Imprisonment

In the southern frontier town of Sogra, a motley band of wayward souls find themselves imprisoned after a rough bar fight at the Horse and Cart. Though technically still standing, the Horse and Cart sustained massive damage. Having been the only outsiders in town, they were quickly blamed. They have plenty of time to enjoy each others company in the long days ahead...

After a fortnight in shackles with barely anything to eat but badly prepared, unidentified protein - they are approached by a contingent of well armed men, led by Astell Myrmint, a militia captain whose mangled arms tell of battles past.

He offers them a deal - clear out a nest of encroaching Orcs out of a ruined fort 2 days to the south in exchange for a commuted sentence. Having no immediately better options - our "heroes" accept.

The newly drafted mercenary band travels south in a horse drawn wagon, escorted discourteously by 4 armed guards. The guards are tight lipped about the circumstances surrounding the ruins and the dangers it may hold.

Animosities between the mercenaries and their escorts run high by the end of the journey and violence nearly erupts when the crew are tossed their adventuring gear and weapons before descending into the dark corridor. The guards await their return.

Continue to Session 2