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Six brave adventurers set off from Dunwitch to investigate the plague that has been spreading throughout Rookroost. The party consisted of two clerics, representing the gods; a half-orc warrior (Faford), a halfing thief (the Grey Mouser), and a wizard.
The party decided to investigate the plague in Rookroost to begin their career as adventurers. Passing into town, they discovered that Tom o' the Seven Sevens has some sort of reputation among the gate guards -- after mentioning his name the gate guards asked for various fees. Mentioning the sage's tower got them into the city without paying for anything more than directions.
After passing through two more gates without incident, the guards escorted the party to the sage's tower, which seemed abandoned. The outer gates were open -- perhaps once functional, but now decorative. The tower itself consists of a squarish lower building within the outer walls and a small tower, perhaps 50' high, with four windows and a collection of metal instruments at the top, possibly magical or astrological in nature.
Food deliveries from The Flaming Iron Skillet (a classy restaurant in the district) were piling up and rotting at the entrance. After being cautioned by the guards about being discreet in obtaining entry into the tower, the party decided to wait for the dark of night. Before leaving, they listened for noises (something like a bat, and something wounded) and checked for smells (a faint scent of rot and death, aside from the stronger smell of rotting food).
Making arrangements with the guards to stay in the barracks overnight, the party waited till dark (noting in the meantime that the guards had had members fall to the plague as well, and had not been entirely thorough about removing the potentially contaminated effects) and returned to the tower.
There they investigated the grounds, searching for secret doors and finding none. The main door was locked; the thief attempted to pick the lock and believes he succeeded, but the door failed to open. Trying to force the door by main strength also failed. It appeared to be magically locked, or at least barred by some mechanism not visible to the party.
The thief climbed to the top of the tower and let down a rope for the party to follow. At the top of the tower, there was a trap door leading to a staircase going downwards. A body dressed as a thief (90sp, thieves tools, dagger and short sword) was on the staircase. The wounds on the body indicated a shattered knee, but those wounds did not appear to be the cause of death. Thirst? Poison? Paralysis? Hints suggesting a trap were found in the wall next to the corpse. The party continued down the stairs, thumping each step with a staff, as well as searching for other traps and ruining any chance at surprise.
At the bottom of the staircase, the party found a door.
The game session ended here.
A meeting was called at the stone circle in Dunwitch, and the recent companions Fafhrd, Gray Mouser and Michael were, for once, glad they attended. They heard about something they had been looking for, a way to make money and get some better opportunities. Michael was hoping to find a crisis to meet with his companions, while Fafhrd and the Gray Mouser were hoping to find gold coin and adventure. One opportunity mentioned, sounded like something they could handle without too much risk. A wandering old sage had gone missing among some sick folk and they were too scared to look for him, the poor scared and soft city folk. The party wasn't scared and would be happy to go have a look, figure it out for them, and collect some sweet coin. They didn't prepare much, carrying all of what they owned, and so they immediately set out for the city of Rookroost.
Rookroost was not what they remembered from their few and infrequent visits. Inside, the first gate was filled with the sick. The smell attested to much more than could be seen. Although much less, there were even signs of sickness in the inner most part of the city. The companions, along with 3 other volunteers, took an initial look at the wandering sage's tower--looks rich. They then bedded down in a nearby barracks. Mouser talked everyone into some nice new guard cloaks and some food too. That night while others slept, they crept out to investigate the town, wanting to remain discreet so as not to alarm the already scared rich and noble folk.
Mouser unlocked the tower, but still the door wouldn't budge, not even for Fafhrd. The tower was an easy climb though. Soon, all were atop and descending the interior stairs. A dead thief was found, generously donating his last belongings to his fellow thieves and their companions. Traps were found, but no one was injured. At the bottom of the stairs, a door was found, presumably to the locked room at the bottom of the tower. Various signs and omens made us twitchy and we all limbered our weapons in their harnesses and prepared to pass into the unknown.