The Wheel of Time
Roleplaying Game
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Chaos in Caemlyn

You met each other in the bustle of the busy and chaotic streets of Caemlyn during the parade of Logain, the recently captured false Dragon. While watching the parade you were accosted by Children of the Light who were searching for some people from the Two Rivers area of Andor.

After returning to the Golden Stag Inn outside the city walls, your festive gathering was suddenly disrupted by the appearance of a horrible creature out of nightmares: a Trolloc! What everyone thought was only a fireside tale told to frighten children was now a reality! After defeating the Trolloc, you discovered that there were two more, and that they had taken a little girl captive. The girl�s father and stablemaster of the Golden Stag, Bennet, implored you to give chase to the Trollocs and rescue his daughter, Sirene. A grubby beggar who had been sleeping in the alley behind the inn pointed you towards a small copse of trees on the edge of a nearby field.

Upon successfully returning to the Golden Stag with Sirene in tow, Master Ferrin, the owner of the inn, rewarded you with free room and board, and Bennet even gathered a few coins together as a token of his gratitude. Meanwhile, the grubby beggar delivered a message that a lieutenant of the Queen�s Guard wished to speak with you.

Following the beggar to an old decrepit building in the middle of town, you were set upon by several thugs. Realizing that you had been led into a trap, you gave chase to the beggar. After a race through the twisting streets of Caemlyn, you finally tracked the beggar down to a cellar in a deserted alleyway. The beggar escaped through a strange, vine-covered doorway and you followed.
Map of Caemlyn
The Golden Stag
Into the Darkness

You found yourself in a subdued and dark place upon your transition through the doorway. Crumbling stone paths hung suspended from nothing in the darkness. Following the rapidly diminishing footsteps of the beggar you finally caught up with him on a circular platform. By his side were two more Trollocs! And the beggar was transformed. No longer rag-bundled and hunched, but standing tall and proud, and wearing travel-worn but stately clothing, the beggar ordered the Trollocs to attack. During the battle, the beggar escaped. You tried to follow as best as you could, but he was long gone. Now, you realized that you were lost within the darkness of the strange place. You wandered the many different paths for quite some time until you reached another doorway like the one you entered.

This time you emerged in a small stone room, filled with dust and the smell of burnt wood and cloth. A sooty stain in front of a large charred chest indicated that someone had passed through here in the recent past and fell afoul of a devious trap. Searching their belongings you discovered a letter addressed to an Aes Sedai named Ashara. The letter, from another Aes Sedai named Nadira, implored Ashara and her Warder to come with haste to the Three Crowns Inn in Arturo�s Orchard in the Almoth Plain. Escape from the small stone room proved difficult, but with the aid of the One Power you found yourself at the base of a rusty ladder leading up through a heavy trap door. You have no idea what lies beyond the door, but as it opens with a creak and a clang, you hear startled voices from above�
The Ways
Nadira's Letter
Into the Light

Emerging through the trapdoor, you found yourself in the base of a ruined watchtower. Eleven cold and miserable captives sit huddled in blankets against the cold weather. Two guards in Taraboner uniforms guard the captives. You discover that you are now on the Almoth Plain in the middle of the tensions between Tarabon and Arad Doman.

After hiding the captives in the cellar from whence you emerged and defeating the two guards, you escaped to the town of Arturo�s Orchard. There you helped turn back an attack on the town which surely would have destroyed it had you not intervened. After the battle you discovered that the raiding Tarabon soldiers were in fact Children of the Light in disguise. While runners were sent to retrieve the villagers hiding in the ruined watchtower, the Aes Sedai Nadira has invited you into a private room in the Three Crowns Inn for a meeting.
Main Map
Arturo's Orchard
The Missing Sister

Nadira Sedai has asked that you seek out Megda Sedai and her warder Maynard. Their last report placed them in the village of Tobin's Hollow, a three-day ride west of Arturo's Orchard. Nadira has received reports that a strange host has occupied the town of Falme at the tip of Toman Head. She fears that Megda may have been captured or killed by this invading army. Your task is to discover the truth of the matter and return with Megda or with proof of her death.

After two days of relatively safe and uneventful travel you finally drew near to the village of Tobin's Hollow. Suddenly a large, winged serpentine creature bearing a rider flew into view and landed in the forest not far from the road. Approaching the clearing where the creature landed you came across a group of strangely armored men unloading supplies from the creature's back. As the great winged beast and its rider rose into the air once more and flew out of sight a ragged band of refugees bearing clubs and spears attacked the men in the clearing. With your aid the armored men were quickly defeated. The leader of the refugee band introduced hereself as Bryna Lisbet, wisdom of Tobin's Hollow. She and the others with her are the only villagers to have escaped an attack on the village by the armored men who Bryna identifies as the Seanchan. Megda Sedai and Maynard were in Tobin's Hollow when the Seanchan attacked. They fought bravely, but were captured along with the rest of the villagers. Bryna does not know if Megda is alive or dead, but she knows that there are several prisoners being held in the stables in the village. She and her band of refugees attacked this group of Seanchan for their supplies and are hoping to mount a rescue of the villagers still being held in Tobin's Hollow.

As you help gather up the supplies, tend to the wounded, and discuss your plan, another strange beast bearing a rider gallops into the clearing! This lizard-like creature is roughly the size of a bull, with three eyes on its scaled face. The Seanchan rider lowers his lance and charges!
Seanchan Scouts
Tobin's Hollow
Stakeout at Tobin's Hollow

After a tense battle you defeated the strange creature and its rider. You helped the villagers transport the supplies back to their camp and then accompanied Bryna and two of the villagers to a small hill overlooking the village of Tobin's Hollow. While Bryna was describing some of the buildings and features of the village a farmer and his wife drove their wagon into town from the west. A group of Seanchan soldiers stopped them in front of the village inn. After a brief exchange the wagon was allowed to continue. Intercepting the wagon just east of the village you were able to question the farmer. You learned that he was a from a small village on Toman Head and that his farm was destroyed when the Seanchan invaded Falme. All that the Seanchan seem to require from those they conquer are the swearing of the "three oaths": to obey the Forerunners, to await the return, and to serve Those Who Come Home with their lives. Those who swear the three oaths are then generally left alone. Those who have refused to swear the oaths have been mercilessly executed.

As the farmer continued on his way you quickly returned to your position on the hill. As far as Bryna knows, all the prisoners are being held in the stables next to the inn. Several Seanchan stand guard in front of the stables, and another group guards the front of the inn. Several patrols make regular circuits of the village. Bryna does not know how many villagers are being held in the stables, nor if Megda Sedai and her warder Maynard are among them. As dusk begins to settle over the village you begin to form your plan to free the captives.
Overlooking Tobin's Hollow
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