The Story of Owyth and Friends
The Quest
This is Urameshi's Quest, which the party has adopted as its own.
Urameshi's homeland is being destroyed by evil spirits, and Urameshi is one of the few who has survived. Those spirits were looking for a holy sword, which is the one the ninja carries with him, because the sword is the only thing that can defeat their master, the great demon Gurimu. Gurimu was defeated more than a thousand years ago but he is trying to return in the body of a royal prince. Somewhere a prince will be born, and the sword must be used to kill it before he becomes aware of its powers.
In a dream, Urameshi saw a lionman fighting evil by his side. After that, Owyth met Urameshi and healed him from a wound he had below the ribcage. The next day they fought an evil spirit, a ghost samurai, and since then they have been walking together. Maybe because of their cultures, both the wemic and the ninja believe very much in the meaning of dreams.
Since then, Urameshi, Owyth, and Cronis have all had the same dream. In it, they walked in a swamp untill they found a grey tower with an evil aura around it. They believe that this tower is their destination.
As a best guess, the group suspects that the Farsea Marshes are the swamp of the dream. The ninja, wemic, and dwarf asked Solana the Elf Wizard to join them as a guide through the swamp. Cosmos joined them because he too knows the swamp -- and hopes to retrieve great treasure there. Sculg, their Gully Dwarf companion, is just along for the ride.
These six -- Urameshi, Owyth, Cronis, Solana, Cosmos, and Sculg -- make up our questing party.
Meetings and Travels
Owyth met Urameshi in the Spiderhaunt Woods. The two met Cronis a few days travel from Tilverton. The three met Solana in Tilverton. From there they took the Moonsea Ride Road southwest. They traveled through Cormyrean country, meeting Cosmos and Sculg along the way.
On the road to Arabel, the group was met by bandits -- a few kobolds, a human mage, and a half-ogre -- who the party easily defeated. After a rest in nearby Arabel, the group continued on toward the swamp in which they hoped to find the evil tower of their dreams.
In the mountains beyond Cormyrean control, the party met a strange old wanderer with rare knowledge and stories. He named himself Maestro, enchanted us with his stories, and vanished with no trace.
Fighting the Curse of Detrit
Soon thereafter, in the midst of a wild storm, we found ourselves in Detrit, a mountain mining town, now cursed. The innkeeper, Bernard, told the story, and we agreed to help lift the curse. That night, in a magical dream we all shared, an evil Shadow attacked us, along with many zombies.
The next day we entered the mine. We defeated an ogre and the shadow, this time for real. On the second level of the mine we met a gnome, who sheltered us. And the next day we entered the magical green tunnel below the mine. We solved a puzzle, and found ourselves in a huge chamber battling a mage and his beholder-kin servant.