The party is left on a wagon being ‘captured’ by Traya. When they come to, they find themselves in a building on the outskirts of Sentry’s Hope. The party is separated. Edgewalker is in a holding room with some comforts, and Agnew and Merielle have been wheeled out to stand before an assembly of a few wizards for an unknown purpose. The adventure starts from the point of view of the half that is with the wizards. From behind a magical barrier in the center of the room, with a door on each side, the wizards were observing that half of the party (Group A). The spell holding the party in the magical stupor is ended after the wizards’ concentrations break. An explosion rocks the building and the wizards immediately leave the room. The party awakens to see a magical duel taking place between a wizard who (presumably) just blew a wall up and the three who were observing Group A. This gives them time to escape out the door behind them.
In the holding cell, Group B has experienced similar issues. Traya has shown her face, and explains that their organization is under attack by wizards and assassins. She apologizes for having knocked them out, but it was necessary to prevent anyone from knowing where the hideout is. She laughs darkly; not that it helped any. She offers to join you to help save anyone from the ambush, to escape the base and kill as many assassins as possible. Traya gives you your equipment back, minus a thing or two that Topaz gave you. She claims that they had scrying devices in them, which is where the other half of the party is. Topaz must’ve been able to figure out where you were before they found all of the magic. They were able to neutralize one or two spells, but other items have been completely destroyed. She explains that the treasury is ahead, and she will offer you anything there that she can salvage. As Group B heads from the guard room to the barracks they join a fight in progress.
Group A escapes to what looks like a storage room. Immediately they see the room is full of shadowy invaders. Those nearest to the door are blasted by a fireball that came from another room. Combat is engaged. The heroes of Group A eventually overcome the assassins in the storage room, and notice a hallway to the west side, and another room to the east. They hear a shout of denial from the “Guest Room” and move to investigate. They see a heavily battered wizard, seemingly the source of the fireball from earlier. He shouts to them that they’ve escaped with their prisoner, though you have no idea what he means. He calms down a bit, and seals a hole that was blasted through the wall. He claims that this is not the only point of entry that the invaders used, and says that they should probably search for reinforcements upstairs. The wizard reads a scroll and the doorway to the north collapses. He sighs at the waste of magic and loss of his fellow wizards. Two of his friends died on that side of the door. He tells you to call him Shadow, and you hurry out of the lower level of the building.
Once Group B has fought themselves out of the Barracks, they search the treasury. There they find a few useful items, as well as some coins the guild has been saving. Traya pockets most of these, but gives the party gold for each member. Traya says that when she left the mess hall, some defenses were still left standing, and she hopes they are holding out. The scene when the party enters the mess hall is desperate. A few dead bodies resembling the ones in the barracks, as well as a few dead defenders lie near the north door. A cleric is keeping the east door supplied with waves of healing magic and spares a glance behind him. Things look like they are in hand, except for the sound of frantic fighting from the north hall. He looks relieved at the prospect of reinforcements. He yells that a member of the defense has driven into the hallway to buy some time. See if you can’t rescue him! The party enters the hallway as a berserker is full into his rage. He has just decapitated a member of the invading force, and looks as if he would not be stopped. Just then, you notice a wizard wiggling his fingers as an acid arrow plows into his eye. Still the barbarian parries the blows of the invaders. He is finished off with magic missiles pumping into his body, and a thief getting behind him to stab him in the back. Many enemies are in this hallway, and it looks like this is going to be a dangerous battle.
By this time, Group A rushes up the stairwell. They hear the furious barbarian fighting, and dying, and arrive at the scene as battle is about to begin. Shadow yells to Traya that he is okay, but the situation downstairs is lost. With the advantage now, the adventurers and their two newfound friends take down the force in the hall. Even flanked, the invaders call upon some powers deep within them that seem to stem from madness. The lower ranking invaders employ swarm tactics without any concern for defense, while the others attack with mind powers and fight when any sane human would’ve succumbed to their wounds.
When the battle is over, Shadow pulls out another scroll, and reads it to collapse the door again. He says it’s the last one he had, but they’ll need time to get to the main floor with everyone that’s still alive. The situation in the mess hall is still under control. Shadow tells Buldin to go and see who he can save back in the barracks, claiming that he’s got about twenty minutes till the invaders break through from the basement again. He adds an instruction to see if he can spare a spell to keep an invader alive, he’d like to see how they took his outpost by surprise so easily. When the mess hall is clear of foes, Shadow tells the remaining forces to assist Buldin with the wounded and the potential prisoner. The adventurers, he and Traya are going to cut a path up and out. The kitchen is cleared of invaders, all of them having piled into the mess hall in an attempt to break through. A large hole is located in the middle of the floor, and upon looking up, another hole is above. Traya mentions that the room directly above is the entrance to the building, and that more invaders must’ve gotten up there somehow.
Shadow perks up a bit as the party is running up the stairs. He remembers that it’s early evening, and that is the time when many in the building practice swordplay in the sparring room. They would have been more than ready to defend themselves. For the first time since the party woke up they don’t have to save the day upon entering a room. The discipline in the troops is evident as they hold the two doors in the hall. Only two bodies are needed to hold a door, so when one becomes wounded or winded, another would take his place. A quick conference between Shadow and the member who seemed to be organizing the defense has the group heading for the sparring room searching for the other half of the defenders. A few decided to take a break in the rec. room, according to the coordinator. They had their weapons on them as well. A quick bulrush into the sparring lounge by the defenders has players able to get their bearings, and pick their targets. An illusionist has two defenders fighting each other, and Shadow is engaged trying to break the spell. The party quickly mows down the opposition.
Once the sparring room is won, the remaining defenders go back to reinforce the position in the foyer. Shadow says to slowly begin pressing into the room so that no reinforcements could come up that way. He mentions that Buldin is down on that level, but he may be busy with the wounded. A search of the room shows a few dead defenders, one or two killed in the initial attack, and one killed while the party was making their assault. The door to the lounge has been shut and seemingly barricaded by the feel on the other side. The party breaks their way into the door, and discover that the situation in the lounge is exactly like the situation they left in the hallway, except the roles are reversed. Defenders are attacking the remaining invaders in the lounge, and the adventurers help them finish the job. Once that is taken care of, the adventurers take the foyer from both sides. The door bursts open and a single man in nondescript clothing walks through. Though the assassins are surprised to see him, they are upon him as soon as they gather themselves. The unarmed man moves like a snake, leaping into the air and taking two with a kick to the face each. The devastation spreads quickly as defenders rush in from all sides and crumble the assassins.
With the situation well in hand Shadow lets out of cry of frustration. He knew that the invasion to the upper level was just a diversion, and that they would find no high ranking attacker upstairs. He mentions he wasn’t willing to let his friends die, but still, he conveys his frustration. Traya inquires as to the status of the prisoner. Shadow shakes his head. Now is not the time to discuss this. The players still feel like bystanders in the events swirling around them. A few archers and crossbowmen are seen below firing at the invaders who are temporarily trapped downstairs. Buldin and a surprising amount of survivors join the party upstairs. The not-so-average man looks impassive as he stares at the devastation.
A quick conference between Buldin and Shadow relates what happened above and below. The man who entered late was answering a summons from the monastery in the city; a summons that was apparently non-existent. Buldin found that many in the barracks who fell were easily healed, and even nods his head towards a prisoner that is being held by two men. This one hardy even got bloody before he fell to the ground. No healing even needed, he’s a whiney one. The monk approaches the prisoner and stares at him. He asks the man if he knows of him. The man shakes his head. He asks how the troops got in, and how they managed to impede on his meditations. The man shakes his whole body this time, apparently fighting some compulsion. Soon Quinn, the monk, has the information he needs. Apparently a nearby building, a mansion owned by the family, “Wermont” was taken by force quickly and quietly a few days back, a day or so after the adventurers were brought here. Using a series of magical holes and mechanical tools a tunnel was constructed adjoining the two buildings. Additionally, powerful magic was used to lure Quinn away from his prisoner, one only he could control. He laments about his lack of foresight. He eyes Buldin and mentions something about more than just his race being good with underground tunnels. He closes his eyes and begins to think.
He asks how much the adventurers know about what is going on. Obviously, there was no time to inform them, so he considers this to be the most important thing. He assures them that he does not blame them for the attack. It was his lieutenant mages that should’ve caught any scrying devices or trailing group. Shadow shifts uncomfortably, though Quinn mentions what’s done is done. He asks for your silence, for there is not much time before he must act if they hope to regain control of the prisoner. Quinn fills the party in on exactly what has been going on behind the scenes since they started working for Topaz.
Buldin and Shadow make impatient noises behind Quinn. He mentions that he has wasted too much time. Quinn shakes his head and laments that they are too passionate to see what is necessary. Without the knowledge or motivation they will never acquire help. He asks if they thought of a plan while he was ‘wasting time.’ Obviously the enemies were not prepared for Quinn’s abrupt return, or for 3 strong adventurers to be helping the cause of retaking the house. Shadow proposes that Quinn, Traya and he take a force and lay siege to the Wermont estate. This will keep the assassins from getting out with the prisoner, and keep them busy while the real attack goes on. Buldin can lead the party through the tunnel and use the access against them. A quick and quiet group in the tunnel to silence any rear guard and infiltrate the mansion would mean certain victory for the Breeze. Buldin thinks it’s a good idea, except for the group of killers currently fighting their way up the door. Shadow sighs and pulls out yet another scroll. More magic wasted today than in the last year. A patch of “heavy” air appears above the hole. This will allow the adventurers and Buldin to get the drop on the attackers, literally. They are advised to lead with ranged weapons, and told that the last five feet of the drop will not be slowed.