Sharlen Valley

Day 2 and 3

Past the fecal room, the Rose Knights finds themselves in a long hallway, at the end of which, a pit spans 15 feet long and 20 feet down. Dark within its depths, a large crocodile-like figure rests motionlessly at the bottom. One of the members, with a raven familiar speaks with the reptile.

She informs the group that he is diseased and weak, and that he only wants to be granted death. One of the members complies without a second thought, an arrow nearly notched before consent was given. They, though not all, climb down the hole and climb up the other side.

Through another winding hallway, the adventurers find themselves in a large room filled with cages and a branding station in the middle of the room. Three dragonborn try ferociously to brand another crocodile; however, this one is 3 times the size, with a jaw width of nearly 6 feet.

The group fought hard, mostly dodging the crocodile’s large bites, save one of the Rose Knights. Either brave, ignoble, or just plain idiotic, he notches two arrows in front of the large beast. Seeing a brief moment of opportunity, the crocodile clamps and misses once, but not twice. The second bite sinks, ironically, though easily through the leather of the Rose Knight.

A second Knight attempted valiantly to save him from the croc’s clutches, but to no avail. The reptile inevitably bit the knight into three parts. The Knights, enraged at the loss of one of their own, finish the beast off mercilessly.

The more religious ones, attempt to protect the soul of the Knight, by performing certain rituals. Still they knew they had to press on, tired and lost though they may be. Lost without the member of their group. They decide to take a break, allowing the elves to keep watch through their meditation. A good thing, too, for only two hours in, they were jumped by two dragonborn. After easily dispatching the two unlucky half-dragons, the party continues their rest, ready to go full force.

The next room seems a large dining hall with a single dragon born voraciously tearing through a slab of salted meat. He notices them, though shocked at first, and runs to the gong in the back of the room. After banging it three times, he dives under a table. Seemingly still under the grief of their lost member the party takes no note of his cowering, and ends him without a second glance.

Swiftly behind his death, two more dragonborn arrive in the dining hall. While they were able to injure one of the members, it did not last long before they, too, fell under the oppression of Rose Knights.

The dining hall offering no other exits, the knights move on to the northern room. A sleeping dragonborn lay in a pile of hay, and another one, larger and more naked than the previous, awaited with weapon in hand for the Knights.

The smaller one, posed no real threat, however, the larger one fought hard before he went down. At the opposite end of the room, a second passage was set next to the lever that would raise the portcullis through the only inaccessible passage thus far.

Deciding that closing something off was more important to keep secret, the party went through the portcullis and eventually found themselves face to face with Bejik. A dragonborn commander. He did not fight, however. He was shot several times before fleeing into the wall of daylight that led to Illkinder Swamo, closing another portcullis in his wake.

The party, having killed his two companions, now have proof that a passage exists. King’s Pass.

Upon their exit, the Knights meet with Flint, coming to check up on them, with him, one of their older recruits. Having learned of their loss, he adds the dwarf to their group and asks them what they found. The Knights tell of the pass, and some in turn learn of the laws of Sharlen Valley.

Flint gives them two options before leaving. The Knights must close off the passage for now. They can either employ the assistance of a man in Ordenthal, or force the help through the Coldkeep Tower.

The arcane powers will soon greet them.

**END: 5 Eudo 25 9am

Day 1 (of playtime)
Rose Knights

Everyone has had his own experience with the same Rose Knight band, a veteran dwarf by the name of Flint, his fellow Knight Tanas the half-elf, and the mysterious cart driver. But ultimately, it all ended up the same: forced into unconsciousness for who-knows-how-long. The adventurers awoke in the Rose Knights underground base in the northern tip of Sharlen Valley at the base of the Orden mountains. The adventurers were told that they were now Rose Knights themselves, based on the secret order’s ability to recruit anyone into their ranks who they so choose.

While at first reluctant of what to do, the adventurers decide to take the Rose Knights mission to scope out a cave in the Orden Mountains in the east to see if it goes all the way through to the other side.

On their way, they stop at a village known as Tredor. At first humbled by the town’s small size, the adventurers soon realize there might be more to the po-dunk town than first meets the eye. The General Store Merchant (Johnfrey), in particular, started out as a nice man who seemed to have lost his wife. But upon further conversation with the man, the group learns that, not only did it seem that he had killed her, but he cut her skin off and used it to bind two books bought by one of the adventurer’s (Trees (and Magic) and The Squirrel). Another lesson which has been buried in their minds is ’If you see a “Money Back Guarantee” sign up, be very cautious of what you buy from crazy merchants.

The proactive adventurers made there way to the marshal, whom they thought would help them do something about the general store merchant. However, immediately the adventurers find out that, not only were the marshal and merchant brothers, but the marshal was just as crazy as his brother.

Fed up with the town and nearly ready to leave, the group heads to the local inn where a completely sane barmaid waits on one of the adventurer’s, getting him water and maybe being a little more than friendly. The rest of the group talks with her father, the inn/bar keeper. They find out that the general store merchant is just a little off his rocker, but he has never hurt anyone in his life. However, they also find out that the person who they thought was the marshal, was actually not, and that he was tied up in a cell behind the merchant’s brother.

The inkeeper runs off in a hurry to get balance back in town and the adventurers go up stairs for a night’s rest before they continue on their way the next day.

The night, luckily, brought no ill-actions toward the group and they were able to move on without any hesitation. The next pitstop on their way, was the Half-elf city of Iru. Which, after the last settlement they had stopped in, it was no wonder why they made their way out so quickly, not even stopping to take a rest.

Within another day they had found themselves at the area Flint at marked for them on their map. The cave seemed carved by a crude hand; not natural by any extent of the imagination. Whoever made the cave, was sure to make rooms, even, more importantly, they were sure to build traps into it. Nearly covering the entire southern wall (the cave runs west to east), were arrow launchers that would fire if anyone entered specific areas in front of them. After a good amount of time of brainstorming, one of the members of the party decided to start trying to find a way to weave through the pressure activated traps.

The member made his way through and found the lever on the opposite end that turned the entire trap off. The group made its way through the archway into the next room where three lizard men waited for them. The group nearly lost of one their own, but was able to end the confrontation rather quickly (but not before one of them was pushed into a pile of feces by the one of the dragonborn).

The party now awaits to head into the next room, fearing that if the cave does go all the way through, who knows what the Rose Knights will have them do next.

**END 5 Odo 24 6pm
( Time System)


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