Marshmyst (13th Age)

Prelude: A Wet and Windy Night

The day is drawing to a close as the merchant’s cart rumbles along the rocky and mud strewn track. A fine rain permeates the air adding a slippery sheen to the deck boards of the cart. Sharing the cart with a half dozen casks of ale and a willowy cloaked teenager, who seldom speaks and whose demeanour is one of abjection, you peer into the gloom ahead or busy yourselves in other activities to pass the time.
The benches in the back of the cart are well worn, and require a constant shifting every so and often to alleviate aches and pains. You have been on the road for 2 days and all excitement of the talk of Glitterheagen has vanished, dampened by the melancholy weather. In the distance, a feint rumble of thunder rattles through the hill to the north east.
Turning a corner, the cart slows to a halt. Through the murk, you can see the cause of the interruption, a number of branches, boxes and other detritus has been strewn across the trail. The horse whinnies as the driver ties the reins, and stands in order to alight and investigate the hold up.

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Episode 1 - The Green Surge

The party travels South towards Glitterhaegen by merchants cart. Unknown to them the cart also carries Aolfin Vassal, the Lord of The Far Fens’ son, returning to Greensforge after a very unsuccessful gambling trip. They are waylaid by bandits, a group of fierce goblins led by a shaman. They dispatch the goblins eventually. As the last blow is struck the sound of hooves can be heard in the distance. Soon enough, Lordsmen arrive and find Aolfin, who, typically and in character, makes one of them give up his horse and rides back to Greensforge. The party has a bumpy right through the night to Greensforge.

On arrival they are brought before the Lord, who is having a torrid time organising ways to deal with these increasing goblin incursions, which are starting to effect trade. He turns to the players for help, and they agree to take his seal and locate the source of this goblin ‘outbreak’. It is at this point that they are contacted by an elderly Elf mage names Quarran, who offers them a meeting to discuss further work.

The players agree to meet wit Quarran on the way North. On arrival at Quarrans house he bids them enter, and relates his tale of woe, of a ritual gone wrong, his wife’s death and her soul’s torment in limbo. Quarran suggests a solution and relates a tale of the lost city of Underhall, that he believes has risen again, and an artifact, the Tear of Mishmilla that he could use to free her tortured soul. As the party agrees to thsi noble quest the air visibly cools, a mist rolls in from the marsh and moans, groans and rattles echo through the gloom, figures lurch out of the fog towards the house.Quarrans_House_150dpi.jpg

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Episode 2 - Dark Connections

The fellowship of weirdness continues in it’s mission to do good, solve the Goblin incursion issue, retrieve a lost artifact from a newly risen city and devour patron mages’ familiars.
After fending of an attack from shambling masses of decaying flesh and bones the fellowship left Quarran’s holdfast, after taking his money, and headed on foot towards Wyre, intending to skirt the village and head of the track to the North, towards the Whispering Wood. Since the group were on foot (their mounts had been savaged by their undead assailants) this took a little longer than anticipated.
​Upon the road towards Wyre they passed a couple of caravans and some of the ‘Iron Donkeys’, the nickname for the Dwarf Roadwardens. They also has a quite useful encounter with a fearsome fellow astride a huge war mount. He did not identify himself but it was clear this fellow was acting on behalf of something or someone and he deemed his work beneath him. He conveniently had a number of horses with him, that he released to the players as well as a box of goodies. He explained that he had been following them and had just come from the scene of their battle. Immanuelle identified him as an Abysall Knight. The huge sword on his back was intimidating enough for the players to leave well alone, that and the fact that fire burned beneath his armor and in his eyes. The horse, was not much more appealing.
​Continuing North the group encountered the remains of what appeared to be an ambush upon a merchant, no bodies could be found but tracks and a trail leading into the Wyrewood led them to a burial chamber/mound, that looked as if it had recently risen from the earth. An inscription above the entrance identified it as the tomb of Thorin Wayland, a unique character and once lesser Lord of Underhall. The group prepared to enter the crypt.

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