Welcome to My Nightmare

A Dark and Stormy Night

As Santhil and Rissis pushed open the door, they could already tell that something was wrong. A cold breeze greeted them and the sound of thunder could be heard. Santhil lit an oil lamp and surveyed the room: the beds had been torn up, their belongings lay scattered about, and the window was broken off its hinges, rain pouring in.

Rissis could hear some sort of scratching on the opposite side of the over turned bed. He drew his bow and took careful aim. As he crept over, a gaunt human leapt from bed and slashed at Rissis with its skeletal hand. Rissis let an arrow loose and it pierced the creature in the chest, black blood spurting from its wound. Santhil grabbed his mace and bludgeoned the creature over its head. The creature snarled and grabbed hold of Santhil. Just as it was about to sink its teeth into the half-elf’s flesh, Rissis slashed its head clean off with his blade. The limp body fell to the floor, a puddle of inky blood pooling.

Rissis and Santhil searched the rest of the room for anymore stowaways, but found none. They barred the window with the table and took stock of their belongings. Once they were calm enough, Santhil asked, “What was that?”, genuinely shaken. “I’m not sure,” Rissis guessed, “but I have heard stories of creatures in the Dalelands that descriptions match this… thing”.

They are interrupted as the innkeep slams open the door holding a wooden club and a bulls-eye lantern. “What’s the meaning of this?!” he demands. Rissis and Santhil explain that they do not know what is going on. The innkeep is not amused and demands that they leave immediately. Rissis and Santhil gather their belongings and walk out into the dark, stormy streets. They decide it would be best if they locate Vronsky and Gespar and set out to look for them.


Vronsky snaps awake as a loud boom of thunder crashes overhead. Looking around, he sees that Gespar is sound asleep. Vronsky pours himself a glass of water and walks over to the window. Sipping his drink he looks out and notices a pair of eyes glowing in the darkness. The eyes sit atop a building on the other side of the street. Vronsky stairs at the eyes for several moments and then turns to Gespar and back. The eyes still stair into the room. The rain and fog clouds Vronsky’s vision and he is unable to make out the rest of the creature that stairs at him. This worries Vronsky and he shakes Gespar awake. Point out the window, Vronsky shows Gespar the silent menace. Gespar grows worried and decides to take a shot at it with his bow. Vronsky pushes the window open and Gespar takes the shot. The arrow sails through the air and pierces the creature. Its vague shape reels in pain and crawls further into the shadows, out of sight. Gespar and Vronsky exchange nervous glances as Vronsky shuts the window. Just as he is shutting it however, he hears a noise from outside the window. It sounds like something is crawling around on the roof of the inn, claws dragging on the slate shingles. Gespar can now hear it as well from within the room. Gespar moves to another window and peers out. He can see a sickly looking humanoid scaling a gutter in the alleyway. Gespar motions to Vronsky and the pair decide to head out into the streets to investigate…

View
A Trip to Darromar

Santhil, Rissis, Gespar, and Vronsky saddle up in the morning and point their horses northward towards the nation of Tethyr. They make final preparations for the trip; buying water, food, rope and horse feed. In the dim haze of the morning, the four set off across the Calim Desert. Once they leave the desert, they plan to continue northward until they hit the River Ith and follow it eastward until they come to the city of Darromar.

The trip through the desert is uneventful. The four adventurers travel during the late afternoon, all through the night and into the late morning. They rest during the hottest hours of the afternoon. Birds pass over head and hot sands blow across the dunes. far in the distance, caravans of marching figures can be seen. Rissis wonders how people could call such an inhospitable environment home. The Calim Desert is devoid of green flora that permeates the Dalelands.

On the third day the party left the desert and continued across the rolling plains towards the River Ith. Form atop a high hill, Gespar spotted the snaking river and the group continued down towards the banks. The horses lapped at the water while the party made plans to camp out. In the morning, the party set out at a blistering pace, being able to travel quickly now that they had escaped the heat of the desert and the shifting sands.

After another days ride, they we able to spot the distant city of Darromar far to the east. They road down into a valley and continued east. As they neared the city, they came upon an abandoned cart. The group took time to dismount and investigate. Several bandits leapt from the sides of the trail and made an attempt to subdue the party. After a small scuffle, the group had slain the bandits and decided it was best if they carry on. Much closer to the city, the group came upon two more horsemen dragging two elderly men behind their horses. The men on the horses looked similar to the bandits from before: cruel looking, middle aged men, wearing tattered cloaks and wielding worn long swords. The party slew the bandits and freed the men. Unfortunately it was too late. The men had been badly injured and death crept close to them. Before they passed, they lamented that they had been attacked by bandits further back and that more members of their traveling caravan had been kidnapped. With little they could do, the party continued into the city, cautious of more bandits.

The party entered the city and marveled at its grandeur. Situated on both banks, of the River Ith, the city is home to many wealthy noblemen and women. It is a stop for those traveling from the Lake of Steam region, to the southern tip of the Dragon Coast.

Upon entering the city, the four checked their horses into a stable and then went their separate ways, with a plan to meet up later. Santhil scouted out an inn. Rissis searched out an armorer and a bowyers workshop. Vronsky and Gespar went to look for a tavern to quench their thirst from the trail and the scuffle with the bandits.

Rissis makes his way to an armor shop owned by a female human. He inquires about a suit or armor and the woman takes measurements and says that it will be finished in several days. Rissis thanks her for her time and continues to stroll around Darromar.

Santhil checks into an inn owned by an older human. Gespar and Vronsky check into a separate inn on the other side of town. As Rissis returns to the inn Santhil reserved for them, he notices the sky beginning to darken. Rissis also overhears natives of the city talking about a coming storm. Rissis hurries back to the inn to find that Santhil has stepped out. Rissis unpacks his belongings as rain begins to fall outside.

Vronsky and Gespar return to their inn after several hours of frequenting the taverns. As they step outside, they are surprised to find that it is now pouring down rain. While inside the warm tavern, they did not notice the storm creep up. They walk through the downpour back to their room and begin to climb the stairs. As they near the top of the steps, they notice something strange: a small puddle of water seeps from the bottom of the door to their room. Gespar and Vronsky silently nod to each other as they draw their weapons. Vronsky throws open the door and Gespar leaps in. The room is silent however, save for the pitter-pat of rain that falls into the room through the open window. Vronsky lowers his guard and examines the window. It was not broken, merely left open, allowing water to collect on the floor. Neither Vronsky nor Gespar recall leaving the window open and find it odd. Vronsky peers out the window and notices a figure creeping around on the ground far below. Through the rain and darkness, he is unable to make it out except that it is humanoid. Gespar locks the window shut and the two try and get some sleep.

Santhil walks in to find Rissis laying on his bed, whittling a piece of wood. Santhil sets his belongings down and the two prepare to go out for a late supper. They don their cloaks and head out into the now thundering rain storm. They settle on a quiet tavern and order some local food. After supper, the pair returns to their inn. They are startled when they find the front door is locked. They slam on the door. After several moments, the innkeep answers and tells them to go away. They say that they have a room in the inn and demand entrance. Reluctantly the man opens the door. He nervously looks them up and down and tells them to go to their room at once and lock the door. Rissis and Santhil find this odd and climb the stairs to their room…

View
Contracts from Red House
Humble Beginnings

The Adventure Begins…

On a sun-drenched afternoon in Calimport, an elf, far from his home, saunters into a thieves guild. He is escorted into a back room through a narrow passage way. Richly colored shawls hang over the passageway and provide shade from the sun coming in through the roofless structure. The elf is thankful to be out of the heat. As he makes his way down the corridor, the smell of thick incense surrounds him. He comes upon an archway with many strings of beads hanging down. He pushes the beads to one side and peers in. He sees four figures sitting around a large, round wooden table.

Sitting at the table to his left is a half-elf, smoking a pipe with a turban wrapped neatly round his head. The smoking half-elf does not look up at the newcomer. Across the table, another much younger elf and a similarly aged human look on at the new arrival. And at the far end of the table, an older human squints and motions him to sit. " Rissis I presume," the man offers.

Rissis nods and takes a seat, setting his belongings and weapons on the floor beside him.

“Ok then,” the man begins, “We are all here now.”

Several terse introductions are made. The young elf introduces himself as Gespar, a local thief. Gespar introduces the human to his left as Vronsky, his good friend and and ally. The half-elf takes a break from his pipe and quietly adds, “Kelmer”. The older human introduces himself as Turk, the leader of Calimport’s branch of the Red House Guild.

Turk hands out some documents to the group and allows them to look them over. “Its gonna be a quick and easy one.”

The party reads through the notes. They are to gain entrance to a nobleman’s manor and steal six pieces of artwork. Turk explains that the nobleman is a Zhent sympathizer and has been hiding behind his public office while accepting the lucrative offers from the criminal organization. Turk also explains that the artwork originally belonged to Red House, so the party is more or less “recovering” it.

With all the necessary info, and a little spending money provided by Red House, the party sets out to gather information and plan a course of action.


The party checks into a local inn several blocks south of the nobleman’s residence and begins to do some research. They find out that the nobleman lives on a gated property that has sentries that patrol the grounds. With several more successful Gather Information checks, he group also found out that a local tavern in the area had a cellar that lead to the sewer system of Calimport, which they believe could be used to get to their destination. They decided to enter the tavern and keep a low profile while finding information out. Santhil and Rissis gained easy entry and eventually slipped down into the wine cellar. There they found a trap door in the floor. This was proof enough, so the pair slipped back upstairs and returned to their inn. They decided to do more research the following day, but for the time being, retired to bed.

The next morning, Santhil put on his finest city council outfit and forged a note to allow the librarian to see the cities records.

“State your business!” the clerk at the library demanded. Santhil presented the forged document and proceeded to the back. There he found old city records and drawings. He scanned through them and discovered that there was indeed a small tunnel that connected the tavern’s wine cellar to the nobleman’s estate. Santhil made a quick copy of the document and returned to the party with the news.

Santhil, Vronsky, Gespar and Rissis looked over the map and hatched a plan: Vronsky would enter the tavern and order several rounds of drinks. Santhil and Rissis would quietly slip into the cellar and traverse through the tunnel and gain entry to the estate. Santhil and Rissis would then let Gespar and Vronsky in and proceed from there. The plan was made and executed.

Vronsky strolled in and ordered several pints of the strongest ale. He drank them quite quickly and became belligerent. Ordering more drinks and now shouting at the barmaids, Vronsky had created a large scene. Santhil and Rissis snuck past the ensuing chaos and into the cellar. They quietly picked the lock and went into the trap door. The air was cool and damp. The pair quietly crept through the tunnel while Vronsky continued to cause a disturbance upstairs.

Vronsky by this time had leapt behind the counter and was fighting the bar keep and other patrons. The entire place erupted into a brawl. A stout dwarf through a large human into the fire and many people broke their glass mugs filled with beer over the man’s head in an attempt to save him. Several chairs were broken over peoples backs and glass now littered the floor. The entire bar was a swarm of fighting and brutality. The barmaid hid behind the counter and the barkeep ran into the streets looking for help. Vronsky took this time to throw some gold coins behind the counter, paying his tab, and leave for the night.

Stumbling out into the street, Vronsky made his way to the gate of the estate where Gespar was also waiting for Santhil and Rissis to let them in. Vronsky was too drunk to account for the time it would take for the underground duo to reach their destination, and simply accosted the gate and demanded that the guards let him in. The guards scoffed at him and told him to move along. Vronsky continued to heckle the guards and more showed up. Vronsky challenged them all to a fight and said he would take on all ten. Gespar hid in a bush and waited for his opportunity.

Far below, Santhil and Rissis crept along in the long, narrow tunnel. They eventually made their way to a vertical shaft that ascended nearly forty feet to an iron cover. They popped the lid off and emerged into a green house. It was now nearly 11 o’clock at night and they had the advantage of the darkness. Santhil and Rissis looked out the glass windows and saw several guards patrolling the grounds. Santhil made some noise and was able to lure one of the guards over to the greenhouse. The guard entered warily and made his way to the back. Santhil dove from a tree in an attempt to knock him unconscious in one fell swoop, but failed miserably. The guard called out, alerting others, but it was too late for him. Santhil clubbed him and quickly removed the guards uniform. He threw the unconscious man down the hole they had emerged from and waited for more guards to arrive. Several minutes later, two more guards came in, investigating the scream. Rissis watched from a tree as Santhil offered them drinks of sand liquor. The guards happily obliged and began to drink. Santhil drank a little as well, but most of the potent alcohol went into the two guards. The began to blackout, and Santhil helped them find a nice bed by throwing them down the hold.

Just as they were about to leave the greenhouse, several more guards ran up to them from the northeast. They were out of breath and apparently too shook up to notice that Rissis was not a guard, “Help! An intruder at the north gate has set the fence on fire!” The guards ran off and Santhl and Rissis waited several moments before following.

They came upon a scene of large billows of think white smoke swirling in the wind. Many guards lay strewn about the place. The gate was wide open and a figure emerged. “Where the hell have you been?” Vronsky demanded, “I just threw my last smokestick at that guy”. Quickly realizing that they had all gained entry, one way or another, Rissis advised the group to get back into hiding and gain entrance to the estate’s large building.

Gespar, Rissis, Santhil and a now more sober Vronsky ran across the green lawn and came to the southwest entrance to the building. They climb up a garden trellis into a second story window and find themselves in a luxuriously furnished guest bed room. The party takes a quick stock of their surroundings and carefully make their way out into the hallway. They make a plan to figure out where the artwork is and meet back here to go from there. After listening in on several of the servants’s idle talk, they discover that the estate had received several packages and they were being held on the second floor on the northwest side of the building. They make their way there and gain entry into the room.

They were startled to see that they were not the only group after the works of art. A cloaked figure was already in the room and had throw most of the artwork out the window as they made their attempt to leave. Rissis dove for the cloaked figure, but they were too quick and hastily slipped a ring of invisibility on. All Rissis could do was watch as footprints made their way across the dew covered grass on the lawn below the window. The group had been beaten to the target and were frustrated that they had no information about a rival thief. Angrily they left the property through the tunnel. They emerged into the basement of the tavern once again, and quickly moved past the suspicious staff. They returned to their inn for the night and made plans to visit Gamu in the morning.

In the early twilight, the Santhil, Rissis, Vronsky and Gespar made their way through the winding streets and bazaars of Calimport to the Red House guild building. They strutted past the guards and into Gamu’s office. Rissis demanded an answer for the unsuccessful sortie. Gamu apologized, saying that he was not certain that there was going to be an third party involved and thus, did not want to complicate things further. “Unfortunately… He surfaced…” Gamu said under his breath. Not wanting to upset the loyal guild members, Gamu let them keep the money they had been fronted and offered another job to the party: They were to negotiate the sale of a “right-to-claim”. Gamu explained that Red House currently had gained rights to a sunken ship off the coast of Chult. Although the job would be quite lucrative, Red House did not have anyone available to complete the mission and Gamu thought it would yield greater results to sell the “claim” to a rival thieves guild. The party accepted the mission and again, received money to travel up north to Darromar where the rival guild was located. They purchased four fine Calimshani horses and prepared for the overland journey north.

View

I'm sorry, but we no longer support this web browser. Please upgrade your browser or install Chrome or Firefox to enjoy the full functionality of this site.