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Setting:  Forgotten Realms world  Western Heartlands region Sunset Vale area  8/6/1372
Adventure Background:
Twenty years ago a noble band of adventurers roamed the Western Heartlands doing the things adventurers do. Eventually, age caught up with them and they retired, going their separate ways and, for the most part, losing touch with each other. Allons DeGuerre, the cleric of the group, has always regretted that but, like most folk, has been too caught up in his day-to-day affairs to do anything about it. In his case, the affairs have dealt mainly with the construction of a sturdy redoubt in the foothills outside Hluthvar, about eighty miles south of Corm Orp. In honor of the dedication of this monument to the glory of Ilmater, Allons has quested his son Morgan to locate the surviving members of the Five and invite them to the ceremony and the celebration of his 50th birthday, both of which will occur six weeks hence.

The PC's are living in the small hamlet of Corm Orp, gaining gold and experience fighting off Zhent incursions from Darkhold. The Hungry Halfling is the only place to spend it, however, and the group is bored silly. Out of the night comes an offer: accompany the son of Allons as he seeks to find the former members of the "Fiddlin' Five".

This adventure is designed for beginners - both players and DM's, and is designed to expose them to many types of

  • Terrain:
    • Open road
    • Dungeon
    • City
    • River
    • Woods
    • Mountains
  • Races:
    • Humans
    • Halflings
    • Dwarves
    • Elves
    • Gnomes
  • Monsters:
    • Human
    • Wildlife
    • Undead
    • Summoned creatures
    • Flying creatures
    • Orc-kin
    • Constructs

Adventure Summary:
This adventure will take the heroes from the sleepy burg of Corm Orp to the Edge, the mining camp outside Hill's Edge. From there they will visit the sprawling (to them, anyway) city of Hill's Edge, the Reaching Woods, the Sunset Mountains, and various stops in between.

Prologue: Corm Orp:
The group is one of three currently working the evening shift (as opposed to the day and the "graveyard" shift) for the local militia. There are three squads; one assigned to the northern Dusk Road checkpoint ("Alfie"), another given the south station ("Betty") and a third, comprised entirely of halflings, which patrols between the two in a circular pattern, visiting the two checkpoints every hour. This third squad, designated as "Charlie", is also derisively known as "Chuck 'n' Duck", for their propensity to fight from a distance with their slings.

Late one warm, spring evening, your group is dutifully guarding the south checkpoint ("Betty"), impatiently awaiting your relief two hours away. It's been a couple of weeks since your last action, and the usual talk of where you'd rather be and what you'd rather be doing has grown stale. As the group lapses into a weary silence, a shout is heard in the distance. You look up to see a human, clothed in the garb normally associated with a priest, running down the road toward you. Close behind, whooping and hollering, are a half-dozen small, humanoid creatures.

The creatures are goblins, right out of the Monster Manual, and will flee at the first sight of armed resistance, or when the stranger reaches the adventurers. The cleric is 100 feet from the checkpoint, the goblins 25 feet behind him, and closing at a rate of 10 feet per round. The DM should award the party for aggressively attempting to help the cleric. Should any of the goblins be killed, they will have no belongings of any worth.

The goblins have no intention of battling a party equal to its own, which you realize just as you pull even with the stranger. At that point you notice the arrow sticking out of his shoulder and the bloodstains on his cloak.
"Help me" he moans, and slumps to the ground, attempting to reach the arrow.

If the characters help the stranger remove the arrow, he casts Cure Light Wounds upon himself and slowly, after several laboring breaths, comes around to normal again. Around this time the Charlie squad arrives, announcing their approach as they usually do, slinging stones at your barricade in an effort to make everyone jump Should the party escort Morgan to the Hungry Halfling, he buys a round for everyone. At this point he eyes the adventurers critically and begin to tell his tale:

"Good folk, you seem as capable as you are kind. My name is Morgan DeGuerre, faithful follower of our savior Ilmater (blesshisholyname). As you can see, I am in need of some able-bodied help. Perhaps I could interest you in joining my worthy cause?"

From here Morgan spins the tale of his father, Allons, and his well-known (20 years ago) band of adventurers, the Fiddlin' Five. "I cannot pay you the wages to which you might be accustomed, but I have a hundred gold that I would be willing to contribute toward a communal fund, and I'm modestly skilled in the healing arts. Of course, you may also keep anything we might gain along the way."
When asked, Morgan tells of being ambushed just down the road by a "huge" party of goblins. Despite his "heroic efforts", he was forced to flee after one of the villains shot him from behind.
Any PC with Sense Motive skill may tell (DC 10) from Morgan's blush that he simply ran like a rabbit at the first sign of trouble.
Regardless, should the party agree to accompany Morgan, they may resign their "commission" in the Corm Orp militia the following morning, gather any supplies they may own/purchase (which won't be much), and set off.
Morgan has a copy of the map of Sunset Vale, which he will share with the players.
Let's See What Ya Got
A lovely spring day accompanies your departure from Corm Orp, and any regrets at having left friends and relatives behind is soon replaced with a sense of anticipation of adventures to come.
This lasts about two hours, and then your feet begin to remind you that it's a couple of days' travel to your first stop. As your attention begins to wane, you round a bend in the road in the middle of the road between flanking stands of evergreen trees. From behind the largest one steps two men, while a third enters the road facing you from the other side. They line up abreast, about twenty feet apart, blocking the road. You all hear Morgan immediately say a quick chant under his breath. The leader smirks and says:
"Well met, travelers, and welcome to our lovely stretch of woods. My name is Harrimat, and my friends and I are the duly appointed tax collectors of this district. Our toll for passage today is a mere 10 gold - a bargain, don't you agree?"

Morgan says, in a whisper that only you can hear: "They are evil".

There are a total of five bandits, including one well-hidden archer on each side of the road. If the party pays the "toll", they are allowed to go on their way (but what fun is that?). Distance from each bandit in the road to the party leader is 50 feet. The archers have 50% cover (+4 AC, +2 Reflex save) once spotted (DC 20) and are 50 feet from the PC's in the back row. If the party attempts to parley at all, Morgan receives and forwards more information each round from his detect evil, as described in the PHB:
2nd round: "There are five of them".
3rd round: "There is one hidden on each side of the road".
Once battle commences, Morgan attempts to cast bless on the party, then try to heal anyone injured. He fights only in self-defense.

Bandits, male human War2 (5): CR 2; Medium Humanoid (6 ft. tall); HD 2d8+4; hp 16,13,13,11,11; Init +2 (Dex); Spd 20 ft. (scale mail), base 30 ft.; AC 17 (+2 Dex, +4 armor, +1 shield); Atk +4 melee (1d8+2/crit 19-20, long sword) or +4 ranged (1d8/crit 19-20, light crossbow); AL NE; SV Fort +5, Ref +2, Will +1;
Str 15, Dex 14, Con 14, Int 10, Wis 10, Cha 9.
Skills: Climb +4, Handle Animal +1, Intimidate +2, Jump +4, Ride +4, Hide +3. Feats: Dodge.

Possessions: Scale mail, small wooden shield, longsword, light crossbow with six bolts. The leader has a pouch containing two gems: a transparent pale blue quartz (10gp) and an orange Carnelian (50gp).

The bandits attempt to escape should three of their number fall, but not until at least three rounds of combat have taken place.


NPC's

Shazbot the Perverse "Head bad guy" - male human Wiz10: CR 10; Size M (5 ft., 2 in. tall); HD 10d4+10; hp 38; Init +3 (+3 Dex); Spd 30 ft.; AC 13 (+3 Dex); Attack +4 melee, or +8 ranged; SV Fort +4, Ref +6, Will +8; AL NE; Str 8, Dex 16, Con 13, Int 16, Wis 13, Cha 9.

Skills and feats: Appraise +6, Balance +8.5, Craft +16, Disguise +1, Escape artist +8.5, Hide +3, Innuendo +2.5, Knowledge (arcana) +16, Listen +1, Move silently +3, Open lock +6, Sense motive +4, Spot +1; Brew potion, Craft magic arms and armor, Craft wand, Endurance, Heighten spell, Maximize spell, [Scribe scroll], Spell focus (evocation).

Possessions: +1 Dagger; Rod of Viper, camouflaged Carpet of Flying (sky blue on bottom, green/brown on top); 11pp, 2gp

Wizard Spells Memorized (4/5/5/4/3/2):
0th -- Prestidigitation, Ray of Frost, Read Magic, Resistance.
1st -- Burning Hands, Chill Touch, Mage Armor, Magic Missile, Sleep.
2nd -- Blindness/Deafness, Invisibility, Melf's Acid Arrow (3).
3rd -- Fireball, Hold Person, Lightning Bolt (2).
4th - Ice Storm (2), Improved Invisibility.
5th -- Cone of Cold, Teleport.

Nickar - male half-elf Wiz11: Size M (5 ft., 5 in. tall); HD 11d4+22; hp 53; Init +2 (+2 Dex); Spd 30 ft.;
AC 15 (+2 Dex, +2 Amulet); Attack +5 melee, or +7 ranged;
SV Fort +5, Ref +7, Will +8; AL LN; Str 11 (0), Dex 15 (2), Con 14 (2), Int 18 (4), Wis 13 (1), Cha 10 (0).

Skills and feats: Balance +3, Climb +1.5, Concentration +11, Knowledge (arcana) +18, Knowledge (nature) +17, Knowledge (religion) +16, Listen +2, Move silently +5, Search +5, Sense motive +2, Spellcraft +14, Spot +2; Combat casting, Craft magic arms, Craft wondrous item, Lightning reflexes, Silent spell, Spell penetration.

Possessions: +1 Dagger; +1 Club; Potion of Cure Light Wounds; Scroll [arcane, caster level 7; Lighting Bolt; Fireball; Ice Storm]; Brooch of Shielding; Amulet of Natural Armor +2; Rod of Immovable; 19pp, 18gp.

Wizard Spells Known (4/5/5/5/4/2/1):
0th -- Arcane Mark, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Mending, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance.
1st -- Charm Person, Identify, Magic Missile 2, Shield, Shocking Grasp.
2nd -- Blur, Protection from Arrows, Glitterdust, Mirror Image, Tasha's Hideous Laughter, Web.
3rd -- Dispel Magic, Fly, Haste, Hold Person, Lightning Bolt 2, Fireball 2
4th -- Arcane Eye, Charm Monster, Wall of Fire.
5th -- Cone of Cold, Teleport.
6th - Chain Lightning.

Sho Ironstones- male dwarf (hill) Ftr6, Knight of the Mug5: CR 11; Size M (4 ft., 2 in. tall); HD 11d10+33; hp 100; Init +0; Spd 20 ft.; AC 10; Attack +14/+9/+4 melee, or +11/+6/+1 ranged; SV Fort +10, Ref +3, Will +4; AL NG; Str 17 (+3), Dex 11 (+0), Con 17 (+3), Int 12 (+1), Wis 12 (+1), Cha 11 (+0).

Skills and feats: Appraise +3, Craft +3, Diplomacy +4, Disguise +1, Gather information +5.5, Hide +0, Jump +2, Listen +8, Move silently +0, Search +5.5, Spot +3; Knowledge (Ale) +6; Carousing +4; Innuendo +4;
Alertness, Cleave, Exotic weapon proficiency (waraxe, dwarven), Improved critical (longbow, composite), Power attack, Toughness, Run, Two-weapon fighting, Weapon focus (mace, heavy), Weapon specialization (mace, heavy).

Possessions: 21,000 gp in gear.

The Order of the Holy Mug. Servants and witnesses of the great dwarven serving wench. Without her there would be no merriment or peace among the dwarves for it is she who brought them the most holy of creations. Beer. Knights of the holy Mug value Love and Peace above all else but if the need arises then cracking the skulls of evildoers is all good clean fun as far as they are concerned. Their knightly code is as follows.
Code of the Knight:
· Do not pass up a free drink.
· Buy some one a drink when you can.
· Spread the gospel of love and peace.
· Get rip roaring drunk at least once a month.
· The mug is mightier than the axe.
· Never waste good ale.
· Do not suffer an evildoer to live, especially if he disrupts the festivities.
Typically a Knight will travel from town to town (often in a drunken stupor) spreading the gospel of the divine serving wench. When confronted with evil though they meet it with boisterous laughter and shining bravado, ready to take on all comers in the name of love and peace.
Level BAB Reflex Fortitude Will Special
1 +1 +0 +2 +1 Drunken Rage 1/day
2 +2 +1 +2 +1 Alcoholic Breath 1/day
3 +3 +1 +3 +1 Drunken Rage 2/day
4 +4 +2 +3 +2 Good Ale 1/day
5 +5 +2 +3 +2 Drunken Savant 1/day
Drunken Rage(Ex): This ability functions exactly as the Barbarian's Rage ability. If a character already has the rage ability this ability adds 1 to the number of times it may be used per day.
Alcoholic Breath(Su): This ability allows a Knight to breath forth a jet of fiery alcohol. This ability is mimics the spell Burning Hands and is treated as if it is cast by a sorcerer of the same level as the dwarf.
Good Ale(Su): This ability allows a dwarf to automatically save versus any non-magical poison. This is due to the fact that the Knights build up an almost magical tolerance to alcohol and other poisons.
Drunken Savant(Ex): This ability allows a Knight that is in a drunken stupor to suddenly come up with an epiphany-like insight into a given subject granting a +20 bonus to any one knowledge skill. After the Knight's intoxication wears off though this insight is lost.

Sly - male human Rog10: CR 10; Size M (5'7"); HD 10d6; hp 37; Init +3 (+3 Dex); Spd 30 ft.;
AC 13 (+3 Dex); Attack +8/+3 melee, or +10/+5 ranged; SV Fort +3, Ref +10, Will +4; AL CG;
Str 13, Dex 16, Con 11, Int 13, Wis 13, Cha 5.

Skills and feats: Bluff +7, Diplomacy +7, Disable device +14, Hide +14, Intimidate +10, Jump +11, Knowledge (religion) +4, Listen +14, Move silently +16, Search +13, Sense motive +13, Spot +1, Wilderness lore +5; Dodge, Endurance, Leadership, Power attack, Weapon focus (sap).

Possessions: 16,000 gp in gear.

Coliss, male human Rgr10: CR 10; Size M (6'2"); HD 10d10+10; hp 63; Init +8 (+4 Dex, +4 Impr init); Spd 30 ft.; AC 14 (+4 Dex); Attack +13/+8 melee, or +14/+9 ranged;
SV Fort +8, Ref +7, Will +6; AL NG; Str 16 (3), Dex 18 (4), Con 12 (1), Int 12 (1), Wis 17 (3), Cha 14 (2).

Skills and feats: Animal empathy +14, Concentration +3, Heal +9, Hide +4, Jump +14, Knowledge (nature) +12, Listen +15, Move silently +14, Profession +6, Spot +15, Use rope +7;
Alertness, Improved initiative, Run, Toughness, [Track], Weapon focus (mace, heavy).

Possessions: 16,000 gp in gear.
Ranger Spells Per Day: 2/2.


Nymphia, female half-elf Assassin1/Rog4/Sor5: CR 10; Size M (5'7");
HD d6+3 + 4d8+12 + 5d6+15; hp 60; Init +4 (+4 Dex); Spd 30 ft.; AC 16 (+4 Dex, Leather +2);
Attack +9 (1d6+4, 19x2, short sword +3) melee or +9 (1d6+2, 20x3, composite shortbow +2) ranged;
SV Fort +5, Ref +9, Will +5; AL LE;
Str 13, Dex 18, Con 16, Int 13, Wis 10, Cha 15.
Skills and feats: Alchemy +6, Bluff +7, Disable Device +6, Disguise +12, Gather Information +5, Hide +14,
Listen +5, Move Silently +14, Scry +6, Spellcraft +6, Spot +5, Tumble +9, Use Magic Device +7;
Death Attack, Combat Reflexes, Dodge, Expertise, Weapon Finesse (Short Sword).

Sorcerer Spells Known (6/4/2)
0th - Dancing Lights, Daze, Flare, Ghost Sound, Read Magic, Resistance
1st - Change Self, Expeditious Retreat, Sleep, Spider Climb
2nd - Invisibility, Web

Possessions: Leather +2, Potion of Cure Serious Wounds, Potion of Sneaking, Ring of Climbing, Ring of Feather Falling, composite shortbow +2, short sword +3, 65gp, Queen of Spades calling cards

Morgan, male human Clr5: CR 5; Size M (5 ft., 10 in. tall); HD 5d8; hp 22; Init +1 (+1 Dex); Spd 30 ft.;
AC 17 (+1 Dex, scale mail +2); Attack +3 (+3 Base) melee, or +4 (+3 Base, +1 Dex) ranged;
SV Fort +4, Ref +2, Will +7; AL LG; Str 11 (+0), Dex 12 (+1), Con 11 (+0), Int 10 (+0), Wis 16 (+3), Cha 10 (+0).

Skills and feats: Climb +1, Forgery +1, Gather information +2, Hide +1, Diplomacy +6, Knowledge (arcana) +3, Knowledge (religion) +9, Listen +3, Move silently +1, Sense motive +4, Spot +3;
Combat casting, Extra turning, Skill focus (knowledge (religion)).

Possessions: 100 gp.

Cleric Domains: Law, Good.
Cleric Spells Per Day: 5/4+1/3+1/2+1.

Clerical Spells Memorized (usually):
0th - Cure Minor Wounds, Detect Magic, Guidance, Light, Read Magic, Resistance
1st - Bless, Cure Light Wounds (2), Detect Evil, Protection from Evil*, Magic Weapon
2nd - Aid*, Cure Moderate Wounds (2), Lesser Restoration
3rd - Cure Serious Wounds (3d8+5), Magic Circle Against Evil*, Prayer (for the really big fights)
* - Domain spells

Hill's Edge Herald
Volume 2 Issue 1

--The Latest News--

--Regional--
Corm Orp - Militia officials are mystified as to the cause of a rash of resignations amongst the local garrison. "I can't understand it", sighed 'Sarge'. "Must have something to do with that sissy cleric again".

Dusk Road - The bodies of three known bandits were found yesterday just outside Corm Orp. Bloodstains and bite marks indicate a fierce battle took place. No valuables were found, and so no services are expected to be held.

Sunset Vale East - Local rangers report finding a large nest of wolverines, including four newborn, just off the Dusk Road. Both parents are said to be doing well. "They're so cute when they're young!" exclaimed one of the rangers.

The Edge - A recently hired dwarven-run mining company is reporting remarkable success at pumping out the flooded Edge mining site, just northeast of Hill's Edge. "We're having new breakthroughs every day" reports Sho Ironstones, project manager.

--Local--
A candlelight vigil was held for the Misovich family yesterday evening. In lieu of flowers, the church is asking for donations to the Stomp-an-Orc Fund.

Authorities are on the lookout for four people who skipped town on a large tab at the Happy Hippocampus. "She said her name was 'Delicious'", said popular local bartender "Red" Herrin sadly. "I fell for it completely".

A new magic shop, Scarlet Notions, has opened downtown. It is expected to provide serious competition to the Eldritch Ebony and the Handful of Eyes.

Continued warfare is being reported between the Wampus Cats, a local thieves guild, and a mysterious bunch of newcomers to the area.

--Weather--
The current beautiful weather spell is expected to last at least another ten-day.


--Sports--
Playa Bandits Wolverines Gricks Special Shoc Total
Mekos 100 100 + 300 360 50a 100 1010
Squire John 100 100 360 50b 100 710
Fahreal 100 100 360 100 660
Dark Mage 100 100 360 100 660
Hannibal 100 100 200
Morgan 1/6th 1/6th + ˝ 1/5th 100 ?

Special Awards: These will be given each week and will increase by 50 xp each week, and other categories may be added
Best Roleplaying: Mekos - but that's added into the wolverine bonus.
Funniest Line: Don't remember any.
Others:
a For reminding me twice that her Detect Traps spell was about to wear off. Anytime a player keeps me on course by pointing out something that works to the party's disadvantage, I will reward them.
b For reminding of something about a spell or ability of Dark Mage's although I can't remember exactly what.
c For finding Sho. Story awards for finding the other members of the Five will increase exponentially.

--Entertainment--
Meet Sho Ironstones - male dwarf (hill) Ftr6, Knight of the Mug5: CR 11; Size M (4 ft., 2 in. tall); HD 11d10+33; hp 100; Init +0; Spd 20 ft.; AC 10; Attack +14/+9/+4 melee, or +11/+6/+1 ranged; SV Fort +10, Ref +3, Will +4; AL NG; Str 17 (+3), Dex 11 (+0), Con 17 (+3), Int 12 (+1), Wis 12 (+1), Cha 11 (+0).

Skills and feats: Appraise +3, Craft +3, Diplomacy +4, Disguise +1, Gather information +5.5, Hide +0, Jump +2, Listen +8, Move silently +0, Search +5.5, Spot +3; Knowledge (Ale) +6; Carousing +4; Innuendo +4;
Alertness, Cleave, Exotic weapon proficiency (waraxe, dwarven), Improved critical (longbow, composite), Power attack, Toughness, Run, Two-weapon fighting, Weapon focus (mace, heavy), Weapon specialization (mace, heavy).

The Order of the Holy Mug. Servants and witnesses of the great dwarven serving wench. Without her there would be no merriment or peace among the dwarves for it is she who brought them the most holy of creations. Beer. Knights of the holy Mug value Love and Peace above all else but if the need arises then cracking the skulls of evildoers is all good clean fun as far as they are concerned.
Code of the Knight:
· Do not pass up a free drink.
· Buy some one a drink when you can.
· Spread the gospel of love and peace.
· Get rip-roaring drunk at least once a month.
· The mug is mightier than the axe.
· Never waste good ale.
· Do not suffer an evildoer to live, especially if he disrupts the festivities.

Typically a Knight will travel from town to town (often in a drunken stupor) spreading the gospel of the divine serving wench. When confronted with evil though they meet it with boisterous laughter and shining bravado, ready to take on all comers in the name of love and peace.

Lvl BAB Reflex Fort Will Special
1 +1 +0 +2 +1 Drunken Rage 1/day
2 +2 +1 +2 +1 Alcoholic Breath 1/day
3 +3 +1 +3 +1 Drunken Rage 2/day
4 +4 +2 +3 +2 Good Ale 1/day
5 +5 +2 +3 +2 Drunken Savant 1/day

Drunken Rage (Ex): This ability functions exactly as the Barbarian's Rage ability. If a character already has the rage ability this ability adds 1 to the number of times it may be used per day.
Alcoholic Breath (Su): This ability allows a Knight to breath forth a jet of fiery alcohol. This ability is mimics the spell Burning Hands and is treated as if it is cast by a sorcerer of the same level as the dwarf.
Good Ale (Su): This ability allows a dwarf to automatically save versus any non-magical poison. This is due to the fact that the Knights build up an almost magical tolerance to alcohol and other poisons.
Drunken Savant (Ex): This ability allows a Knight that is in a drunken stupor to suddenly come up with an epiphany-like insight into a given subject granting a +20 bonus to any one knowledge skill. After the Knight's intoxication wears off though this insight is lost.

The End of the Fiddlin' Five
During a brief lull in your initial conversations with Sho, Morgan quietly asks "Mr. Ironstones, my father was never very forthcoming with tales of your group's adventures, particularly regarding the circumstances that caused you to part ways. Is this something you could tell me about?"

Sho pauses, a faraway look in his eyes. "Well, ye father is one of the most courageous men I've ever met, but methinks the violence bothered him more than he would ever let on. His faith was strong, though, and his beliefs got him through."

"Our parting? Ahhh...'twas not pleasant, youngsters." He bangs his ever-filling tankard on the table, despite it being only half empty. The spray settles and the mug refills, as expected. The dwarf pauses for a moment, gathering his thoughts. "We had finally cornered this evil wizard who fancied hisself 'Shazbot the Perverse', in an old tower. As yer father and I battled his henchman in the lower level, Sly, the thief, our wizard, Nickar, and the ranger Coliss chased the slimy bastard up the stairs. The woodsman found hisself in a life-or-death scrap with a mechanical beastie the magician was so fond of creatin', whilst the other two were pinned down at the top of the stairs by sorcerous bolts from its master. As Shaz began to make his escape through the window, Nick desperately cast a fireball at him. The explosion made slag out of the metal man and blew Shaz out the window. Only charred bits of his cloak remained."

"To my sorrow, the blast killed the brave ranger, as well. Yer daddy was able to raise him from the dead, thanks to a scroll we had wisely kept for jes' such an occasion, but something inside him seemed to have died. A moody one, he was, and the experience made him even more distant. I tried to talk to him, but it did no bleedin' good. A few days later he just up and sed he was leavin', and nuttin' we could say would make him change his mind. He wouldn't tell us where he was goin', and we never heard from him again. Things just weren't the same after that. Within a couple of tendays we realized it was time to go our separate ways.

"It just wasn't the same..."


Dusk is rapidly approaching as the celebration at Ilmater's Glory, the
newly-erected temple built under the auspice of the high priest Allons
DeGuerre, continues into its second day. Your group, as members of the
Corm Orp militia, have been invited to participate/provide security. The
damage done in the massive battle four days previous has been repaired, the bodies of dozens of orcs, ogres, and trolls have been burned, and innocents lost have been mourned. Thoughts of the looming presence of Darkhold, a few dozen miles to the east, have been pushed aside for the moment. 

Your thoughts turn to the amazing exploits of a band of your former
men-at-arms, Darq, Mekos, Fahreal and Squire John, who months ago were mere privates in the militia like you. Now they are guests of honor at the fete, having played a major part in the reunion of the Fiddlin' Five and
the defeat of the evil wizard Shazbot. This was the glory you dreamed of
when you chose this life - not manning a checkpoint on some dusty road in the middle of nowhere.
The reverie is broken as a bearded dwarf taps you on the shoulder. "Master
Sho requests a moment of your time?" You recognize the name as one of the
now-retired adventurers that travelled the Heartlands with Allons a
generation ago. Not wishing to offend such a legendary character, you
quickly hurry over to where he awaits at an outdoor table.
"Greetings, youngsters!" the aging dwarf exclaims as he pounds his ornate
mug on the table, causing it to miraculously refill with a foamy brew.
"I've heard some good things about yer skills from the locals, and am
wonderin' if ye might be interested in a little short-term employment?"
He quickly drains a goodly portion of the ale as you hem and haw, trying to
figure out a polite way to scream "YES!"
"Me mining camp was boldly attacked not long ago by a bunch of murderin'
bandits. Yer friends did a crackin' job of fightin' 'em off, but they be
not done yet. Their scouts have been seen sniffin' about, and I need
someone to discover the source of this 'annoyance' and, if possible, put an
end to it. At the very least, find me the location of the scum, and I'll
reward ye handsomely!"
Despite your awe of the great axemaster, you're quick enough to reply.
"Define 'handsomely'".
Sho chuckles and bangs his mug on the table again. "Bring me friends all
the wine and ale they can drink! There's a bit o' the dwarf in them!" (Not
that gracious a gesture - it's all free, anyway). "Ye might have heared of
me smithy down the road from here (DC 3 to have heard of Sunset Vale Mining
Company - ye roll it; I don't care). I'll give ye each a choice of the
finest arms or armor we produce should ye be successful."
This sounds like a reasonable deal, considering the finest that the Corm
Orp militia has to offer, which isn't much.
"Jes' report to Bignose, me foreman, and he'll give ye all the details.
Here - this'll cover yer expenses fer the trip - shouldn't take a day ner
two." He throws a coinpouch bursting with gold pieces on the table -
there's at least 100; a large sum in your eyes.

"This should be a easy pickins fer some strappin' yearlings like yerselves.
There may even be some beer left when ye get back!"


Further information on the area:

Corm Orp

The village of Corm Orp is a flea-speck village with about 15 permanent
buildings on the Dusk Road between Hluthvar and Hill's Edge. The low
hills to the east of the town, however, are dotted with halfling
burrows and dominated by a goodly-sized structure emblazoned with the
symbol of the daisy.

This tiny village is known for its large resident population of
halflings, who live amicably with the few human inhabitants of the
place despite the fact that the village's lord, Dundast Hultel, is human,
as is most of the village militia (30 humans in chain with long swords).
Militia members wear green strips of cloth on their right arms
and left thighs to identify themselves. The native halflings,
preferring to see someone else fight their battles, are quite
comfortable with the arrangement, though if the town is seriously
threatened, a horde of halflings will come boiling out of their
underground homes.

Halfling priests of rank dwell in Corm Orp, making the area a
well-known gathering spot for the race. Many halflings converge on the
hamlet each Shieldmeet to do business with their fellows, trade native
goods, and exchange tales, doubling or trebling its already sizable
nonhuman population.

A large temple to the deity Sheela Peryroyal has been constructed in
the hills overlooking Corm Orp. Its matriarch is Alliya Macanester,
who is much venerated and loved by her followers. She is served in the
temple by dozens of other priests.

Corm Orp's notable export (other than halflings) is a type of stout
pottery. Made of simple red clay in large, usable forms, the pottery of
Corm Orp is highly thought of for its sturdiness and is in common use
throughout the Realms for everyday functions.

Most noted of the Corm Orp potters is Ilvn Makepeace, whose work is
regarded as superior even alongside the sturdy pots the area is famous
for. Makepeace's shop uses a staff of a half-dozen halfling
apprentices. His work sells for 1 - 5 sp per piece, which is 10 times
that of normal pottery.

Darkhold

The Darkhold is a high-spired keep of black stone that rises from a
bare rocky spur on the side of the mountain known as the Grey Watcher
(also called locally the "Grey Watcher of the Morning"). The stone of
this ancient tower is not of local origin, and the tower has
alternately been reported as being created by an elemental during the
reign of Netheril or as being built by giants as a citadel during the
Giants Empire. Regardless, the structure is mammoth in human scale,
with halls and a courtyard large enough to host entire battles. The
castle has been known by many names through the years, including the
Keep of the Far Hills, the Wild Hold, and Sunset Keep. It was seized by
the Zhentarim in 1312 and has become a major base for the Black
Network, rivalling the Citadel of the Raven.

Patrols from Darkhold roam the Far Hills north to Yellow Snake Pass and
Skull Gorge and south to Asbravn, often sparring with the Red Cloaks of
Asbravn and the Corm Orp militia. Caravans controlled or guarded by
Zhentarim forces make this place a regular stop when traveling to and
from the Sword Coast. Representatives of Darkhold can be found in
merchant trains from northern Mirabar to southern Calimshan, and east
to Zhentil Keep itself.

Darkhold is currently the base for 1,000 men-at-arms under the command
of the wizard Sememmon and a strong force of rogues, warriors, wizards,
and evil clerics.

Hill's Edge

Hill's Edge is a small but prosperous community located along the Dusk
Road between Triel and Corm Orp, at the foot of the Far Hills. The Edge
is a freewheeling town where raiders are as common as traders, and
often indistinguishable. Situated near the western entrance of Yellow
Snake Pass, the town sees a lot of trade and a great many agents of the
Zhentarim and their forces at Darkhold.

Hill's Edge is home to a modest temple to Lliira, The Cry of Joy. It is
controlled by Joybringer Caseldown. The Fist of the Future was a Cyricist
temple run by Emana Gortho, a careful plotter who sought to
attract the attention (and favor) of her god by bringing Hill's Edge
fully to the side of evil. Gortho had been assembling thugs, rogues,
and fanatics to aid her in this matter, when the temple was sacked
nearly twenty years ago.

Hill's Edge is ruled by a mayor, elected yearly. Of late, there has
been a dearth of suitable (and willing) candidates, and the town
fathers are looking for some adventurer or merchant brave or willing
enough to take the job. Hill's Edge has only a small police force, and
the town leaders dislike the idea of any action that might drive
business elsewhere.


With no real account of what happen, here is a brief outline.

The characters went from the town to the mines after meeting a dwarf who had a job for the characters to do.  After reaching the mines, they descended into a cave system and followed some tracks.  After following the tracks out of the caverns, they came across a wild band of riders.  After hiding, the group returned to the cave entrance.   The group found a hole in a wall, crawled in and encountered a Grick.  The halfling female defeated it.  The group was damaged, but survived.


As you get back to Sho's camp following your exploration of the caves, a
surprise awaits you. Thurdiculous "Thud" Stonebreaker, another buddy of
yours from the Corm Orp militia, is anxiously awaiting you on the porch of
the processing building. You like Thud - he's a good man in a fight - but
he's not the brightest bulb in the chandelier. In fact, he's as dumb as a
rock, frequently endangering his comrades with his wild swings of his huge
axe and his maniacal attacks. Despite this, he has a gentle nature, and
might be inclined to try and pet a charging rhino first unless given
specific instructions.

As you approach he leaps to his feet, shouting "Look! Goodies!" (you're
still waiting for the first time he uses more than two words in a
sentence). Lying in a pile on the porch are the following:
3 potions of Cure Moderate Wounds
1 potion each of Bull's Strength, Cat's Grace, and some kind of universal
antidote
a scroll of Burning Hands and Identify (5th level)
a set of lockpicks on a worn leather strap monogrammed with an 'S'
a note: "Thought you might be able to use these. Good luck!" signed by
Allons, Nickar, and Sly


Playa

Starting

Character History

Guards

Fighter

Wizards & Cooks

Role-playing*

Grand Total

Mesk

0

300

120

360

480

50

1310

Dru

0

 

120

360

480

50

1010

Aramil

0

 

120

360

480

50

1010

Elryd

0

1000

120

360

480

50

2010

Thud

0

180

120

360

480

50

1190

 *Roleplaying: In general, this is a ever-increasing bonus just for showing up. It will be increased anytime someone does something especially in-character. I didn't give any xp for the trap on the chest because, well, you didn't defeat it.So everyone goes up a level. Please do everything (skills, spells, feats) except roll hit points. I like doing them live.

Total Haul (last night):
Set of chainmail (Elryd)l, a +1 longsword, 17gp from the various bodies, a +1 dagger, a +1 sling, a potion of Sneaking, scroll of Unseen Servant, Ray of Enfeeblement (3rd level), 73gp from the chest.
Your characters know enough about magic to recognize the potency of the weapons.

Total Haul (overall):
See above.

Game Notes:
Your friendly neighborhood DM made a big 'ol screwup by letting your characters go into the dungeon without resting and recovering your spells. I didn't realize until after you had set out that this was the case (why did you do that?). Since three of the PC's are spellcasters (and what fun is it to go dungeon-diving without spells?), I'm going to indulge in a little revisionist history. Please forgive me, but I want to make the game more fun for you. Watching wussy magic-users 'fan on the shot' is not much fun for anybody…

"Thud pooped", moans the big barbarian as he slumps to the floor while the rest of the party excitedly searches the wizards' chamber. The sudden quiet makes everyone pause. The group reaches a consensus that some rest might be in order. Reluctant to leave the defensible room, the weave-spinners go through the necessary arrangements to recover the spells while Dru scouts the stables and Thud snores loudly by the door.
The halfling quietly tiptoes through the smelly pens, relying on her darkvision to find her path. Reaching the rear wall, she discovers a small stream running through the back of the chamber, disappearing into deep piles of rock on both ends. Only a few inches in depth, it's obvious that this is the source of water for the horses, if not for the entire complex. She soon comes across a single horse in one corner stall. "Probably lame", she muses, as the mare looks at her, indifferent. Approaching the twin sets of double doors that Aramil warned her about earlier, her senses register an odd, clanging sound coming intermittently from the far side of the wall to her right. Passing her tiny hands across the section of stone from which the sound seems to emanate, she is surprised to feel the surface give slightly. Immediately the noise ceases, and the breath catches in the hobbit's throat. After what seems like an eternity, she hears movement again - the clank and clatter of mundane activity. She quickly moves away closer to the huge oaken doors.  

Unable to reach the small openings in the iron-bound doors, she slowly, carefully climbs up on the bolts holding the door plates in place. A quick leap enables her to reach the lower edge of the viewport. Straining to lift her heavy load up to the hole, she gazes into a large chamber, complete with what appear to be occasional stalagmites. At that point her sense are assaulted with an unrecognizable smell, something bestial and she hears a strange snuffling sound, like that of a pig in it's trough, perhaps. In a flash, a huge humanoid form appears directly in front of the opening, and with an angry snarl a huge axe crashes into the door right at eye level!
The diminutive rogue is flung skittering across the stable floor, unhurt but terrified. As fast as her furry little feet can carry her, she returns to her companions…