Mansday 7th Apryyl, Year XYZ
Just before day-break, the heroes were disturbed by a angry bear. It died quickly enough.
Then they moved on to Danar Hold, where they found a lot of goblins. After several battles in various rooms, they ended up by killing Balgor, the goblin in charge. He had a key on him, for a locked door found elsewhere. In his chambers there was also 690 gp, as well as a magical hide armor.
They also found a goblin in a cage, named Splug. He is (surprisingly) still alive.
15. juli 2008
8. juli 2008
5th session
So the heroes press on, heading north-west, eager to find Danar Hold and see what it is. As they get closer to the area where it is supposed to be, they hear some someones or somethings digging in the stone with picks.
Elar and Muffin scout ahead, and stumble over a clearing in the forest (just where the forest meets the hills) where 4 burly humans are digging in a large hole. A halfling is casually sitting on a rock, surveying them, smoking a pipe.
Elar and Muffin return to the others, and inform them of what they have discovered. It is decided to just march out and see what it is. As they approach, they are spotted by the halfling. He calls them over, saying he has made an amazing discovery, dragon bones. Muffin walks over to the halfling and follows him towards some bones on the ground. However, as they approach the bones, the halfling puts his arm around Muffin, and Muffin is stricken by panic, thinking that the halfling is out to steal his gold (I wonder why Muffin would think that). Either way, Muffin looks away, down on his gold pouch to check if it is there. As he does it, the halfling rewards him with a dagger in the stomach.
Combat is joined, and shortly more combatants arrive, another halfling with a nasty sling and an Ogre with a big cleaver. Also, a fey gnome pops out from behind some boxes in a corner and joins the fray.
The combat is short and bloody, mostly for the others.
Encounter: The Burial Site (874 xp, Gnome Skulk (200 xp), 2*Halfling Slinger (200 xp), Ogre (350 xp), 4*Human Rabble (124 xp)) (0 dead, 0 unconscious)
After the fight, one halfling is still alive, as is the ogre. Brocun decides on his own that the Ogre will be useless for interrogation, and chops off it's head. The halfling is woken up, and asked a few "nice" questions. They learn several interesting things:
They also find a Longsword of Lightning +1, as well as a Fireburst Robe +1
After the little chat with the halfling, they have a vote on killing him or not. 4 against 3 to let him live. As he runs for the forest, Eric blasts him in the back, killing him. This prompts a heated debate, and in the end, it is decided to designate a leader to make these calls, instead of voting. Nadarr is voted as leader of the group, with 3 votes. Muffin and Brocun did not get any votes, Torn voted a blank.
Nadarr's first rule, is that the next person who goes against the group's or leader's wishes will receive no loot for a while.
After the dispute is resolved, they head north-east to find the small river, which should end (start) at the waterfall. As they approach it, they can hear voices speaking Draconic.. More kobolds!
Encounter: Outside The Kobold Lair (875 xp, 6*Kobold Minions (150), Kobold Skirmisher (150 xp), Kobold Dragonshield (175 xp) 2*Kobold Piker (250) Kobold Verminhandler (150 xp)) (0 dead, 0 unconscious)
Towards the end of the fight, one kobold tries to escape as the verminhandler yells "Warn Irontooth", but Nadarr and Torinn manage to stop him right before the waterfall. Another kobold is kept alive to interrogate about the layout of the tunnels and the strength of the kobolds inside. Unfortunately, he gets to yell before they can silence him, warning the inside. The heroes still try to bluff a bit, yelling (through the waterfall!) that they are coming from Asprin, with a message to Irontooth, but it fails, the kobolds are ready for them, and a long and involving battle is engaged...
Encounter: Inside the Kobold Lair (1825 xp, 11*Kobold Minions (275), 4*Kobold Skirmisher (400 xp), 4*Kobold Dragonshield (500 xp), Kobold War Priest (200 xp) Kobold Wurmpriest (150 xp), Irontooth (300 xp)) (0 dead, 0 unconscious)
After the fight, the tunnels are searched, as well as the different rooms. Some money is found (650 gp), as well as a gem worth 200 gp. The exit from the tunnels, leading to the canyon with Danar Hold is also found.
Elar and Muffin scout ahead, and stumble over a clearing in the forest (just where the forest meets the hills) where 4 burly humans are digging in a large hole. A halfling is casually sitting on a rock, surveying them, smoking a pipe.
Elar and Muffin return to the others, and inform them of what they have discovered. It is decided to just march out and see what it is. As they approach, they are spotted by the halfling. He calls them over, saying he has made an amazing discovery, dragon bones. Muffin walks over to the halfling and follows him towards some bones on the ground. However, as they approach the bones, the halfling puts his arm around Muffin, and Muffin is stricken by panic, thinking that the halfling is out to steal his gold (I wonder why Muffin would think that). Either way, Muffin looks away, down on his gold pouch to check if it is there. As he does it, the halfling rewards him with a dagger in the stomach.
Combat is joined, and shortly more combatants arrive, another halfling with a nasty sling and an Ogre with a big cleaver. Also, a fey gnome pops out from behind some boxes in a corner and joins the fray.
The combat is short and bloody, mostly for the others.
Encounter: The Burial Site (874 xp, Gnome Skulk (200 xp), 2*Halfling Slinger (200 xp), Ogre (350 xp), 4*Human Rabble (124 xp)) (0 dead, 0 unconscious)
After the fight, one halfling is still alive, as is the ogre. Brocun decides on his own that the Ogre will be useless for interrogation, and chops off it's head. The halfling is woken up, and asked a few "nice" questions. They learn several interesting things:
- Asprin, the gnome, was the leader of the band.
- He had hired Sigurd (the halfling) and his brother, along with the human workers
- They had been digging here for a week or so, looking for some kind of relic.
- The relic was supposed to go to Danar Hold, to someone up there, who had hired Asprin to do this.
- Danar Hold is located in a canyon with very steep sides, making it very hard to get there, except by the tunnels
- The tunnels are located behind a waterfall a bit to the north east of here (this is also shown on a map they find on the gnome
They also find a Longsword of Lightning +1, as well as a Fireburst Robe +1
After the little chat with the halfling, they have a vote on killing him or not. 4 against 3 to let him live. As he runs for the forest, Eric blasts him in the back, killing him. This prompts a heated debate, and in the end, it is decided to designate a leader to make these calls, instead of voting. Nadarr is voted as leader of the group, with 3 votes. Muffin and Brocun did not get any votes, Torn voted a blank.
Nadarr's first rule, is that the next person who goes against the group's or leader's wishes will receive no loot for a while.
After the dispute is resolved, they head north-east to find the small river, which should end (start) at the waterfall. As they approach it, they can hear voices speaking Draconic.. More kobolds!
Encounter: Outside The Kobold Lair (875 xp, 6*Kobold Minions (150), Kobold Skirmisher (150 xp), Kobold Dragonshield (175 xp) 2*Kobold Piker (250) Kobold Verminhandler (150 xp)) (0 dead, 0 unconscious)
Towards the end of the fight, one kobold tries to escape as the verminhandler yells "Warn Irontooth", but Nadarr and Torinn manage to stop him right before the waterfall. Another kobold is kept alive to interrogate about the layout of the tunnels and the strength of the kobolds inside. Unfortunately, he gets to yell before they can silence him, warning the inside. The heroes still try to bluff a bit, yelling (through the waterfall!) that they are coming from Asprin, with a message to Irontooth, but it fails, the kobolds are ready for them, and a long and involving battle is engaged...
Encounter: Inside the Kobold Lair (1825 xp, 11*Kobold Minions (275), 4*Kobold Skirmisher (400 xp), 4*Kobold Dragonshield (500 xp), Kobold War Priest (200 xp) Kobold Wurmpriest (150 xp), Irontooth (300 xp)) (0 dead, 0 unconscious)
After the fight, the tunnels are searched, as well as the different rooms. Some money is found (650 gp), as well as a gem worth 200 gp. The exit from the tunnels, leading to the canyon with Danar Hold is also found.
1. juli 2008
Information about Drahar
Population: 52.000 (90% human)
Leadership: The Seven (also called the Council)
The city of Drahar is built across the river Elra, on a hilly area. In the middle of the Elra is an island, so Drahar has 4 distincts areas. The west coast (North Ward, Green Ward, South Ward, Temple Ward, Ghalton Ward and Trade Ward), the island (Night Ward, Noble Ward, The Furnace), The river between the island and the east coast (Oak Ward) and the east coast, which is currently where a new part of the city is being built, to accomodate all the new arrivals.
Outer Wall:
Heavily patrolled, at least in the towers. 35' tall. The Outer Wall surrounding the east coast part of town is currently under construction.
Inner Wall:
Surrounds the Noble Ward. Always patrolled. around 20' tall. Gates closes at sundown, and unless you are known to the guards (either as a noble or someone working closely for one), you are not getting in.
North Ward:
A mix of shops and housing.
South Ward:
A mix of shops and housing
Ghalton Ward:
The common man's ward, very few shops.
Green Ward:
There is no housing or businesses in the Green Ward. It is a natural area, with a little wood, some lakes and parks. The only building is the Arena, called the Drome, an ancient building of unknown purposes, that was here when the people arrived through the portal, 25 years ago.
Trade Ward:
This is where all trade with other settlements is done. All warehouses are located here. Trader's Guildhouse (decorated with statues of lions) and House of the Ancients (decorated with statues of dragons) are also located here, large marble buildings that are visible from far away.
Temple Ward:
Every temple to good and neutral gods are here. It's clean, safe, and the streets are flanked by thousands of statues of saints and exarchs.
Noble Ward:
This is where the rich and the powerful live. Patrolled heavily at all times.
Night Ward:
The original poor man's quarter of Drahar, famous by now for Seven Star Point, the place where 7 roads meet. During the day, a marked place. Mr. Jacoby's shop is here, near the Star, right next to the Black Raven Inn (owner Abraxus Hope a tielfling) where you can buy the famous Black Raven Gin.
The Furnace:
This is where the better off of the newcomers were placed. An odd collection of stone and wooden buildings.
Oak Ward:
Oak Ward, or New Ward, is the newest addition to Drahar. When 30.000 of the late arrivals decided to stay, something had to be done. Some were dumped in what is now the Furnace, while the rest were placed on the opposite river bank, and told to start building. That started, but quickly, an enterprising soul named Amaris, figured out that the laws of the city stated that anyone living on the land within city walls were to pay taxes. Quickly, a veritable building frenzy started, and soon the Elra was covered in wood, a floating city, with nothing but 3 and 4 story buildings and tight narrow passages. Oak was used for the most part, hence the name. The Oak Ward is a maze, and very few patrols enter here. Buildings have started to crop up on the other side of the river bank (east coast), but there you have to pay taxes, so only those who can afford it, consider moving.
Leadership: The Seven (also called the Council)
The city of Drahar is built across the river Elra, on a hilly area. In the middle of the Elra is an island, so Drahar has 4 distincts areas. The west coast (North Ward, Green Ward, South Ward, Temple Ward, Ghalton Ward and Trade Ward), the island (Night Ward, Noble Ward, The Furnace), The river between the island and the east coast (Oak Ward) and the east coast, which is currently where a new part of the city is being built, to accomodate all the new arrivals.
Outer Wall:
Heavily patrolled, at least in the towers. 35' tall. The Outer Wall surrounding the east coast part of town is currently under construction.
Inner Wall:
Surrounds the Noble Ward. Always patrolled. around 20' tall. Gates closes at sundown, and unless you are known to the guards (either as a noble or someone working closely for one), you are not getting in.
North Ward:
A mix of shops and housing.
South Ward:
A mix of shops and housing
Ghalton Ward:
The common man's ward, very few shops.
Green Ward:
There is no housing or businesses in the Green Ward. It is a natural area, with a little wood, some lakes and parks. The only building is the Arena, called the Drome, an ancient building of unknown purposes, that was here when the people arrived through the portal, 25 years ago.
Trade Ward:
This is where all trade with other settlements is done. All warehouses are located here. Trader's Guildhouse (decorated with statues of lions) and House of the Ancients (decorated with statues of dragons) are also located here, large marble buildings that are visible from far away.
Temple Ward:
Every temple to good and neutral gods are here. It's clean, safe, and the streets are flanked by thousands of statues of saints and exarchs.
Noble Ward:
This is where the rich and the powerful live. Patrolled heavily at all times.
Night Ward:
The original poor man's quarter of Drahar, famous by now for Seven Star Point, the place where 7 roads meet. During the day, a marked place. Mr. Jacoby's shop is here, near the Star, right next to the Black Raven Inn (owner Abraxus Hope a tielfling) where you can buy the famous Black Raven Gin.
The Furnace:
This is where the better off of the newcomers were placed. An odd collection of stone and wooden buildings.
Oak Ward:
Oak Ward, or New Ward, is the newest addition to Drahar. When 30.000 of the late arrivals decided to stay, something had to be done. Some were dumped in what is now the Furnace, while the rest were placed on the opposite river bank, and told to start building. That started, but quickly, an enterprising soul named Amaris, figured out that the laws of the city stated that anyone living on the land within city walls were to pay taxes. Quickly, a veritable building frenzy started, and soon the Elra was covered in wood, a floating city, with nothing but 3 and 4 story buildings and tight narrow passages. Oak was used for the most part, hence the name. The Oak Ward is a maze, and very few patrols enter here. Buildings have started to crop up on the other side of the river bank (east coast), but there you have to pay taxes, so only those who can afford it, consider moving.
4th session
Lordday 28th Mahrs, Year XYZ
After sleeping at Mac and Irene's, the heroes wake up and head out. They quickly make their way back to Oakhurst, looking for Mr. Jacoby. As they come back to town, however, they find that his small office is closed. A quick inquiry tells them that he seems to have left for Drahar, to handle some business.
Without hesitation, the heroes (+1 draft horse that Muffin borrowed at one of the burned down farms near Willowwood) turn southward again, and head to Drahar. At the gate, they are stopped by some guards, who ask them all sorts of questions of their business there, and inform them of certain rules specific to Drahar, regarding magic, rituals, and residuum.
One inside Drahar, the heroes make their way through the different wards, heading to the Trade Ward, to inquire with the Trade Guild about the whereabouts of Mr. Jacoby. As it turns out, the Trade Guildhouse is closed for the night (it is close to sunset when they arrive), and they they crash in the nearest inn, a place called the Lucky Loon (North Ward)
Sonday 29th Mahrs, Year XYZ
The next morning, they went to the Trader's Guild, and got the adress of Mr. Jacoby's shop. As it turns out, it is located in the Night Ward, near the Seven Point Star. The heroes make it across town, but it is closed. They decide to wait in the inn next door, called the Black Raven Inn. There they taste the famous Black Raven Gin, served by Abraxus Hope, a tiefling of immense girth. They also have a chat with Leria, a young tiefling female, who apparently is a regular customer of the Black Raven Inn, along with her mysterious friend, who keeps to himself and his corner.
At some point, Brocun leaves the table, to go and see if Mr. Jacoby has arrived. He looks very surprised when he sees Brocun coming in his door, but thanks him for finishing the job, and goes out to the backroom to get the money. But he never comes back. Brocun checks it out, and it looks like Jacoby has fled. Brocun goes back to the inn, and tells the others what have happened. They search the shop, and find some papers that look like as if they have been dropped in a quick get-away. One type of paper is very official looking, with a sigil and such. That type of paper has a column of names, a column of prices (around 1-10 gp), and a column with the buyer's name. Each name appears to have a price and a buyer/payer. Occassionally two names are payed for by the same. The other paper looks much more un-official, but has no names in the buyer column. Instead the column of names group them in groups of 2 to 5 people, and the prices are much higher, ranging in the 100-200 gp per person.
The heroes think that Mr. Jacoby is part of a slave-operation, where he sends adventurers on bogus missions and has a deal with a tribe of kobolds to capture said adventurers and re-sell/deliver them at this place mentioned by the kobold - Castle Whiterock.
They decide to look for Mr. Jacoby near all gates, and on the east river bank, where the new wall is built. Alas, no luck.
They then decide to stake out the shop, and see if he maybe returns. While they wait, they want to try to figure out what the dwarven runes on the tablets and the copies that Muffin made says. They acquire some residuum (Muffin buys some of Zeke, but forgets to see his certificate, so Torn heads out and finds a certificated seller. Torn casts his first ritual (wuhu), comprehend languages, and reads the tablets. Meanwhile, Muffin has left, after him and Torn (and a few others) came into an argument over peaking in ritual books without permission.
The tablets with dwarven runes talk about a place called Danar Hold (later renamed Keep of Darkness) where a terrible disaster struck.
The keep was originally built for a definitive purpose, to guard over something, maybe in the keep, maybe nearby. However, one night, the leader of the keep, a dwarven paladin named Jeremiah went nuts and killed off most of the other guards, before he was finally neutralized. So horrible was his crime, that his former allies entombed him alive. Shortly after, the keep was deserted (unknown reasons) and the garrison (or rather what was left) was moved 60 miles to the south-east, to another keep, called Castle Whiterock.
Meanwhile, still pissed at the others, Muffin makes a copy of his drawings, and sells them to the Ancients, a guild of historians and explorers that are very interested in anything about the new world.
When he gets back, Torn uses his comprehend languages on those as well.
In the year 0, the Empire of Iron was founded by the Stonefist Dynasty. As the empire spread out, conquering more land, mighty dwarven cities were built in the mountains all over the world. Eventually, the Empire of Iron collided with another Empire, the Empire of the Sword, a hobgoblin empire pre-dating the dwarven empire by a couple of hundred years.
After many years of war, the hobgoblin capital of Xi'kir finally fell in 1416, to the might of the dwarves. Since there, there has been more than 800 years of relative peace. The Empire of Iron spawns more than 1500 miles from north to south, with the Stonefists ruling over more than 2 million dwarves and 20 millions from other races.
There is also mention of Kolar the Golden, who appears to be the god of the dwarves, but also god of crafting and wealth. The two statues in the dwarven temple were obviously representations of him, and the mountain with a gold coin his symbol.
Much of this debate happen in the Black Raven Inn, and Zeke announces to the heroes that he knows where Castle Whiterock is, and wishes to make a deal. They are not too happy about this, as they neither trust him, nor the Ancients. However, it could be problematic to find said place, without some help. So they strike a deal with Zeke, promissing him to bring back information about Castle Whiterock, and any non-magical items pertaining to the new world that could prove of interest. In exchange, he gets to read the copies that Muffin made, and he draws up a map that shows where Castle Whiterock.
Mansday 30th Mahrs, Year XYZ
So, the next day, the heroes head out into the Silent Forest, to find Castle Whiterock. Or not. As it turns out, it was merely a ruse. They plan on heading to Danar Hold. They gamble on the precision of dwarves to be able to find it, 60 miles north-west of Castle Whiterock, which is why they needed to know the location of Castle Whiterock.
Onsday 2nd Apryyl, Year XYZ
After a couple of days (on the second night, both moons are full) going through the forest, they are ambushed by five orcs. Luckily for them, Elar spots one of the orcs moments before they are attacked, and they get to keep a more advantegous position than else.
Encounter: An Orc Ambush (1 unconscious, 0 dead)
One of the orcs had a magical axe (+1 viscious) and another had a magical leather armor (+1). Brocun laid claim to the axe, while Erik got the leather. At the same time, it was decided to let Muffin (who meanwhile had learned some magic) hold the Staff of Winter.
Torsday 3rd Apryyl, Year XYZ
The heroes arrive near Castle Whiterock, which is built on a plateau on the mountainside, around 200' above ground level, with a large lake below it. They immediately turn north-west, lead by Elar.
Lordday 5th Apryyl, Year XYZ
After a couple of more days of jungle-trecking, the heroes are attacked at night by a horde of 20 kobolds.
Encounter: Lots of Kobolds (1 unconscious, 0 dead)
Sonday 6th Apryyl, Year XYZ
We finished with the heroes have just waking up, after their night of fun with kobolds....
After sleeping at Mac and Irene's, the heroes wake up and head out. They quickly make their way back to Oakhurst, looking for Mr. Jacoby. As they come back to town, however, they find that his small office is closed. A quick inquiry tells them that he seems to have left for Drahar, to handle some business.
Without hesitation, the heroes (+1 draft horse that Muffin borrowed at one of the burned down farms near Willowwood) turn southward again, and head to Drahar. At the gate, they are stopped by some guards, who ask them all sorts of questions of their business there, and inform them of certain rules specific to Drahar, regarding magic, rituals, and residuum.
- All residents of Drahar have and must always carry their Certificate of Citizenship
- If you wish to trade in Drahar, you must own a Certificate of Trade (a different certificate applies to different types of goods - Muffin buys one that enables him to sell animals and one that enables him to sell weapons and armors)
- They are told that damages caused by magic are always fined at double normal rate.
- They are told that rituals that summon non-human creatures are strictly forbidden, as are rituals that rob the target of his or her free will.
- They are told that buying and selling residium with anyone but an official trader is strictly forbidden. Always ask to see his certificate. Such a certificate is not obtained as easily as most other certificates.
One inside Drahar, the heroes make their way through the different wards, heading to the Trade Ward, to inquire with the Trade Guild about the whereabouts of Mr. Jacoby. As it turns out, the Trade Guildhouse is closed for the night (it is close to sunset when they arrive), and they they crash in the nearest inn, a place called the Lucky Loon (North Ward)
Sonday 29th Mahrs, Year XYZ
The next morning, they went to the Trader's Guild, and got the adress of Mr. Jacoby's shop. As it turns out, it is located in the Night Ward, near the Seven Point Star. The heroes make it across town, but it is closed. They decide to wait in the inn next door, called the Black Raven Inn. There they taste the famous Black Raven Gin, served by Abraxus Hope, a tiefling of immense girth. They also have a chat with Leria, a young tiefling female, who apparently is a regular customer of the Black Raven Inn, along with her mysterious friend, who keeps to himself and his corner.
At some point, Brocun leaves the table, to go and see if Mr. Jacoby has arrived. He looks very surprised when he sees Brocun coming in his door, but thanks him for finishing the job, and goes out to the backroom to get the money. But he never comes back. Brocun checks it out, and it looks like Jacoby has fled. Brocun goes back to the inn, and tells the others what have happened. They search the shop, and find some papers that look like as if they have been dropped in a quick get-away. One type of paper is very official looking, with a sigil and such. That type of paper has a column of names, a column of prices (around 1-10 gp), and a column with the buyer's name. Each name appears to have a price and a buyer/payer. Occassionally two names are payed for by the same. The other paper looks much more un-official, but has no names in the buyer column. Instead the column of names group them in groups of 2 to 5 people, and the prices are much higher, ranging in the 100-200 gp per person.
The heroes think that Mr. Jacoby is part of a slave-operation, where he sends adventurers on bogus missions and has a deal with a tribe of kobolds to capture said adventurers and re-sell/deliver them at this place mentioned by the kobold - Castle Whiterock.
They decide to look for Mr. Jacoby near all gates, and on the east river bank, where the new wall is built. Alas, no luck.
They then decide to stake out the shop, and see if he maybe returns. While they wait, they want to try to figure out what the dwarven runes on the tablets and the copies that Muffin made says. They acquire some residuum (Muffin buys some of Zeke, but forgets to see his certificate, so Torn heads out and finds a certificated seller. Torn casts his first ritual (wuhu), comprehend languages, and reads the tablets. Meanwhile, Muffin has left, after him and Torn (and a few others) came into an argument over peaking in ritual books without permission.
The tablets with dwarven runes talk about a place called Danar Hold (later renamed Keep of Darkness) where a terrible disaster struck.
The keep was originally built for a definitive purpose, to guard over something, maybe in the keep, maybe nearby. However, one night, the leader of the keep, a dwarven paladin named Jeremiah went nuts and killed off most of the other guards, before he was finally neutralized. So horrible was his crime, that his former allies entombed him alive. Shortly after, the keep was deserted (unknown reasons) and the garrison (or rather what was left) was moved 60 miles to the south-east, to another keep, called Castle Whiterock.
Meanwhile, still pissed at the others, Muffin makes a copy of his drawings, and sells them to the Ancients, a guild of historians and explorers that are very interested in anything about the new world.
When he gets back, Torn uses his comprehend languages on those as well.
In the year 0, the Empire of Iron was founded by the Stonefist Dynasty. As the empire spread out, conquering more land, mighty dwarven cities were built in the mountains all over the world. Eventually, the Empire of Iron collided with another Empire, the Empire of the Sword, a hobgoblin empire pre-dating the dwarven empire by a couple of hundred years.
After many years of war, the hobgoblin capital of Xi'kir finally fell in 1416, to the might of the dwarves. Since there, there has been more than 800 years of relative peace. The Empire of Iron spawns more than 1500 miles from north to south, with the Stonefists ruling over more than 2 million dwarves and 20 millions from other races.
There is also mention of Kolar the Golden, who appears to be the god of the dwarves, but also god of crafting and wealth. The two statues in the dwarven temple were obviously representations of him, and the mountain with a gold coin his symbol.
Much of this debate happen in the Black Raven Inn, and Zeke announces to the heroes that he knows where Castle Whiterock is, and wishes to make a deal. They are not too happy about this, as they neither trust him, nor the Ancients. However, it could be problematic to find said place, without some help. So they strike a deal with Zeke, promissing him to bring back information about Castle Whiterock, and any non-magical items pertaining to the new world that could prove of interest. In exchange, he gets to read the copies that Muffin made, and he draws up a map that shows where Castle Whiterock.
Mansday 30th Mahrs, Year XYZ
So, the next day, the heroes head out into the Silent Forest, to find Castle Whiterock. Or not. As it turns out, it was merely a ruse. They plan on heading to Danar Hold. They gamble on the precision of dwarves to be able to find it, 60 miles north-west of Castle Whiterock, which is why they needed to know the location of Castle Whiterock.
Onsday 2nd Apryyl, Year XYZ
After a couple of days (on the second night, both moons are full) going through the forest, they are ambushed by five orcs. Luckily for them, Elar spots one of the orcs moments before they are attacked, and they get to keep a more advantegous position than else.
Encounter: An Orc Ambush (1 unconscious, 0 dead)
One of the orcs had a magical axe (+1 viscious) and another had a magical leather armor (+1). Brocun laid claim to the axe, while Erik got the leather. At the same time, it was decided to let Muffin (who meanwhile had learned some magic) hold the Staff of Winter.
Torsday 3rd Apryyl, Year XYZ
The heroes arrive near Castle Whiterock, which is built on a plateau on the mountainside, around 200' above ground level, with a large lake below it. They immediately turn north-west, lead by Elar.
Lordday 5th Apryyl, Year XYZ
After a couple of more days of jungle-trecking, the heroes are attacked at night by a horde of 20 kobolds.
Encounter: Lots of Kobolds (1 unconscious, 0 dead)
Sonday 6th Apryyl, Year XYZ
We finished with the heroes have just waking up, after their night of fun with kobolds....
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