The Enemy of My Enemy

A Stranger Comes

Sembia, a land of great propsperity and growth. Also a haughty, ruthless, and cut-throat land. Bustling with business deals and merchantable opportunities. A cloaked man approaches the large city of Yhaunn, its raining lightly but the sun is still out and the humidity is becoming a slight annoyance to the hot dry environment he’s used to.

As he approaches the entrance, a guard stops him.
“What’s your business in Yhaunn?”
“My business is my own, but I intend on causing no trouble.”
“Be aware outlander, it takes more than gold to gain our trust!”
“I’m sure I’ll be fine.”

Without making eye contact he grins slightly and tosses the guard a gold piece.

He walks past the upper level past a couple large estates and mansions. Getting multiple sneers as he walks calmly to the lower levels to the poorer district, he procures a room in a small tavern, careful to get a window overlooking the street. In the distance past the sea dark clouds can be seen.

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A Day in Sembia

An awkward pair ride up to Yhuann, a wolf following close behind. A dwarf and an elf riding a horse approach the city. The guard at the front gate greets them with a rude attitude. He questions their business in Yhaunn and continually gives S’hric a disaproving glance. But he lets them in the city after Zachoriel agrees to keep his elf companion out of trouble. After stabling the horse, and saying a short goodbye to the wolf, the two head to a local inn to see what is going on in Yhaunn.

The two arrive at the Seawell Inn, one of the best in the middle district of Yhaunn, it is bustling with local rumors and the duo takes in alot about the whole sembian coast. Some of the local rumors they here are about pirate activities, people going missing with the latest being two aspiring blacksmiths, and other news of the Thayan Enclave that recently showed up and now has great relations with Yhaunn. After a rough encounter with two humans at a bar, in which Zachoriel had to buy them drinks, they found out more about the two blacksmiths, that they went missing the night before and were seen leaving with a woman.

Meanwhile two humans sit at a nearby table in deep discussion. Soon one of the humans approaches the pair with a job offering from an adventuring company, Empire of Light. Their job is to find the two lost blacksmiths. We can start as soon as possible.


They start out by talking to the bartender who tells them about the woman the two left town with, a blond haired woman. Roscoe thinks its best to head there and talk to the guard. He explains what direction they headed, for a little coin. Tybault easily picks up a trail of three footprints, after following the trail it leads to two matted patches of grass and one set of footprints leading into the woods. Roscoe believes the trail is hot and convinces the party to chase the cart tracks. After hours of tracking they come across a cart taking a stop.

They slow their pace and sstalk the stopped cart. Roscoe moves alone from the rest of the party to the left side of the cart. The party exchanges words with the owners of the cart, two guards and their employer. He’s a humble trader who purchased the slaves in his cart legally, there seems there is nothing the party can do. Roscoe returns with his crossbow drawn and pointed at the merchant.

“Let them go.”
“I purchased these slaves legally from that Thayan, you have no right to…”
“They were aquired illegally, let them go.”

Tybault chimes in with, “Roscoe, theres a better way. We can figure it out.”

With that the trader yanks the reins and the horse marches forward, but the cart does not follow. A slight grin comes across Roscoe’s face. (he cut the lines holding the horse)

Roscoe lets a bolt fly and it hits the trader square in the chest. Battle ensues, S’hric lets off an arrow that also hits the trader. His body falls off the cart and hits the ground. After his shot S’hric convinces the two guards that their service is done they dont need to die for nothing, they scurry away towards town like scared rats.

Roscoe already has the stray horse controlled and rides it back, hooks it to the cart and the party makes their way back to Yhaunn. The blacksmiths awaken by the time the party reaches the city, theyre dropped off at their shop. Roscoe stables the horse and sells the cart. He suggests the group makes their way to the Thayan enclave.

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A Thayan Encounter

THe party makes way to the Thayan Enclave. A massive camp surrounded by a tall fence, with countless everburning torches burning. Just before arriving at the front gate Roscoe splits from the group, S’hric is the only one curious enough to follow him. Zach and Tybault are greeted by a guard who says the Enclave is closed until morning. The two put on their bluff faces and try to convince the guard that they are interested in another sort of merchandise, the kind that does what you dont want to, slaves. The guard has no idea what they’re talking about and knows nothing about the two missing blacksmiths either.

As the guard calls over a figure with more authority Roscoe and S’hric return to the group, a red wizard walks over to see the commotion, wearing red robes with a shaved head it is only when she speaks that the party realizes she is a she. She seems to get angry at the mentioning of slaves and Thay. She tries to coerce the guards to remove the party from the premises. This arouses the suspicion of the leader of the whole Enclave, another red wizard approaches wondering what is going on. The whole situation is explained and he tells the party that the missing blacksmiths is a tragedy, yet no one in the enclave is responsible. Roscoe now speaks up saying the trader said he bought them from a Thayan. The woman seems to become more nervous the longer the party is there. When finally questioned by the head wizard she runs toward the woods, scroll in hand she reads and two zombies rip themselves from the ground. Just as quickly as the zombies are summoned S’hrics hand is raised and everyone become entangled by groping vines and roots. The head wizard seems unaffected and quickly knocks out the now rogue wizard with one quick spell. The party quickly takes out the zombies with range weapons and S’hric calls off the spell.

THe Thayan leader appreciates the party bringing this to their attention, he leaves and returns with a bag full of potions and scrolls. A sort of bribe so they dont tell a soul. The party agrees and accepts the bag.

The party triumphantly returns to town. A crazy night ensues with Roscoe paying for almost everything the party wants. Then they all retire to their rooms, except for S’hric who returns to the wildnerness outside town.

Morning comes and all but Roscoe are awake, the party jokes about him having too many drinks the night before. All the sudden the doors of the inn burst open and the Thayan wizard busts in, “Thieves, you made a wrong choice!” With that he throws a small sphere-ical device that bursts with a puff of smoke, the party fights to stay awake but it is a losing battle. Just before passing out Tybault sees Roscoe walking down the stairs and sees the situation, he crouches behind a wall and watches as the group gets taken away.


While Roscoe and S’hric were away:
S’hric silently follows Roscoe and watches as he swiftly climbs over the fence of the Enclave. S’hric climbs just as easily, but is surprised to find Roscoe waiting for him at the bottom.
“You’re risking alot following me, you should go back.”
“The risk is high for you as well.”
“Yes, but i work better alone in some ways.”
With that Roscoe starts sneaking his way to one of the buildings in the Enclave. S’hric continues to follow as Roscoe goes into the building, when S’hric pokes his head in the doorway Roscoe can be seen filling a bag with potions and scrolls off of shelves. JUst as fast as he entered Roscoe leaves. S’hric and him climb back over the fence and Roscoe stashes the bag before they return to the group.

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Rough Waters

Tybault feels his body swaying, he slowly opens his eyes to see S’hric and Zachoriel. They’re on a boat and seem to be in a type of cell. They recall about how this happened…S’hric explains how Roscoe more or less is a thief. A guard’s sweeping the floor.

“Ah finally awake. Ya know we Thayans aren’t merciful. You should of thought twice before stealing from us.”
“It wasn’t us, it was someone else, you dont have proof!”
“Don’t need it, that land inside the enclave is for us to govern. YOu’re all gonna be sold as slaves. Enjoy the rest of the ride.”

He laughs and walks topside. After many minutes another guard walks down, the party instantly recognizes it to be Roscoe. Immediately they start asking questions of what he did and why and how. He hushes them quiet and says, “Do you want to get out of here or not? Stay here and wait for the signal.” He notes that they’ll know the signal and goes back topside.

Over an hour passes when the party feels the ship sail a sharp starboard. THunder can easily be heard in the distance, then Roscoe emerges from the top deck with a huge pile of weapons and backpacks. He throws them infront of the cell and unlocks it. “Well I hope you can all swim, grab your things.” Roscoe then returns topside. The party starts gathering their equipment and almost just as soon as their equipment is in place a reef bursts through the bottom of the boat and it instantly starts filling with water.

The party rushes topside to see a bunch of bodies seemingly knocked out rather than killed and Roscoe is standing on the edge of the ship egging them to come. As the party reaches him he dives into the water. The party hesitates and follows. Roscoe leads them to a small island with a lighthouse. After swimming for a long time, too long for the party to know, they reach the island. The coming storm has now came and is pouring on the party. Roscoe suggests they head to the lighthouse to wait out the storm. What else have they to do?

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Vacant

As the storm rolls in the party takes refuge in the dilapidated lighthouse on the island. As they walk into the entrance hall they see cloaks hanging on hooks and places for boots to sit, however there are no boots present. As they continue to search the lighthouse they find that anything, anything worth anything is taken and the whole lighthouse is ransacked. As the party searches the upper floors of the lighthouse they find more ransacked rooms as well as the four bodies of the family who used to live and run the light house. All were stabbed many times and left to rot. Some of the party is unsettled by the sight of the bodies, the sight seems to have no effect on Roscoe.

The top of the lighthouse can see the whole island, this island also holds a small enclave of pirates, pirates whom Roscoe deduces killed the inhabitants of the lighthouse. The rumors also say that these pirates have taken two ships and looted them. As Roscoe sits atop the lighthouse with Tybault and says; “These pirates have caused too much trouble, tomorrow I’m going down there and taking care of them.” Tybault responds with, “We’ll go to, you can’t take’em alone.” “Alright, don’t slow me down.”

After Zachoriel buries the bodies of the owners of the lighthouse, Tybault bars the doors, and the party sleeps in the lighthouse to wait out the storm. Morning comes and the party awakes to see Roscoe has already unbarred the door and left the lighthouse. They find him a little down the beaten path in a sortof thicket. THe party watches the pirates milly about, easily distinguishing the leader from the rest. Roscoe declares it time.

S’hric lets an arrow fly straight into the leader, it hits her in the chest and she falls down dead. The pirates panic and start diving for cover behind their tents. Roscoe just charges toward the band with his crossbow drawn. He takes a shot at a dwarf pirate and hits him in the gut. Tybalt and S’hric both continue raining down arrows upon the pirates, the battle is quick and merciless.

A search of the pirates tents reveal a half elf is being held prisoner, the party questions him, his name is Aramil and he is a traveling bard who has traveled very far. Roscoe responds, “Well our journey will be worth tellin, come with us then.” Aramil gladly nods and adds, “That sword from the pirate is mine, can I have it back, they took it when they captured me.” With a look Roscoe drops it in the sand. The party grabs what of the treasure they can and starts rowing towards Yhaunn.

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A Friendlier Arrival

The party rows back to Yhaunn, no easy feat, with their new found treasure and new found member Aramil the bard. They row the large boat to the dock and decide to quickly sell the treasure they took from the now deceased pirates. Aramil is put in charge of this, the party believes that he has the best ability to sell it. Many people in the dock ward of Yhaunn are more than happy to buy things like oil, dried food, etc. A pretty gold piece is made and divided. Roscoe leaves the party to this and walks off to attend to other business, the party meets him later in the same inn they met in.

The party decides to go to the back to the black smith shop to acquire their promised weapons, all recieve a masterwork weapon of their choice. Aramil, who isn’t promised anything, is given a sword as a gift by Zachariel. They return to the inn, and Roscoe has some news that they are needed by the Empire of Light once again.

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Whiteford and the Next Task

Roscoe leads the party west to a small somewhat prosperous settlement further into the Dalelands and farther from Sembia. White Ford. A couple days journey and they arrive safely without any trouble. THe townsfolk are a peacful, pleasant type and are accustomed to welcoming travelers like merchants adventurers. Once the party, as per the fashion, reaches The Ol’ Boar Inn and Tavern their task is explained by Roscoe. A party of local adventurers went in search of “The Sunless Citadel” an old fortress that fell into the ground long ago. Their job is simply to go find them and bring them back or otherwise uncover their fate…

After questioning those at the inn, the party discovers that the legend of the Citadel is known by most around White Ford. It was rumored to be a fortress for an ancient cult of dragon worshipers and feel into the ground after the rampage of a dragon named Ashardalon. So goes the legend.

The party decides to leave immediately hoping to make this a simple search and rescue mission. They pick up any supplies they need from the only store in town and head out southeast toward the citadel.

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Skiddish

The party marches on determined to find the lost adventurers. They must leave the main road on their way to the citadel. After a couple hours they finally reach a chasm where pillars stand on either side. The pillars are of a indiscernible origin. On one pillar a rope hangs down into the darkness and gently sways in the breeze of the valley. The party stands at the edge staring into the blackness aware that they have found what they were looking for. Easily too.

Before anyone can attempt the climb down Roscoe checks the rope’s strength. As this is happening someone hears light heavy footsteps approaching. The party turns on alert and sees a half-orc clad in a large cloak of animal furs with a large sword at his side. The party prepares to question the stranger, weapons drawn, when Roscoe becomes aware of the situation.

“Traven. Finally arrived? You’re getting slow.”

“Always quick to joke ehh Roscoe? You are the one who pulled me away from my business.”

“Well this business is of greater importance. Are you in?”

“I came didn’t I?”

“We need you. Who knows how much light is down there.” Roscoe turns to the party. “This is Traven Outrunner. A ranger of these parts and an old friend. The Citadel being ‘sunless’ I thought we could use his eyes. Just don’t get in his way.”

Traven, accustomed to not making friends, looks over the party judgingly and follows Roscoe.

With that Roscoe and Traven descend into the valley beckoning the others to follow.

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Sunless

The party travels a distance of roughly 40 ft straight down into the ground. They stand on a small platform. The little light that falls into the chasm reveals the Citadel. Before them a huge fortlike castle structure sits in the blackness. Nothing is said and Roscoe motions Traven to go forward. Traven nods and his half-orc eyes allow him to lead flawlessly. After descending 4 flights of stairs the entrance is right in front of them. They step through the crumbled courtyard towards the door. They enter a circular room with three doors. The party whispers softly attempting to decide which door to continue through.

S’hric walks through the room scanning the walls and observing the doors when he has a strange feeling about him. His body seems to ignore his instructions and walks over toward the south wall. S’hric discovers a hidden door that leads to a small room where once archers would watch the entrance of the Citadel through arrow slits. Three skeletons lay on the floor. S’hric attempts to walk into the room and, too his surprise, the skeletons rise up and attack. S’hric is disgusted, being a child of nature, seeing undead angers him greatly. The skeletons attack S’hric with their claws hit him severely injuring him. He backs away and the party quickly dispatches the three skeletons with their ranged weapons. S’hric is injured but is healed by a potion given by Roscoe. To the party this is just a preview of what is to come in the Citadel.

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Meepo

The party waits for S’hric. Then they continue through the door on the north wall. It leads to a long hallway, to the left a stone door and on the right a normal door. The door leads into am empty room, a good place to rest if need be. The stone door was never opened by the party. Straight forward is another door the party continues through it. The party stands in a big room, there’s a small firepit in the middle that smolders. Next to the pit is a very big cage that has been bent out of shape to the point where it could not hold anything. On the wall is a sentence written in Draconic. S’hric reads it as “Here there be Dragons.” He also points out it’s written in a very crude dialect of a great language. In the corner a Kobold sits in a bedroll, whimpering in a bad dream.

Traven walks up and pokes the little Kobold. He awakes with terror! Wincing and crying. However as soon as Traven speaks in goblin the little guy calms down and is conversational. His name is Meepo, Keeper of Dragons.

“What are you doin? Crying in the corner, what will crying ever get you!?”

“The clan’s dragon…we’ve lost our dragon. Those wretched goblins stole Calcryx, our dragon!”

Traven is surprised at the mention of a dragon. He tells the party who is also surprised, maybe worried. “What if we help you get your dragon back?” Meepo’s little eyes widen. He starts to dance a little jig in his excitement. “I’ll take you to see Yusdrayl, if you make nice I can grant you safe passage! Promise to get Calcryx and maybe Yusdrayl will make nice too! Come! Come!”

Meepo leads the party through a couple hallways, they get continual glances from all the Kobolds in

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