Tales of Draloya

The Threshold of Destiny

Session #1

The party starts by finding themselves in an armored caravan heading toward the City of Drotisium, to serve their sentences of crime. They are in jail cell clothing and have no belongings of their own, besides some small trinket they may have hidden away. The armored car gets attacked by a large winged beast. The party inside the car hears screams of pain and agony from outside. Then the car itself gets picked up and thrown to the ground. One of the other passengers tries to make a run for it when a large beak comes down and eats the man. The rest of the group waits till they hear the beast fly away before they emerge. Once out they see the horror and gore spewed about the grass and road. They loot what they can and make a break for the near by forest, continuing down the road they were on. After a few hours of walking in the forest they reach a fork, one way leading onward to Drotisium and the other to a place called Black Willow. After some slight debate the party decides to stop in Black Willow to gather themselves and rest. They are greeted by a old man who claims to be the town friar and leads them into town. He shows them to the inn/tavern and introduces them to the owner. As they rested in the tavern, a man ran in the room screaming about how “they” took his daughter. One person in the group,“John”, the Human Rouge, approaches the man and very brashly inquires about the disappearance. The man not liking “John”’s tone and approach to him, becomes very stand offish and does not reveal much. The inn owner however discloses that the town has been experiencing some weird phenomenon that has been causing the children of the town to disappear in the night. No one that has gone out in search of them had ever returned, so the town had started to lose hope. “John”, being very familiar with the loss of family, swears that he will find the missing children and return them to their parents. However, not before telling everyone in the tavern they are cowards for not acting on this themselves. They begin asking around town for information on where the children may have gone. The inn keeper reveals to them that a gypsy women had recently moved on the outskirts of town, but that his problem had started before she arrived. The party decides that they should go talk with her right away, as she is on the edge of the town and maybe has seen the children disappearing. Before they leave to visit the gypsy, they decide they should have the blacksmith make them some weapons since they have barely any from the guards they looted. When they approach her hut, they notice how worn down it is, with moss and dirt all over the outside. A one eyed old lady answers the door and begins to yell at the party for disturbing her way out here. They explain the reason for their visit and she confirms she has some info to share. She hears a light melody from the swamp some nights, and the next morning will see small footprints lead to the water and disappear into the mud and water. After they are done speaking with her she quickly makes them leave and they begin their walk back to town. As they walk away,“John” notices a small flash originate from behind them. They look back and see the hut is in far worse condition then it just was and it appears cold and empty. Upon a quick investigation they see that it looks abandoned. When they reach town again they talk with the Innkeeper and get a description of what the gypsy looks like. What they innkeeper describes is not who they just talked to. They agree to look into that more later, but need to rest for the next day. That night during one of the party members watch, Rolen, the High Elf Sorcerer, a melody begins to play in the air. As Rolen peered out the window into the streets he spots two small figures running towards the swamp. They party acts quickly and begins to head out of the inn to try and keep up. As they leave the inn however the melody becomes louder and “John” quickly puts some candle wax he had picked up earlier into his ears to block the sound. It successfully blocks the melodies effect, but impairs their sense of hearing. As they make their way into the swamp to follow the figures Rolen volunteers to stay back and keep an eye on the town. The other two members, “John” and Gannon, the Halfling Monk, pursue the figures into the dark swamp. As they trek through the swamp they come across a Koa-Toa wondering about. After ambushing the beast and losing the trail of the the figures, they drag the Koa-Toa back to the village, where they leave it against the large Black Willow tree in the center of town. They awake in the morning to the town wondering where the beast came from and more stories of children disappearing. “John” angry that he let two more children be taken away, goes to the blacksmith the grab the gear to begin the hunt. He decides to wait for it to be done, while the other two go back to the Gypsy’s hut to investigate. When they arrive at the hut it appears at they saw it last, decayed and broken. When they enter the hut they see the place is covered with dust and appears no one has been here in months. One part is untouched by this filth, a lone crystal ball. It sits perfectly clean on a stand on the table in the middle of the room. Rolen walks up to investigates it and sees an eye looking back at him. The eye seems to be looking around the room and then begins to motion his gaze to a bookshelf in the corner of the hut. The two decide to get “John” and return with the full party to investigate, and when they return with him the crystal ball is gone. However a set of footprints leads from the bookcase to the table and back. They are small footprints, not much bigger than a child. After looking at the bookcase they find that it opens up to reveal a staircase down into a cellar. In the cellar they find a small creature in the corner hunched over something mumbling to itself. As they approach the creature turns and attacks them, it is a dark gnome. During their encounter the dark gnome whistles down a tunnel the group did not notice, and two more dark gnomes come out of it. The party all falls unconscious except “John”, who deals the last blow the remaining dark gnome. He himself barely holding on to his consciousness, grabs the crystal orb and drags the other two into town where he collapses from exhaustion.


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