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== Walkthrough ==
== Walkthrough ==
Ed and Elinor arrive in Sagemont by caravan, accompanied by brother Sol, Mother (Ed’s golem), Draella and Gwaindir. Gwaindir and Draella have an argument as to who should hold the Light of Caeth that Draella has stolen from the Wooden Realm. Elinor takes the responsibility for herself to hold it. Draella goes to her home in Sagemont to prepare the ingredients for treating her 2-year-old daughter, while Gwaindir leaves to search for a more rustic area as he is not comfortable within stone walls.
In the late hours of the afternoon, the bustling city of Sagemont greets a peculiar caravan, its members a motley assembly of adventurers, each bearing their own secrets and stories. Among them were Ed and Elinor, siblings bound not just by blood but by destiny, their arrival in Sagemont marking the beginning of a journey neither could have envisioned. Accompanying them were companions as diverse as the lands from which they hailed: Sol, a red dragonborn monk with a serene demeanor belying his fierce heart; Mother, a stone golem whose silent vigilance spoke of an unyielding loyalty to Ed; Draella, a half-elf with eyes as sharp as her wit, clutching a vial of light stolen from the ethereal realms; and Gwaindir, a wood elf whose home in the Wooden Realm had been betrayed by Draella’s theft.


Ed, Elinor, Mother and Sol make their way to the Stonehelm Estate where there is a reception for the wedding of Chloe and Philip where they have been invited. Ed convinces the guards to let Mother in, and Philip welcomes them in. They mingle with the guests.
The artifact in question, the Light of Caeth, became the center of a heated debate between Draella and Gwaindir, their voices echoing the discord of a fractured family. Elinor, with the wisdom of one who has known loss, took the burden upon herself, her decision unspoken yet resolute. Draella, her heart heavy with worry for her ailing daughter, departed for her abode within Sagemont, while Gwaindir sought solace in the embrace of the forests that skirted the town, the stone walls of civilization an anathema to his soul.


Dago makes his way to Ebonheart Guildhall to get the paycheck for his most recent job. There, the guild master, Roland, informs him that the guild has had trouble with delivering its contracts due to a new faction emerging in the city that is hampering their agents. Two of the agents seem to have disappeared, probably dead, and the guild master tells Dago be careful and to come back within a day if he wants to investigate the problems. Dago makes its way to the reception as well.
Meanwhile, Ed, Elinor, Mother, and Sol ventured towards the Stonehelm Estate, their invitation to the union of Chloe and Philip a beacon in the gathering gloom. Ed’s persuasion opened gates that would have barred others, and within the estate, they found themselves enveloped in the warmth of celebration, though shadows lingered at the edges of joy.


Wintson is in his apartment, studying the tome he found in the library. He receives a courier that gives him a letter from the library and a small gadget. The gadget looks like a spheric Rubik cube and contains symbols and operators that are present in the tome, but it’s missing one tile. After being reminded of the reception by a young boy, he goes to the Stonehelm Estate too.
Elsewhere, Dago, a goliath of towering ambition, sought recompense for deeds done in the shadows. The Ebonheart Guildhall, a place where honor and treachery danced in equal measure, offered him a warning through Roland’s grave tones: a storm was brewing within Sagemont, a storm that had already claimed lives. Unperturbed, Dago’s path too led him to the Stonehelm Estate, drawn by the promise of a celebration unaware of the gathering darkness.


At the estate the party notices some shady dealing among the mansion servants and tries to investigate. Wintson follows a suspect servant and ends up shooting him twice in the back, but then loses him in the crowd.
In the quietude of his study, Wintson, a scholar whose thirst for knowledge was unquenchable, delved into mysteries that bridged the arcane and the tangible. A courier’s arrival brought with it a puzzle missing a single piece, a mystery that beckoned with a silent whisper. Remembered obligations tore him from his reverie, guiding his steps to the Stonehelm Estate, where fate awaited.


Ed and Elinor find some poison vials in a locked cabinet while Dago goes back to the party to see a woman that has been poisoned and is given assistance.
Under the opulent canopy of the Stonehelm Estate, paths converged, and strangers became allies. Philip, with the ease of one born to lead, introduced the adventurers, unaware that the night would demand more of them than mere pleasantries. Suspicion and intrigue wove through the festivities like a serpent, leading Wintson on a chase that ended in violence, a harbinger of the chaos to come.


The guards come and escort the party back to the main hall where they notice Chloe is missing. Together with Philip they follow Chloe’s trail upstairs where they are ambushed by several servants.
Together, the adventurers peeled back the layers of deceit that enshrouded the estate, their journey taking them from the revelry of the party to the silent accusations of poison vials hidden away from prying eyes. As the night deepened, so too did the mystery, culminating in a desperate search for Chloe, whose absence cast a pall over the celebrations.
 
Ambushed by treachery, the clash of steel and spell echoed through the corridors of the Stonehelm Estate, a testament to the courage of those who fought.

Revision as of 18:44, 19 February 2024

A Reception of Deceit is the first episode of the Trials of the Forgotten Relics campaign.

Walkthrough

In the late hours of the afternoon, the bustling city of Sagemont greets a peculiar caravan, its members a motley assembly of adventurers, each bearing their own secrets and stories. Among them were Ed and Elinor, siblings bound not just by blood but by destiny, their arrival in Sagemont marking the beginning of a journey neither could have envisioned. Accompanying them were companions as diverse as the lands from which they hailed: Sol, a red dragonborn monk with a serene demeanor belying his fierce heart; Mother, a stone golem whose silent vigilance spoke of an unyielding loyalty to Ed; Draella, a half-elf with eyes as sharp as her wit, clutching a vial of light stolen from the ethereal realms; and Gwaindir, a wood elf whose home in the Wooden Realm had been betrayed by Draella’s theft.

The artifact in question, the Light of Caeth, became the center of a heated debate between Draella and Gwaindir, their voices echoing the discord of a fractured family. Elinor, with the wisdom of one who has known loss, took the burden upon herself, her decision unspoken yet resolute. Draella, her heart heavy with worry for her ailing daughter, departed for her abode within Sagemont, while Gwaindir sought solace in the embrace of the forests that skirted the town, the stone walls of civilization an anathema to his soul.

Meanwhile, Ed, Elinor, Mother, and Sol ventured towards the Stonehelm Estate, their invitation to the union of Chloe and Philip a beacon in the gathering gloom. Ed’s persuasion opened gates that would have barred others, and within the estate, they found themselves enveloped in the warmth of celebration, though shadows lingered at the edges of joy.

Elsewhere, Dago, a goliath of towering ambition, sought recompense for deeds done in the shadows. The Ebonheart Guildhall, a place where honor and treachery danced in equal measure, offered him a warning through Roland’s grave tones: a storm was brewing within Sagemont, a storm that had already claimed lives. Unperturbed, Dago’s path too led him to the Stonehelm Estate, drawn by the promise of a celebration unaware of the gathering darkness.

In the quietude of his study, Wintson, a scholar whose thirst for knowledge was unquenchable, delved into mysteries that bridged the arcane and the tangible. A courier’s arrival brought with it a puzzle missing a single piece, a mystery that beckoned with a silent whisper. Remembered obligations tore him from his reverie, guiding his steps to the Stonehelm Estate, where fate awaited.

Under the opulent canopy of the Stonehelm Estate, paths converged, and strangers became allies. Philip, with the ease of one born to lead, introduced the adventurers, unaware that the night would demand more of them than mere pleasantries. Suspicion and intrigue wove through the festivities like a serpent, leading Wintson on a chase that ended in violence, a harbinger of the chaos to come.

Together, the adventurers peeled back the layers of deceit that enshrouded the estate, their journey taking them from the revelry of the party to the silent accusations of poison vials hidden away from prying eyes. As the night deepened, so too did the mystery, culminating in a desperate search for Chloe, whose absence cast a pall over the celebrations.

Ambushed by treachery, the clash of steel and spell echoed through the corridors of the Stonehelm Estate, a testament to the courage of those who fought.