The heroes spend several days enjoying the hard-won spoils of their successful venture into one of many hidden dungeons beneath Stormhaven. Each of the companions earned a considerable amount of treasure and each in turn used their earnings to fund various pursuits.
It is said that a pile of coins is perhaps the loneliest of all things, especially amongst those who have answered the adventurer's call. Idleness is not a fair companion of any true adventurer, and so after a brief respite, the heroes sought out new opportunities.
The companions unearthed several promising leads, but in the end decide to look into reports of lizard-folk raids which had recently plagued the downtrodden folk of Glades, a sprawling shanty-town located outside Stormhaven's Witchlight Wall. Rumor was that the raids were the work of a small tribe of predatory lizardfolk known as the Greenscale Marauders.
Lizardfolk were not uncommon in the Witchlight Marsh, but they usually reserved their aggression for much weaker prey: bullywugs to be precise. It was rare, but not unknown, for them to strike out against the people of Stormhaven. The Greenscales were an exception, for several residents of Glades had now turned up missing in the night.
Their hunger for adventure growing, the companions agreed that this was a worthwhile pursuit.
***
The rumors were indeed true. All told, a total of 23 citizens had disappeared within the past three months: always on the night of a new moon, when skies are the darkest. The raiders seemed to have targeted primarily weak targets: small children and women, though some able-bodied folk had been taken as well, including one member of the Stormwatch during the lizard-folk's last raid.
Sergeant Yhost, of the Witchlight Ward, has even offered up a bounty of 10 gold pieces per lizard-folk head, though there have not been any claims as of yet for that prize. True, a few brave souls have ventured forth, but none have returned!
Such facts do not discourage the heroes however, for they have defeated many foes in their short, but glorious adventuring careers.
After gathering enough information to begin, the companions follow a lead which takes them along a rarely used path through weedy marsh to the coastal keep of one Lord Myron, a member of the influential Talas noble family.
The stone keep rises up from a small lonely hill overlooking miles of water-logged marsh to the north and sea to the south. A jet black banner flaps gently over the closed gate. A coiled green serpent sways back and forth with each movement of the flag: an interesting development (and perhaps mere coincidence?) considering the nature of the heroes' visit.
Supposedly, Lord Myron's men fought a small band of lizard-folk not long ago and they might have some additional information which may prove useful to the companion's pursuits. Unfortunately, the heroes receive a cold reception from the keep's sentinels: Lord Myron will not see them, stating that he is too busy with important matters and cannot entertain every wandering vagabond looking for free meal and board. This news is delivered through the Lord's regent, though after he has left, the heroes are approached by a watchman who is more sympathetic.
The watchman, Jek, explains that he was among one of the company of men who confronted the lizard-folk not far from the Myron Keep. The company defeated some eight lizard-folk, but an even larger number disappeared into the waterlogged marsh to the southwest...toward a region known locally as The Mistmere.
The Mistmere is a coastal swamp that legend holds once was the home of a mighty civilization of men related to the peoples of the Shifting Sands. The people dabbled in dark sorcery and violated the tenets of the Old Gods. The Gods punished these people by casting their cities into a boggy quagmire. Most of the people perished immediately, though some escaped and settled into the Stormhaven region. These survivors eventually became the Ekaitz people.
Jek cautions the companions to not think too harshly of his master, for he has recently been inundated by a parade of would-be suitors for his daughter, to say nothing of other hanger's-on looking to take advantage of the Master's kindness and fortunes. Jek offers to provide assistance as he is able, namely travel provisions and whatnot, but can provide little else for the time being.
Following this information, the companions set out across a weedy marsh that soon gives way to a cheerless water-logged mangrove swamp. There are no signs of civilization to be found anywhere, though aside from fending off clouds of blood-hungry midges, the party is otherwise unmolested as they track across the wilderness.
The heroes are completely soaked through by now, but thankfully, the temperature is rather warm. Still, such conditions would try the patience of even the hardiest of adventurers.
After a long, cheerless day of gray skies, light rain and constant dampness, the party beholds a stone structure rising out of the swamp ahead: an ancient ziggurat!
A single dark portal offers entrance into the moss-covered ruin. Save for the sound of rain falling, all is quiet.
Could this be the lair of the Greenscale Marauders?
This message was last edited by the GM at 04:16, Mon 26 Nov 2012.