Category The Tormentors

Travelogue

Immersea

This town of over 600 folk stands at the westernmost tip of the Wyvernwater, at the head of Mistfisher Bay. Immersea is a waystop on Calantar’s Way, where livestock and beasts of burden can be easily watered. The Starwater Road, Immer Trail, and Blister Trail all link up with that paved way here. Immersea is also a fishing village.

Immersea is one of the few places in Cormyr whose citizens seem openly unhappy with their government. They are not unhappy with King Azoun but with his do-nothing, lazy overly cautious local lord, Samtavan Sudacar. Inattention has made Immersea a somewhat free and easy trade town in recent years...

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OSR!

The party members ascend to the second floor and witness a repeating scene of depravity. Spectral diners feast on slain elves that are carved into bit sized chunks while still alive. Clearly this place is evil with a capital EVIL. Some scouting reveals a secret door in the corner of the room and it is opened. The illusionary red dragon crouched within is scoffed at by the party as cheap theatrics and they ascend the stairs, coming at last to a blank wall. The wall is scryed with the Gem of Seeing and it is revealed to be an illusion. As the (mostly invisible) party prepares to deal with the illusion and the door it conceals, BeLushI becomes aware of a figure standing about 20 feet below him on the stairs...

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I bardly knew him!

Returning to Arabel, the group makes contact with the bard that sent them on this little escapade. As it turns out, he was the front man for the local arm of the church of Tyr, who was looking for some closure in the matter of the village of Darkenshield and the annihilation of their priests. The church elders are pleased at the care with which the party has treated the fallen and the aid they brought to the battle of Tilverton. Treasures are divided and the group is stuffed with items and accolades.

Within a week’s time, the bard is back in contact with another job offer. At the meeting, he introduces a third party who names himself Gaspard. Gaspard is carrying a crystal ball, and it serves as the conduit between party and employer...

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Lord Arseless

Following up on the generalized looting they climb to the top floor and ransack the commander’s bedroom, seizing several magic items and a wardrobe full of fine clothing – left behind. They exit through a concealed door and find themselves in a short hallway – they hear some noise around the corner and move to investigate – but a portcullis drops from the ceiling and blocks their path. An orcish face pokes out from around the corner, surveys the scene and then the sound of running feet and slamming doors announces their swift departure from the area.
The group backtracks and races down the stairs to the ground floor and manages to slay the soldiers before they can escape...

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Westward, Ho.

The westward trek lasts only about a day before the party’s aerial scout discerns the remains of a village ahead. Could this be the site of the slaughter that doomed the spirits at the tower? Some recon reveals that the village is occupied. Although in ruins, enough remains of a large building (an inn, perhaps) and tower and large manor house to house occupants. The inn houses ogres and perhaps small giants, the tower is stocked with a flock of harpies and there are unknown occupants in the manor house, though light leaks out from behind shuttered windows and betrays their presence. The monsters seem relaxed, unaware of the party’s presence. Indeed, the group waits the entire next day before launching a pre-dawn assault...

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