The Knight Watch
These pages recount the adventures of a bunch of hardy souls as they battle their way through my latest campaign for 4th Edition D&D. The game is being played via Maptools and Skype.
The neophyte heroes are part of a new organisation- the Knight Watch. Six months ago Fallcrest’s High Council Member Eoffram Troyas let it be known, throughout the Nentir Valley, that Fallcrest was looking for heroes. He particularly wanted the myriad factions within the Vale to volunteer one of their number to answer his call. Troyas has had some success before with a similar plan, employing adventuring groups to do investigative work within the city and the vale.
The High Council Member’s idea is to train up a group of heroic individuals to serve the city and the vale, it seems the adventurer’s formerly employed have become less reliable- the Knight Watch will then be a loyal group of skilled individuals dedicated to protecting the land.
The stars of this adventure are -
Jazz, a Male Changeling Bard Level 1 (Played by Zoki)
Morok, a Male Dwarf Battlerager Level 1 (Played by Simon)
Destructorr, a Male Warforged Fighter Level 1 (Played by Pishta)
Leodoor, a Male Elven Ranger Level 1 (Played by Christer)
Ayumu, a Male Elven Psion Level 1 (Played by Bob)
And so we begin the adventures of the Knight Watch
Book 1- In the Beginning…
000. The Prologue
Speeches and introductions from Eoffram Troyas, Captain Murgeddin and the myriad new members of the Knight Watch.
Chapter 1- Kidnapped!
001. Session 1
The PCs head out on to the streets of Fallcrest to set up an ambush. A gang of ne’erdowells, including a trio of Half-Orcs are killed or else captured. The PCs learn that a member of the Fallcrest royal household has been kidnapped.
002. Session 2
The Half-Orcs are interrogated, the kidnappers lair located and investigated, with much death and destruction. The royal prisoner however can not be found- the PCs rush back out on to the streets of Fallcrest to check their sources- they’re running out of time.
003. Session 3
The Half-Orc Gang Boss- the Butcher, is found and killed- his followers likewise put to the sword. The royal prisoner is recovered, the PCs are feted (briefly) and rewarded. Then, swiftly, brought back down to earth when they discover they are scheduled for guard duty in the market place the following day.
Chapter 2- Secrets of the Black Tongue.
004. Session 4
The PCs undertake a test of their ability to take charge and ‘manage’ various situations in the market place during the Founder’s Day Festival- they get more than they bargained. They discover that the Black Tongue Goblins (involved in the kidnapping) are laired in a ruin just outside of the city.
005. Session 5
The PCs venture to the ‘Old Markelhay Fort’ just outside of Fallcrest, there they encounter Black Tongue Goblins aplenty, fight their way through the first line of defences and then descend to discover corruption on a grand scale.
006. Session 6
The PCs finish off Mort and his corrupt comrades, find a lot of money and dozens of pages of strange, almost impossible to understand, writing. The guys spend the next three weeks patrolling the streets and training, while in the evenings they work to crack the code.
Chapter 3- The Dead Center of the City.
007. Session 7
The PCs head in to the Markelhay tomb in Tombwood, look around for an age, and then get savaged- and I mean savaged by Undead after messing with a statue. They eventually figure out what needs to be done, and soon after come face to face with… blimey, a lich!
008. Session 8
The PCs defeat a Lich, yeah- you heard right; and are co-opted to head out in to the Witchlight Fens in search of the Sky Home- they’re to follow the route taken by The Butcher and his Orc compatriots to Fallcrest.
Chapter 4- The Sky Home.
008. Session 8 (Continued)
The PCs get time off, do some shopping and a little light research, and then head out on a Halfling Barge in to the Witchlight Fens. They jump ship following the holy symbol of Pelor, soon after they get jumped by some bad guys that look awfully familiar.
009. Session 9
The PCs find something very odd in the swamp, actually inside the metal man they just fought, then slog and fight their way through to the Sky Home. They enter the Sky Home of old, preserved somehow in some pocket-dimension, and take a look around.
010. Session 10
The Knights make more discoveries in the Sky Home, what a strange place it turns out to be, sit down for a show- which leaves them confused, and then disappear again as yet another portal opens.
Chapter 5- Against The Bloody Eye.
010. Session 10 (Continued)
The Knights find themselves some where different again- in the middle of the largest concentration of Orcs they have ever seen, what’s worse they’re in the arena- war, followed by a war of words.
The Knight Watch’s discoveries to date can be found here-
Knight Clues – Thoughts of the Knights about the developments in the story
Heroic Investigation – an Encounter by Encounter guide to the PCs discoveries in Heroic tier play.
The House Rules we are employing at present can be found here-
House Rules – brief overview of what we’ve done House Rule-wise to make 4e our iteration of choice- subject to change, maybe, depending on D&D Next.
Our alternate calendar, or rather the names for the days and months, can be found here-
Days and Months – a list of our campaign names for the days and months.
If you have any suggestions as to how our efforts here can be improved then do not hesitate to message us, thanks for taking the time.