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D&D Campaign One: Scalebreakers - 002


Shadows over Stilben

A slight dizziness still lingered in the group's bones as they examined the final traces of Calven's kidnapping. The villa was silent, yet wet footprints on the wooden floor suggested that someone had left the place in a hurry. Rupert, ever composed, handed the adventurers a map of Stilben with three marked locations—potential spots to gather information:

With the clues in mind, the group decided to head to the Harbor first.

There, they eventually met Tavo. Though shy and nervous, he quickly made it clear that his concern was not for himself, but for a group of orphans. Or as he called them, "the Rats." They had barricaded themselves in an abandoned warehouse after stealing a burlap sack of money. If the group helped secure them, he would reward them with information.

Arrin, Keithara, and Skarn approached the warehouse cautiously while Ran stood watch nearby. Inside, they found the children cowering in a dark corner, terrified, their small hands clutching the sack. Arrin used his magic to soothe their fear, but only seconds later, the threat arrived: a group of Kobolds demanding "the thieves," having managed to sneak past Ran with a mix of luck and skill.

Skarn stepped protectively in front of the children, sword drawn, a gesture the Kobolds took as an invitation to battle. The leader, a Dragonshield Kobold with a spear, stepped forward, supported by a Kobold Scale Sorcerer and a smaller Winged Kobold.

A fierce fight ensued. Through a clever flanking tactic, the captain was hemmed in, severely wounded by a precise attack from Skarn, and finally defeated by a blow from Arrin’s club. Keithara, in her bear form, handled the remaining Kobolds, and Ran joined the fray just as the last enemies fell. Together, they disposed of the Kobold corpses, burning them in a dark corner of the warehouse to leave neither traces nor questions.

With the children in tow, they returned to Tavo, who was waiting by a small secret door. With nimble fingers, he picked the lock and ushered the children inside before turning to the group to give them one last piece of information: "Say the phrase: 'The current is strong tonight,' and wait for the answer: 'Only if you don't know where you're drifting.'" He then vanished into the shadows, letting the door click shut, and was gone.

After a brief deliberation, the group moved on to the Goldleaf Inn, the mysterious tavern known for its connections to all manner of merchants, criminals, and other "professional businesspeople."

Arrin confidently approached the counter and spoke the phrase Tavo had given them. However, Marla Goldleaf, the inn’s owner, was unimpressed. Instead, she sent him away with a look of incomprehension and a healthy dose of doubt.

Meanwhile, the others tried their luck: Ran attempted a dice game but was sent away for lack of a stake. Keithara offered Marla silver but received nothing but a polite smile and a refused answer. Arrin discovered a locked door right next to the counter, but two apparent guards denied him entry. Skarn, however, joined a card game called Viererlei and, after a bit of back and forth, won the match against a gnome named Vins. As a prize, he was granted three questions, which Vins promised to answer as conscientiously and honestly as possible.

Vins revealed two key things:

After consulting, the group approached Marla together, this time with a different tactic. Ran, calm and deliberate, showed her the letter the Clasp had left at Calven's villa and explained that they were ready to talk to the Clasp.

But before Marla agreed, the group's composure was put to the test. A Goliath in heavy leather armor — a test ordered by Marla — deliberately spilled his drink on Ran. Instead of causing a screne, Ran remained unmoved, simply picking up the mug and placing it calmly back on the counter. A success.

Marla signaled the two guards. The men at the door unlocked it and opened a heavy wooden door right next to the bar. With a silent nod, they motioned for the group to follow.

The stone staircase was long and cold; guided by a torch, the guards led them through the darkness. As they took the final step, the room opened up into an underground camp at least ten times the size of the Goldleaf Inn itself. Tents, tables, chairs, a bar; maybe the Clasp Headquarters?

Scarcely had their feet touched the floor when a loud voice rang out: "VISITORS!" The command was followed by the sound of dozens of crossbows being cocked and aimed at the group. In the flickering light, a figure moved through the mass of weapons toward them, a tall elf with a sharp gaze.

And then: silence.

Keep on reading? Scalebreakers - 003 →


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