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1. The Adventure Begins…

Posted on April 10, 2013January 20, 2024 by Brianna

The group started in town at the Slumbering Drake Tavern. The Sablewing Council offered them a quest to go up and talk to the monks at the ruins to see if they know anything about the disappearances in the area. The four characters agreed and after getting some information and help from the council they adjourn to the tavern to discuss what kind of potions they want and what to do the next day. While the rest of the group eats, Coravel wanders around looking for pockets to pick. He get some silver pieces and chats with the drunk, Arien before cleaning up and returning to the group. The group finally finishes up and picks up 2 blur potions and one cure light wounds potion to take with them. They stay overnight and leave early in the morning. Aramil gets enough scribe scroll components to make two scrolls. The group travels to the castle, taking their time and living off the land. They make it up to the castle on their 3rd day of travel, about mid day. They were able to store food for a couple of days by preserving it. At mid day of the 3rd day the group arrives at the castle. They find a door and are greeted by someone who appears to be a monk.

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After the the group and the monk size each other up, the monk lets the group in. The party asks about if anyone has more information about the disappearances in the area. The monk says that their leader might know and if they will come over to a tent they can wait while he gets their leader. The party follows the monk and sits in side the tent. While waiting they share information about how they think the monks are and that they feel they aren't really monks. After several rounds, the monk comes back with a couple of others and says the leader will be there shortly. While the party is still in the tent one of the monks cuts a rope on the tent, entrapping the group. Six warriors surround the tent, while a rogue with a bow stands guard and Ikenvar shouts orders. The party eventually frees themselves and overcomes the warriors by the use of a couple of well placed sleep spells. Ikenvar, when he sees the group being overcome, runs off into the castle ruins. The cleric was knocked unconscious and is brought back. The bodies are looted and lots of armor, weapons and gold pieces are found. The group finds the horses and wagons and stores the loot.

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They also investigate the front door and make sure it will stay unlocked in case they need to escape. After an hour rest so the wizard can regain spells the party continues exploring the ruins. The group investigates the fallen tower by the lake. They find a silver symbol and 4 centipedes. They quickly defeat the centipedes then continue exploring. They enter the ruins of the old castle. They find Ikenvar's room, the barracks. They defeat the hornets in the barracks and find goodies in Ikenvar's room. They also find a secret door along with a locked door to the tower. They then investigate the two other rooms on the other side of the hall. One is simply a ruins with a pit. The other contains a clockwork kitten that has a charm spell activated. When the charm spell is activated the members who fail their will save run towards the kitten. Fortunately they all get to attack first and after one round and a bit they take the kitten down. They figure out that the kitten is an artificial beast. The party returns to Ikenvar's room and contemplates the two doors and what they want to do next.

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n ‹ The Strangersn upn 2. A Little Cleanup is Always Useful ›n

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Category: The Strangers

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