All for the King

Security Job
Keep the Peace

The local appointed representative, Vaicount Heremon Durst, is scheduled to speak at a local theater on the matters of the day. The Constable General, Arias Voyle, contacts you with a job offer.

“I don’t have the manpower to watch this turkey give a speech, but it’s my responsibility to make sure things go smoothly. It’s your job to keep the peace as Heremon Durst makes announcements and gives a speech to the public this afternoon. These rabble are likely to try and cause a scene, maybe even throw things, and we CANNOT have a representative with egg on his face! I can offer your company <payment>, so long as you do the job. Failure to control the crowd will cost you 25% for the trouble.”

Chapter 0 - Road to Paladia
Save the King

You set out on the road to Paladia. The area is densely forested on each side of the road that has been cut into the wooded hills. The road is well used, but time between meetings along the road can span hours. Your navigator tells you it will take 2 days on foot to reach Paladia and the Baron’s estate, you can only hope that you make it in time.

Chapter 0 - Introductions
Save the King

Chapter 0 – Save the King

We join our adventurers as they meet for the first time in the city of Delmar. They have each been called to the home of Baron Cienne. Each individual received a summons via courier asking them to meet the Baron about a most urgent matter, and each has arrived. Led into seperate parlors, they are taken aback and startled when the exotic walls retreat into the ceiling, revealing that they are all in one large room, divided into sections by false walls. After a rough introduction, they quiet to see Baron Cienne lowered into the room on a rotating pillar. He always did have a flare for the dramatic.

After a few moments, the Baron addresses the group.
Barron: “Good evening. I thank you all for coming; I really appreciate your humoring me. I have an uncomfortable situation that I cannot attend to personally, in part because I am an old man who is not built for rough travel, and in part due to the quiet way in which this must be handled. I need you to retrieve something for me from my family home to the East.
My dear sister Sephine has remained there and kept the place in it’s aged glory. But recently there was an attack made on the estate by unknown assailants. Now our precious things are left to brigands and I cannot bear them to be ripped from their home and defiled by raiding parties. Travel with these papers to my sister’s attendant Erin in Paladia and she will inform you of the finer details. You must return my most-precious valuables to me. That is all I ask of you. On the table you will find a some compensation for your troubles to help outfit and prepare you for the journey ahead. Should you have any other requests, I am confident that Delue can accommodate you. Now, I must retire as the weight of this catastrophe has made me weary, please feel free to stay and discuss, but don’t delay too long. My attendant Delue will show you out when you are ready. Thank you for your good works.”

After some questioning, the Baron reluctantly reveals that it is his two twin nephews that he wishes returned to him. They are after all, the young heirs to the throne, and the only royal blood left alive. He implores you to bring them back to the safety of Delmar where they can be properly protected until the army can re-take their family home.

The heroes are offered half their pay now, and half when they safely return the twins.

Chapter 0 - Paladia (Part 1)
A Town in Peril

After their encounter with the road bandits, the group decides to continue on to Paladia, after all, they do have a mission. They arrive from the south through the farms and fields, occasionally seeing serfs laboring in the mid-day sun. Upon entering Paladia, they explore a bit and find that aside from the towns many personal lodgings, there is a library attached to a small temple, several shops, and a large gated mansion. That must be the baron’s estate. Our troupe decides to examine the situation stealthily, so they check into the local inn, check out the temple, and later that night, scout the grounds. Their visit to the inn is rather uneventful: there are a few peasants drinking their bland existence into the bowels of their memories, and the barkeep standing near the kitchen, stirring something that smells like it has gone foul. Some of the party decide to go investigate in town.
As they walk through the quiet streets, they notice that there aren’t many people around, and of those they do see, there are only mid-range adults. The town is quieter than a place of this size should really be, even for the middle of the day, but they push on. They pass dozens of buildings in great disrepair who’s doors have been boarded over, but there is not obvious explanation. Eventually they come upon the temple. The art is a little strange, but it seems to have been converted to a temple instead of originally having been built as one. As they step inside, they see a frail man tending and kneeling at the front. He greets them with a weak but sincere smile. The priest reveals that the town hasn’t so much been ravaged by war, as it’s been hit by a sickness that has killed off most of her young and elderly. Though he is reasonably skilled at healing, there was little he could do for them. Those who survived the sickness seem to gain an immunity, but don’t seem to have recovered completely; they are unable to heal wounds as quickly as they should, and seem to suffer a loss of appetite. In addition, he tells you that the Lady of the town, her two boys, and their handmaids have been cloistered inside the gates. There hasn’t been a sighting of them in many weeks, and some townsfolk speculate that they may have taken ill.
That evening, under the cover of darkness, the group bravely sends out a few members to scout the mansion. While they cannot get through the gate, surveying the grounds from outside it shows that the gate only covers three sides. The back of the property mounts up to the river flowing behind it. They don’t see any activity except a night guard patrolling the edge of the house.
With new information, the group decides to take a direct approach and after talking to the guard at the gate in the morning, get themselves invited for an audience with the Lady later that evening. They prepare for the worst as best they can while still coming well dressed. A few of them are left at the gate when they go to greet her and are led onto the grounds.
Their caution is rewarded with an ambush. As soon as they are in the door, the first man swings. The butler and a maid who had refused them at the gate earlier are suddenly at their throats, engaged in a whirlwind of magic and metal that leaves several party members severely hurt. Without warning, three Orcs appear from the back of the house and excitedly join the revelry. Eventually they kill most of the enemy, leaving the last two orcs fleeing the scene. Brich Samsonite gave chase out the backdoor before anyone could stop him. After the battle that seems to last longer than necessary, the group retreats to a side room to lick their wounds and re-establish their game plan. Worried about their companion, K’rl Zaan sent his dragonette out to track him down, but soon he is unable to communicate either. Later, they find the tiny flying wonder near the body of a fallen orc, and all he can recall is seeing Brich fighting the last two assailants when he was knocked out.


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