Forgotten Realms Journal
Characters: Slotto, Chase, Craeven, Wilks, Redden
Hillsfar is a trade city with a population of 40,000 (Metropolis). It has one rule above all others: Don’t mess with trade. This merchant city is constantly at odds with Zhentil Keep but knows that the biggest waste of money is war. Since money is power, they avoid full scale conflicts with the Banites but Hillsfar’s are involved in minor skirmishes with them frequently.
Maalthiir – very evil wizard ruler of Hillsfar. The economy is prosperous so no one cares that he is evil.
Red Plumes – The Hillsfar city guard. They are corrupt and take orders directly from Maalthiir only.
Zhentil Keep – Stronghold dedicated to Bane with a population of 14,000. As first time adventurers, we were going to join the Zhent army to gain some experience but when we saw that all soldiers were required to attend prayer service to Bane, we chose another path. Zhentil Keep would love to take over Hillsfar but doesn’t have the man power to consider it.
The Adventure continues:
After clearing out the Eluthan Lighthouse, we head back to Hillsfar to collect our reward for clearing the lighthouse.
Inn of the Diamond in the Dung:
Loris is here and has someone we don’t know with him. He is the one that hired us to correct the problems at the lighthouse. We greet him and after some small talk pays us the 150gp each for successfully dealing with the lighthouse issue. He introduces to the man with him. His name is Redden AltMer and he wants to join Chase because he was told in a dream that he will become a very important person (in the church of Xvim, whom he’s been raised to worship). Loris also presents us with an envelope that has the seal of Lord Fenten on it. Lord Fenten is one of the most wealthy Nobles in Hillsfar. Inside the envelope is an invitation to meet the Lord for dinner this evening.
Making Friends in Hillsfar:
We spend the afternoon strolling around town making friends. I choose to target Red Plumes, finding some either off duty or eating lunch. We buy them drinks and engage them in conversation. They tell us that they’ve heard that the local thieves guild is having problems with wererats in the sewers. They think this is very funny. On the topic of the thieves’ guild, they tell us of a female rogue that goes by the name Rowan Blackwood. She seems to be able to bribe her way out of trouble whenever she gets caught by the guard. We also hear about a Red Plume Captain, Sorag Kull, who metes out severe punishments for the smallest offenses. For example, if he catches a pickpocket, he cuts off their arm. Merchants pay Captain Kull protection money.
Meeting with Lord Fenten:
We arrive at a house that is known to be his place of dealing, not his manor house. Protection is tight. We are completely disarmed by the guards at the door. One recognizes Slotto as a spell caster and cast an anti-magic spell to neutralize his ‘weapons’. We pass through several security areas laden with protective spells before entering the banquet room. There we meet Lord Fenten. The room is set with fine food and drink. Lord Fenten greets us and bids us to sit and partake of the feast. He is well spoken and applauds us for restoring the function of the lighthouse to normal. For our deed, he makes us a proposal. He will bequeath to us the Eluthan Lighthouse and 100 acres of land south of it. In exchange we are to protect the functioning of the lighthouse so that trade will never again be disrupted this way again. Lord Fenten will pay us a 200gp per month stipend, provide food and supplies for the lighthouse, he will grant us 2 servants and 2 guards and we will be exempt from taxes. He will pay to repair and renovate the lighthouse as well as build a house nearby. Our responsibilities will be to 1) Keep the lighthouse functioning properly, 2) Maintain and patrol the road to the south occasionally, 3) Protect trade and 4) Do (unofficial) jobs for him from time to time. During our conversation, Wilks notices that our benefactor possesses fine manual dexterity and he unconsciously displays some rogue training. After making this proposal, Lord Fenten leaves the room to allow us to discuss the offer amongst ourselves. It takes little time for us to agree to accept his proposal. We are now on Lord Fenten’s payroll.
The Shrine of Tempus:
We stay the night in Hillsfar. The next day we buy horses and head to the lighthouse to oversee its repair and restoration. On the way, we approach a group of about twenty Red Plumes at a roadside shrine to Tempus. As first, our intent is to hang back and allow them to complete their business and then ride by but instead we approach mindfully and inquire politely about the gathering. We’re told that this group of Red Plumes had their first battle here and lost some friends. They are men in their late teens and come here from time to time to honor their fallen comrades. We salute them and make a small donation to the shrine. We begin to ask them if they’ve seen an orc necromancer in these parts when suddenly two large skeletal beasts rip their way out of the ground. Bones from the surrounding graves fly into them causing them to grow until they are the size of skeletal ettins. As we engage the beasts, the Red Plumes delay in horror and argue among themselves about fighting the undead because it is made from the remains of their friends. Half of their number flee while the remainder join us in the fight. The battle is tough but we emerge victorious. Many of the Plumes that joined the fight went down including their leader. We were able to save a few but the rest were lost. Immediately after the fight, we search for the necromancer that created the monsters. Eventually, we find evidence of a hidden ambush area on the other side of the road. Craevan is unable to determine the race of the perpetrators so we aren’t sure if this is the work of the orc necromancer that got away from us. We plan to bury the dead and take the wounded to the lighthouse to heal.