Chaos Undivided

Game 1: Prologue
Wherein the adventurers are tasked with collecting a simple artifact by a Masonic Inquisitor

Our story begins in the town of Millbury on the northern shores of the Regency of Masons. Enticed by postings and barspeak of riches and glory, the adventuring company of Farstrider, Ikran, Tesera and Grimlock find themselves surrounded by a bevy of like-minded adventurers, all looking for their cut of Mason gold. While the others listen to the chatter, Ikran carves himself a pointy stick. Eventually, the group approaches the ringleader of the Masonic gathering, Inquisitor Wayland, and receive their particular charge: they are tasked with sailing west on a day’s journey to the lands ruled by the Slann, regularly called lizardfolk in the common tongue. The group slyly convinces the Inquisitor to give them an advance and then, given directions to the dock, the group makes their way to a small schooner piloted by a old captain and a young boy. Without any dalliance, the group sets sail, eager to return with the artifact and receive the rest of their pay.

Farstrider inspects parts of the ship while the rest of the group rests up and prepares, stealing a bit of top shelf liquor the captain hid in the main cabin.

Upon approaching the meeting place designated by the Slann, the group can see fire and mayhem on the shore. A torrent of greasy, bent arrows are volleyed at the ship to little effect. Disembarking into the water, the group struggles to swim onto the beach (save for Ikran) and finds themselves surrounded by slain lizardfolk and attacked by a group of goblins led by a vicious gnoll. The group engages the goblin warband in combat with Tesera and Ikran slaying the gnoll.

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Game 2: Prologue - Part 2
The plot thickens as the party encounters a Masonic platoon with artifact in hand..

Once the battle with the goblins is over, the party finds two separate sets of tracks winding out into the Slann marshes. Choosing the larger set of tracks to follow, the party winds through the thick undergrowth before happening on a cave strewn with goblin bodies. An Owlbear emerges and quickly proves itself to be quite the match for the party. While Tesera creates a temporary distraction, she, Ikran and Farstrider begin to flee. Grimlock, however, decides to take another shot at the beast and misses, losing his footing and tumbling right into the Owlbear’s cave, landing at its feet. The group re-doubles its efforts and manages to slay the mighty creature. Emerging from the cave, Tesera and Grimlock find a wounded goblin crawling away from the cave. Promising it a stay of execution in exchange for directions, the goblin leads them to where they intended to set sail with the artifact stolen from the Slann.

Upon reaching the clearing and beach where the goblins had docked, the group sights two Masons on horseback discussing their acquisition of the artifact from the goblins who had returned to find their ship destroyed. The group decides to emerge and confront the Masons who lead them back to their encampment further into the swamplands.

The encampment is staffed by 15 Masons and a Captain who are parlaying with a representative of the Slann and a smattering of lizardfolk warriors. The group is quickly placed in a sealed hut for reasons not made clear while the Slann and Masons discuss the fate of the artifact the group was sent to retrieve. Prying loose the back of their hut, the party manages to slip underneath and find some horses tied next to the hut. Within the satchel of one of the horses lies a glowing sphere pulsing with great energy. Convinced they have found the artifact, the group manages a stealthy retreat on horseback into the jungle.

Evading the Masons and lizardfolk in pursuit, the group returns to their schooner and sets sail for Millbury, anxious for an explanation as to why Masons were present in Slann lands and also vying for an artifact they had been contracted by Masons to retrieve.

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