Wednesday, February 3, 2010

Session 5

Session 5 began with some interesting developments. The Cleric, Quinn, morphed into a small Dwarven worshipper of Kord.The party decided to head through the rough-hewn hidden door and as they were trying to figure out how to advance into the cavern, Zanne obliterated the door with an Eldritch Blast. The rocks and dirt fell down the opening of the steps creating a large reverberation of sound throughout the cavern. Looking back toward Zanne to try to ask why he blasted the door, he was unsure what they were talking about. He had no recollection of blasting the door and last remembered that he was in the chamber with the Goblin Chief. Zanne was sweating profusely and asking the party if they has seen any strange figures around lately. Nobody reported seeing the figures as he described and after a thorough check up by the Cleric and Paladin the party decided to advance into the cavern. The party moved into the stalactite and stalacmite littered lair. Every step closer brought an increase in the stench of rotting flesh and garbage as well as the occasional chatter and squeaking of Giant Rats that quickly pounced on them all en masse. Over a dozen ravenous fang wielding rats attacked the party and each was dispatched with fury and a lusting for rat pelts...Yea..Rat Pelts! Thats right about the time that the Ochre Jelly, sensing the vibrations of the party, decided to pounce (more like slither) onto the party. A furious fight with this crimson undulating ooze lasted for some time with the party winning the victory. A search of the area yielded no real treasure, only a set of green bronze double doors and another rough hewn cavern leading from the area. It was decided to explore the Green Bronze doors.

Closer examination did not show any traps but did show a purple and blue thick layer of fungus at the top of the door with the words "Stay Out. Really!" scratched into the fungus in common. As the party was set to enter the door, Zanne spoke up in a very calm and uncharacteristic condenscending tone. This new Zanne told the party that they should not enter the door and it was a trap. He reported that Zanne was "gone" right now and he was sent to look after him while he was gone. After some chatting and questions the party walked away only to notice Zanne acting normally and not remembering anything recently since the fight with the rats. The party decided to move onto the stone-hewn passage.

They began heading down the long passageway that was getting darker, littered with bones, cold, and creepy. There was a chattering that seemed high pitched with a clicking that seemed to increase in intensity as they continued along. The party decided to stop before going further and turned back to the hole Zanne originally blasted into and search another direction.

The decision was made to try to enter the double doors that Zanne originally opened and threw a lightstick into just to the south of the original Goblin guardpost ambush. Opening the door showed the lightstick still glowing at the bottom of 30 feet worth of stone stairs. As they descended, Varsuvious noted the coldness and the Evil of this place feeling the need to ready his hand on his holy item. The passageways down here smelled of dampness and rot with strange runes that were carved in the floor.

Heading to the south, the PC's walked into a room with Ten massive stone sarcophagi that contained relief images of human warriors in plate mail armor. To the east, the room was lit in a starry light. As the characters advanced, a loud concussive bang sound reverberated throughout the chamber and Skeleton Warriors and Regular Skeletons jumped out of the Sarcophagi. Round after round of skeletons appeared until finally the party decided to explore deeper towards the glow. After paying homage to Bahamut, the skeletons stopped. A search of the altar found 6 silver and platinum small dragon statues as well as some coin and another set of double doors.

The Raised Dias of the old crypt beyond the doors held a single coffin. Carved on the lid was a human warrior in plate mail armor with a sword lain across his chest, point toward the feet. As the group advanced toward the coffin, the lid exploded in a flurry of dust. A Humanoid Skeleton figure clad in plate mail rose from the cloud holding a sword aloft yelling "The rift must Never be opened! State your business here or prepare to die!" The group quickly realized this creature was nobody they should anger and they slowly began to answer the questions of this apparition. They found out that this is the reanimated Sir Keegan- the lord of the Shadowfell keep. He recounted the story of how the Evil of the Shadowfell rift slowly corrupted his soul and in a rage her had murdered his family and highest of council. When Sir Keegan was asked what the party needed to do to help him, he simply replied "I am beyond redemption and hope to one day atone for my Evil deeds. You can take my sword, Aecris, and use it to atone for my deeds. The sword was given to the Paladin and Sir Keegan slowly dissapated into the mist of the room to rest.

Heading back north into the passages with all the runes inscribed, all was going along smoothly until someone triggered the rune and a ghostly scream filled the passages making some of the party to be filled with fear. Shambling and shuffling of approaching zombies permeated the sounds of the room. Havoc, moaning, cursing, fear...oh my God...what next? But then the party beat all their asses and was ready to set off down the next flight of steps they discovered when a slight imperfection was discovered hiding a hidden doorway.

The secret door slid open to reveal a small bare room. Closer inspection showed a shimmer to the far wall. Zanne placed his hand into the wall and then walked through into a hidden area that resembled an old Armory. It contains 2 weapon racks ont he north and south walls and a stand against the east wall that held a ragged suit of armor mounted on it. A booming voice presented the party with a riddle that was guessed correctly on the second try. Once the riddle was solved, the armor gleamed with light and then changed into a beautiful suit of scale armor.

The party decided to settle down and rest here where we left off.

Each Character receives 756 XP.
The loot is as follows:
2 sunrods
2 wineskins that are filled with ale
6 small gold and platinum dragon statues
84 Gold Pieces
+1 Longsword (Aecris). It has a line of 3 Diamonds set into the flat of its blade and a pommel carved to resemble the head of a noble dragon. In addition to it's +1 to attack and damage rolls, it deals an additional +1d6 on critical hits. It also has a daily power that can be activated as a free action. When you drop an enemy undead to 0 hit points, gain 1 healing surge.
+1 Blackiron Scale Armor. Resist 5 (Fire,Necrotic)

Saturday, February 28, 2009

Session 4

Session 4

Preparations began in a bizarre fashion when Zanne first began seeing small shadowy figures that were snickering and bantering him from a distance.  Unfortunately, the rest of the party did not share the same perception of the events and it became quickly evident that something odd was happening to the Warlock.  The party was ready to set off toward the Keep when a sealed parchment dropped out of Zanne's pack.  He read aloud the following Note:

Lord Zanne and Friends,

 I hope your journey to the Keep was safe and uneventful.  I wanted this letter to serve as a reminder to you all about the situations leading up to the current situation that appears centered around the Keep of the ShadowFell.  Zanne can recall from his childhood the secrecy that exists around the Keep.  It was something that the people of Winterhaven rarely spoke of or made the topic of conversation.

 Historians and scholars have only been able to piece together fragments of the Keep’s history.  I always fancied it as strange happenstance that the rise and the fall of the Keep occurred over only the past 150 years.  So much over such a short time.  This information was important for me to understand before researching this strange local landmark.  I am now convinced that the Rift and the Evil influences beyond it are the sources of this volatile history and our recent events.  I also hold firm in my stance that the Death Cult knows more about this than we can possibly imagine.  If my research has shown me that the pathway of the Rift could lead directly to the homelands of Orcus, then surely they realize the same!  Now, they will undoubtedly stop at nothing and Winterhaven would merely be a staging area for their conquests.  May the Gods save us if we ever must pen those pages to the history books. 

 The seals were placed by the wizards of the Nerath Empire, and they must hold!  You must see to this!  Lest we all become undead servants of this unholy army.

 Rumors of the keep talk of traps that are both grisly and magical.  Secret passages, natural mazes, and other oddities are to be expected.  In addition, the ghost of the crazed garrison commander, Sir Keeghan, is said to prowl the halls of the Keep.

 Master Borridin, the Herbmaster, was near the keep recently and was nearly captured by the bands of goblins and hobgoblins in the area, while he was harvesting his yearly Balley Thistle Root.  Please take this ointment.  It may come in handy to heal up any injuries you may face at the hands of these unsavory creatures.

  I pray the Raven Queen herself provides blessings to thee all.

 

Fondly,

Valthrun




The party found their way to the Keep on the Shadowfell and they made their way to the center of the ruins on a pathway that appeared clear of rubble and swept of debris.  A 4'x8' hole in the center of the middle tower floor was found to be a dark stairway that led down into a darkness.  Varsuvious was brave enough to creep down the steps, although not very quietly.  His quick wit and a small mirror allowed him to escape a javelin throw from a waiting Goblin below.  The party quickly rushed down into the odd shaped stone room to confront the guard room Goblins. Dakani,  in his haste to protect his friends, missed a large pit trip in the middle of the entrance chamber.  He rapidly found himself laying on the ground in the bottom of the pit with rotted bodies and a swarm of angry rats.  Despite their best efforts, a lone Goblin Sharpshooter was able to escape through a door to the east.  The party quickly searched around their immediate surroundings finding another hallway leading to the West, a set of double doors leading west and a a few areas that served as the guarding Goblins quarters.

Dakani and Nardinn alerted the party to noise that was coming from far behind the door that the Goblin Sharpshooter had escaped through.  The group quickly organized and investigated the area behind the doors.  They moved into a large excavation site that was being worked by a group of Goblins and a few Guard Drakes.  Once the guard drakes were dispatched, a strategically placed Sleep Spell by Varsuvious allowed the party to overtake the goblins quickly.  A search of the area found some gold coins as well as a Holy Symbol of Bahamut.  Unsure as to why these goblins have dug here so long and not finding any other clues, the party moved on.

A thorough search of the hallway to the dig site turned up a secret door.  Once the party made sure the door was not trapped, they opened it and Varsuvious traveled up the steps behind the door in an attempt to discern further clues.  Listening beyond the door, Varsuvious was convinced he heard a loud snoring sound.  Zanne stealthily entered the chamber to find a small area partitioned off by tapestries with a grossly obese goblin snoring loudly on a small bunk.  He also found another smaller goblin that was sitting in the area beyond the tapestries.  The party hatched up a scheme to overtake the goblins and interrogate the largest of them.  The plan worked smoothly and despite a short drooling and foaming at the mouth period by Zanne, they were able to find out the following facts from Balgron, the Goblin Chief.
  1. This group of Goblins was asked to watch the entrnace to the keep in exchange for a secure place to stay as well as any treasure they may find on the excavation site.
  2. The men that asked them to stay at the keep have been coming and going more frequently in the recent weeks.
  3. The symbol of the Death Cult that the party had on the necklace they found was also recognized by the goblin as a symbol carried by this group of humans.
  4. The Cult members are deeper in the keep but Balgron does not know where.  They were told they would be protected only if they stayed in the entrance areas of the keep.
  5. The pass phrase to the lower levels is "And life fails in the dark"
They left Balgron tied up in ropes with a warning to not try to thwart the parties progress into the exploration of the keep.  Balgron complied and said he would command the rest of his tribe to let the party pass uneventfully, especially since they were nice enough to not take the goblins gold.

It is at this point that the adventure was paused.  All party members except Nardinn will have 2 action points at thier disposal.  The party was preparing to set off to explore the double doors and once they sealed the secret door that led to Balgrons chamber, Varsuvious pointed out another outline of a doorway that he has missed.  The rubble and dirt that was packed made it appear as just another section of the rough dirt wall leading into the dig site.  After clearing a small opening and peering in with the torch, Varsuvious says, "Looks like we have yet another set of steps heading down.  These appear to be roughly hewn into the dirt itself and there is such a foul smell about this dark chamber.  I wonder what we should do now?" 


Each Character receives 435 XP.

The loot is as follows:
  • Short Sword x5
  • Leather Armor x6
  • Crossbow x6
  • 73 Crossbow Bolts
  • Spear x3
  • Club
  • 11 Javelins
  • 65 Gold Pieces
  • 51 Silver Pieces
  • +1 Symbol of Battle (Bahamut).  grants +1 to attack and damage rolls.  Deals +1d8 damage on a critical hit when used with divine powers that have the implement keyword.  It also has a power that is used as a free action that when you hit with a power that uses this holy symbol you can deal an extra +1d8 Damage.  It recharges automatically with an extended rest or a milestone.
  • +1 Magic Wand.  Gives user +1 to attacka nd damage rolls when using arcane powers with the implement keyword.

I will be compiling a list of all the parties loot so that we can decide who wants what parts of it and what will eventually be sold if I do not kill you all on the next session.






Tuesday, February 17, 2009

Session 3

Session 3

The party began by stashing their treasure in a hidden alcove on the side of a hill in the forest and then decided to travel along toward the direction of the Dragon Burial Site. Zanne was anxious to find his father and pushed the party along at a quickened pace. The steep-sided crater punctured the wilderness. Near the center of the depression, the party noticed several humanoid figures that were clustered around a collection of bones. Two small dragon like creatures noticed the party approaching and hissed loudly alerting the workers in the crater.

A small gnome yelled out to the party, saying "You cannot fully appreciate what we have uncovered down her from up on the top of the crater rim. Come down and look at what the workers have discovered. I am from Winterhaven." Zanne whispered to the party that this gnome was not a resident of Winterhaven and as they decided to leave, the gnome yelled out to the drakes to attack the pc's. A battle ensued and the party slayed all but a lone halfling slinger that blended into the woods. A search of some burlap cloths turned up Zanne's father, who was beaten, gagged, and weakened due to lack of food or water.

He recounted a story of being taken surprise by this group shortly after discovering the bones of the dragon. He has been here for 3 days as a prisoner while they have continued to dig for some relic. He knows they found the relic because they were talking about packing things up and returning to their master. The party found a small crate that held a neatly packed ancient mirror that they assumed was the artifact. Zanne's father was surprised they didn't kill him and when asked why they were torturing him they said, "We can't kill you, Master Kalarel undoubtedly has a special use for you. " The group headed back to their loot and then returned to Winterhaven with Zanne's father. He wanted to rest up and then head out to square up his debt with that Halfling that got away.

Things were not normal in Winterhaven upon their arrival. The farms outside the citys walls were empty and boarded up, with some of them having fire damage. The gate of the city was shut and once inside, the residents all appeared to be on edge.

The group paid a visit to Valthrun and updated him on all of the happenings. Valthrun reported the mirror appeared to be from the Nerath Wizards who were said to be responsible for setting the seal to the Shadowfell Gate. They all then paid a visit to Lord Padraig. Lord Padraig told the group that while they were gone, the city was attacked by larger creatures who took some residents off into the night after destroying some of the outlying farms. The people are now terrified and they have called the militia and asked for reinforcements from the citizens. Lord Padraig looked solemnly at Valthrun saying, "I should have listened to you old friend. It appears that cursed Keep may indeed be crawling with the influence of the Shadowfell."

We took a brief break here and handed out expo and leveled characters.

The party set out for the Shadowfell Keep after being filled in by Valthrun on the history of the keep and the legend of the Shadowfell Gate. After traveling for some time, he group decided to find a safe area to camp so that they could travel the last portion of the journey to the keep in the morning. Their watch was disturbed twice through the night by the sounds of a cart with some screams in the distance. With no solid clues to the cause they slept uneventfully through the night with no occurrences. They set back out onto the path.

The meandering path led through the forest with occasional scattered flagstone stepping areas. Varsuvious thought he heard some moaning and weeping off in the distance, so the party decided to leave the road and headed off into the forest on the left. They stealthily moved through the forest and found a group of hobgoblins had set up a roadside ambush for travelers on the road. When the battle was looking bad for the hobgoblins, the archer headed back tot he cart and started to systematically slaughter the innocent humans being held in a makeshift wagon cage. Once the archer was killed, Zanne recognized many of the people, including a little girl that the hobgoblin killed. One man, Algire, recounted the story of their capture. Some of them were taken by roadside ambush and other were taken after the raid on Winterhaven. Apparently, these hobgoblins were the large creatures that came to prey on the innocent people in Winterhaven. Algire went on to say that these Hobgoblins were working for the "Bloodreavers". They would capture prisoners and sell them as slaves to the "Bloodreavers".

The party told the prisoners that the way was clear back to Winterhaven and decided to head out to the Shadowfell Keep. This is where we stopped.

Each player receives 125 xp for the last portion of the Adventure. Your totals should be as follows:

Dakani- 1175
Nardinn- 1175
Quinn- 1175
Varsuvious- 1175
Zanne- 1050

Here is the loot from the entire session:

  • 98 Gold
  • 33 Silver
  • Small ancient silver mirror (worth 550 Gold to a collector)
  • +1 Amulet of Health that Zanne received from his father (gives +1 bonus to Fort., Reflex, Will. Also resist poison 5.)
  • ** Dark Leather Armor
  • 4 clubs
  • **Crossbow
  • **20 Bolts
  • **War Pick
  • **Dagger
  • **Sling
  • **20 Bullets
  • Longsword x3
  • **Leather Armor x2
  • **Light Shield x2
  • **Spear
  • Scale armor x2
  • Heavy Shield x2
  • Flail
  • Potion of Healing
  • Longbow
  • Quiver with 30 Arrows
The items with Asterisks in BLUE are being safely kept by Zanne's folks. The rest is new loot that will need dispersed before the next adventure. Post comments on the items you want and any other preparations you need to make before setting out for the keep. I am going to assume you will rest a bit and will start with all your powers and Healing Surges.

Monday, November 24, 2008

Session 2

Session 2

Chapter 2

Valthrun pleaded and begged Lord Padraig to pay his fears the attention they deserved. He told the Lord of Winterhaven that he feared the portal to the ShadowFell was close and that the recent increase in Kobold activity was certainly linked to the Cult of Orcus. Lord Padraig paid Valthrun's story no heed and after addressing the Adventurers, determined that he would help them with their search if they helped Zanne look for his father. For it was Zanne's father, Douven, who went out in search of the Ancient Dragons burial site South East of Town. Lord Padriag gave the party his token that would give them better bargaining power with the local merchants. He also offered the party a reward to be paid if they were able to find the whereabouts of Douven or his fate. Zanne pledged his assistance with the journey and the party was to set off the next morning. First, the party needed to visit Ninaren, the elf they had seen around Winterhaven since their arrival.

Quinn and Nardinn remained in the rooms while the rest of the party went to Ninaren's Room. Ninaren was at first hesitant to speak to the party. Eventually, he revealed that he was glad the party was wary of the Death Cult. He thought the entire town was in league with the Cult. He told the party he came to Winterhaven to live peacefully. He was happy to share information about the Death Cult. He knew they were camped out up around where the Waterfall in the forest was to the South east. He had seen members of the cult rummaging through the forest that he was so familiar with. He urged the PC's to explore the Waterfall but to be careful.

The party made their way back and got a good nights rest and some food. They found the mapmaker in the morning and with Zanne's help acquired a local map to assist them in their quest to explore the Dragon Site and the Waterfall home of the Death Cult. Zanne had clear instructions on how to get to the Waterfall and the group decided they would travel to the Waterfall first as it was along the way to the dragon Burial Site.

Shortly after setting out they were ambushed by another group of kobolds, this time lead by a WyrmPriest who was throwing Acid Energy Balls at them. After dispatching of the Goblins, they found a gold necklace on the WyrmPriest that had a Dragon carved in Obsidian as well as a skull dangling below the dragon that had Rams horns on it. The party quickly identified this as a symbol of Orcus. Quinn took the necklace for safekeeping and the party moved on into the dense forest to search for the Waterfall.

All was going well until the Paladin stepped onto some branches in the forest and snapped them loudly just as the party had noticed a formidable group of Kobolds surrounding the entrance to the Waterfall.The entire group of Kobolds were slaughtered with the exception of a lone Slinger, who escaped and made his way along the side of the waterfall and disappearing behind the curtain of water. It wasn't long before Varsuvious and Quinn began hearing yelling and screaming coming from the area behind the falls. Soon the beating of Drums began and the party decided they would attempt to face the foes that were surely lying in wait to ambush them.

The epic battle began and ended with the death of many Kobolds and a very large Goblin by the name of IronTooth. After a thorough search of the Waterfall Cave Lair, the party found a large wooden chest bound with iron straps, a pouch with a note and a silver key on IronTooths belt.

The Note Read as follows:

IronTooth,

My spy in Winterhaven suggests we keep an eye out for visitors to the area. It probobly does not matter, as in just a few more days I'll completely open the rift. Then, Winterhaven's people will serve as food for all those Lord Orcus sends to do my Bidding. The only thing that is missing is the artifact, and the Dragon points the way to that.

Kalarel


Here is a list of the Loot taken from your slain enemies as well as the chest once you figured out the silver key unlocked it:

  • 432 Gold Pieces
  • 48 Silver Pieces
  • + 1 Chain Mail Armor that provides wearer with +1 AC, +1 bonus to Endurance Checks, and a daily power (as a free action) that allows you to regain hit points as if you had spent a healing surge
  • Spear (12)
  • Short Sword (1)
  • Dragon Scale Shield (11) [Light Shield]
  • Javelin (48)
  • Hide Armor (18)
  • Sling with 20 Bullets
  • 1 StinkPot - When you hit a target with this they get -2 Penalty to attack rolls (Save Ends)
  • 1 GluePot - When you hit a target with this they are immobilized (Save Ends)
  • BattleAxe
  • Chain Shirt

Figure out a creative way to deal with all this stuff. You can't go carrying it all around and Zanne is anxious to find his father without going back to town.

Each person received 610 Experience Points.

Here is the Experience Total so far:

Dakani-735
Nardinn-735
Quinn-735
Varsuvious-735
Zanne-610

Session 1

Introduction

The party consists of 5 characters currently who each hail from the Region of the ShadowFey Vale. This area is home to five small villages that work together for protection from the wild as well as trading. The largest of the villages, called Fallcrest, serves as host for the Spring and Fall Solstice Celebrations. The simple folk of the surrounding villages come together for merriment, competitions and trade. These festivals also served as the meeting place for the party members, who continually crossed paths over the years of their youth.

  1. Quinn- The Human Cleric of The Raven Queen. Committed to stamping out the minions of Orcus and anything that is an abomination or warped by the powers of necromancy.
  2. Varsuvious- The Eladrin Wizard. As a follower of Corellon, he has started out into the world in an effort to seek out prized magical items and forgotten rituals. He knows that the ShadowFey Vale was originally home to his ancestors but some strange power forced the death of countless thousands and he fears history will repeat itself on this home that many races now plant their roots.
  3. Dakani- The Human Paladin of Bahamut. He is honorable and continually promotes the upholding of justice and the protection of the weak.
  4. Nardinn- The Dragonborn fighter who has trained physically and mentally to never fear the chaos of battle. Always rushing into battle, this child of Kord is strong and brave, scorning cowardice.
  5. Zanne- The Human Warlock who just wants to find his father. This resident of Winterhaven offered to join and assist the party with their quest to find the death cult if they help him find his missing father.

It was Quinn and Dakani that started this group onto their path of adventure. They had heard talks amongst the elders of their churches about an evil influence to the west. The group was called to the Raven Queens local sanctuary where they were addressed by a cleric of Pelor by the name of Malandar. Malandar told them that they were looking for proof of the existence of a death cult within the region of Winterhaven. Malandar reports witnesses saw a small group of death cultists traveling toward Winterhaven about a year ago. He has since learned that the head of this dangerous group is a twisted priest by the name of Kalarel. Malandar is afraid that Kalarel has set up a secret cult in the area and may be conducting unholy ceremonies. He asks the PC's to travel to Winterhaven, determine if there is any cult activity in the area, and, if so, stamp it out. He says the Church will pay the group 250 GP for their service but in order to get the gold they much provide proof that the cult has been destroyed and any plans it has were disrupted.


Chapter 1

The party started out in the morning hours heading west toward to Village of Winterhaven along the Kings Road. With about 2 more hours to go in the 20 mile trip, the party was ambushed by a group of Kobolds. With little difficulty the party dispatched the Kobolds, gaining some loot and a clay token that appeared to have a charcoal impression of a head or a skull. Varsuvious quickly recognized the relation of this symbol to something followers of Orcus might keep. The party made the last of their way into Winterhaven.

Winterhaven is a good-sized stone walled village with a dozen or so farms in the surrounding area. It looked like people were hustling and bustling in and out of the village and the PC's learned that one of the larger monthly markets were going to be held tomorrow.

The PC's first order of business was to go somewhere to sell some of the loot they had acquired from the Kobolds. They found a Dwarven Smithy run by Thair Coalstriker. A deal was struck and the PC's were on their way. Much to their surprise, this dwarf came running after them in the square a short time after leaving. Huffing and puffing, he asked them about the Kobold gear they had sold him. He asked some more questions and realized the PC's had been ambushed by the same group of Kobolds that have been getting more and more brazen lately in their attempts to raid caravans of travelers coming to Winterhaven. He reported the Kobolds attacks have increased over the last year. He also talked about Valthrun ranting and raving about the Death Cults here more frequently and directed the PC's to his tower on the other side of the square.

As all good adventurers do, they bypassed the next step of the adventure to spend some time in the Local tavern. After being served by a wench, visited by Lord Padraig, and watched by a mysterious elf, they headed out toward the tower that Valthrun the Prescient made his residence. They spoke to Valthrun about the Kobolds and the death cult activity recently but nothing lit up his face more than seeing the token from the Kobolds that the PC's had found. He instantly grabbed his cloak and staff telling the PC's to follow him immediately to Lord Padriag's stead. As the PC's were getting ready to head into the gate, they noticed the Elf stranger that had been watching them in the Tavern. Varsuvious approached him and asked him some question regarding the Kobolds and the death cult. The elf, named Ninaran, told the young wizard that he did not want to get involved with this trouble with the Kobolds and join the party to speak to Lord Padraig. He did offer to meet the PC's later in the room he rents at the Tavern so as to avoid prying eyes.

Varsuvious rejoined the party just as they were entering the fortified area of the Lord of Winterhaven.

Loot was already dispersed. Those people present receive 125 experience points.

 

In the beginning...

This blog will help organize all of the information for a new 4th Edition Dungeons & Dragons Campaign.