Dreams and Darkness

A series of events is coming to head. The point where they converge is Aglarond's capital, Veltalar. Local guild adventurers, with dreams of their own, will soon find themselves enveloped by the coming darkness. -- A campaign by Jorge Jaramillo

Characters

 * Esmeril Batton: A human monk with family issues. -- Played by Keith
 * Umok Zabragal‎: An annoying mahogany skinned human annoying rogue with an annoying accent, who has now fully turned to the dark side. -- Played by Keith
 * Breemita Arroway: A half-elven Paladin who really doesn't want to die quickly. -- Played by Joe
 * Kwar Beartooth: A Half-Orc Warpriest who looks to uphold the law of Aglarond -- Played by Neenan
 * Hans Iggard Melchior: A straight talking human Barbarian who enjoys a good Axe or seven -- Played by Davy
 * Lucius Kelmvyre: A human mage who just seems like a really good guy, you know? -- Played by Ignacio

Fallen Heroes

 * Rurik Stonecutter: A dwarven fighter who once fought against the Simbarch Council. He died as he lived: Adventuring and in the jaws of a crocogator. -- Played by Joe
 * Zoey Cameron: A human fighter who tried to defy her rich parents. In a disastrous escape attempt, she found herself in an awful nightmare that she could never escape from alive. -- Played by Joe
 * Otiben Dawntracker: A half-elven ranger who enjoyed adventuring and a good drink and who, thanks to Annabelle, fell in a super coma and was ripped limb from limb in Whitehorn -- Played by Joe
 * Baer Flamesculptor‎: A dwarven Cleric who slept in pews, and who was decapitated in Whitehorn. -- Played by Joe
 * Brotor Bronzensmasher: A dwarven barbarian who spent his time doing work for the guild and exploring the land, until he sacrificed himself by staying in Whitehorn and becoming Zombait -- Played by Ignacio
 * Annabel Dirknel: A human wizard who was learning the harsh rules of the street. In order to become a strong and proper thief, she relied on her street smarts and a big meaty dwarf or two. Then she got caught in the world of a Insomiamancer -- Played by Davy
 * Reynold Darstan V: A human Ranger who was heir to the house of Ard Eilin, and who never got to save his estate thanks to poisonous gas -- Played by Ignacio
 * Rainel Moralagos: An elven druid who looks to uphold the balance in nature, yet missed the seriousness of her slight of the thieves guild -- Played by Neenan

Prologue

 * Thayan bandits have been plaguing travelers along the roads towards Veltalar. As a result, much guard and military focus has been given to their routing.
 * Smaller problems, especially in Old Velprintalar, are going unanswered. Business is booming for some of the local Adventurers' Guilds, including the Silver Crow.

Chapter I: Deep in the Sewers

 * The Guild Master of the local Adventurers' Guild, Kerran Fildger, calls for a general meeting of the guild. The son of local businessman, Henry Raddleson, has gone missing. A large reward is offered for the boy's safe return.
 * A group of two dwarves and a young human girl join forces to find the boy. Other adventurers' also seek him out.
 * They boy, Gerrit Raddleson, is an adventurous youth and often sneaks away from home. Annabel and Rurik look to find neighborhood children to get some information. Brotor looks for the boy's tutor, Torell Standec.


 * Annabel catches up with a small gang of children called The Ruffians. After giving the children all of her food and oil, their leader tells her that Gerrit was last seen going into the sewers. The other children told Gerrit that if he could retrieve a cool item, he would be allowed to join their gang.


 * Brotor speaks with the tiefling tutor, Torell Standec. Unfortunately, he isn't able to gleam much information. The tutor is concerned about the boy's safety, though, even more so when he learns that Gerrit may be in the sewers. There are rumors of a disgraced drow making a lair for himself in the sewers.


 * Once the three adventurers reunite, they venture into the sewers. After fending off alligators, slime, traps, and rats, they finally find a strange lair. In that lair they find Rondell and his gang. With them is a young unconscious boy strapped to a chair.


 * Rondell explains that he and his gang had found the boy some time ago, and that they have not seen any sign of the drow. He decided to leave the boy where he was until the reward was high enough. Rondell has Annabel free the boy from his trapped chair and then intimidates the party into an unfavorable agreement. Rondell and his gang get seventy percent of the reward while the party only gets thirty percent. Annabel and company talk their end up to thirty-four percent.


 * The boy is returned home, and the two groups claim their reward. Rurik, Brotor, and Annabel quickly take on another job.

Chapter II: The Mystery at Wayne Manor

 * An anonymous client reports that at an abandoned manor three days outside of town, once peaceful green land has turned into a horrible blood-soaked place with weird occurrences. All this starting when the strange weather disturbances just days ago. It is up to the three adventurers to investigate this and to bring back as much information as possible.
 * After stocking up on supplies, the party sets out on their adventure. The first day and much of the second prove to be uneventful. Later on the second day, though, Brotor spots a stranger walking towards them.
 * The man is walking irregularly and has a strange expression. Brotor tries to address the man. The man becomes alert but belligerent. He draws his weapon and attacks the party.
 * At first they they to reason with the man, but it is clear that he is not in his right mind. To make things worse, the man is quite powerful and easily overpowers the three of them.
 * With both Rurik and Brotor unconscious, the man gets ready to strike down Annabel. In a last desperate attempt, she tries a Charm Person spell a second time. This time the spell hit its mark and the man lowers his weapon and walks away.
 * The party rests and eventually makes it to the manor without any more trouble, and it is truly a horrible sight.
 * Rurik believes this horrible place to be the ruins of Wayne Manor, an old base of the resistance during the days of unification. The ground is blood-soaked, and dismembered bodies are strewn all over the manor grounds. While exploring the area, the group is attacked by strange black draconic flying creatures, which the party dispatches.
 * Soon afterwards, they find a staircase going down. Despite Annabel's trepidations, they venture downward. There they find an old dungeon. It is littered with old bones and fresh pools of blood. Before long, the three are attacked by the undead and giant centipedes.
 * The battles are starting to wear on the three, but the dwarves want to have something to show for their work. They soon find a fresh body clutching a note.
 * The note has a few interesting points of information.
 * Something truly terrible happened here, but even the writer is uncertain as to what happened.
 * A group of foreigners, one of them being a minotaur, attacked the manor right before the events happened.
 * There were almost no survivors. The group's leader, Zuultoire, being one of the main exceptions.
 * Zuultoire seemed changed by the events, and the writer of the note no longer felt safe. He planned to leave the following day.
 * Pleased with their find, the adventurers decide it is time to leave the manor. A horde of zombies have other plans for the party, though.
 * While Annabel and Brotor evade the zombies easily, Rurik is overtaken. He would have been killed if it hadn't been for Brotor going back to save him.
 * Eventually, the three escape their undead pursuers and make it back to the Silver Crow.
 * They explain to Kerren Fildger the events they witnessed as well as give him the note they find. Kerren seems intrigued, because the group described in the note match a group of adventurers that recently stopped by. The group seemed like good enough people to Fildger, but he makes note of the information given to him.
 * The group is rewarded for their troubles and await their next job.

Chapter III: The Heroes' Attack and The Thieves' Guild Pact

 * Early the day after the three adventurers return from Wayne Manor, they hear a gigantic explosion. The Mages' Guild has been destroyed.
 * Brotor arrives at the scene first and assists in the rescue efforts. Sadly, it is a grisly scene. There are sixteen total dead and four still alive. One of the survivors is a minotaur. Annabel shows up next and, despite her questions and the use of a magical disguise, learns little. Rurik is last to show up and finds out that there was an eye witness, and it seems the survivors are suspects. Soon an impressive force of guards and wizards show up on the scene. They drive off all onlookers.
 * After leaving the scene, they return to the Silver Crow. The place is packed with adventurers talking about the explosion at the Mages' Guild. Annabel is waiting for Fildger to show himself. She sees an opportunity to either get a job or to provide some inside information on the attack. She sees this as a great business opportunity and wants to talk to Fildger.
 * Some time later, Fildger walks out accompanied by two men, an impressively decorated guard, named Marcus Angello, and a young wizard. Fildger steps out in front and says a few things.
 * Two of the people killed in the explosion were also members of the Adventurers' Guild: Lotus and Maeger.
 * People, previously thought to be heroes due to their exploits in Undumor, are the prime suspects. This group, known as the Flying Draconis, includes a minotaur and a captain of the Veltalar's Military, Eric Frost.
 * Clearly displeased by his own words, Fildger tells the guild to take no action. All aspects of the investigation are to be left to the proper authorities.
 * After Fildger is done talking, the three approach him. They bring up the fact that a minotaur and other foreigners were mentioned in the note from Wayne Manor. The guard and wizard accompanying him take interest in what they have to say. It seems that Fildger did not share this information with the other two. After asking the three some questions about Wayne Manor they leave. Annabel feels as if she shouldn't have mentioned this in front of those two and feels guilty.
 * The three discuss their next course of action. Annabel is very interested in investigating the matter more. Rurik, however is much more hesitant. Keldger specifically said not to do anything about it, and Rurik does not want to go against the Guild Master's wishes.
 * While Annibel is trying to convince Rurik to go along with her plans, their discussion is interrupted by another explosion.
 * Annibel alone, is able to ascertain the approximate location, and the three head in that direction. Most everyone just wanders in other directions, trying to figure out where, exactly, the explosion happened.
 * They reach the location of the second explosion, a guard barracks. The stone wall is absolutely decimated. There are dead guards all over. They also see a minotaur and wilden in chains. Finally, they see an angry Marcus Angello and the more calm wizard from earlier.
 * It seems that Eric Frost attacked the barracks and allowed the human and the mul to escape. They went westward.
 * Marcus Angello is a little suspicious of the group. They seem to know more than most and are the first to arrive on the scene. He interrogates the three and learns that, other than being extremely greedy and self-serving, they are no threat.
 * Eventually, they are released and the minotaur and wilden are taken to the Great Prison in Veltalar.
 * A little embarrassed, the three plan their next move. They plan to see if they can get any information from the Thieves' Guild.
 * Rurik, however, is uncomfortable with going into the Thieves' Guild. Annabel suggests that he waits outside and protect the group's coin purses while she and Brotor are at the guild.
 * While Annabel is not a member of the Thieves' Guild, herself, her parents are well respected members of the guild, and she knows the Thieves' Cant, the secret language of thieves. Her knowledge, her connections, as well as a few gold coins allow the two entry into the Thieves' Guild.
 * Annabel seeks out Francis Dewitt, a friend of her parents, for some information. While he doesn't have much to offer, he knows of someone who might, an elf woman who goes by the name Violet Shade.
 * Violet Shade gives some minor information but nothing that will really help the party in its search of those responsible for the explosions.
 * While she does answer their questions, she offers the party some tantalizing information, why the minotaur and company were in the city in the first place. However, in return Annabel and Brotor would have to enter a Blood Pact with Violet Shade. In return for this information, they would owe her a favor. Annabel and Brotor accept the terms.
 * A cloacked man, the leader of the Thieves' Guild shows up and oversees the drafting of the Blood Pact. Once everything in in order, Violet Shade shares the information.
 * The group, which also calls itself The Flying Draconis, is following after a Thayan woman named Aluria d' Ulien.
 * This woman is responsible for the death of several of their friends, and she is keeping their bodies. This is especially troubling because she traveled with a group of undead and practices necromancy.
 * The woman is also on an unknown mission from Thay. The Flying Draconis are not only trying to retrieve their dead friends, they are also trying to stop her from completing her mission.
 * Annabel and Brotor are very pleased with this information and leave the Thieves' Guild to meet up with Rurik to discuss their findings.
 * They tell Rurik what they learn, but he hears about the Blood Pact, he gets uneasy. Rurik strongly believes in the rule of law. He does not want to be beholden to thieves.
 * Annabel is infuriated by Rurik. The two argue, and Rurik walks away.

Chapter IV: The Tragic Search and The Dark Dreams of Gerrit Raddleson

 * Brotor decides to follow Rurik and eventually catches up with him. The two have a nice chat and and Rurik decides to go back to Annabel.
 * Meanwhile, Annabel tells Fildger the news she learned from the Thieves' Guild. Much to her dismay, the information that she payed so much for was already common knowledge. The Minotaur and his allies kept few secrets, it seemed. Feeling very foolish, Annabel meets up with Brotor and Rurik to discuss their next move.
 * The first place they decide to search for the fugitives is the sewers. The three have to trudge through the sewer waters and swim through it at other times. It is dark and there is a slight current. In other words, the going isn't easy.
 * Things go from bad to worse. During one area where they have to swim through deeper waters, Rurik gets separated from the group as the light goes out. He is having trouble swimming in his heavy armor. Before too long, though, Annabel and Brotor realize Rurik is behind. They eventually get the lamp re-lit and Annabel swims back to assist Rurik. Unfortunately, she starts to get tired and is also having difficulty swimming.
 * All this splashing attracts the attention of some sewer alligators. They strike at the flailing Annabel and Rurik. Annabel is struck so hard in the initial strike that she immediately loses consciousness. Rurik fights for his life as he is trapped in the beasts jaws.
 * Brotor goes right to Annabel's aid and, with a few strikes from his hammer, fells one of the alligators. The beast releases the unconscious girl, and she starts to sink in the murky water. He is faced with a difficult decision: does he help Rurik against his alligator and risk Annabel drowning, or does he go after the girl and leave Rurik to fend for himself? He decides to swim after Annabel.
 * Brotor dives in to rescue Annabel, once again dousing their source of light. He manages to save the young girl. Meanwhile Rurik is getting ripped apart by the alligator.
 * As Brotor breaks the water's surface he thinks about saving Rurik, but then he realizes the severity of the situation. It is pitch black. Brotor is unable to see where exactly Rurik and the alligator are. He is holding the dying Annabel in his arms. She is growing cold and her breathing is becoming more and more labored. Worse yet, all Brotor can hear is the crunching of bone and the tearing of flesh. He no longer hears Ruriks struggling. He comes to the horrific realization that Rurik is already dead and decides that he must save Annabel by administering a healing potion to her.
 * The two leave the sewers without Rurik and mourn his passing.
 * While the Annabel and Brotor are discussing their options at the Silver Crow, a stranger walks in, clutching his chest. The stranger is talking to somebody, and is slowly causing more of a scene. Annabel feels a strange and horrifying sensation. Immediately afterwards, one of the stranger's arms is fused with his head.
 * The person mutters something and holds out a small black cylinder. The cylinder explodes into several rays of light. Each of the rays fly into a patron of the Silver Crow, including Brotor and Annabel.
 * Finally, one more disturbance is felt by everyone in the tavern. After this one, the man is dead. He entrails hang from the ceiling. His legs are fused with the floorboards. It is a horrible sight. Angered, Kerran Fildger orders everyone to find out who is responsible for this.
 * Annabel and Brotor ask the people who stayed behind some questions. They find another person that the light flew into. She, much like Brotor and Annabel, feels fine right now. The girl, named Zoey Cameron, just left home and is in search of adventure. She asks if she can join Annabel and Brotor on their travels.
 * Brotor and Annabel agree to take her along, but first, they explain the dangers they have faced thus far. It is a lot for Zoey to take in. She asks to sleep on the information before making a decision. The three retire for the night.
 * In the middle of the night all three of them are woken up by a zombie attack. Each of them quickly realize that things are even stranger than they seem. They are no longer in the room of their inn and none of their gear is with them.
 * They leave their rooms and meet up with each other in the hall of whatever building they find themselves in. As they walk down the small hall, they find another room. This room has their weapons in it.
 * The three soon realize that the answers will have to wait because the zombies will not. Thankfully, Brotor, assisted by a narrow hallway and the two girls, easily holds off the small horde.
 * As they prepare to leave the building to find out just where they are, the three are attacked by a pair of ghosts. The ghosts prove to be much more difficult opponents. As the three are being warn down, they possess Annabel's body, and try to force the party to surrender. Brotor and Zoey, won't be so easily intimidated, however. They fight on.
 * This proves to be a mistake, though. One by one, they all fall against the ghosts.
 * They wake up, still in the strange building. They are still alive and the ghosts are nowhere to be seen. Standing next to them and tending their wounds is young Gerrit Raddleson.
 * He tells them that he saved them. He is more used to this world and can, at times, bend certain things to his will. The party assures him that his real body is safe and away from the drow. Gerrit is relieved. Before they can talk some more, though, the sun rises. The three wake up in their own beds back in the Silver Crow.

Chapter V: New Companions Arrive Enter Esmeril and Rainel

 * The day before, two friends start their day and eventually meet up at the Silver Crow...
 * Esmeril Batton after spending sometime with his sister, Shera, and his best friend, Vorrik, decides to go to the Silver Crow in hopes of finding some work to help support his pregnant sister.
 * Rainel Moralagos is also at the Silver Crow, but for a different reason. She hopes to learn more about the strange occurrences at the Wayne Manor. She speaks with a flirtatious Flint Madrigar who just happened to overhear her asking about the Wayne Manor. While he doesn't say much, he tells her that a man named Darion Martell was the person that posted the recent job at the Silver Crow.
 * Esmeril and Rainel meet at the Silver Crow and enjoy each others' company. Their lunch is interrupted, though, by the very disturbance that affected so many others.
 * Before the small cylinder at the center of the occurrence explodes, Rainel notices that there is writing on the cylinder. While she cannot read it, she recognizes it as Thayan.
 * Esmeril and Rainel are also struck with black rays. Just like the others, they feel no different.
 * Esmeril invites Rainel to his home for dinner. Afterwards Esmeril retires for the night. Rainel decides to spend the night under the stars, but, despite her elven nature, she is compelled to sleep.
 * Both Esmeril and Rainel awaken in strange surroundings. They quickly realize that they are nowhere near Esmeril's home, and that they are being attacked by the undead.
 * The unfamiliarity of their surroundings, the utter darkness, and the relentlessness of the zombie attack prove to be too much for the duo to handle. All seems lost until a young boy who claims to be Gerrit Raddleson saves them. Shortly after being saved, they wake up...
 * Both groups quickly realize that this is no simple nightmare. The wounds they suffered at the hands of the zombies are quite real. Annabel, Brotor and Zoey as well as Esmeril and Rainel believe that the black rays from the cylinder must have something to do with this. The all go back to the Silver Crow's dining hall to get more information.
 * Eventually the two groups would meet up. All, with the exception of Zoey, being active members of the Adventurers' Guild, it is easy for them to speak on the matter.
 * Both groups have some key things in common:
 * They were all present when the cylinder exploded.
 * They all had the strange dream with the zombies.
 * They were all saved by Gerrit Raddleson.
 * They all woke up with the wounds from their encounter.
 * They decide to team up and see if they can find any other people that were struck by the black ray. They manage to find another member of the Adventurers' Guild, Jules Dickson. Jules tells the group that he had a similar dream, down to the young boy saving them. His tale is different, though, because he was the only survivor of his dream.
 * Further investigation shows that the people who died in Jules's dream are also dead in the waking world, as they feared.
 * With a renewed sense of urgency, the six come up with an idea. They realize that the boy, Gerrit Raddleson, may be the key to this. They go to the Raddleson Estate in hopes of getting close to the boy. The six hope that if they fall asleep close to the boy they will all appear in the dream world close to the boy. There he will protect them as well as give much needed answers.
 * Things do not go as planned, though. The party arrives at the Raddleson Estate and tell the guards that they are there to help the boy. This attracts a large group of guards and the boy's father, Henry Raddleson. He is very eager to learn how the group plans to help his boy. The boy is still unconscious and is wasting away. The group explains the situation with the dreams and how they are seeing Gerrit in the dream, but, much to Henry's dismay, they offer no assistance. They are turned away.
 * The six come up with a new idea. A drow is supposedly responsible for the boy's condition. It stands to reason that he may be involved with these strange dreams. Annabel and Brotor know the location of the drow's lair. Maybe some information in helping themselves or the boy can be found there.
 * The adventurers go into the sewers back towards the drow's lair. Aside from a close encounter with a pair of alligators, the trek is easy. Finally they reach a locked and enchanted door.
 * As Annabel is trying to figure out a way through the door, it opens.

Chapter VI: The Wizard, Lemar Ghis

 * The group is greeted by a tatooed man wearing black robes. He introduces himself as Lemar Ghis. He tells them that he is a new addition to Rondell's Gang, and that he is watching the area until the gang comes back from a recent job. The party asks him several questions, which he answers. They learn quite a bit from him.
 * Lemar Ghis says that he was caught by Rondell's Gang as he was exploring a few days ago. He plead for his life and was allowed to stay.
 * The group finds a magical sword, but the wizard does not let them take it for obvious reasons. He does, however, let Annabel take a vial with a strange purple potion in it. While Annabel does not know exactly what it does, she knows that the school of Enchantment is somehow involved.
 * He says that there is a fearsome ooze guarding something in a room. He doesn't think that he and the group are up to the task of fighting the beast.
 * The boy Gerrit is also mentioned.
 * Lemar Ghis tells the group how he is intrigued by the drow's experiments. He is currently reading the drow's notes. The party asks for the notes, but Lemar Ghis declines.
 * It is his belief that the boy is currently trapped in some sort of pocket plane.
 * He tells the party to return in two days. At that time he'll hand over the tome and see if he can assist in saving the boy from the dream world.
 * While most of the party trusts Lemar Ghis, Rainel does not. After the party mentions the fact that they are experiencing the strange dreams, she urges them to leave. Eventually, the party does so.
 * After they leave, Rainel discusses all of her concerns. She believes that Lemar Ghis lied about many things, including, but not limited to, his name, his true strength and his involvement with the drow.
 * The party decides to investigate the matter by seeking out Leroy Caen, a member of Rondell's Gang who remains in the city. They hope to confirm or refute Lemar Ghis's claims by questioning Leroy.
 * They go to Rondell's turf and find someone that, after some coin, offers to take them to where Leroy normally operates.
 * The group is led to where Leroy works. Rainel's sharp eyes notices that there are some other people in the area that make quick glances and signals with each other, including Leroy.
 * As the group approaches Leroy, one of these people move up to Leroy to alert him. Before the party can even get close to Leroy, he starts running off.
 * The party gives chase. Esmeril takes to the rooftops. Annabel disguises herself and casually walks through the crowd. The rest of the group pursue on foot.
 * Leroy proves to be elusive as he starts to climb a building. Jules suggests shooting him down, but this proves to be unnecessary. Leroy loses his footing and comes crashing to the ground.
 * The party catches up to him and starts questioning him.
 * His story matches Lemar Ghis's. The gang found Lemar Ghis snooping around. The wizard begged for his life and was allowed to join.
 * The question turns to Rondell and to Gerrit. Leroy, though, does not like the position he's in and is no longer cooperative.
 * Annabel decides to try to intimidate him with the purple vial she got from Lemar Ghis. While she is threatening him, Leroy lets loose some smoke bombs and makes his escape.