Normalcy: The party arrives in the city. There they meet the mayor and the cannon. Ward is an apprentice that has fallen ill. He was found in the graveyard unconscious. He has been afflicted with an illness that the cannon has been unable to heal. The party will learn about Ashmond, as some of the townspeople believe it is where the sickness is originating from.
Ashmond Lore: 300 years before, the city of Ashmond began to experience disappearances within the town. At first they thought that it was orc bandits, but soon they realized that it was supernatural. The town was vacated by the Bastion and has been considered off limits since.
Normalcy Disrupted: The party is confronted by the ghostly visage of a cleric of st. cuthbert, giving a grim warning. But, the party is attacked by 3 ghouls devouring the bodies of those in the graveyard, Ward howls out in agony as the dead attack. A wight with the hand of a mummy attacks the party.
Break Into Act 2: The party can travel to Ashmond as they get closer, they begin to see the shades of citizens walking the road, but not making any contact with the characters. A ghostly menagerie.
B Story Begins: As the characters walk through the ghosts, they see a ghostly paladin on horseback, it silently moves forward on it's horse to attack the chacters. It will attack but deal no damage. "Leave us be..." the paladin speaks as it disappears in the distance. They start to see the village as it used to be as they pass through the Ethereal plane
Trailer Moments/Promise of the Premise: A halfling rogue named
Magenta is held up in the beer hall, she is the lone survivor of her party. They were not prepared for what was below. Can you help?
Midpoint/Arrival at Solution: The ghostly hall a great feast is being had as the knights and clerics tell their stories over dinner. They talk about an artifact that they found and brought back. The party can lose themselves to the moment. If they begin to act out of character, the ghosts begin to disperse. The ghosts talk of the strange orb that was brought back by Sir Enhan.
Things Get Worse: Sir Enhan enters the room, exclaiming that the heroes don't belong. The room begins to shift in and out of the ethereal plane. Jaunting back to the material. There is a 50% chance a character will be in the ethereal plane.
Hero's Last Resort:
Game Over: Sir Enhan was what we keeping the undead in check, with him gon Breakthrough and Rebirth/Break Into Act 3: Hero Gains Upper Hand: Shadow's Final Push: Ultimate Breakthrough: New Normalcy: Final Image: