A Dread Mist: Session One
The woods are lovely, dark, and deep,
But I have promises to keep,
And miles to go before I sleep,
And miles to go before I sleep.
-Robert Frost
About a tenday from Sharnn, you met a Vistani
caravan leader named Stanimir who told you an ancient tale about a prince his
people saved from death. He asked your help in lifting a curse that afflicts
the prince. and kept him trapped in his kingdom.
Before you could find out more, a pack of wolves attacked.
You leapt into action, but the beasts stole a child, still in swaddling rags
and raced off into the fog-enshrouded forest.
Through skill and daring, you managed to chase down
the wolves, just as they were giving the child to a sallow-faced elfin man.
When he saw you he ordered the wolves to attack, mounted a horse that glowed
like cold embers, and disappeared in a cloud of soot and brimstone.
You slew the wolves, only to discover that in the
fog and the dark, you’d lost your way. Among the unfamiliar trees, you befriended
a squirrel and found a lodestone that seemed to appear at just the right
moment.
Without many options, you made camp, but ne of you,
unfortunately, fell asleep during the night. The morning found you next to a
cliff that hadn't been there before.
In the distance you heard a waterfall and followed
the wall in that direction. Before long you came upon a young bard perched atop
a wall built into the cliff face.
The bard told you the tale of being murdered by his
own father -- “a knave by the name of Tengrave” – and his later resurrection by
his new father, a man he called Karrn. Summoning skeletons from the earth, he
attacked.
Successfully destroying these undead, you uncovered
the bard’s remains behind the wall as well as a signet ring with the letter “T”
inscribed on it. You also found a magical lute pick that plays an ancient
melody that only the person holding it can hear. You buried the bard's bones
nearby and performed a ceremony, that seemed to put his troubled spirit to
rest.
Following the rumble of the waterfall again, you
came upon a river that you followed until a storm started to brew. Flashes of
lightning revealed an old manor house at the edge of the forest with two young
children waving from a lantern-lit porch.
The children told you that the was a monster in the
house and pleaded with you to help save their little brother, Walter, who was
stuck in their bedroom upstairs. Bravely overcoming your trepidation about
whether the childrens' tale was truthful, you opened the rusted gate and
stepped into the darkened foyer of the decaying manor house.
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