Tales of the Broken Kingdom

Session 01

Encounter at the Pilgrim's Inn

Five individuals meet in a shining void in a dream state. Each one of them sees the others and finds that, somehow, they already know the each of other’s name. Lux the magic swordsman, Heidrun the wild druid, Sejutti the strong warrior, Vaendin the elven brawler, and Murmyr the enigmatic shapeshifter. A soft, feminine voice breaks the silence,

“Wake Up…”

The party stands still, unable to fathom what they are experiencing. The voice presses on, growing louder and firmer with each utterance,

“Wake Up……Wake Up…..Wake Up….”

Finally the words ring in the party’s ears as they are each jolted awake. They are lumped together in the middle of the inn they each recall stopping at the Pilgrim’s Inn to rest while each journeyed toward Kysteth City. Each finds bindings that apparently kept them contained, but they are inexplicably free from the bindings. Several goblins rummaged through the inn’s main area. There is a dead human man in a corner next to their things.

The party immediately use this opportunity to attack their would-have-been captors, reclaim their belongings, and slay the goblins in the main hall. As they do so, they work together rather seamlessly – using the knowledge of their names to establish a kind of trust and quickly communicating.

Once cleared, the main hall is searched. From out of the windows Heidrun sees more goblins and a single monstrous man whose rotting flesh immediately identified him as undead. Vaendin moves upstairs to confirm if there were more enemies that may ambush them. Following his lead, the party continues to the upper floor.

Vaendin’s suspicion is confirmed and the party slays more goblins in the second floor. Having cleared the majority of the inn, the party checks the only unsearched room, the kitchen. There, a trap door is discovered that, when opened, shows what appears to be a human family trying to protect themselves against an unseen threat.

The entire party chooses to leap into the basement, where more goblins and their Hobgoblin leader are attempting to break into the section containing the family, held back by a large metal cage gate. Sejutti demolishes the gate with ease, knocking down one of the goblins.

The party fights and defeats the hobgoblin and all of the goblins in the basement, leaving only a single one unconcious rather than dead. The last goblin tries to flee out a passageway in the back, but is followed by Heidrun and lit ablaze by his magic (and a well-placed splash of oil). Doing so draws the attention of the goblins and undead outside, which were loading goods into a wagon to be hauled off. With little time to spare, the party joins Heidrun outside to combat the remaining threats.

In a final stand the party defeats the goblins and their zombie. The party finds some treasures among the goblins’ things and Sejutti is reunited with her horse, which the goblins were going to use to pull their wagon.

Vaendin uses Sejutti’s knowledge of the Goblin language to interrogate the goblin they left alive. The goblin confirms that a mysterious necromancer provided the zombie to the goblins and that their hobgoblin leader had a journal at their hideout that could provide more information.

The innkeeper, Blanden, thanks the party for defeating the goblins and saving his family (wife Merril and daughter Tarra), but is scared by the fact that some necromantic force equipped these raiders with an undead ally. He also laments the loss of the Huntsman, Fenn – the man found dead in the main hall. Blanden offers the party his reccomendation of accomodation at Kysteth – the Bella’s Blessing inn and its proprietor, Gruum.

Two paths forward were apparent – continue their individual journeys to Kysteth City together or investigate the home base of the goblins in the hopes of finding more clues.

The party decides to rest at the inn before settling on their next destination.


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