• You and the survivors of Vogler arrive at Kalaman. It’s one of the largest cities in Solamnia and a major trade hub. It’s run by the Governor, City Leaders, and the Marshal. The villagers that arrived before you have begun to organize themselves. The Mayor asks that you join her to Kalaman Castle to discuss what her people have in store for them.

    The city is s bustling with activity. The streets are lined in the blue and gold colors of Kalaman, and merchants yell out sale prices for potential customers. Hammer on anvil rings out along your path, and the citizens stare at the ragtag group passing through their streets. The castle rests atop a hundred foot cliff, and is as imposing as the stories have told. Gigantic statues line the pathway up the cliffside daring the enemy to try and take the mighty castle. The castle guard escorts you to the council chamber, where ,to your amazement, Lord Bakaris is already speaking to the eight men and women sitting around a large table.

    At the head of the table, a tall man stands to greet you, “Welcome, guests. I’m governor Calof Miat. Your leader has briefed us on the situation in Vogler, and his bold defense, and his eagerness to strike back against these invaders. Tell us are your people still preparing for battle?” Lord Bakaris glares at you. You correct the “leader"‘s” account, and recount what really happened to the council. The council members want more information about the enemy before sending out a force. Their military leader, Marshal Vendri, explains that Vogler isn’t the only village that has been attacked. Vogler is the biggest thus far, and also has the most survivors. Her scouts have been found slain. The healers have determined by the claw marks that some reptilian or beast race has united. You and Lord Bakaris’s recount of the attack has been the most intelligence they have recieved. After a short discussion, the leaders agree but with a few conditions. One of the which is to bring you under the Marshal’s leadership as a special military unit. She cares not what the name of the unit is, and leaves that up to you. Darrett will be a liaison between you and the Marshal. You are given an entire floor for your operations in the castle.

  • The following morning Darrett briefs you on what the city leaders have decided. They are concerned about the fire spewing device, and wish to know more. There is a gnome inventor to the south of Kalaman that has been a advisor before on such matters. You are to go and recruit her to explain how such a machine is possible and how to destroy it. Her name is Tatina Rookledust. She lives in her workshop, and works on all kinds of gadgets. The journey there involved a short boat ride and a trek of only 20 miles. A few chance encounters with locals happened, but nothing too interesting.

    As you neared the workshop at the top of a hill, the workshop reflects the setting sun. The sound of steel on steel is heard, and a woman shouting obscenities at her attackers, the dragon like creatures from Vogler. Her defenses are holding up quite well. She disappears back inside, while robotic constructs are doing battle with the creatures. You jump into the fray dispatching the creatures, and learn that their are multiple kinds of these things. Each one has it’s own death effect, and none are pleasant. Rookledust took some convincing to trust you, but she agreed that you don’t look scaley. She tells you that the creatures were customers, and misused her weed burner. So, she refused to make another for them, and then they attacked. Unlucky for them, she keeps a stash of constructs here and there. She agrees to go with you to Kalaman. “At least I can create some new inventions. They have far more materials than I do.” The trek back is safe and quick.

    After returning to the castle, you rest for the day, and Darrett debriefs you that Rookledust will get settled in. There are three missions that require your attention. They can be completed in any order: soldiers are attacking travelers on the road to the East, to the North scouts have gone missing, and in the west a farmstead has been occupied by soldiers. They all may be this new threat, and you all are the best equipped to deal with them. You are to begin as soon as you are ready.

    The farmstead turned out to be taken over by enemy forces. A human is training up a small squad of dragon creatures. You investigate the surrounding buildings to find dead farmers, and ground markings that indicate some have been dragged away. You sneak up on the training session, and take out the enemy. You interrogate the human, and learn that he is part of an army calling itself the Red Dragon Army. The creatures are call draconians and they have their own hierarchy based on the color of their scales. The general calls himself the highmaster. Other than that he refused to say anything more.

    The soldiers that were attacking travelers was the furthest mission. In the area, you found a overturned carriage in the road, dead bodies have been left to rot, and the ground tells a story of a one sided fight. Then suddenly, the ambush is tripped. Draconians erupt from the tree line and charge. This fight was a struggle as the enemy demonstrated battle tactics. No survivors to speak to, and the report to the Marshal would be a bloody one.

    The missing scouts took you across the river, and to the Northeast of the ashes of Vogler. The scouts were keeping tabs on the enemy force when their communications suddenly stopped. You find their camp, but it’s not a welcoming sight. A scout is tied to a pole in the middle of their camp. He’s bloody and beaten. A fight ensues that ends with you learning that the Dragon Army is attempting to cut off Kalaman to the cities to the west. They are in a few words, isolating Kalaman to crush in their palm.

    When you finish the last mission, you are approached by the mayor of Vogler in your briefing. She has a request of the heroes of Vogler.

  • The Mayor, or Raven now, has been given command of a small and inexperinced force to retake an outpost called Wheelwatch. It’s 24 miles southeast, and has been taken by the Dragonarmy forces. Darrett asks that you help her to retake the outpost. She provides a map of the area, and has no idea how many Dragonarmy soldiers are inside. She suggest a night sneak attack. She doesn’t want to put her soldiers at risk of a frontal attack. She trusts your skills and strength to be able to sneak in and raise the gate. Once open, herself and her force can storm the outpost. You agree to help, and set out right away. You do some recon on the outpost, and you both agree night is the best chance for this to work.

    You successfully sneak up to the outpost, and get inside without alerting the entire outpost. Unfortunately, lady luck had other plans. The outpost becomes aware of your intrusion, and chaos erupts. Soldiers ring out alarms, and arrows fly in your direction. A battle ensues, and Raven’s forces eventually join the fray.

    Rummaging through the outpost, you find that the commanders daily reports are to Highmaster Kensaldi Fire-eyes.

    When you return to Kalaman, the castle is nearly empty. The Marshal’s aide sees you and relays that a contingent of Dragon Army troops broke away from the main force. Lord Bakaris spurred the city council to ride out and seize a victory. The Governor approved and put Lord Bakaris and his son as the leaders. Darrett went to serve under them, as he has fought the army before. They plan to ambush them at the crossing of the Inkwater called Steel Springs. She knows nothing more, and before leaving slips you a small piece of parchment.

    “Come at once. Bakaris is leading us to ruin at Steel Springs. He’s the commander of this mission, and I can’t disobey. I’ll do what I can, but I need your help." - Darrett Highwater

    Without a second thought, you ride to Steel Springs. You arrive to Kalaman soldiers covered in blood and retreating. Hundreds of soldiers are headed in the opposite direction on horseback or foot. You spot a small group of wounded Kalaman soldiers crossing a fork in the river, while Dragon Army soldiers throw javelins at them. A couple soldiers fall to the savage attack, and you rush to aid them. The river had a strong current and proved to be a hazard, but you managed to save them. Darrett and several other men break out from the tree line and reach you. He rides up with Lord Bakaris sharing his mount.

    “Heroes!! You have come! Now we can rally up the men and retreat to a safe location. As you can Lord Bakaris isn’t in his right mind, and his son got separated during the retreat. The information we received was not complete. He gave the location and quickly left. The Dragon Army didn’t pursue any further, and the soldiers slowly made it to the camp. Darrett finds you and explains, “The Dragon Army had reinforcements nearby and the battle swiftly turned against us. The other commanders and I ordered a retreat, and this was when his son’s forces were overwhelmed. He is unaccounted for and believed to be KIA. Marshal Vendri should be back when you arrive. I’ve received word that she is headed back now. I suggest to rest and ride back to Kalaman in the morning.” You rest up, and head back to Kalaman to report to the Marshal what has transpired today.

  • As you near the main gate, an excited crowd is gathered. A guard shouts,” There’s nothing to see keep it moving.” You learn that a squad of Solamic Knights have come to Kalaman. They arrived with their lord, a formidable man in black armor. He didn’t speak, but instead a charming knight named Caradoc said he had a message for the Governor. They are saying that if the knights are here, they must be offering their aid. You quickly make your way to the castle. At the courtyard, you are blocked by two knights on horseback. One holds a banner bearing a rose emblem. They refused to let you pass, and you notice their armor is tarnished. The Knights of Solamnia take pride in their armor, and keep every inch pristine. When confronted, they dismount and draw their swords. During the battle, you discover the knights are not living. They are wights, and you have no problem dealing with the living dead.

    After, you come to the council chamber to find a human knight with blue eyes and a horseshoe mustache sitting at the head of a bloody table. The Governor is pinned to his chair with a sword, and the rest of the council is dead as well. He stands and welcomes you,

    “Hail, friends, and fear not!! Your heroes have arrived!! I, Knight Caradoc, bring word that the Knights of Solamnia are enroute with haste. Please contain yourselves better than this lot did. Do you have the authority to take this?” He offers a rolled up parchment. It reads:

    People of Kalaman,

    I exert my rightful claim as ruler of the province of Knightlund. Submit or flee.

    Lord Loren Soth, Knight of the Rose

    He answers your questions willingly and you find out that the knights are in fact not coming to Kalaman’s aid. His lord is here, but won’t say where in the city he is. His lord had some business with a musty old friend. His lord is currently working with someone. You catch on that he is stalling, and he drops his charade and draws his blade. As he lies dying on the ground, he laughs and a spirit visibly exits the body. A spirit that looks nothing like the man bleeding out on the ground. The spirit attacks and possesses one of your allies. The spirit eventually exits your ally and a unknown force pull the spirit of Caradoc the Knight of the Rose to some unknown location. Following a bloody streak, you find a hidden passage leading down into the dark catacombs of the castle.

  • The stairs descend into a large worked stone room. You see purple flames cover the area in an eerie light. When you reach the bottom, the flames quickly gather in the center and begin to take human form. Everyone steels themselves for a fight, but the fiery figures play out a scene instead with no heed to you.

    A Knight of Solamnia fights and saves a group of elven travelers from ogres. The flames condense and form again. An elf woman falls into the knight’s arms. Behind him, the silhouette of a human woman turns and fades away.

    Then the flames return to their previous spots. Confused, you focus on your surroundings. There are five statues in this room. Two along the North wall and two along the South. They are modeled after Knights of Solamnia with each bearing a symbol of the orders of the Knighthood: a rose, sword, and a crown. A fourth statue bears all three. Several feet in ahead is a antechamber housing the fifth statue, Kiri-jolith, god of righteous war and one of the patrons of the Knighthood. Behind him a large stone double door stands firm. Followers of Kiri-jolith and Knight of Solamnia receive a vision from the God of War. He beckons them to recite the measure and the oath of each Knightly Order, and that a dangerous foe has gone ahead. Each knight statue bends the knee as each oath is recited. After the last is recited, the double doors open.

    Inside is a chamber with purple flames against the walls. When you cross the threshold, they once again play out a scene.

    The knight from the previous scene cast out from a group of other knights.

    The flames recede and form again.

    A wedding with the knight and the elven woman from before plays out beautifully.

    The flames flicker and return to their places.

    There are Knights of old wrapped in ceremonial cloth laying inside alcoves dug into the walls. Debris litters the closest alcove. A pathway of destruction leads from the alcove to the chamber on the other side. you continue forward in your current chamber leaving the makeshift pathway alone. A stone door leads to the next chamber.

    You open the door and treated to another purple scene.

    The knight is hit with divine light from above. He is granted a vision. His wife pleads with him desperately as he dons his armor and mounts his steed. He rides off leaving her behind.

    Once the flames subside, you find the walls here have faded mosaics of blacksmiths forging gleaming weapons. Two barred rooms stop you from entering them. The next room is ransacked as the intruder tore through the door and into this room to the next chamber. There are weapons all over the ground and a few still in their racks. You decide to leave the chamber and press on to the next.

    Another purple play dances before you.

    The knight encounters the attendants of the elf woman on the road. They taunt him and point back the way he came. The knight mercilessly kills them, and turns back home.

    The flames recede into the walls of this long chamber. Art of knights riding armored stallions cover the walls. A destroyed pathway leads back to the burial alcoves, and a statue of a rearing horse stands at the end of the chamber. When you step halfway in, two spectral warhorses materialize. They rear up, and charge! Once you placate the noble steeds, they leave behind a charm. The doors open to the next chamber.

    Another scene is shown.

    The knight strikes down his beloved as the world around him crumbles and burns. He’s engulfed in flame, but doesn’t fall. His armor fuses to his body, his eyes blaze with flame, and he becomes a terrifying, deathless figure.

    The flames seem to settle down as if their duty is done.

    Inside steps lead up to a marble monument etched with hundreds of lines of text. Each is a name of a Knight that served in the Kalaman Castle and died with honor. One happens to be Knight Vogler, who the town must be named after. A set of doors leads to the next chamber.

    To your surprise there is no scene of the knight that greets you but the flames are still present. A statue of a saluting knight stands in the middle of this small room. Two large marble slabs are against one wall and a ghostly knight is kneeled before one slab. He stands and says,

    Hello, Heroes of this Era. I am Huma Dragonbane. This cursed tomb is of a disgraced knight named Zanas Sarlamir. He was given a quest from the ultimate god, Paladine, and given a dragonlance. With the holy weapon in hand he ventured to stop the Kingpriest of Istar.

    This kingpriest succeeded on lifting an entire city out of the ground and into the skies. He promised a city of virtue and holiness, for those who lined his pockets. This feat was accomplished by utilizing an ancient magical source, a dragon graveyard. This particular one happened to belong to the metallic dragons. The greastwyrms of the 5 gathered and agreed to negotiate with the kingpriest. They believed diplomacy was the way. An ancient gold dragon named Karavarix saw this as an afront to dragonkind. A show of strength was the only way, and he took similar minded dragons from all five to the flying city. Arriving, they still gave the kingpriest a chance to stop this defilement of their kind. The kingpriest refused to answer, and the dragons took wing. They burned and tore down the buildings. Breath weapons of all kinds spewed forth killing anyone they came across. in their eyes, all in the city are guilty of the same crime.

    Sarlamir arrived to such a scene. He saw the dragons slaying the innocent with no mercy. He and his men took to stopping the dragons. Sarlamir slew Karavarix with the dragonlance, but this was not his mission. The lance eroded and rusted up to the hilt when the blood of Karavarix touched it. They fell from the sky and both died on impact. He and his knights failed his quest and the purple flames of the cataclysm burst forth among Kyrnn. Unfortunately, they returned as liars. They lied about his demise and the town erected this tomb in his honor. Soon the flames began to gather here. They were only confined to his chamber, but recently have moved to the other chambers.

    When questioned, he doesn’t know who this intruder might be, and knows nothing about current events. He wishes you luck in your battle, and is confident that Paladine is overseeing their fate.

    You enter the next room, and the flames give you another scene. The terrifying knight from before bursts through the wall. He approaches a brazier in the middle of the room. A flaming orb roils above it, and he holds a scepter sculpted of screaming faces to it. Once touched, the ball of flame vanishes and the scepter ignites. The knight admires his work, points to the ornate tomb and statue at the end of the room. Both bursts into flames that spread throughout the tomb. The knight moves to the wall opposite of him and vanishes.

    The flames from the vision don’t vanish. You realize this is how the purple flames were able to leave this room. The stone brazier sits empty. At the far end of the room, a flaming dais holds a sarcophagus that has a curled up stone dragon around it. The dragon is impaled with a spear, and the something inside the sarcophagus is moving as the flames around it intensifies.

    Sarlamir’s skeletal remains erupt out of it’s dwelling and attacks. It attacks with all it’s previous knowledge, but he isn’t completely controlled. During the fight, Sarlamir’s hollow voice tells you a few things:

    Lord Soth, the cursed knight, calls him through the flames of the Cataclysm. He is commanded by Lord Soth to slay those that oppose him. Once done to follow Soth North to the place of Sarlamir’s dishonor. The place in the Northern Wastes called the City of Lost Names.

    With Sarlamir’s defeat, you try to follow Lord Soth’s route, but the last hole he created leads to the edge of the cliff that Castle Kalaman sits on top of. You can hear mournful cries of the citizens as Lord Soth rides out of the city leaving death in his wake.