Adventures, Guilds, and Dragons
Session 1

NOTE: The players have heard the backstory of the Material Plane, including passage of time, history of kingdoms, resurgence of chaos between the planes, current political status, and, of course, the [Adventurers Guild].

Gwendyl, Content Not Found: malcovich, and Throck arrive at [Talismar] on SOMETHING Island, in the [Rigel Kingdom], aboard [The Rusty Shackle], as new recruits of the [Adventurers Guild]. They have been selected because of their ancestry and recent discovery of innate magical abilities that place them well above the average denizen of the world.

After docking, the party are ushered into a very full and busy warehouse near the docks, nestled against the foot of the cliff. Several crates seem suspicious: some with colored light bursting from cracks; another oozing impossible darkness that swallows the dusty light; and a large crate thudding internally, being carted away from a ramshackle office. The party are invited into the office of NAME, who manages the warehousing of magical items for the [Adventurers Guild]. The office contains several shelves cluttered with iridescent gems, Erlenmeyer flasks of effervescent fluids, and, notably, what appears to be a small, live cat-sized red Pseudodragon lounging on the desk. Besides the wooden door through which the party entered, there is also a strong, locked, metal door behind the desk, set into a stone wall that appears to be the foot of the mountain.

NAME explains how the party have been recruited to obtain magical items, to keep them safe from greedy kingdoms. The guild has been collecting them for the past age, initially for safe keeping, eventually for preservation, and now… well, who knows. There is some money to be made through bounties. How the guild funds these bounties in not explained, but an ancient, secret society such at this would clearly have very deep pockets.

Name calls for Hayward, and introduces him as a guide for the party’s first task. Suddenly, the building jars from the incredible roar of an explosion, outside. A second, close explosion rocks the building to its foundation, causing the roof of the office to collapse on NAME, narrowly missing the party members. After rescuing NAME from beneath the timbers, the party open the strong, metal door and escape, just as the clamor of battle and hostile shouts burst through the wooden door.

The party with Hayward and NAME in tow descend stairs in a tunnel hewn int the mountain. They enter a catwalk overlooking a large, dark room. They do not hesitate to run through the dark room, between tall shelves laden with strange objects. They find another heavy, metal door, which they open, narrowly escaping their pursuers. Curiously, Hayward, being a human, does not seem to need a lantern, to make his way through the blackness of the mountain’s core. The party escape down a very long tunnel, at the end of which they see a pinpoint of ruddy light. It strikes them as odd that the morning sun should seem so red.

Upon exiting the tunnel, the party find themselves outside the city on the side of the valley, near farms. Overlooking the city, they see it has been swallowed by flames of large dragons, and goblins are swarming the city. The air is thick with smoke and ash rains as the party decide what to do next. Keeping his head, and smoking a pipe, Hayward suggests they look at the parchment NAME had on hand, claiming it was their first assignment. NAME insists they leave him and go on to follow the map drawn on the parchment. An artifact is located at [Fort Wells], also located on the island.

When NAME passes out without divulging any more information, the party strike out for [Fort Wells] seeking to retrieve the unknown artifact. While cutting across farm fields and keeping a low profile to avoid dragons and goblins, they encounter what appear to be a large and a small creature. Hayward, puffing his pipe, indicates they are goblins. Having never seen a goblin (monsters of any sort have been rarely seen for an age), the party handily dispatch the seemingly benign goblin and the small one as well.

Horses H1 and H2 are “borrowed” from the nearby barn, and the party travel by road, toward [Fort Wells]. On the road, they encounter a pair of goblins on horseback clad in gray leather armor with a golden sun emblazoned on the chest piece. The party strongly feel they know the symbol, but can’t seem to remember. Again, the goblins do not seem to threaten the party, but they, too are slain and their horses taken. Thus, horses h3 and h4 join the party.

The party ride until dusk and then travel a safe distance from the road, to make camp. Another pair of gray armored goblins on horseback ride by; but, the party remain undetected and are well rested by dawn.


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