AKA “The Fellowship Reforged”

Adventures in Taggeriell

Session 18 (Date: 25th February 2017)





Players Present:

- Rob (Known as “Balasar”) Dragonborn Male.

- Phil (Known as “Nac”) Half-elf Male.

- Arthur (Known as “Gim”) Dwarf Male. <Not initially present, controlled by Rob - came later in session>

- Bob (Known as “Sir Krondor”) Dwarf Male. <New Player>

- Travis (Known as “Trenchant”) Human Male. <New Player>





Absent Players

- Paul (Known as “Labarett”) Elf Male. <New Player>





NPC

- (Known as “Naillae”) Elf Female. <Controlled by DM>

- (Known as “Valder”) Elf Male. <Controlled by party>





Summary

- Moonday, 14th of Neth in the year 814 (Second Era). Winter.

- The party begin this session, in the late evening, having set up camp last session in the open faced barn, that is behind the remains of the burnt out pile of charred wood that is all that remains of The Weeping Manticore Road House.

- Gim and Naillae take first watch and less than an hour into their watch, Naillae gets a bad feeling, and looks up just in time to see a large number of winged figures swooping down from the night sky to attack; Gim is caught unaware (Failed Perception check)

- The party are under attack by twenty Winged Kobolds, and four of the Winged Dragon Cultists that they have previously seen. Each of the small red Kobolds have numerous black tattoos over their body, showing the symbol of Tiamat. The Cultists wear long back robes with hoods up, covering their armour, and their faces are concealed by black Dragon masks.

- Four of each of the Kobolds drop around and surround the pair of Gim and Naillae who are on watch, and also the surround the sleeping bodies of Nac, Balasar, Gim and Valder. Luckily, Kyrst the Imperial Courier, had taken up a spot in the far corner, behind some gear, and was not seen by the attackers. Nac’s zombie servant, was also ignored by the attackers, thinking the zombie a dead body and not realising it was an undead creature.

- The Kobolds are deadly as a group (Pack Tactics - Advantage on rolls) and in the initial sudden attack, catch Gim with a deep blow from one of their daggers (Critical Hit - Double Damage). Naillae hits her head against her own rapier and gets slightly concussed (Fumble - no Proficiency bonus to her rolls for limited time). The Kobolds strike out at Balasar and their daggers pierce him multiple times and the Monk is critically wounded (Critical Hit - on going bleeding damage) and left unconscious on the floor; near death. Nac and Valder are also hit and wounded by multiple daggers.

- With Balasar bleeding to death, Naillae reeling from her concussion, and the rest of the party already low on health from earlier battles, the party are in dire straights.

- Just then, from the the darkness, come running three figures, appearing form the side of the destroyed Road House.

- The first figure, a human male, dressed in studded leather armour with a dull green cloak flapping behind, his long black hair, billowing around a hansom and rugged face. Held before him in one hand a long, slender rapier points forwards. A lute is strapped to his back.

- The second figure, a Dwarf male, in beautiful splint armour adorned with gold detail and having engravings of anvils on it, a long white tabard with a dark symbol of an anvil worn over the armour and a deep blue cloak trailing behind in the breeze. In the Dwarf’s hands are an impressive shield also showing the anvil symbol and a silver war hammer that glints in the star light.

- The third and last figure, an Elf male, wearing thick grey pants and fur boots, his upper torso and arms bare, except for a dark blue cloak that billows behind him, showing large tribal tattoos extending all the way up his upper torso, neck and onto his face. An elaborate head piece sits atop his head, featuring feathers, beads and elk antlers. A frenzied look is upon him, a blood lust, as he runs forward, holding onto a a simple shield in one hand and a large impressive looking longsword in the other.

- The newly arrived Human stranger lifts one hand and speaks softly. Suddenly nearly half the Winged Kobolds and one of the Dragon Cultists drop their weapons and tremble in Fear.

- With this sudden change in fortune, the embattled party push the advantage. Gim, whilst raising up from his seated position, swings his battle axe and drops all four Kobolds around him dead. Naillae takes the opportunity to quickly retreat and run out of the barn and into cover, as she is still concussed. Nac raises up, using his shield and long sword to attack the Kobolds. Nac also directs his Zombie servant to begin attacking. Valder brings his hands together and unleashes his Burning Hands spell, dropping five of the Kobolds dead instantly.

- The newly arrived Dwarf stranger runs directly at one of the Cultists, screaming, “For Fanur! For our fallen comrades!” the spirited yell encourages all around him and brings Balasar back to consciousness and gives him, Nac and Valder some aid (Rally Cry Ability - 5 Hit Points restored)

- The last of the strangers, the tattooed Elf, runs forward at another Cultist at full speed and slashes a deep wound into him (Feat: Charger + Critical Hit Leg Sweep) and knocks him onto the ground; face first. The Elf has an enraged look about him, froth comes from his mouth.

- The WInged Kobolds that have dropped their daggers take to the air to fly away, and this prompts the rest of the Kobolds to leave as well, as the battle is now too dangerous. As the Kobolds fly off and scatter in different directions, some of the party swipe out at the retreating figures to deal more killing blows, with the newly arrived Dwarf slicing one in two (Critical Hit).

- One of Cultists accidentally swings and hits the other Cultist who is face first on the ground, lodging his scimitar in the straps of the armour of the other cultist; thus losing his weapon. (Fumble Hit)

- The Dragon Cultist that had previously dropped his weapon in Fear, runs away, and as he does so the Dwarf stranger swings his silver war hammer into the Cultist’s back causing a deep wound (Critical Hit). The Cultist heads off into the distance, taking an occasional hit from members of the party as he passes wildly. Balasar sees the fleeing Cultist and chases after him, easily catching up and dropping him with a series of deadly elbow and leg strikes that kills the already injured foe.

- The Human stranger again waves his hand and speaks softly, a second later, one of the Cultist relaxes, his eyes closing, and falls asleep; snoring loudly.

- Gim swings at one of the Cultists and nearly fumbles his attack but manages to avoid any mishap (Fumble attack roll but his Crafted Great Lion Battle Axe succeeds on his avoid Fumble roll).

- The last remaining Cultist continues to fight, showing no fear or hesitation, but he does not survive long under the combined onslaught and might of the party.

- The battle is over. Numerous dead Kobold and Cultist bodies lay about. The bodies are searched by Naillae and in total the only items, apart from their armour and weapons, of note are 90 gold coins in total. Whilst this is happening, the Human stranger wanders around the dead bodies, plunging his rapier into the heart of each, to make sure they are dead, and speaks in loud and beautiful, “Well, you are lucky we came along. Looks like you were in dire peril. No, please do not thank us. It is what we do.” and with that he performs a slight bow.

- Gim looks over at the newly arrived Dwarf stranger and yells, “By Moradin’s beard! It’s Krondor!” and races over to shake his hand and clasp him on the back. The two Dwarves are cousins but have not seen each other for thirty years.

- The party learn that the three newly arrived members are: Trenchant (a human Bard, The Bearer Of Winfley), Sir Krondor (a Dwarf Knight of The Anvil and Royal Envoy Of Fanur) and Labarett (an Elf Barbarian, Of The Elk Totem and Of The Sacred Blood of Tribe Kelhana). The three are all that remain of a party of seven adventures that were tasked by Captain Kelfem of Winterhaven, to clear out a Kobold Lair somewhere in the Haven Hills. They had encountered and dealt with numerous Kobold patrols before finding and engaging the Kobold Lair. They were successfully clearing the Lair, when their fortunes changes, when a large group of Winged Kobolds and Winged Cultists appeared. They held their ground and defeated most, before forcing a remaining small number of Kobolds and Cultists to flee. After burying their four dead comrades, Isabella (Cleric), Seng (Monk), Delina (Witch) and Hodlin (Swashbuckler), they have been tracking this group of flying Kobolds and Cultists for two days; and engaged them when they saw their chance when they attacked the party at the barn.

- Labarett, tells how their group previously dealt with an attempt to kill the King Of Tyriba by placing “face shifters” (Dopplegangers) into positions within the Wardens of Tyriba, the sworn guard of the King. They uncovered that the plot was being directed by a group of Red Wizards of Thay hidden in a secret complex under a temple within the Capital City of Edamor.

- Likewise, Nac brings them up to date with the large groups of Dragon Cultists and Red Wizards of Thay attacking towns and villages and travellers, assisted by a Blue Dragon.

- The two groups decide to join and become one adventuring party, as they will need all the numbers they can field, now that war has come to Tyriba in the form of the Cultist and Red Wizard uprising.

- The snoring sound of the captured Dragon Cultist brings their attention back to their prisoner. An elaborate and clever plan is hatched. Trenchant will cast Disguise Self and make himself appear as another of the cultists that is injured and tied up; as if he was a fellow prisoner; the bard also casting a Zone of Truth spell to ensure the real prisoner speaks the truth. The sleeping body of real prisoner is tied up and then the rest of the party move off to hide at a safe distance whilst the two Dwarves, Gim and Sir Kronder, stay within a short distance, in view, as if guarding the prisoners.

- Trenchant wakes up the sleeping prisoner. At first there is a moment of confusion, as the prisoner starts talking in a language Trenchant has never heard before, but with some quick thinking and a lot of bluffing (Successful Persuasion check) he manages to get the prisoner to talk in common and believe they are both captured. Trenchant asks about the location of this mysterious “hatchery” that the previous Cultists mentioned, and learns it is about half a day travel north east of Anwich and that the leader this Cultist reports to directly is Langdedrosa “The Champion Of Tiamat”.

- The prisoner makes a mysterious remark, as he looks around looking for someone, “Where is that Dragonborn? The traitor! He is one of blood and he throws away his gift. We must tell Langdedrosa, he will be furious that another of the blood will deny his gift.”

- When Trenchant believes he can gain no more information from the prisoner he stands up before the surprised prisoner and runs his rapier through his heart.

- Nac now takes ten minutes to prepare the Ritual Prayer of Healing and heals some of the party’s wounds. Watches are again set up and the party try to get to sleep in the barn.

- The rest of the night goes uneventfully.







- Toilday, 15th of Neth in the year 814 (Second Era). Winter

- The party arise in the morning. The day is cool, cloudy and with light winds. To the south west, on the horizon a large column of black smoke fills the sky. The party surmise that that would be about where the farming fields lay.

- After eating breakfast the party search the burnt out Road House. They do not find any bodies, so perhaps Glenda and Greg the owners of the premises whom the party have dealt with before, managed to flee. Sir Krondor and Gim, with their Dwarven noses, find a cellar trap door. Inside the cellar is stored a lot of mundane items, supplies and of course alcohol. Gim takes five oil flasks. With the help of the party, three large kegs of ale are carried up and out of the cellar and put into the wagon the party have.

- Continuing on, travelling west along the main road in the wagon they took from the dead Cultists, about three quarters of an hour later the party come once again to the small hamlet of Fallmill. It appears the Dragon Cult Army has been through here as well. The few small numbers of buildings here are all burnt to rubble and ash. Numerous dead bodies lay upon the ground, all locals; men, women and children. The party search around quickly to see if there are any survivors and any valuables left but the Cultists have been very thorough in their efforts.

- The party press onwards, and over the next few hours, they see all the farming lands that lay to the south of the main road have indeed been pillaged and burnt. Occasionally a body of a dead farmer can be seen laying amongst the burnt crops.

- At about midday, whilst still travelling west, Nac suddenly says, “I have to go have a break …. quick call of nature.”

- Balasar speaks, “Alright then we’ll find a safe spot up ahead to stop and …”

- But before the Dragonborn Monk can finish his sentence, Nac has jumped over the side of the wagon, “Don’t worry, I’ll just be a few minutes.”

- The wagon stops as Nac runs off towards a small group of trees and disappears for nearly ten minutes. When he returns he is smiling.

- Valder looks at Nac suspiciously, “You were gone a long time, any problems?”

- Nac replies with a smile, “Everything is perfect but we need to hurry to get to Winterhaven.”

- The party continue onwards and for the next couple of hours see no other travellers. They have now arrived at the south junction that goes to Phandalin, where the party travelled to last time. However this time they will continue west, into the large Haven Hills. For the next few hours the party follow the winding road through the undulating terrain of the hilly county side. With only an hour left of daylight they see a stone building about 15’ in width, which lays only about 90’ off to the north side of the road. The party decide to check out the building. Gim, Naillae and Kyrst the Imperial Courier stay at the road with the wagon, whilst the rest of the party move towards the building. Balasar and Sir Krondor take the lead, with Nac following directly behind. Trenchant with his crossbow ready and Valder with a spell ready trail behind to cover. The small square stone building has a single open rounded archway in the front, facing the road. The building appears very old, with part of the ceiling partially collapsed and large cracks in the stone work. A single stone pedestal with a star symbol on it is in the center of the room. On the ceiling are numerous small white stones that look like stars. On one wall it appears a tapestry may have hung there but there is only a few metallic threads left in a barely there display frame. A small pile of burnt wood lays off to the side, in one of the corners; it appears that the place was recently used as a camp site. With no obvious threat, the rest of the party move up from the road, bringing the wagon with them. Now the party search the area more thoroughly. Gim and Sir Krondor both think the stone work on this building is at least a thousand years old. Nac finds some tracks that appear to indicate two people came to this building and set up a camp in the last day or two. Searching around the old camp fire, Gim and Sir Krondor find a small diamond that appears to have been dropped. Balasar appraises the diamond as being worth about 50 gp.

- With less than hour left of daylight, and with still most of a day of travelling left to get to Winterhaven, the party decide to set up camp here at the building. The party place the cart behind the building, out of sight from the road, and place the horse inside the small building to spend the night. Trenchant casts a spell, Leomund’s Tiny Hut, to produce a 10’ wide tent outside the building in front of the archway. The tent can change colour and camouflage itself, it also protects the occupants and will not allow anyone else to enter the tent, but the final amazing benefit is the party inside can see outside through the walls of tent which are transparent from the inside. With this setup, it would be almost impossible for anyone to see the party from the road, the rest of the party are very impressed with Trenchant’s abilities.

- Balasar speaks to Valder, “Hey, that new Bard’s not bad. Why is it the Bard can make people Fear him, put them to Sleep, force the Truth out of people, Disguise himself as anyone else AND make us the best dam camping site we’ve ever had? How come you don’t do any of those things?”

- Valder looks flustered and little angry, “Well … I am an Evocation Specialist. I have mastered the arcane arts in such a way that I have only taken those spells that assist in an offensive position in combat to …”

- Balasar interrupts, “Yes, yes, yes BUT you can’t do any of that other stuff. It’s all fire and explosions with you.”

- Valder seems taken a back, unsure of what to say. Then with a red face he snaps, “I AM A REAL WIZARD!”

- Balasar walks off laughing.

- Watches are set and the party prepare for the coming night, feeling a little safer and a lot more comfortable thanks to Trenchant’s tent. During the night, on the second watch of Trenchant and Valder (with Naillae meditating too), through the transparent wall of the tent the three watchers see a large group of figures matching along the road, heading west to Winterhaven. In the group there are at least two hundred figures, most in assorted armour, some in black and purple robes and some in red robes. Over head can be heard the loud sound of flapping wings. Those on watch wake the rest of the party and Valder sends forth his owl familiar to fly over the marching group. Through the eyes of his owl, Valder sees the group; filled with mercenary troops, Dragon Cultists and Red Wizards of Thay but the most terrifying sight is the green dragon that flies over head of the troops. Around the neck of the dragon is a large metal collar with chains leading to a harness on its back, where a single rider dressed in full purple robes and a black dragon mask sits. Valder recognises the green dragon, Venomfang, from Thundertree. It appears the Dragon Cult were finally successful in getting the dragon to join its ranks.

- After the large group matches past, the party return to sleep, with watches set again. The rest of the night is uneventful.





- Wealday, 16th of Neth in the year 814 (Second Era). Winter

- The party arise to a cloudy, cool day with strong winds.

- After eating and breaking camp the party go back to the main road and once again proceed west towards Winterhaven; Labarett and Naillae move ahead of the wagon, about 200’ feet, to scout ahead and warn of possible dangers.

- Nothing much occurs during the travel. No other travellers are seen and a growing unease envelopes the party, wondering what they’ll find when they get to Winterhaven.

- In the mid afternoon the party pass a wooden sign marker, a 6’ wooden pole with a horse skull tied to the top. Trenchant explains that this is a wayward marker and this is where they left the road to look for Kobolds in the south Haven Hills. From this point onwards, Trenchant, Sir Krondor and Labarett are familiar with the road.

<Arthur comes in at this point and takes over control of his character from Rob>

- Travelling for a few more hours, in the late afternoon, both Labarett and Naillae stop and wave the rest of the party forward; they have seen something.

- Before the party, still a few minutes away, can now be seen Winterhaven, which consists of a walled fort that lies at the top of a large hill, the surrounding lands filled with farm lands and small buildings. The farm lands have been burnt and so too most of the small outside buildings. Numerous bodies lay about, farmers and commoners but amongst them are the bodies of dead cultists, kobolds, mercenaries, and Red Wizards of Thay. Some of the farmers look like they have died with poison and the party surmise that the Green Dragon’s poison breath weapon has done it.

- Valder sends up his owl familiar to survey the land and fort. The Wizard can see that the fort on top of the hill is now defended with a large number of troops, the main gate is closed, and there are about fifty wooden poles positioned near the front gate, each with a body of a dead Cultist on it. The lands all around the Fort appear to have been attacked and inside the Fort itself are about a hundred people packed into groups; probably refugees from the surrounding lands. Valder, through his owl’s eyes, can see there are numerous buildings inside the Fort and one, a tall white tower stands above all the rest.

- The party decide how to approach the Fort and after Trenchant reminds them that they are known to Captain Kelfem as he had tasked them to clear the Kobold threat, they should not have too much of a problem. Gim also speaks up saying he knows Captain Kelfem very well as he trained under him for a year at WInterhaven.

- Trenchant grabs a couple of dead cultists and throws them into the back of wagon, clearly visible, “I’ve got a plan.”

- The party approach the closed gate, the guards on top of the Fort wall watching closely, crossbows at the ready.

- Trenchant calls out confidently, “Hail there! Open the gate! It is I, Trenchant Kincaid, The Bearer Of Winfley, have returned to speak to Captain Kelfem about matters of security that he personally tasked me with. I ran into a little trouble back there,” and with this Trenchant points at the two dead cultists clearly visible hanging from the side of the wagon, “but nothing I couldn’t handle.” Trenchant then confidently smiles and looks at the wooden gate as if surprised that it is still closed.

- One of the guards on top of the Fort Wall recognises Trenchant and without waiting for confirmation (Successful Persuasion Check with Advantage on roll thanks to Nac assisting by booming Trenchant’s voice via a spell) causes the large wooden gate to get raised up, letting the party in. Once inside the gate is closed again.

- Inside the party see numerous refugees, people seated about, some crying and many with a look of despair upon their faces. At Nac’s insistence, the party make their way over to the largest building nearest the gate, a sign proclaiming it to be “Wrafton’s Inn.” They go inside the inn, taking the three large kegs of ale with them from the wagon. Inside the Inn is an attractive and friendly Inn Keep, Salvana Wrafton, who waves at Trenchant when he comes in.

- She and other staff are busily serving the very crowded Inn. The Inn is packed with people, and each is being given a free bowl of gruel and ale. The party go up to speak to Salvana and learn that Lord Padraig, ruler of Winterhaven has ordered the Inn supply food and drink to the refugees for free whilst the crisis is happening, and Lord Padraig will cover all costs of the Inn. Salvana is not sure how she is going to be able to feed everyone.

- Trenchant negotiates to give one of the kegs of ale to Salvana for free, to help with the crisis, if she will pay for the other two kegs. She agrees and takes all three kegs, paying 60 gp for the remaining two.

- Trenchant takes out his lute, “Good people of Winterhaven, do not despair or wallow. Let I, Trenchant, The Bard, sing for you and ease your sorrows!” The Bard then breaks into a song, that tells the up lifting tale of bravery and courage of the events that the party have been through. There are laughs and tears of joy and at the end, the crows erupts into applause. The people, poor and mostly refugees, are still so moved that they gather what little spare coin they have and throw 13 copper pieces and 4 silver pieces at Trechant.

- During the song Nac keep scanning the Inn as if looking for someone.

- Sir Krondor speaks to Trenchant as the Bard gathers the few coins, “Do you not feel guilty about taking coin from ones such as these? They are with almost nothing.”

- Trenchant responds calmly, “No Master Dwarf I do not. It is tradition. I have my part to play and so do they. I perform and for a small moment in time, ease their burden and give hope where none was before. They in turn, feel moved to pay, even if only a copper, to show their thanks and in doing so they feel like they are once again in control of their lives; rather than floating freely in chaos. To not accept the coins would be an insult and would remind them of their situation. It is the way of all Bards.”

- “Strange,” replies Sir Krondor, “We have so few Bards in Fanur that I have never meet one before.”

- Whilst waiting at the bar a female figure in a robe, her face mostly obscured by a hood and long blond hair that falls freely in front of her face, approaches Nac and in a soft voice speaks, “Nac?”

- Nac turns and instantly says to the group, “I have business to attend to.”

- As Nac and the female walk out, Gim shouts with a laugh, “Well just be careful, that sort of business can get you a rash!”

- Nac and the female walk outside and go around to the side of the Inn, in between it and one of the inner Fort walls, to a narrow dark alley way. Once alone and out of sight, the female removes her robe and hood; then grabs the blonde hair and pulls that off too, revealing it to be a wig. She is an Elf, with striking red hair and facial tattoos. She wears an impressive suit of red studded leather and has assorted weapons all over her.

- Nac speaks, “Ninaran?”

- She replies, “Yes, you have something for me?”

- Nac takes out a small leather pouch, tied with purple cord, “And I believe you have something for me?”

- Ninaran takes the pouch from Nac and then hands back over a slightly larger, and much heavier, pouch, “Yes. Now I must go. Things to arrange.”

- Ninaran then places the blonde wig back on and throws the robe and hood back on. She bends slightly forward, the hair covering her face, and once again looks like any other of the common folk in the Fort. She walks away and out of sight. Nac returns to the others in the Inn.

- After a short time, the party then make their way over to the Manor House, in the Inner Court Yard of the Fort. There are four guards on duty at the front and will only allow the Imperial Courier and two others to enter, so Balasar and Nac accompany the Courier. Inside they go to one of the rooms, that appears to be the official mail room, and they are paid the agreed price for the escort job; 150 gold coins.

- Nac and Balasar leave the Courier and the Manor and then the party make their way over to the near by large barracks building that belongs to the Knights Of The White Tower, where Captain Kelfem resides. They proceed inside and Trenchant speaks to Captain Kelfem about the job he commissioned them for.

- When the Captain learns about the additional dangers faced by the party and the lose of four of their party, he offers to pay extra and gives Trenchant 400 gold coins.

- The party tell Captain Kelfem about capturing some Cultists and the information they gained about a “hatchery” somewhere north east of Anwich. The party think someone should scout ahead and find out where and what this hatchery is; they state they are prepared to do so if they can be paid. Captain Kelfem states he will need to bring this information to Lord Padraig and it will be his decision as to what to do.

- As it is now nearly evening, the party make their way back to the Wrafton Inn, where they pay for some simple meals; as only refugees are getting free meals. After their meal, once again Trenchant takes out his lute and starts to sing tales of brave heroes that shall raise up and stop the coming Dragon Army whilst Sir Krondor plays accompaniment with his flute; the pair have obviously done this many times before. Nac meanwhile uses his spells to create enough food and water to help feed all the refugees. News gets around and soon, Balasar and Naillae are helping organise the refugees into orderly lines into the Inn to receive the food and water. With the music and food, a small bit of hope is put back into the refugees. Labarett is in the stables seeing to the welfare of the horse they used, making sure it is feed, watered and groomed.

- Whilst in the Inn the party either engage in conversation with some of the locals or just listen in to the talk about them. They learn:

* The force this morning that attacked Winterhaven was comprised of mercenaries, Kobolds, Dragon Cultists, Red Wizards of Thay and strange large dragon dog like creatures. Captain Kelfem and his Knights rode out to engage the forces and save as many of the farmers and people as they could, giving them time to get inside the Fort. The Wizard Valthrun used spells to attack the Green Dragon but it appeared that the spells did not have the full effect but was enough to turn the Dragon back. When the attacking force realised it could not breach the walls it continued west.

* They also heard some complaining about not getting enough aid or supplies from nearby villages, like Winewold to the west, or Anwich to the north.

* Overheard was talk about a message arriving this morning by bird that tells that Lington was also attacked yesterday by a group of the Dragon Army lead by a Blue Dragon.

* And finally Trenchant talks to a newly arrived traveller and they tell the Bard about a plot to kill the King of Tyriba by infiltrating the Wardens of Tyriba but it was foiled by a group of brave adventurers. Trenchant informs the traveller that it was indeed he and his brave group that saved the King. The traveller and those around that heard the tale of Trenchant are impressed.

- After Gim shows the locals what a “depth charge” is (brandy shot within a jug of ale), the party retire for the night. As there are no rooms left in the inn the party use Trenchant’s spell to make the magic tent appear near the stables and they sleep the night, safe in the Fort. The rest of the night is uneventful.





- Oathday, 17th of Neth in the year 814 (Second Era). Winter

- The party arise to find a cloudy day with rains on and off. It is a very cold day, Labarett has to wrap his cloak tightly around his bare torso.

- After eating a simple breakfast from their provisions, they break camp and head over to the tall white tower that is the wizard tower of Valthrun The Enchanter. At the door are two large stone golems. The party are advised that any person who wishes to enter must leave their weapons, staffs and wands with the golems. Nac, Valder, Trenchant and Sir Krondor remove the requested items and enter the tower.

- Inside the ground floor of the tower is an assortment of display cases, counters and shelves. Various magic items are arranged everywhere but the things that captures the attention of the four inside the tower is that the stone walls are slightly transparent allowing the sun to enter the ground floor without windows and gives the people inside a view of the outside. From a stairway comes an elderly male human with long white hair and carrying a staff. He descends the stairs and approaches the party, introducing himself as Valthrun The Enchanter.

- The four members of the party talk to Valthrun about the attack this yesterday on Winterhaven and in particular about the Green Dragon. Valthrun’s tells them that the spells he cast at the Dragon, worked at first, but then seemed to be less effective; as if something was protecting the dragon. After some discussion they all speculate that perhaps the Dragon Rider or the metal collar around the dragon’s neck may be the cause. They ask Valthrun if he has any knowledge about something called a “hatchery” in relation to dragons. The Wizard has not but goes and checks an old book he has on the subject of dragons. He can find no mention of a hatchery.

- Valthrun speaks, “No no. No hatchery. Dragons live a long time you see and normally only lay a single egg once every four to eight centuries, depending on the colour and age of the dragon. You wouldn’t get enough dragons together to make a hatchery of eggs.”

- They then check his magical wares and Trenchant buys some Elemental Rune Stones.

- Trenchant then asks the Wizard if he has any jobs or tasks that need doing and the wizard replies that yes indeed he needs someone to go to Anwich and retrieve some items that he needs from Felyur the Gnome Alchemist and to bring the items back here.

- Nac speaks up, “Handy. I need to go to Anwich anyway. How much for the job?”

- Valthrun replies, “Oh …. I think forty gold pieces should do, don’t you.”

- Nac begins angrily, “Forty gold pieces …”

- But Trenchant finishes for him and immediately twists the words of the Wizard, “… a person? Yes, thank you, we agree.” and then immediately starts shaking the Wizards hand vigorously up and down.

- “What now?” Valthrun replies confused.

- “Yes, forty gold pieces a person, that’s seven people here so that’s 280 gold pieces in total,” states Trenchant with so much confidence and persuasion that Valthrun can not possibly correct him without causing himself great embarrassment. (Successful Persuasion check)

- The four members of the party quickly leave after Valthrun gives them a parchment with many alchemy related items that he needs from Felyur, in case the Wizard changes his mind over the deal.

- Once they gather their weapons and items back from the Stone Golems they make their way over to the Knights Barracks, where they are meet outside by Captain Kelfem. A pair of Knights are practice duelling outside in the courtyard.

- Captain Kelfem tells the party that Lord Padraig has agreed to commission, the payment being 400 gold coins, a scouting party to go to Anwich to find the location of this “hatchery” and then to report it back to the Lord to make a decision as to what to do. The party try to get Captain Kelfem to raise the amount to be paid for the job but he can not budge as the money is all the Lord will pay, the Captain has no say in the matter. The party agree to the job on the understanding that they just need to find the hatchery and are not expected to do anything about it. Captain Kelfem says he can help the party though by lending them riding horses from the military stables.

- Balasar goes over to the two Knights duelling and asks he can try. One of the Knights agrees to a practice duel and as Balasar has no armour, the Knight uses a wooden training sword. The two face off, the Knight pulls his blows back not wishing to use his full force but still inflicts several good hits on Balasar. The Dragonborn Monk is using all his skills, his hands and feet, punching, kicking and evading (Balasar used a Luck point to force re-roll a Critical Hit on him); mustering all his inner reserves of chi. The two exchange blow for blow, both showing their skill, but at the last, Balasar performs a reverse high kick that hits the Knight in the back of the head and sends him flying face first into the ground (Critical Hit - Triple Damage).

- Balasar helps the Knight get up, and the downed Knight gives his thanks for such a wonderful display of martial prowess.

- The party make their way over to the a large building with a sign on it “Bairwin’s Grand Shoppe” though from the state and size of the shop it does not appear that grand. Inside the shop they are greeted by the owner, an elderly man by the name of Bairwin Wildarson.

- Gim sells some excess torches he has been carrying whilst Trenchant and Sir Krondor buy some more provisions.

- After exiting the shop the party take the time to split up the coin they have gained so far, keeping the separate jobs from before the two groups joined as separate payments. All the party each receive 22 gold coins and Sir Krondor, Trenchant and Labarett also each receive another 133 gold coins (from their previous job from Captain Kelfem to clear out the Kobold threat). From now on, all the coin received will be split evenly.

- As it is still early morning, the party decide that it is a good time to leave Winterhaven and head off on the two day journey to Anwich. They go over to the Military Stables to obtain the seven borrowed horses promised by Captain Kelfem for the scouting job.

- They leave Winterhaven via the north Hav-wich Road, that leads to only one place, the lumber village of Anwich. The road will take them through the large and ancient Changrove Forest. Anwich is situated on the outer edge of the far side of the forest, at the base of the vast Badush Mountains that makes up the Dwarven Kingdom of Fanur.

- They follow the winding road through the Haven Hills, going in a north east direction, until shortly after midday they come across an impressive sight. Two 300’ high stone statues, standing side by side, of two robed figures, hoods covering their heads. Each holds a staff in their outer hand, the staff resting upon the ground. Each of their inside hands are held outstretched, extending towards each other, touching. The road passes between and under their outstretched hands. The party press on and make their way through and under the statues. Gim says the stone work appears very old, at least a thousand years. Valder remembers something about two Wizards that fought in the Dragon Wars and achieved some remarkable feat, but he can not remember exactly who they were or what they did. Ancient arcane symbols are on the base of the statue but most are so worn away as to be impossible to read now.

- Pressing on, the journey made easier with the riding horses, the party are in good spirits; even with the rains coming and going through out the day. They continue following the road, which is now heading north, and has left the Haven Hills behind to enter the Changrove Forest and keep moving at a good pace until darkness sets in with the sun setting. There aren’t really any places to set up camp, as the trees are mostly close to the road, however, they do manage to find a little spot where there is just enough room to allow Trenchant to cast and erect his enchanted tent so that it is off the road by a few feet.

- The party set about preparing for camp and the coming night. Watches are set and the party settle in for the night.

- During the second watch, with Gim and Balasar on watch, with Naillae doing her usual Elven mediation, over the sound of the rain comes the sound of a galloping horse; approaching at speed from the north. Balasar has only a few seconds to react and quickly makes his way out of the tent and stands in the middle of the road with his mace shinning.

- The rider sees him and slows down to avoid a collision. The rider, a young man, wearing loose fitting robes yells, “Out of my way fool! I am on urgent business.”

- Balasar does not move aside, “What is it? Perhaps we can help.”

- The man looks frantic, “Anwich is under attack by an army, lead by a Blue Dragon. I must secure martial aid from Winterhaven before all hope is lost.”

- Balasar starts to move aside, “Is it the Dragon Cult Army? How many?”

- The rider replies, “Yes. Close to thousand strong. Good luck to you in these times.” and with that he starts to ride off at a gallop going south towards Winterhaven.

- Balasar calls out, “You too.”

- Balasar goes back inside the tent and informs all the others, which are now awake thanks to Gim and Naillae, about what has just happened. The party decide to break camp now and push themselves through the night to get to Anwich, to see what is happening. They quickly stow away their gear and ready their riding horses. They set off in the night, heading north along the road.

- Less than an hour later, as they round one of the many bends in the road, they see about 50’ away there are a dozen Worgs being ridden by Kobolds that are coming directly at them at great speed.

- The Kobolds get the upper hand and rush to engage the party. Balasar and Gim move their horses forward to form a front rank with Sir Krondor and Labarett. The kobolds are swinging and lunging with daggers but the real threat is the strong jaws of the Worgs that snap out at the party on their horses.

- The battle is fierce with many examples of mistakes done through the hectic conflict and also shows of great skill and daring; the Kobolds were being killed quickly but the Worgs needed no rider to continue the attack. The rear ranks of the party: Nac, Valder and Trechant gave support with bolt and spell. Naillae got off her horse and climbed up into the trees to get a high vantage point to throw daggers down. During the battle, Gim swings his battle axe in a deadly arc, cutting a Kobold in two (Critical Hit - Double Damage). Balasar nearly loses a leg from a Worg bite but somehow manages to survive (Critical Hit on Rob that was forced re-rolled by Travis using his Inspiration which then resulted in a Fumble by the Worg). Some of the Kobolds were put to sleep by a spell by Trenchant. One of the Worgs gets the side of his head struck hard and the creature finds it hard to attack (Fumble - Reduced attack rolls) and another Worg gets a injury to his foot reducing his ability to avoid blows (Fumble - Reduced AC). Sir Krondor gets off his horses to get better swings at the Worgs and Labarett gets pulled off to the ground, as one of the Worg’s jaws clamp around his leg and pull him off his horse. Balasar nearly comes unstuck in a poor swing with his mace but manages to avoid any ill or harm (Fumble roll but used a Luck point to get a re-roll). Sir Krondor takes a heavy blow as one of the Worgs bites him, but the Dwarf manages to stay up on his feet (Critical Hit on Bob but he made his Strength Save throw).

- In a desperate move, Valder casts a Fireball spell at the front rank of the party, shaping it around his allies, and engulfing the Worgs and Kobolds with fire. It kills most and leaves only a few very badly burnt foes.

- Valder yells out triumphantly, “See! I AM A REAL WIZARD!”

- One by one, the party dealt with the remaining foes until all were killed.





<And as the party catch their breath after that battle, just before midnight, deep within the Changrove Forest, on their way to Anwich, that is the end of the session.>





XP Allocation

Group - Combined (This is equally divided by the number of players who were involved)

Quests (Only quests that are completed or rendered undoable, during this session, are shown here)

- Avenge Your Fallen Comrades = 300 XP (Krondor, Trenchant, Labarett ONLY)

- Helpers Of the Winterhaven Refugees = 200 XP

- The Second Dark Exchange = 100 XP (Nac ONLY)





Creatures Overcome

- Winged Kobolds = 1000 XP

- Cultists (Dragonwing) = 1800 XP

- (Non Lethal Duel) Knight Of The White Tower = 200 XP (Balasar ONLY)

- Kobolds = 300 XP

- Worgs = 600 XP





Individual (This is only given to that person and is not divided amongst all players)

Special Bonus (Outstanding Role Playing)

Nil





XP Levels and Player Allocations

Player : Start + Received = Total (Notes)

Phil : 15361 + 587 = 15948

Rob : 16322 + 721 = 17043

Arthur : 11658 + 453 = 12111

Bob : 6500 + 587 = 7087

Travis : 6500 + 587 = 7087

Paul : 6500 + 293 = 6793

NPC (Valder) : ??? + 243 = ???

NPC (Naillae) : ??? + 243 = ???