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Session 2 Prep

The 7 of you repelled an attack by a group of Raiders; a group known as The Snatchers, on the town of Rookwell - not without some of the townsfolk being snatched however. A heroic figure in the town; who goes by the name of Declin Bellum, rallied the town and pledged to rescuing their loved ones before charging off after their troupe - leaving you 7 to protect the town at the behest of the town sheriff Gavyen Theos.

Some of you explored the town whilst others got to know your acquaintances a bit better, until the following morning when it was revealed that Declin Bellum and his party had been ambushed and all but one of them had been snatched.

Gavyen Theos pleaded with you; offering large rewards, to save them and their town - admitting that the capital has been less-than-helpful with this issue. However, Aurevald of all people, offered to complete the quest for free - to the surprise of much of your troupe.

You each finished your morning preparations; including summoning an Imp named Scabb, and then headed out on the road towards the settlement of Forest’s Edge; a place three of you are somewhat familiar with. Your journey on the road was peaceful for a short while before you were interrupted by a sudden howl from over a nearby hill…

AND THAT IS WHERE WE’LL PICK UP

Small Combat with a pack of 3 Wolves and 1 Dire Wolf

“You each hear a sudden, synchronised howl to your right as a pack of three wolves crest over a nearby hill and charge towards your location. You feel a thudding reverberate through the ground as behind them appears a larger Wolfen form…”
- ?

The Wolves seem hungry and out of place - a DC15 Nature check would gleam that they might have been displaced from the Shadesorrow Forest.

Ask second player to Aaron’s left to roll a D20

Dice RollResult
1The clouds from the West start to turn dark, its looks to be a stormy night
2A pack of 2d4 (max 3 at a time) Wolves appears from over a hill - combat
3You see a person laying face down on the road in front of you - WDYD?
4The sun’s rays get harsh; those of you with coverings ensure to use them to avoid sunstroke.
5A travelling band of musicians approach in the opposite direction
6The sun’s rays get harsh; those of you with coverings ensure to use them to avoid sunstroke.
7It’s a peaceful day’s travel
8A travelling band of musicians approach in the opposite direction
9It’s a peaceful day’s travel
10A travelling band of musicians approach in the opposite direction
11The clouds from the West start to turn dark, its looks to be a stormy night
12You see a person laying face down on the road in front of you - WDYD?
13It’s a peaceful day’s travel
14A pack of 2d4 (max 3 at a time) Wolves appears from over a hill - combat
15It’s a peaceful day’s travel
16A pack of 2d4 (max 3 at a time) Wolves appears from over a hill - combat
17It’s a peaceful day’s travel
18You see a person laying face down on the road in front of you - WDYD?
19It’s a peaceful day’s travel
20You find a coin purse on the ground - 5 gold each

Arriving at Forest’s Edge as the evening begins to set in - the party see a collection of tents and makeshift shacks as people of various races seem to be making their ways back to their lodgings for the night and others are tending to a campfire preparing dinner.

The smell of smoked meat is strong here. For those of the party who’d spent a night here the day before (Graxious, Morgyn, Aurevald), you’d know a Tiefling known as Pepper is likely the person behind it.

At an appropriate time in the session; the party will see two large Half-Orc men walk out of a bar and say ‘They’ll learn not to mess with Baxter and Stockman’. Axton will be noticeably shaken and eventually will stealth away from the party.

Forest’s Edge is a mixing pot of cultures so they can find a lot of things here. There’s bootleg liquor stores and a fortune teller who asks for 3 silver.

Leave this section largely up to their creativity to find what they need: clues, intel, etc.

Members of The Homestead or The Rouge will make it clear they don’t like The Snatchers and even offer gold if they can return the snatched members of their party - and offer more gold if they can return the other gangs’ snatched members to them instead.

Krike Wildborn will offer advice; for a price, that he always sees them heading towards the Northern half of the Shadesorrow Forest.

There’s a child reading a book by himself near one of the tents - closer inspection/conversation will uncover it’s a series called “The Busy Knights…” and some amongst them will know it’s a recent publication of stories based on Cataclysm-Era folktales told to children by their parents. “They’re called ‘The Busy Knights’ because they’re so busy saving the world…’ says the little kid.

Reading the story details the events of a two elves, a half-elf, a dragonborn, and two humans who save a woman trapped in a tower by a Manticore.

A group of The Snatchers will exit a shack following behind the 6’9 figure with the scimitar - who will can be heard (DC17 Perception) saying “You’re sure it was them who followed you?” The leader will tell them to search the settlement as he hops on horseback and heads for the Shadesorrow Forest.

They party will need to succeed a group stealth check; DC16 increasing by 2 each round, to either avoid or get the upper hand in combat (advantage on initiative).

Combat with Orcish acolyte of Guurge, a goblin boss, 2x goblins, and an Orc

IF Graxious makes a scene or has an epic moment - Drethos will turn and speak for a moment, but will not introduce himself.

If the party are stuck or undecided they’ll be able to find a Half-Elf male roaming around with dark skin and white hair. He’ll introduce himself as “Z” but make it clear he’s keeping his name a secret.

If the party are focused - start their journey towards the Shadesorrow Forest.