates at the end of the street, he alerts Kaz to their presence and tells him to prepare for some action. That same group floods the Lusty Dagger, dwarven crossbowmen move to the balcony to provide supression fire for their leader. Morro leaps into action, bursting through the door and cracking the skull of some human brigand with his maul. Kaz leaps forth from his bar stool and whips out his dagger, but then runs with the rest of the guests because he doesn’t know how to use it. Without a magic permit neither he nor Roulette can enter the battle so they must leave and wait outside, Roulette is attacked but becomes obscured magically and is hard for everyone to see helping her evade an attack levied against her. The rest of the inhabitants of the Rusty Dagger begin to flood the streets escaping the violence that has ensued inside. The party stands back from Qualt but Morro doesn’t notice and engages Nepestim grazing him painfully with his maul. Mouse in mouse form leaps from the table and becomes human, she and Daywoo with sword and chain whip in hand dispatch the first dwarf Hammer with deadly skill. A deft smash and an agile slash leaves this Hammer lifelessly falling on the ground and passing into oblivion. The Crossbows up on the balcony fire on the party wounding Jerra-Sai and Daywoo, dwarf Hammers knock those two prone. Two of the Crossbows later shoot at Morro but are unable to hit him due to his evasive skill. Morro still attacking Nepestim lets out a burst of power with his Maul that leaves the Nepestim holding in his now exposed pancreas. Previously Morro told him of plans to get into the employ of Garash Vren and said that the party must be tested. At the last attack he told Morro he passed but this was just a ploy to get him and the stronger units in the party out of the fight, mouse passed as well after the last slash that sent the dwarf Hammer to the grave.

Jerra-Sai and Daywoo are on the ground, Jerra is unconscious and in a clever move she is revived by Daywoo’s invigorating expositions of glorious battle and valor. Jerra moves to the corner and Daywoo hunches nearly dead over a bar stool. Mouse and Morro still stand against the wall determined to complete the objective.

Meanwhile outside the tavern Kaz and Roulette debate about whether to get guards, Roulette decides it would be a bad idea to involve them in the whole issue and it might be bad if another disturbance is connected to the Plotaris family. So Kaz flags down some guards and frantically tells them that there is a battle inside; Roulette sighs and gives him a disgusted look. Kaz said he thought they agreed to do that. One of the guards says that they don’t serve drow in this city and ignores him while one of the guards hits on Roulette. After the small chatting the guards rush in the door and say “What’s going on here” in typical guard fashion and the gang runs out and both Roulette and Kaz try to hit Nepestim on his way out, his pancreas in hand. Kaz manages to punch him to little effect and then attempts to jump on Nepestim’s back but is tossed off. The Crossbows jump from the balcony shaking the ground as they land solidly and bolt for the door like a stampede of oxen. As they pass out the door Kaz becomes a victim of a run-by shooting, and one of the guards observes astutely that he may be hurt, tells Roulette to deal with it, and then continues inside for some more questioning.

When inside the party is questioned heavily on their involvement, everything is denied though Morro owns up to killing “that one guy” at the door as he killed as an afterthought to bursting into the door and is told that he better hope that guy doesn’t have anyone to claim him or there may be some sort of hell to pay for killing him. We basically tell the guards that these guys just started at it and we happened to be in the way. When Mouse is questioned, she cries a ton and says some stuff that is hard to understand about Qualt being her father. While the guards aren’t watching she searches him and finds a flier talking about the docks and needing employment on a ship headed to Mosstown. Morro tells them that the party just got into town and we had no place to stay so they decided they would take us to the guard station. However when we got to the guardhouse to talk to the captain we told him that the Nepestim mentioned working for Garash Vren but still maintained no relation to Qualt. Plotaris was called in and we all conversed and we were told not to leave the compound anymore, espescially the normal suspect…Kaz. Once the guards are gone the party talks to Camlin and tells him everything about the encounter and Mouse tells Camlin about the flier and so Camlin comes up with a plan to get us to Mosstown before the Nepestim’s posse gets there. We must again be hired guns, which is the only thing we seem to be good at, but will the party succeed on the high seas? The next day the Darkstalkers went shopping for items-a-plenty and also sold our loot for 16000gp which is the yearly combined wages of a small town. The empowered and resupplied party will next head to Mosstown to try completing an objective for the infamous Shadow Guild

Join us next time as we embark upon another adventure with our favorite adventuring company…THE DARKSTALKERS!

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Arrival at Athkatla
Athkatla

The Dark Stalkers set off for Athkatla after the battle at Fort Ellesar and continued on until they met up with a group of guards going the opposite direction. Camlin Plotaris suggested that we tell the guards what happened at the fort so that we wouldn’t get blamed for the massacre. The party agreed with Camlin, and Jerra-sai proceeded to tell the guards about the deaths. Upon hearing this extraordinary news, the captain of the patrol was skeptical. Camlin Plotaris assured him that it was the truth so he sent someone back to inform the city guard. The rest of the patrol rode off towards the fort and the caravan was free to continue on to Athkatla. They reached the city without a problem.

Once reaching the city gate, a few guards sent the caravan to the captain of the city guard. He was rude, racist, and very skeptical of the news we brought. After getting all of our names and places of origin, he let us into the city.

Camlin led us to the building used by the Plotaris clan and introduced us to his uncle, Methis Plotaris. The party was offered a place to stay, and then taken to their rooms. Camlin introduced us to a servant who could help find “companions” for each of us should we so desire. Roulette took the offer and asked the servant to find her a male Tiefling. At dinner that night, Methis told the party about a man named Qualt, a shadowthief spy working for Gharash Vren.

The next day the adventurers set out for the Lusty Dagger tavern to meet up with Qualt. After much strategical discussion, it was decided that Jerra-sai and Roulette would meet up with Qualt. Mouse would be in Jerra-sai’s pocket (in rat form), Morro would stand guard outside, and Kaz and Daywoo would be in the tavern watching from afar.

Qualt gave us a lot of useful inforamation:

  • Gharash Vren can be found in the woods outside Mosstown except for at night, when he drinks with his friends
  • Gharash has a cave to the southeast that holds his treasure
  • Gharash angered the Shadowthieves Guild by disrupting the slave trade, and taking a cut of his own. This decreased profit.
  • Gharash seems to have some sort of agreement with Calimshan warlords
  • There are ~100 underlings
  • Gharash runs Mosstown, using the local government as a front
  • Gharash has 6-7 personal guards with him at all times
  • There’s something going on deeper into the forest (!)
  • Gharash hates the Shadowthieves. If you want to get on his good side, show him how you have humiliated the Shadowthieves and perhaps bring proof of it as a tribute to him.
  • Gharash is greedy, treats his underlings with disdain, and misses seeing other dragonborns
  • Gharash has an allergy

Before the party could find out what the allergy was, a group of thugs led by a dragonborn named Dejmorcame into the tavern with the intent of killing Qualt because they thought he was double-crossing Gharash Vren. Roulette and Jerra-sai were brought into the fight because they were at Qualt’s table. Morro decided to come into the tavern and start attacking the thugs. All of the other patrons ran from the tavern, and Daywoo came over to help defend Roulette and Jerra-sai (this was extremely useful because neither have had a chance to apply for a magic permit yet!). Because of current magical limitations, the party has decided to run away.

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Shadows in the Customs Fort
Fort Ellesar

Shadows in the Customs Fort

With the body of the strange thief lodged in a bag of holding in the midst of their camp, it was an uneasy night of sleep for the Dark Stalkers. The day before they had passed through customs, and it was unlikely their gear would be searched twice, but there was much debate over where and when the body should be jettisoned. During the night, Mouse attempted to bury the bag, but the ground was to hard for digging, and it was possible a passing merchant might still find it.

When dawn broke, there was still much debate about what should be done; debate which was cut short by the sounds of carnage inside Fort Ellesar. Morro crept cautiously to the front gates while Mouse prepared to pounce from around the walls. Jerra-sai, Roulette and Kaz all got into ranged positions outside of the doors. From the other side, Morro could hear the whimpering of one of the small pages. The page was terrified, playing dead, because of “strange monsters” inside the fort. When the page finally opened the front door, Morro grabbed him around the collar and pulled him out through the front gates.

The site of the interior courtyard was terrible and disturbing. The custom agents of Fort Elessar lay scattered like leaves upon the ground, their bodies marred with strange black welts around the face and neck.

Camlin Plotaris suspected that whatever strange creatures were lurking now inside of the eerily silent customs fort, they were likely looking for the runêd box that we now had. In any case, the box was becoming more and more trouble than it was worth, and should probably be left inside the fort.

Kaz D’Kazzen was volunteered to enter the fort and leave the box, but while inside he heard the soft crying of another pageboy somewhere within the building. Stricken with out-of-character amounts of concern, he informed Morro at the door.

Morro’s decision was instantaneous. The Dark Stalkers would enter the fort and rescue the boy.

The party fanned out around the courtyard, standing vigilant while Morro investigated the source of the crying. The courtyard was square and surrounded by buildings from which these “strange monsters” could leap forth from at any moment. Occasionally, out of the corner of their eye, one of the Dark Stalkers would see movement flitting from one of the windows or open doorways where shadows loomed.

Morro found the small boy hiding in the page’s quarters. He had hid while the monsters had killed all the other boys in the room. Almost paralyzed with fear, the boy had to be lead out into the courtyard by Morrow. Morro then began to climb the battlements to investigate one of the towers.

The boy was led to the center of the courtyard where he could be best protected. Kaz D’Kazzen began to ruminate that whatever these monsters were, it was unlikely that they would be able to survive in direct sunlight as beings from the Shadowfell. Just then, the portcullis fell with a crash, trapping the party inside Fort Ellesar and the monsters attacked. Some sort of dark blast shot forth from the doorway blinding half the party. On the battlements, a being of pure shadow attacked Morro. Mouse slid up against the wall, and threw a sunrod into the room, erupting it in light. Jerra-sai flung acid orbs in after the sunrod. Kaz ran the boy under the wagon and ordered him to stay there.

The chaos of combat ensued. Jera-Sai and Mouse danced with a being that Kaz recognized as a Shadow Stalker. Another similar creature known as a Shadow Stalker was up on the roof. Kaz and Roulette held the Shadow Stalker off with hex blasts and dark spells. Morro took on the third shadow being on the rooftops.

When it had finished all the shadow beings were dead, and the Dark Stalkers were left with a fort filled with dead Amnian guards. The party found the body of the fake merchant of House Mentol inside of one of the guardhouses surrounded by the bodies of other guards. In that room were three shattered boxes with Netherese runes. The party surmised that was where the Shadow Stalkers escaped.

Camlin Plotaris suggested that they leave as soon as possible. Roulette found gold and a magic sword inside the camp commanders office, but no more evidence of whom the fake merchant was. The rest of the party realized that this devastated fort would be the perfect dumping ground for the body of the thief they had tortured and killed and dumped him and the box next to the dead merchant. No potential investigators were likely to think one more dead body and unbroken box suspicious.

Morro decided that the surviving pageboy would come with us and train under him. Departing With Camlin’s wagons, the party was left with no clear answers towards who the mysterious merchant was or what his plans were.

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On the Outskirts of Athkatla
The long road south

The Dark Stalkers made it down over the cloud peak mountains, eventually catching up with Camlin Plotaris. Camlin related that one of the many merchants in the caravan train that made it over the pass seems suspicious. He is claiming to be part of House Mentyl but Camlin is pretty familiar with most of the members of the minor house and rarely do they trade via caravan, nor this far south.

The customs house at the base of the mountains searched Camlin’s three wagons along with all the P.C.‘s belongings. Not too thoroughly though since Camlin seems to have paid some sort of “fee” to speed the process up. One of the guards was quite taken with Roulette and suggested she pay visit to the officer’s quarters later that night if she had the chance.

The suspicious impostor in the back of the caravan train was found to be carrying some sort of contraband from Netheril and taken to the fort. Camlin seemed curious about this.

Camp was made near the fort and a watch was set. During the night a mysterious prowler was found trying to smuggle a package into one of Camlin’s wagons. Jerra-sai spent some time torturing this individual trying to gain information but he passed out after the fourth fingernail was pulled out. The party removed his pants and found an extra dimensional pocket with some curious items. These included two +1 daggers, a small bottle full of human teeth, a vial of mysterious fluid, and a mysterious parchment written in a Netherese script.

The mysterious box planted in Camlin’s wagon has the same symbol as the contraband confiscated by the Amn custom guards earlier in the day. The interrogated stranger gave up the information that he was simply trying to get some contraband into Athkatla and figured Camlin to be a good patsy.

Kaz D’Kazzen also decided to perform a minor arcane ritual with the box in hopes of glimpsing images associated with the box’s past. From this fleeting visions, Kaz was able to determine that the box contains some sort of creature from the Shadowfell, captured and traded from the Netherese empire itself. The creature is unfamiliar to him, but he was able to determine that the creature does not react well to sunlight.

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