The
Riders of Daggerdale
Game System: D&D v.3.5
DM: Lurch
Setting: The Forgotten Realms
Current Year: 1372
PC’s:
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Baraka Tenenbone VI LG
Male shield dwarf Fighter 2/Paladin 1
Baraka hails from the Galena
Mountains of Damara. Wielding dual
picks as he rides his boar Sawgriss into battle, Baraka has recently been
deemed worthy enough to serve his god Moradin as a noble paladin. Though Baraka hopes to lead by example,
his stern, no-compromise viewpoints have already placed him at odds with his
fellow adventurers… |
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Darci Thromstead LG Female Human Martial Artist 3 Darci is a native of Rashemen,
where her family has served the great gold dragon Zudinmulamshius in his
tireless quest to better the lands of Faerűn. From the mysterious Golden Scales
Monastery hidden among the Sunset Mountains, Darci has come to the Dalelands
at her master’s request to stave off the coming evils Zudin has forseen. Despite her youth (she is but 13 years of
age!), Darci has already proven herself a skilled combatant and versatile
adventurer… |
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Deek Embania NG Male Human Sha’ir 3
Deek hails from far-distant
Calimshan, where his family is a powerful and influential merchant
house. Deek, however, is a younger
son and stands to gain little in the way of inheritance. Nevertheless, his drive to excel has
pushed him to try his hand at the family business, running overland caravans
eastward. His most recent trip has
had mixed results, however – though he lost the caravan, he gained a
genie-kin companion named Hafiz, who has promised to show him the path to
true power… |
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Igan Marsk CN Male Human Rogue 2/Fighter 1 Sembian-born
Igan is an agent of merchant-noble House Tellari of Arabel; the current head
of the house, Lady Kirsta Tellari, has assigned Igan as house liason to the
Dalelands, where he is to work towards furthering good trade relations
between Cormyr and the Dales.
Mysterious, independent and often moody, Igan reveals little about his
past or his employers, preferring to communicate through his favored weapons:
diplomacy and the rapier… |
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Valentine Drake LG
Male Human Cleric of Tyr 3
Valentine
Drake (just “Drake” to his friends) is a zealous cleric of Tyr who originally
hails from Waterdeep. Sent abroad to
the east by his friend, Sergeant Stephen Jorns of the Waterdhavian Guard,
Drake has found himself in the employ of Stephen’s brother Jacen, a local
lord of Daggerdale. While his ready
sword-arm and potent healing magics have already secured his value to his
fellow adventurers, his views regarding moral and ethical concerns sometimes
place him at odds with his companions… |
MAJOR NPC’s:
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Lord Jacen Jorns CG Male Human Sorcerer
1/Wizard 6/Silver Dragon Disciple 7 Jacen
Jorns is the lord of much of the lands between the Dagger Hills and
Shadowdale to the south. A
semi-retired adventurer himself, Jacen is one of the only surviving members
of the original Riders of Daggerdale, who were instrumental in restoring Lord
Randal Morn to power in Daggerdale.
Jacen, along with Randal and fellow Rider Amber Satheria, have sent
out the call to their allies across the Realms for promising young
adventurers to replenish the ranks of the Riders of Daggerdale. Jacen and Amber know the great evil that
decimated the Riders is still out there, and have vowed to defeat it at all
costs… |
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Baron Irlstar NG
Male Human Commoner 3/Fighter 4
A
farmboy hired by Jacen Jorns as horsegroom for the Riders of Daggerdale,
Irlstar’s outstanding horsemanship and desire to grow earned him the role of
herald. However, following the defeat
of the Riders, Irlstar found himself inheriting the offer of lordship made by
Regent Alusair in recognition of the Riders’ service to the Crown. Now baron of the desolate but
strategically vital Stonelands, an untried Irlstar has resolved to rebuild
Cormyr’s mounted forces and tame his barony.
Fortunately he has some powerful friends to help, including Jacen
Jorns and Amber Satheria of Daggerdale, as well as his own mount, the
awakened dire horse Ironhoof… |
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Father Vargas the Unyielding LG
Male Human Cleric of Torm 9
Father Vargas is a former
adventuring companion of Jacen Jorns.
The no-compromise attitude of his youth earned him the nickname
“Vargas the Intolerant,” but this changed after Vargas retired to the village
of Sturnheim, which the Riders of Daggerdale helped save from
destruction. With the loss of
Tilverton in the south, Vargas has been busy restoring Sturnheim’s place as a
trade route stopover, a critical task to Baron Irlstar, since the village is
considered the gateway to the Stonelands.
An ally of the Harpers, Vargas has also been amassing a semi-secret
library in his church, knowing future generations of adventurers will benefit
from it… |
THE STORY SO FAR (updated
11/19/04):
The new
Riders of Daggerdale have been assembled by Jacen Jorns and given their first
assignment: travel west to Cormyr, into the desolate region known as the
Stonelands, and assist newly-appointed Baron Irlstar in taming his barony. This proves to be no easy task – the
Stonelands are crawling with bandits, tribes of evil orcs and goblinoids, and
ravenous dinosaurs, not to mention the mysterious “wizard weather” that plagues
the region, the constant probings of the Zhentarim, and the multitude of
mysterious portals dotting the countryside.
It quickly became clear the Riders had much work ahead of them, so they
wasted no time taking on their first mission.
Irlstar
had received word from one of the few human settlements of an ogre harassing
their village; upon investigating, the Riders learned the ogre had been peaceful
until only recently. Following the
settlers’ directions, the Riders went to the cave of the ogre Logbrag. What they found was a creature that had
clearly been warped and disfigured by some outside force; in obvious pain and
madness, Logbrag told the Riders that kobolds were responsible for his
condition before attacking them in a fit of insanity. The Riders brought a merciful end to Logbrag’s suffering, but
then quickly fell into disagreement regarding how best to proceed. Half the group wanted to investigate
Logbrag’s claims, while the others felt they had done their job in dealing with
the ogre.
Eventually
the group agreed to proceed, and quickly discovered the truth of Logbrag’s
words. The cave system had been overrun
by mutated kobolds, who fought with a fanatic’s zeal and all wore golden
pendants bearing the image of a three-fingered hand. Though the group believed the pendants to be indicative of some
sort of organization or even a deity’s holy symbol, they were unable to
identify the image.
In one
unfortunate encounter, the sha’ir Deek Embania was badly wounded by a kobold’s
blade, losing two fingers from his left hand.
Dispirited by his disfigurement, Deek decided to return to Irlstar’s
keep while the others pressed on. Deek
found himself reporting not to Irlstar but to his mount, the awakened dire
horse Ironhoof. Ironhoof took pity on
Deek and, using the enchanted horseshoes he had recently been gifted with by
Jacen Jorns, took Deek across the Stonelands to Sturnheim, where Father Vargas
was able to restore Deek’s fingers.
Deek found his spirits and resolve restored as well, and has vowed to
study the holy text of Vargas’ faith in honor of the deity who healed him.
Meanwhile,
the rest of the Riders had been steadily advancing through the winding caverns,
defeating many kobolds but learning little more of their motivation. By the time Deek had rejoined them, they had
cleared out the entire complex on the near side of an underground river. On the far side, they discovered still more
kobold fanatics along with other dangerous foes, including a nest of undead
further downstream. Eventually, they
reached the far shore of a large underground lake, establishing a beachhead while
under kobold crossbow fire. The further
the Riders penetrated the lair, the more mutated the kobolds appeared; clearly,
they were nearing the source of the changes.
Capturing one of the kobolds they returned him to Baron Irlstar for
questioning, but not before Deek, in a ghoul fever-induced frenzy, bit off one
of the hapless kobold’s fingers during questioning. Back at the keep, what they learned was that the kobolds worshipped
beings they called the “Outer Gods,” entities from beyond normal space and
time, supposedly even beyond the gods of Faerun! Though the cleric Drake scoffed at the notion, Irlstar was less
certain and bid the Riders to return to the caverns and uncover the heart of
the matter. The kobold captive was
freed and told of the nearby community of neutral kobolds called Blackrat Town,
where he might make a fresh start.
Returning
to the cave entrance, the Riders were setting up camp when they discovered a
stowaway in Deek’s wagon: a drunken human named Hundar who claimed to be a
down-on-his-luck sage. Not wishing to
delay their mission, the Riders quickly sobered him up and put him to work
tending the camp in their absence.
Inside the caverns, the Riders discovered the complex abruptly gave way
to rooms and corridors of worked stone.
More disturbingly, once they set foot within the area, everyone except
Darci began hearing strange whispering voices in their heads, voices which
proved a constant distraction. Upon
further investigation of the area (and several harrowing battles with elite
kobold warriors), it was determined that the new area was once a secret temple
devoted to the powers of good, now overrun by evil fanatics. After a difficult battle with the most
monstrously altered kobold yet, the Riders decided to return to camp and
regroup before breaching what they believed to be the leaders’ stronghold. There, they discovered a much-changed Hundar
presiding over an immaculately-maintained campsite; Hundar also provided them
with more information regarding the Outer Gods, believed to be at least
theoretically possible by certain wizards and sages.
Within
the lower levels, the Riders discovered the kobolds’ plans to breed an army of
super-kobolds to conquer the surrounding lands in the name of their masters. Destroying both the greenhouse-like breeding
chamber and the unholy sacrifice room made of the still-living remnants of the
kobold’s victims has only strengthened the Riders’ resolve to see evil
vanquished here. Now, the heroes
prepare to venture forth and confront the twisted minions of the Outer Gods
themselves in a final, fateful battle…