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Post by Plotter on Jun 6, 2018 18:01:19 GMT -5
Cormyr. One of the greatest nations of Faerûn. It is home to a multitude of peaceful folk of all races and all walks of life. To the west of Cormyr, however, lies a different realm. This is the murky marshlands known as the Tunlands and the Farsea Swamp, where countless ruins of ancient civilizations dot the landscape. Here adventurers test themselves against the deadliest of traps and most dangerous of creatures. All but the luckiest meet their deaths in its dark waters. Regardless of this presence to the west, the people of Cormyr feel safe enough... for while one may enter the marshlands, it is rare that anything actually comes out... ...until now. For there is another ruin that exists even deeper into the marsh, a place of shadows and evil, known only as the Dark Tower. It is here that a sinister mage, known as the Lord of the Eight Thrones, rule next to other swampland horrors unknown to most of the Forest Kingdom. And it is the Lord of the Eight Thrones, who now lead an army of these creatures into the lands of Cormyr, besieging its border towns from the west, in a campaign of blood and terror. And in their darkest hour, the lords of Cormyr and the Steel Regent, have issued a call for heroes and Volunteers. Someone who can face these creatures, and all their brethren in their own land, someone who can defeat the... There was no warning. In mere moments something changed in the Tunlands. There was a ripple in the water, a whisper in the air, a rustle of leaves... followed by an unnatural stillness. Birds stopped singing, even the insects stopped crawling and chittering. Trolls, giants, lizardfolk and all manner of swamp beasts went silent. Even some marsh drovers and Tun bandits stopped what they were doing and looked up, listening for something. Then, all at once, they turned and marched deeper into the marshlands. At least, that is what the marsh drovers, the locals of the Tunlands, tell as they come fleeing into Cormyr, seeking shelter in High Horn, Skull Crag and Greatgaunt. They tell stories of how the beasts of the marshes, and even some humans, were suddenly enthralled by something or someone. As the refugees keep coming, it soon becomes clear that many of them are sick and delirious with fever, drifting in and out of consciousness. They are taken to temples and sick houses, or secluded in the outskirts of towns and villages. Riders and messengers rush across the realm, requesting healers, supplies and reinforcements to be sent to High Horn, Skull Crag and Greatgaunt. Before the news of refugees from the Tunlands even reach the eastern towns of Cormyr, the monsters already attack High Horn and Skull Crag. Though, there were some warning, many were surprised by the sudden attack. However, Purple Dragons and War Wizards manage to push back the first attack. Perhaps the beasts were just testing Cormyr's defences or attempting to hunt down the refugees, or perhaps they were just disorganized. Whatever the case for the weak initial attack, Cormyr scouts and marsh drovers report that the creatures of the marshlands continue to amass in the Tunlands, growing into a massive horde, and preparing for an invasion. As adventurers inquire about the Tunlands and the gathering horde, they hear whispers of an ancient evil that has awoken within the marshlands. "He has returned", says an old woman with stringy white hair covering glassy eyes. "Nyrax the lich, the Lord of the Eight Thrones has returned to his tower... and he will not rest until he reclaims his old lands." She waggles a finger. "Flee you fools, while you still can." -------------------------- // Greatgaunt Volunteer event on Saturday the 9th of June at 7 PM London time. This is Part 1 of a a two part event. The second and (probably) final part will be on Friday the 15th of June. Greatgaunt Volunteer events are usually open to characters of levels 1-6 and up to 10 for those who have sworn the oath. For this event, there may be an exception for former Volunteers and other characters who has been involved in the plot over the past six months, if they're not waaay too high level.
Edit: Recommended level range is 5-15, even if you have not previously been a Volunteer.
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Post by malclave on Jun 7, 2018 1:47:06 GMT -5
Riders and messengers rush across the realm, requesting healers, supplies and reinforcements to be sent to High Horn, Skull Crag and Greatgaunt.
"Oh, dear. Well, at least I can be of some use there, perhaps."
*Kimbera Dawnlight packs up what she needs and proceeds to Greatgaunt. Upon arriving, she seeks out Sir Callen, her former commander when she served as a Volunteer.*
"So, I understand there's a need for healers? My skills as a Morninglord are at your service... how can I help?"
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Post by Plotter on Jun 7, 2018 6:13:15 GMT -5
Kimbera finds Sir Callen and some militia men carrying barricades to the northern edge of town. He glances over his shoulder to Kimbera, uncertainty in his eyes. "A couple marsh drover families arrived last night" he says, setting down the barricade by the northern watch tower. "Many of them are ill with some fever sickness, but we've got wounded too. They should be over by the healer's hut or the temple." He begins to hurry back towards the barracks, wiping sweat from his forehead as he walks. "Trolls and lizardfolk attacked shortly after the refugees came. If we hadn't got a warning from Brightsby, we would have fared much worse. Kimbera, you've left the Volunteers and I can't order you, but if there was ever a need for volunteers to defend Cormyr, now is the time."
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// Considering the threat of this plot, I'm slightly raising the level range to a recommended 5-15 for this event. Lower levels are fine, higher may be allowed if they have a good reason... and let's just not worry about the XP. I know this is an unusual Volunteer event... I like to mix things up a bit. // PCs of any levels are welcome to take part in roleplay outside of the main events. There may also be other level appropriate encounters for any character throughout the remainder of this plot.
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Post by StabbingNirvana on Jun 7, 2018 7:04:36 GMT -5
Aegis Gregor stands by Garrot's General Store unmoving with his dual bastard swords sheathed.
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Post by Plotter on Jun 8, 2018 13:12:13 GMT -5
Several skirmishes has taken place along Cormyr's western borders, most notably at High Horn were the timely arrival of adventurers turned the tide of battle. Other than that, there has been no major attacks, and the Tunlands remain eerily quiet.
Dark rain clouds gather over the Tunlands, and there's another ripple in the waters of the marsh, another whisper on the wind, and the horde begins to march toward Cormyr...
// Volunteer event tomorrow in Greatgaunt, 24 hours from now.
// Recommended levels are 5-15.
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Post by Animayhem on Jun 8, 2018 17:26:26 GMT -5
*Naralith heard the news. Although retired she did promise to help.* * She walked over and saluted Sir Callen*
" I have come out of retirement to aid in this effort and offer my services as a healer, fighter or both. Sergeant Naralith at the ready."
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Abii
~
Department of Corrections
Beeing good is overrated..
Posts: 273
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Post by Abii on Jun 9, 2018 0:25:08 GMT -5
The rumors also reached Abii ears.
Ahh, Volunteers, this might be a good source of money for me and my brethren,
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Post by Plotter on Jun 9, 2018 12:46:57 GMT -5
Rain clouds roll in over Cormyr from the west, a storm is coming...
// Due to some technical difficulties, the event may be a little delayed.
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Post by Plotter on Jun 12, 2018 16:11:51 GMT -5
As the horde closed in on the western towns, and the Volunteers gathered for the defence of Greatgaunt, the thunder clouds above unleashed a sour rain that carried with it a musty stench of rotten wood and leaves. The Volunteers soon learned that the scouts that Sir Callen had sent out had been killed, and the horde was about to attack. Trolls, giants, and lizardfolk were the most numerous foes that came rushing into town in wave after wave, but there were even some sightings of manticores, chimera, dinosaurs, and a great variety of undead. Again and again the hordes clashed with the defenders, the battle swaying back and forth, Volunteers pushing back the assault one moment, only to retreat further into town the next. In the end, Greatgaunt's forces were victorious and the beasts dispersed. Some say victory was only ensured due to the timely arrival of the War Wizards and Purple Dragons, others claim the reinforcement came when the battle was already won, and it was the bravery and tenacity of the Volunteers that saved Greatgaunt. Regardless, with the arrival of the War Wizards and Purple Dragons, the town was secured from further attacks. As the Volunteers regrouped and took care of the wounded, War Wizard Sheona Hornbow informed the Volunteers that Skull Crag and especially High Horn, were being hit hard, and she could not stay for long. There was some discussion that the Volunteers should strike directly at the source of the problem, the dark tower in the Tunlands, but it was decided they were needed more at Skull Crag. If Skull Crag would fall, it would leave a gaping hole into the heart of Cormyr, and enable the enemy to encircle High Horn and strike at more vulnerable settlements. Sheona and most of the War Wizards teleported back to High Horn, and the Volunteers made ready for a forced march up the Storm Horns. The journey to Skull Crag was violent and bloody as the Volunteers carved their way through the remains of the southern horde that had either fallen behind, or were now fleeing from their defeat at Greatgaunt. Several times the Volunteers were nearly defeated, and when they arrived in Skull Crag the walls were already breached, and beasts and Tun bandits swarmed around the snow covered cottages. It is said that a few of the bandits had green glowing eyes, and that only by slaying those did the Volunteers manage to reclaim the town. The Volunteers has now been ordered to fortify Skull Crag until reinforcements from eastern Cormyr can arrive. High Horn has also pushed back all attackers, but is still threatened by monsters occupying the narrow mountain routes. The bulk of the horde is still roaming the valley west of the Storm Horns, regrouping and preparing for another assault. The sour rain - and snow - keeps falling, and it becomes clear that it brings more than just the stench of the swamp. Many who stay out in the rain become sick with Tun Fever, and the inns, taverns, temples and sick houses fill with coughing, feverish, refugees, soldiers and Cormyrean citizens. If the Lord of the Eight Thrones and his hordes won't kill them, perhaps the fever will.
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// The last of the Hordes of the Marshlands will be unleashed on Friday the 15th, at about 7 PM London time.
// We'll begin at the Wild Wolf Inn in Skull Crag.
// Levels 5-15.
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Post by purgatori69 on Jun 13, 2018 17:47:48 GMT -5
Alexial assists in fortification of Skull Crag and prepares herself for the battle that is coming. Perhaps regretting slightly the timing of learning a new blade during such an assault. Still she focuses on the challenge this will present her and the knowledge that could be gained from the battle experience. Ill luck but favorable to have so many willing targets to meet there deaths at the end of her blade. Show this country what a Thayan Knight is capable of.
Considering the nature of the growing horde and what it means to the western portion of cormyr. If High Horn, Skull Crag or Gaunt where to fall the enclave could also be in danger. She sends word to the Marsember Enclave and Proskur Enclave to inform them of the situation at Skull Crag and the attacks on the gaunt as well as High Horn. *all messages bearing house Onolath seal and are signed Knight Captain Alexial Onolath* Another message is delivered to Khazark of Proskur Enclave addressing diplomatic possibilities if there own knights made ready to assist if the threat became more then the War Wizards could handle. Speculating that Battles could take place on three different fronts.
While waiting for word from either Marsember or Proskur Enclaves and reports from War Wizards. Alexial would continue to assist in Skull Crag as she is needed. When not required she would see to her own training and preparations.
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Post by Plotter on Jun 14, 2018 13:20:36 GMT -5
// The last of the Hordes of the Marshlands will be unleashed on Friday the 15th, at about 7 PM London time.
// We'll begin at the Wild Wolf Inn in Skull Crag.
// Levels 5-15.
All the poisons that lurk in the mud will hatch out in about 24 hours from this post.
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Post by Razgriz on Jun 14, 2018 21:28:12 GMT -5
Not someone to stand idle at the sight and promise of imminent danger while tension keeps rising, Ving Lyonald, "The Red Monk", decides to venture alone one night before the battle to fight the very vanguard of the Marshland Horde itself. *As he wages his lone war against Worgs, Trolls and Swamp Giants, he would think the following:" "I doubt that many back in Skull Crag can keep up with me as it is; best to let them regain their strengths while they can. As for me, these monsters are all -my- prey for now.
Let The Hunt Begin!"Whether his initiative to defy death, mayhaps buying some time to Skull Crag in the process, was done out of a sense of selflessness or due to other reason, that is something Ving keeps to himself. [spoiler/]
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Post by Plotter on Jun 15, 2018 10:22:52 GMT -5
People in Greatgaunt, High Horn and Skull Crag hide in their homes from the pouring rain and snow. The number of sick people keeps growing day by day, and some flee from the western towns, deeper into Cormyr. In Valkur's Roar, who suffered from the Tun Fever a few years ago, all who pass through the gates are inspected for symptoms of sickness. Fortunately, the city is better prepared this time, and has a surplus of Tun Fever medicine from the last epidemic in stock. Riders are sent from Valkur's Roar along the western borders to distribute curative potions. While common remove disease spells seem to work, it does not prevent people from getting sick again. A little further south from Greatgaunt, at Proskur and the Thayan Enclave, the sun shines bright. A contingent of Thayan Knights and Red Wizards stand ready to march should the horde attack Greatgaunt, but for now they seem to avoid the Cormyrean weather. One Red Wizard however makes his way up to Skull Crag, explaining that Thay stands ready if needed and requested. He keeps mostly to himself, and asks around for Knight Captain Alexial Onolath. While little reinforcement has yet to reach Skull Crag, Clan Oghrann has at least sent a group of warriors from the depths below. They now stand ready inside the mine, taking cover from the snow. In the valley west of Skull Crag, the Red Monk fights the vanguard of the horde. Thunder rolls above him, and the Tunlands are momentarily lit up by lightning. The thunder that follows echo against the mountain side, a long drawn out sound... but is it just thunder? There is something more. Listening carefully, the Red Monk hears another sound from the marshlands. A roar. Lightning flashes again, and illuminates what must be the source of the roar.
A huge dark and winged shape circles above the marshes. It roars again, and the Red Monk is certain - this is the roar of a dragon.
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Post by hellscream123 on Jun 15, 2018 10:56:01 GMT -5
High in a tower. In armor of blue a wizard watches over the roar. A furrowed brow as he eyes the roads of the western reach out from the cold city. "Lo doth a new storm break"
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Post by purgatori69 on Jun 15, 2018 12:03:24 GMT -5
Alexial is eating at the wild wolf inn trying to keep her strength up for the battle that is certainly to come soon
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Post by lucesi on Jun 15, 2018 12:16:49 GMT -5
From the shadows of a Skullcrag Watch Tower, a dark figure watches and waits.
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Post by Warlord on Jun 15, 2018 12:17:37 GMT -5
Helga Battleaxe parks herself at High Horn among the valorous, offering healing services to those who show the best valor!
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Post by Razgriz on Jun 16, 2018 13:02:57 GMT -5
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Post by Plotter on Jun 17, 2018 19:34:23 GMT -5
// Just a quick note that the Hordes of the Marshlands has been defeated and it has stopped raining Tun Fever on western Cormyr. I'll make a proper post tomorrow probably.
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Post by Plotter on Jun 18, 2018 18:23:32 GMT -5
Victory! Word spreads across the realm that the hordes of the marshlands has been defeated. It is said that a great battle was fought at Skull Crag, but that the Greatgaunt Volunteers did not take part in the fighting. It is said that shortly before the battle, a wandering mage and fortune-teller, locally known as the "witch of the Storm Horns", approached the Volunteers. She called them out of town, to meet with the adventurer and Volunteer Joram Brightsby. This was met with some suspicion of being a trap, and there was some uncertainty if he could be trusted, since only days earlier he had been accused of a number of crimes by the War Wizard Sheona Hornbow, including the summoning of undead. The defenders of Skull Crag watched in dismay as the Volunteers abandoned their post, and marched out into the rain. The horde of beasts attacked shortly after, and breached the walls once again. The guards of Skull Crag, the warriors of Clan Oghrann, a Red Wizard of Thay, and Lord Raymond Silverthorn fought back against the overwhelming horde until reinforcements arrived. But it was not the Purple Dragons that came to their aid. It was a black dragon. With a deafening roar the black dragon swooped down over Skull Crag, breathing streams of acid upon the giants, trolls and undead that surrounded the defenders that had fallen back to the Wild Wolf Inn. With the aid of the dragon, the battle turned, and the enemy was once again pushed out of Skull Crag. However, the battle was far from over, and raged on for hours. While the Purple Dragons eventually arrived and reinforced the defenders’ positions further, the horde was not defeated until many hours later. As suddenly as the beasts had marched out of the marshlands, just as suddenly did they stop fighting and scattered into the wilderness. With the beasts gone, the weather also returned to normal. The black dragon landed outside Skull Crag, and explained to the confused defenders that she was Skurge, Queen of the Tunlands, and she had helped the Volunteers to reach the dark tower in the marshes. She brought with her a contract, signed by Sergeant Major Laura Campos. A deal had been struck, Skurge’s aid in exchange for the promise of the safe return of her people - the lizardfolk - that had been enthralled by the tower’s dark magic. She also laid claim to all treasure in the tower, since she considered the tower to be in her domain. Skurge then took to the air, and guided her remaining lizardfolk back to the Tunlands. A day later, several Volunteers returned to Greatgaunt, reporting that the threat had been dealt with. The Lord of the Eight Thrones had been defeated, and this was why the hordes had retreated so suddenly. Though, it appears the Lord of the Eight Thrones may not have been the ancient lich that legends told of. Judging from some of the horrified or distraught Volunteers, it was something much, much, worse. Some rumours tell of an eldritch horror from the Far Realm, or a former war wizard, others speak of a halfling or a little girl, or even an old crone, said to be Talona herself. Later in the day, more rumours trickle into Cormyr from the western reaches, telling how War Wizard Sheona Hornbow and several of her mercenaries and companions had been killed deep in the Tunlands by the Volunteers. According to Raymond Silverthorn, she was responsible for bringing the Lord of the Eight Thrones to power and unleashing the hordes upon Cormyr. She had been working with the Acid Killers, the villains whose heads she had put on spikes shortly before the hordes invaded. Apparently, Joram Brightsby had been investigating the Acid Killers and learned of her plans. When they had defeated the Lord of the Eight Thrones, the Volunteers had encountered Sheona, who had expressly forbidden anyone from going into the Tunlands. A battle ensued, and Sheona and her co-conspirators were killed. Caladnei the Royal Mage has made a public statement that the War Wizards had no part in her schemes, that Sheona was a traitor working alone with mercenaries, to blame the great horde on power hungry adventurers, all meant to teach Cormyr a lesson that adventurers cannot be trusted with such powers. It was an elaborate scheme to force stronger regulation of adventuring charters, and give more power to the War Wizards so disasters like Hilp and the marshland invasion could never happen again. It was, according to Sheona, “for the good of the realm.” Caladnei urges the public to not judge people by their association, to keep in mind Sheona was an individual. One corrupt war wizard does not make all war wizards bad, just as one bad adventurer doesn’t make all adventurers bad and a potential threat. She apologizes for not detecting this treachery, and says that she has already started a thorough internal investigation to ensure there are no remnants of this conspiracy. When some disgruntled men in the crowd outside the War Wizards’ tower demands her resignation, she answers that she would never have supported the policies Sheona suggested, and that if the Steel Regent wants her to step down, she will do so. “We will learn from this” she says, “and we will strive to make Cormyr and the War Wizards stronger so we can prevent further disaster, but not in the oppressive way Sheona and her followers wanted. Cormyr still needs its adventurers!” Duncan Hornbow, father of Sheona, has similarly distanced himself from his daughter, and claimed he had no knowledge of what his daughter was doing. He mentions that Sheona lost her twin sister at Hilp, and suspected she blamed adventurers for it. “Henceforth”, he said on the steps of his mansion, voice quivering and tears rolling down his cheeks, “Sheona should no longer be known as a Hornbow. Let it be known that the Hornbows welcome adventurers to Cormyr, and we will never support laws that punish those who volunteer and risk their lives to keep our great realm safe. Gods bless Cormyr.” As night fell, a mob gathered outside the Hornbow estate near the Suzail west gates. At first they were just demanding that Duncan should take responsibility, to "admit the truth", surely, as Sheona’s father, he would have known something was going on. When the Hornbow guards told them to leave, the mob answered with rotten eggs and vegetables, followed by rocks and torches. They blamed Sheona for the entire marshland invasion, and blamed Duncan for not stopping his daughter. When a man who claimed he had lost his children to the horde tried to climb through a window, Hornbow guards were forced to violence. A fight broke out between the guards and the mob, but fortunately no one was killed, and the Purple Dragons could gain control of the street. Despite the victory in the Tunlands and revealing Sheona’s conspiracy, it is said that the adventurer Joram Brightsby of the Red Knight is now imprisoned in Suzail. According to Caladnei, he broke several laws to uncover Sheona's treachery, and it may in fact have been Joram who stopped the Acid Killers, which Sheona then took credit for. Caladnei has stated that he wanted to take responsibility for his actions, that the laws must apply even when one acts in the best interest of the realm. The laws cannot be bent when it’s convenient, or when one’s intentions are for the “good of the realm”. The truth must be told, even when it’s ugly, not just when it’s beneficial to do so. After a few days most of those suffering from Tun Fever had been cured. The marsh drovers packed up their tents and wandered back to their homes in the Tunlands. In Suzail, priestess Raillia Redtide walks the streets from the War Wizard’s tower back to the Temple of the Red Knight. She stops just outside, inspecting the new door for a moment, making sure it’s inedible, not trapped, and properly fortified for a temple of the Red Knight. She seems to have fully recovered from the slaad ink explosion, but she does not wish to speak much about it. Regarding the man suspected for the assault, former War Wizard Mauris Barrowfog, it is rumoured he was killed by Sheona and her followers. While it is known the Greatgaunt Volunteers defeated the Lord of the Eight Thrones to end the threat of the marshland hordes, few truly know what happened inside the dark tower... and for now it remains their story to tell. Regardless of what happened, bards across the realm now sing of the twelve brave heroes who ventured into the marshlands to defeat a great evil. They sing of how they tamed a black dragon, and fought against a lich avatar of Talona. They sing of how they stood up against corruption and told the truth, and never once considered otherwise. They sing of the... Heroes of the Marshlands.
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And so it ends. Thanks everyone for playing! Special thanks to the villains who were so close to claiming the tower for themselves, if one of them had not involved an adventurer as bodyguard in the very first session! The story took a slightly different, and darker, turn from what I had originally planned.
For you FR lore junkies out there, this was based on snippets of lore mentioning mysterious spires in the Tunlands, Talona destroying ancient civilizations with plagues, a mention of the lich "Nyrax the Lord of the Eight Thrones" in Elminster's Ecologies, and a little bit of inspiration from Crenshinibon the crystal tower from the Drizzt/Icewind Dale books/games.
See you next time,
- Epic DM Plotter
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