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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.
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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.
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