The Story Begins
The players are read a story of a legendary hero slaying a Dragon, just another tale in a smoky dim lit Tavern the characters have heard tell time and time again.
With the Sage Themets story of heroes ringing in your you ears you and your friends plot to one day leave this town for adventure of your own !
You and your friends all live in Burnfield a small provincial town along the fast flowing sunlit Sheldomar River. The beautiful river provides food and commerce to Burnfield and acts as a major artery for commerce in the Kingdom of Keoland.
Stories of Heroes, heroines and magical beasts have captured all your imaginations for years, and after a short period of time soaking up the simple life working and studying at home. You all decided to look for life and adventure elsewhere. Tales of plunder, Golden Dragons, Fantastic Jewels and beautiful maidens filled the local smoke filled Tavern each night and over years of telling and re telling have now proven to much for your youthful sense of adventure to ignore.
So with your leather bags packed and basic adventuring equipment and weapons purchased you set off looking for fame and fortune in bustling Port/City of Gradsul.
After spending a fruitless month trying to find work you finally come to realise, no one knows of you or will trust you enough to hire you for any paid enterprise.
So with a sad heart you agree to take on any money paying work that is offered. So when a stuck up Nobleman and his pushy wife overhear your conversation in the street one night they offer you a contract to escort them from Gradsul through the Dreadwood and Hool Marshes to Westkeep for a measly 50GP. Poor and hungry you decide to take it. How very different from the heroic tales of fortune played out by the minstrels back home.
The journey starts the very next day with the Noblemans noisy wife demanding their belongings be loaded with care and any breakages will be deducted from the reward. Then using a basic map of the area the 20 day journey started.
10 days into the job everyone starts to feel fed up, the constant orders, basic food provision, bad weather and sore feet create a sense of utter depression. When suddenly the small fishing Village of Saltmarsh comes into view, What a sight for sore eyes. Just as you are starting to feel your spirits lift, the Nobleman’s wife demands you travel through the little town and not stop. This is one order to far, you refuse to take them any further and argue with the couple about spending at least one night at the local Tavern. The Nobleman refuses to agree and with some very harsh words they both decide to seek a boat to Monmurj further down the coast from where they will hire “Real Guards” “Not Amateurs” to take them the rest of the way, and with a wave of their hand They throw 10gp at the party for their troubles and storm off towards the docks.
So it is with a sense of relief you enter the “Screaming Phoenix Bar” to sit down relax and plan you next move!
After buying some drinks from the rather sullen looking barman Uavi the party are told that times are hard in Saltmarsh due to the threats from the Old Dead Alchemists House on the Hill. He refuses to say anymore and points the party in the direction of the Church and Smithy.
Some members of the party follow Jerimiah Hopwood the sanctified Paladin of Pelor to the Church were they are met with a certain amount of suspicion. After a brief chat with Yvette and a good donation to the church fund the group leave to investigate the town and its apparent sense of dread.
While the town went about its daily business the party visited the Blacksmith Tabari he also mentioned the mood of the people but also mentioned his mood was low as he had as yet not received payment for an Axe of exceptional quality he had made for a “no good loud mouth Dwarf”. Who had not paid him squat since he had the Axe delivered three days ago. Is this a way the party can ingratiate itself with the local council and maybe raise their profile somewhat?
Following some local discussion with common folk the party retired to the alternative bar in town called the Common Scout Inn ran by Daralisa lady of basic looks but exceptional manners. Without further a do Sullivan Charr offered his services free of charge to “Lighten the Mood”! While Sullivan recited poetry and played his Pan pipes the group meet the local Alchemist Dania whose rather angry manner did not provide much detailed information but she did commented at length on the current sense of fear surrounding the town and the fears of people pointing to the old Alchemists house on the hill.
At this point the party huddled round their table began the debate on what to do next.