The Nizarian Bolt

The Nizarian Storehouse (cont.)

We return to the Nizarian storehouse, where the party has decided that it has enough information to satisfy the Captain of the Guard, Richard Wykeham, and leaves the underground fortress.

Immediately upon exiting, Torinn is set upon by a large carnivorous plant. As the party tries to fend off the botanical menace, the sounds of battle attract several large bat-like creatures that latch on to the adventurers and drain their vital fluids through razor sharp proboscises. After a bloody fight, the party emerges victorious and returns to South Fort and then back to Dowsgate.

Wykeham is disappointed (to say the least) that the storehouse was deserted, especially after G’yest forced a day’s delay in starting the mission. However, he does take interest in the raven pendant and orders the party to detain Elder Patri of the local Temple of the Raven Queen.

A failed attempt at intimidation by Torinn leads Wykeham to assign a Dowsgate Guard escort for the party.

As the adventurers wait outside for the escort, Tkar reveals that he knows Patri from his home province of Nabil and will not assist in his capture or injury.

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1. The Nizarian Storehouse

The players arrive in Dowsgate, having responded to notice from the Lord Warden Francis Azeray that the city was seeking independent adventurers to join the campaign against The Nizarian Bolt, a group of bandits that has been raiding shipments of silver being transported from the Dowsgate mines to the provincial capital of Falhill.

As the adventure opens, the party is waiting in the barracks of the Dowsgate Guard to receive instructions from the Captain of the Guard, Richard Wykeham.

After a few minutes, the Captain arrives and after asking for introductions, explains that the party has been tasked with locating a storehouse in the marshlands beyond South Fort, which is being used by The Nizarian Bolt to hold stolen silver and potentially weapons or other supplies. The expectation is that there will be a handful of Nizarians guarding the storehouse and that the party will kill or (ideally) capture them. If the party observes a superior force guarding the storehouse, they are to return to Dowsgate and inform the Captain.

The Captain suggests that the party leaves with a military transport for South Fort that afternoon, but G’yest objects, noting that he has to meet an associate in Dowsgate that night to receive some property owed to him.

After leaving the barracks, the party reconvenes at a bar in order to get better acquainted and compare notes on the mission ahead. After some time, they separate to take care of business in town before leaving for South Fort the next day.


The party departs Dowsgate with the guard transport the following afternoon. The journey takes about 4 hours on foot. Toward evening, they arrive in South Fort, which is in a general state of lawlessness in the absence of any authority beyond the drunken soldiers. The party is sent to a separate barracks, where they spend the night.


The next morning at first light, the party is given some food by the soldiers and depart South Fort toward the marshland. While navigating toward the storehouse, they are set upon by a group of five humanoid creatures that attack with spears and some sort of poisonous vomit. Here, our adventurers achieve their first victory in combat.

With the creatures dispatched, the party continues through the swamp, eventually coming to the end of the path, where they find a dilapidated shack in a small clearing. On the north side of the shack, Torinn, discovers a concealed path leading toward a bowl-shaped depression in the ground. At the far side there is an entrance to a tunnel in the earth.

Inside the tunnel is an locked iron door. After G’yest disarms some sort of mechanism on the frame and picks the lock, the party enters an underground fortress.

Behind a locked portcullis, they discover what may have been the storehouse itself. Though the room is now empty, there are signs of heavy boxes or chests having been dragged out. Additionally, they find a broken necklace with a medallion depicting a raven. Matt recognizes it as the symbol of The Raven Queen.

Next, the party decides to explore through a caved in passageway. Despite G’yest’s warnings of threatening sounds beyond the rubble, the party climbs through the small crevasse and emerges on the other side to find a series of rooms covered in dust and full of long-dead bodies. Seemingly soldiers, the corpses are wearing armor and draped with mouldering bits of green cloth, which Torinn recognizes as the military color of Brau.

After fighting off giant rats in what appeared to be a barracks room, the party found a larger chamber with several empty chests, additional corpses, and a phrase in Draconian carved into the stone wall reading:

“Let no false understanding come between each and his true friend”

Additionally, there are several simple geometric shapes carved in various sections of wall throughout the room.

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