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12/15/04: Siege of Spectaro, cont.
« on: Dec 15, 2004, 11:19PM» |
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The King was interested indeed when you reported your findings to him.
He had his chief wizard, Wilfano, examine the tome, which was written
in the drow language. The easily distracted wizard told you much. The
tome spoke of an artifact of some sort, the Va’Shaz, that overpowered
the remaining Lintaer to lower the seal to the Underdark. Wilfano
believed that the mages at the Mages’ University could locate this
Va’Shaz, and that if it were destroyed, the Lintaer would be strong
enough to restore the barrier to the Underdark.
First,
however, the King asked you to destroy the Sun Shield, making vague
promises of an enticing reward. You took him up on the offer, and snuck
into the Assassins’ Guild via the Undercity. Along the way, you were
repeatedly attacked and ambushed by drow. You were able to enter the
guild successfully, however, locating the Sun Shield.
You
destroyed the Shield, and then decided to go after Zadric Dreadknife
himself, leader of the guild. On the way, however, an alarm was
sounded, so wisdom got the better of you and you fled the Undercity.
Exiting through the headquarters of the Dragon Society, a merchants’
guild, you torched the building based on your suspicions of their
involvement with the drow. You have now fled eastward, back towards the
King’s palace, leaving the burning building in your wake. As you pass
just south of the prison, you look up to the sky, and notice that it is
still red, but slowly improving.
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1/5/05: Into the Upperdark
« on: Jan 13, 2005, 8:27PM» |
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The King was quite pleased at your success in cleansing the sky of the
red taint, but feared that you only bought the city a temporary
respite, with more drow certain to make their way to the surface. From
the tome you recovered earlier, the King’s wizards learned how the drow
gained access to the surface world. When one of the three Lintaer was
destroyed, the seal to the Underdark was weakened sufficiently that a
powerful magic device, the Va’Shaz, was able to overpower the remaining
Lintaer and bring down the magical barrier.
At
the King’s request, you headed off to the Mages’ University, hoping
that the wizards there could locate the Va’Shaz. You gained a new
companion as well, a half-orc cleric sent by his order to assist the
city.
The head of the Mages’ University was able to locate the
Va’Shaz, and teleported you into the Upperdark, not far from your goal.
Making your way north through the dark of the underground tunnels, you
came upon some deep gnomes. The gnomes assisted you, taking you to a
goblin who had been a prisoner of the drow. Now, with the goblin as
your guide, you are winding your way through the Upperdark, supposedly
on your way to a secret tunnel into Kyorl Har’ol, the drow outpost
housing the Va’Shaz.
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1/19/05: Into the Upperdark, cont.
« on: Jan 19, 2005, 11:15PM» |
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Not quite trusting him, you followed the goblin Trozz through the
darkness. After one wrong turn, he led you to the secret tunnel of
which he spoke. There, you encountered some duergar, who tried striking
a deal with you to retrieve a weapon guarded by some gem golems. The
duergar eventually turned on you, and you defeated the duergar and the
golems. Skotch picked up the weapon, which was a dagger that
intermittently gave off a red glow. It also seemed that Skotch talked
to the dagger from time to time.
Trozz
then led you to the drow outpost, Kyorl Har’ol, where you met a
snirfneblin slave, Blecker. You helped Blecker by freeing his brother,
Seckel, but in the process you alerted the drow, who sounded the alarm.
Blecker quickly led you to a secret hideout of a group called
L’Feryxonis. He explained that L’Feryxonis was a group led by a drow
named Gathtaren, and that the group operated outside the normal bounds
of drow society. He said that Gathtaren and his band were masters of
information and subterfuge, and used these skills to play off the
factions in Kyorl Har’ol to their benefit. Blecker knew that Gathtaren
was unhappy that the drow of Kyorl Har’ol were able to connect with the
drow of the Underdark, as this lessened his influence and importance.

Blecker
appears to have been correct, as Gathtaren has offered to assist you.
Gathtaren has told you that he can point you in the right direction,
and create the diversion you need to navigate the drow outpost. You
listen intently as he starts to explain what you need to do.
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2/2/05 - Into the Upperdark, cont.
« on: Feb 2, 2005, 11:03PM» |
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Your greatest danger was rewarded with perhaps your greatest success.
With Gathtaren’s guidance, you learned what was required to access the
Va’Shaz. Gathtaren explained that the two preeminent factions in Kyrol
Ha’rol held two keys that would be needed to reach the Va’Shaz. The
first key was held by Tenticlon, a mind flayer that had slain the
wizard of the compound years ago, taking his place and forging an
uneasy alliance with the drow of the compound. The other key was held
by the priestess of Lloth, Kessezz Orbb.
You
began at Tenticlon’s tower, fighting your way through driders and other
illithid to the pinnacle, where you defeated Tenticlon and his
intellect devourers. You found his key, and then turned your attention
to the temple.
That battle was almost your last, as you all fell
in battle except for Skotch, who was near death himself. Somehow, you
managed to prevail, defeating the minions of the temple and finding the
second key.
With the keys in hand, you then proceeded to the
cave of the Va’Shaz. There, you defeated beholders, and finally entered
the chamber of the Va’Shaz. Gathtaren and some of his warriors appeared
at that time, feigning assistance. Gathtaren’s purpose soon became
obvious, however. Having fulfilled his part of the bargain to get you
to the Va’Shaz, he obviously meant to kill you and destroy the Va’Shaz
himself. He would likely blame you for the destruction of the Va’Shaz,
and take the accolades for your deaths. He left his warriors to do the
dirty work, and they almost succeeded, felling two of you in battle.
You prevailed, however, and Skotch ran after Gathtaren in his anger.
Gathtaren appeared out of the shadows, striking down Skotch before
fleeing. Fortunately, Skotch’s wounds weren’t fatal and he returned to
you in the chamber of the Va’Shaz.
Back in the chamber, you
pulled a lever that caused the Va’Shaz to explode, and the cavern to
begin to collapse around you. At the last moment, everything went dark,
and you found yourself standing in the basement of the Mages’
University. The mages had whisked you away in the nick of time.
You
then proceeded to the King’s Palace, where you received your reward and
the thanks of the royalty. The King also told Simon that Tolmer had a
job for him. The King warned Simon to think twice before accepting it,
though, as the King had learned that the job involved crossing the
Assassins’ Guild and the Tiger Claws. It seems the King feels his city
and kingdom has seen enough bloodshed, without fighting among some of
the more powerful factions.
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2/9/05 - Harsh Beginnings
« on: Feb 9, 2005, 11:07PM» |
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With your business with the drow behind you, you followed Simon to the
Swordsmen headquarters so he could hopefully be promoted, and so he
could learn of his new assignment. On the way there, an acolyte of
Trianda pulled Miguel aside, and spoke to him quietly. When they
finished speaking, Miguel announced that he would be following Simon.
At
the headquarters, Simon received his promotion – “Captain Simon” as he
quickly reminded you. You also learned that a local sculptor was
kidnapped, and that the Swordsmen had been retained to find him. Rumors
swirled that the Assassins’ Guild and Tiger Claws were involved, but
the Swordsmen were not so sure.
Before starting the mission, you did some shopping. Asia in particular found an outfit that caught her fancy.

Following
Simon, you headed to the sculptor’s residence to see what you might
find. What you found was a shocking look into Simon’s past. Evidently,
Simon’s rough edges can be explained by his upbringing in the residence
you entered, an orphanage of sorts. There, a mean woman, who Simon
called “Aunt Harsh,” reigned over the orphans. According to Simon, the
orphans were really a nice source of free labor for Aunt Harsh.
From
one of the orphans you learned that the kidnapping victim, “Uncle
Grahm,” had been taken away in a covered wagon. The orphan recognized
the wagon as one that Jula Aylin rented out to others.

Heading
to Aylin’s business, one of her workers, a gruff man, informed you that
Jula was at the bathhouse. Before telling you this, he tried to score a
date with Simon, Miguel, or Zastaph. In the end, you secured her
location without having to resort to this. You decided to go talk to
her, as entering the home would be too risky without Skotch's aid.
At the bathhouse, Asia is preparing to speak with Jula, to see if she can learn who rented the incriminating wagon.
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2/16/05 - Harsh Beginnings
« on: Feb 16, 2005, 11:13PM» |
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With some coercion, it appeared that you persuaded Jula to give you the
information you needed about the wagon. Skotch, however, beat you to
the punch, breaking into Jula’s residence and pilfering her business
log (among other things). The log lead you to the Stinking Shark
tavern, where you sought a man named Greasy McGraff. Dealing first with
the twin rogues, Kalic and Korsel Strylor, you were directed upstairs,
where McGraff was passed out.
After
being awakened, he blabbered on about ghosts and zombies, before Miguel
cast a spell to calm him. You then learned that he had been paid to
transport the wagon to a place called the Forgotten Valley. The path
there, he told you, led through the Haunted Plains. Simon told you that
the Plains were the site of a great battle in years past, where Karom’s
forces approached the city from the west, after overrunning towns to
the north. Great divine magic was wielded in that battle, and the souls
of those who fell in battle are said to still haunt the battlefield.
Heading
that way, you first dealt with what appeared to be a farmer, but who in
reality was a wizard banished from the University for some heinous
actions. He turned on you, but you slew him and his scarecrow
constructs.
You then proceeded cautiously across the Plains,
fighting all sorts of undead. Finally coming upon the Forgotten Valley,
you came upon Falmore Treah, the ranger that some of you met long ago
in Ransar. He spoke of cyclops and humans in the fortress in the
Valley, and something or someone of importance being held there. He
also spoke of hill giants and men leaving days earlier, and heading
south. Treah had sent word ahead to some Stormers, a druid sect, but he
remained concerned and left to report to his superiors. As he
disappeared across the Haunted Plains, you now stand facing the
fortress, pondering the best way to complete your mission.
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2/23/05 - Harsh Beginnings, cont.
« on: Feb 23, 2005, 11:22PM» |
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Staking out the fortress, you decided to attempt a “divide and conquer
strategy.” Your plan worked well, although not exactly as planned, as
at times you did fight large groups of enemies consisting of cyclops
and humans. In a chaotic struggle that took place outside, inside, and
back outside the fortress over a tumultuous stretch of time, you
ultimately prevailed, but not before some in your party were close to
knocking on death’s door.

After
vanquishing your enemies, you then rescued Simon’s “uncle,” Grahm
Rockblunt. Grahm insisted, however, that you assist his friend, another
prisoner. This prisoner was an orc shaman from a tribe in the Hidden
Forest, to the south. The tribe had been driven out of its caves by a
group of hill giants allied with some humans. Having found a note that
indicated that the Tiger Claws and Assassins were in the forest as
well, it was not hard for you to guess who had taken residence in the
orc caves. You agreed to try to retake the cave, and rescue the orc
chieftain being held prisoner there. The ranger, Falmore Treah,
returned to lead Grahm home. Falmore assured you that he would make
sure you received credit for the rescue.
Heading to the forest,
you first encountered some Stormers mourning over some fallen comrades.
Bodies of giants and Tiger Claw bandits were strewn nearby. The
Stormers, a sect of druids that took a proactive role in nature,
informed you that the Claws had passed west and south towards the
forest.
You entered the forest, and found the cave. Defeating
groups of giants, you first rescued several members of the orc tribe,
and then found the chieftain, who bore a resemblance to Simon. He told
you of another prisoner, an elf, in the room next to his cell, and a
group of men.
You prepared for battle and headed to the next
room. There, you found Gand Shakeshaft, leader of the Tiger Claws,
Zadric Dreadknife, leader of the Spectaro Assassins’ Guild, and many of
their minions. An elf prisoner and small boy stood in front of them. As
you approached for battle, a wall somehow appeared in front of you, the
iron door behind you slammed shut, and the room began to fill with a
horrible smelling gas. As your eyes began to blur, you started to think
that perhaps this entire mission had been one big set up . . .
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3/9/05 - Escape from Slave Isle
« on: Mar 9, 2005, 11:24PM» |
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You awakened to find yourselves prisoners on a ship at sea, along with
a stranger, a woman named Bree. Gand Shakeshaft, Zadric Dreadknife, and
your drow friend, Gathtaren, all made appearances to rub your noses in
your capture. From Gand and Zadric, you learned that you were being
taken to Slave Isle, where you would be tortured and killed. Your
bodies would be scattered to the wind, never to be found on the secret
island. Gand, Zadric, and Gathtaren were then led away by Lotuka
Numrik, head of the slaver’s guild. Gand and Zadric lamented that they
would not be permitted on the island to see your death, as no outsiders
were allowed to walk free on the isle. Gathtaren did not seem to mind,
as he had only come to obtain Skotch’s dagger. In return, Gathtaren had
crafted the trap that had captured you.
Fortunately,
your resourcefulness saved you. Asis changed into badger form, her
natural abilities evidently unaffected by the dead magic zone in your
cell. She was able to squeeze through the bars, and, once free, she was
able to kill the guards outside the cell, but not before coming close
to death herself.
She then freed the rest of you, and you made
your way through the ship, killing the guards you encountered, and
locating your gear. You found the captain, but the growing storm then
took the ship under.
Some time later, you awoke on a beach,
unsure of your location. Near the beach, you met a stinky gnome, who
spoke vaguely of warring tribes to the south, and “mean men” in a “big
house" even further south.

In
the forest, you encountered one of the tribes, the Tapar. You have
agreed to assist them, by having Simon fight as an honorary tribesman
against the Glinvol Tribe’s champion. In return, the Tapar shaman will
bless you, allowing you to pass the blue flame. If Simon wins the
fight, the Tapar chieftain tells you that the Glinvol must let you
pass, and the Tapar also will win the Great Bear headdress.
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3/16/05 - Escape from Slave Isle, cont.
« on: Mar 16, 2005, 11:05PM» |
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After becoming honorary Tapar tribesmen (and women), you were taking to
the Glinvol fighting pit, where Simon defeated the Glinvol gladiator in
hand-to-hand combat. This gained the Great Bear Headdress for the
Tapar, and passage to the south for you.
Heading south, you exited the forest and spotted a fortress on a bluff.

From the bluff, you were able to look down on a ship docked below.

You
decided to enter the fortress, making your way through various minions
and assistants of the slavers, with Simon being killed in a ferocious
battle. Fortunately, you were able to raise him from the dead with
divine aid. You then proceeded through a lower level filled with
elementals of all sorts, before finally coming to the slave pens.
There,
you met a Valdur Amastine, a member of the Dark Robes, a sect of
wizards of various alignments united in their thirst for knowledge.
Valdur related how he had set off after a halfling said to be holding a
powerful artifact – the dagger Alantha Chath. He was waylaid, however,
and found himself a captive in the fortress. There he remained, until
you rescued him
You had many questions about the dagger, but he
had few answers. He knew that the dagger was made by drow magic, and
was said to somehow have been responsible for a great sickness in the
land 900 years ago, that wiped out a lost elven community. Valdur had
planned to visit with Temen the Sage, in Spectaro, to try to learn more
about the dagger.
Valdur also spoke of a woman, held prisoner in
an adjacent cell, who bore a strong resemblance to Asia. The woman
seduced one of the guards into lowering the defenses, and then blasted
her way to freedom. She too had come searching for Alantha Chath, the
dagger, but Valdur had no idea how she made her way to the island, or
where she headed after making her escape.
You now stand before Valdur, continuing your conversation.
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3/23/05 - Escape from Slave Isle, cont.
« on: Mar 23, 2005, 11:37PM» |
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You have successfully escaped form Slave Isle. On the way, you rescued
a Dark Robe wizard named Valdur, and a priest of Trianda named Lavar
Halfmoon.

Going
further, you rescued a pixie named Flutter, and the wife of a ship
captain. You also killed four of the slave lords in a ferocious fight.


Before
leaving the Isle, you found evidence that Gathtaren, the drow elf, was
taken to Garth Thompson’s underground dock in Spectaro after leaving
you on the slave galley a few days back. The evidence also suggested
that Gathtaren meant to visit the sage, Temen.
On your way back
to Spectaro, the arch-mage, Gedoron Surpris, appeared on your boat. He
told you that the dagger, Alantha Chath, was a source of great power of
some sort, possibly evil. He stressed to you that if it was not
located, there was no telling what havoc it could reach on all of your
lives, and what each of you hold important. He intended to research the
dagger, but asked that you find it, and learn as much of it as you
could. He also told you that others were hunting for the dagger as
well, so you know you must be careful.
Returning to the
underground dock, you found Thompson’s men dead, and Thompson himself
near death. He spoke of a group landing at his dock, and attacking
without provocation. Worried, you rushed from there to the residence of
Temen the Sage.
Temen spoke to you of a group who had come a few
days earlier, asking about the dagger. The sage spoke of the dagger
somehow spreading a great sickness among the Woodvale elves, a
civilization lost to history. He showed you a worn and faded book, with
only a few legible pages, that spoke of lost civilizations. One entry
read as follows:
“The fall of the Woodvale elves was most
peculiar. Sickness spread, it seemed, from the dagger. In a matter of
weeks, the entire community was on its deathbed. The elves -”
The rest of the book was illegible.
Temen
pondered that perhaps some of the dagger’s secrets might lie there, but
he does not know where that civilization was located. However, he
suspects that if anyone would know, it would be Waley Krows, an old
hermit living in the woods west of Ransar, several days journey to the
north. And he suspects that the drow are headed that way as well.
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3/30/05 - The Hunt for Alantha Chath
« on: Apr 6, 2005, 9:56PM» |
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Temen explained again about the information he had given to the
previous group, and expressed his fear that he might have placed Waley
Krows in danger. He told you of the Woodvale elves, who were wiped out
centuries ago by a sickness caused by Alantha Chath, Skotch’s former
dagger.
Leaving
Temen’s residence, you were accosted by a group of thugs asking you to
turn over the dagger. When Skotch gave them an ordinary dagger, they
attacked. You defeated them, but wondered who might have sent them.
As
you headed north from Temen’s home, you saw a hooded man drop a note on
the ground in front of you, and then run away. Picking up the note, you
saw that it simply said “Weary Rest.” Knowing of inn by the same name,
you headed there, finding the hooded man. He seemed nervous to you,
constantly looking over his shoulder. He didn’t provide much help to
you, saying only that you could help one another, and telling you that
“the Woodvale elves have not all perished” and that “answers lie near
Woodvale.” He then fled, disappearing.
You decided to head
towards Ransar, as Waley Krows lived in the forest west of the village.
On your way up the Old North Road, you noticed a dark-skinned robed
figure following you. Before you could confront him, he disappeared.
After
a few uneventful days of travel, you started getting closer to Tharse,
the town lying between Spectaro and Ransar. On the way, a man appeared
in a flash of light. He introduced himself as Kelgor the Demon Slayer,
a paladin of Hasaar. Kelgor explained that his medallion detected the
summoning of demons to the Prime Material Plane, and teleported him to
any appearing demons. His superiors spoke of a woman who had obtained
an artifact that allowed her to channel the power needed to summon
demons to the Prime Material Plane. Kelgor was intent on stopping her.
Unfortunately, his medallion seemed to be malfunctioning, as lately he
either arrived in the wrong place at the correct time, or arrived in
the correct place, but either too early or too late.
Sure
enough, shortly after Kelgor departed, demons appeared around you. You
defeated them, with Kelgor appearing after the battle. Exasperated, the
over-the-top paladin left again.
You eventually arrived in
Tharse, noticing again that the dark-skinned robed man was following
you. In Tharse, you ran into Angie, your old comrade. She was acting
strange however, and clearly had gone off the deep end. She invited you
to her home for a meal, where you learned (visually and through the
horrible smell) that she had kept her parents’ bodies in the house, and
was treating them as if they were alive. She was going so far as to
dump meals into their coffins.
Angie also had taken in the very
dark elf that had followed you earlier. The drow, Nizzre’, seemed to
have renounced the ways of his people, however, and sought to prevent
them from getting the dagger. He did believe that a group of drow
trapped in the sewers was of a good heart as well.
You went to
Council, where you were tasked with driving the drow from the sewers.
In return, you might get gold or have statues made to honor you. You
then entered the sewers, fighting many drow who attacked you on sight.
At one point, Nizzre’ joined you, evidently upset that he had been
betrayed by the drow, who he said had assured him of their good
intentions. Nizzre’ was the one doing the betraying, however, as he
turned on you in the final battle in the sewers, where several of you
fell in battle. You overcame the drow, but Nizzre’ escaped.
On the body of a slain drow priestess, you found a well-worn note that read as follows:
Klezra-
I
have learned that Tepelzi has allied herself with Gathtaren, and has
tasked him with locating the dagger and unlocking its secrets. If she
unlocks the secrets of the dagger, Tepelzi will ascend beyond me in the
attempts to replace Kessezz. It is ironic that the surfacers who killed
her, in her own temple nonetheless, are the ones from whom Gathtaren
must take the dagger.
Tethka
You now stand in the empty sewers, pondering your next move.
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4/6/05 - The Hunt for Alantha Chath, cont.
« on: Apr 6, 2005, 10:22PM» |
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From the sewers, you returned to the town council to collect your
reward, for both the mission to drive the drow from the sewers, and the
old Black Helms mission. Lindalas and Asia gave up their old reward, in
exchange for the clearing of Skotch’s name. At least they will have
statues made in their honor.

You
then returned to Angie’s home. Angie’s disturbing behavior continued,
and you learned that Nizzre’ had left her home just after you.

You
then headed north, continuing on the Old North Road to Ransar. Along
the way, you ran into your old friend Zelth again, who had once again
accidentally transformed himself into a troll. You saved him from an
ugly fate at the hands of an unruly mob, and he slipped away to find
one remaining ingredient to his antidote.

Continuing
north, you came upon a woman named Helena, who identified herself as
the sister of a man you struck down several months ago, when you were
ambushed by the fake Black Helms. She expressed remorse at his
misguided efforts, and, although saddened, seemed to appreciate
Lindalas’ honesty with her when he revealed to her what had happened to
her brother. You couldn’t be sure, but she even seemed to take a liking
to Lindalas.
As you continued on your way, you were once again
beset by horrible demons. Kelgor Demonslayer appeared again, this time
only slightly late. With his aid, you were able to smite the demons. He
then left, and you continued on towards Ransar.


As
you approached the village, you came upon a burly man, who identified
himself as Burg Bigheart. He was headed to Ransar to inquire into
bounties placed on drow, an evil female wizard, and an adventuring
party. You accompanied him, coming eventually to the Caravan Inn.
There,
you met Broker Benjor, who turned pale upon seeing you. With some
snooping, you learned that you were the targets of one of the bounty.
This seemed to dismay Burg, but then Benjor began concocting lies about
your group. Fortunately, Zastaph came through with a timely charm
spell, and Benjor’s true colors were shown. With the aid of the spell,
Benjor has agreed to try to track down Kalaman, the member of the Black
Circle who hired him to administer the bounties. He agreed to meet you
back at the Caravan Inn in a few days.
Benjor also told you that
when he last spoke with Kalaman, that Kalaman had just directed his
troops to go find “the old man” for questioning. You have a pretty good
guess to whom he was referring.
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