Journey through the land of Toril

Menace of the Icy Spire
plus a masked ball

Snow at midsummer? Something was definitely wrong, and the residents of Loudwater knew it. But that mystery would have to wait. At the Green Tankard Tavern, the heroes are passed a message: there is to be a masked ball held by Lady Moonfire at the manor house! A burly woman at the tavern introduces herself as Megana the smith. The players ask if she can make some metal masks for the ball but she directs them to Garwan’s Curiosities for masks.

Garwan fits the players out with masks of their choosing. (Some of the adventurers are difficult to please). The players head off to the masked ball at the manor and meet Lady Moonfire. She tells them that the townsfolk are concerned about this bizarre weather, and she invites the heroes to investigate, telling them she suspects the freak weather is related to the Draigdurroch tower. She tells them that Curuvar the wizard may have more information.

The next morning the players accost Curuvar in the Green Tankard, and he tells them that the tower Lady Moonfire mentioned is encased in ice, and asks the players to go there and look for any clues that the warlock Draigdurroch may have left behind. So the adventurers head off towards the tower, through the Dire Wood.

Before reaching the tower, the players are faced by an intense blizzard, with driving wind and fierce snow. The players manage to struggle through it using their skills, and arrive near the tower, only to find themselves faced with a bunch of blue skinned goblins! Kitty tried to get a good vantage point to loose her volleys but ended up bumping into a bunch of the little blue beggers. The rest of the party came to help and eventually after a protracted skirmish defeated the frost goblins.

Approaching the tower, the heroes saw an array of statues in front of the entrance. Checking them out, they identified them as some kind of elemental guardian, and the adventurers took them out before the statues could animate and trap them.

The heroes entered the tower, smashing though the thick ice, and checked out some of the rooms on the ground floor. There was little of interest apart from some strange fireplaces. However, as they went to go up the stairs to the next floor, a bunch of ice warriors attacked! Some of the little beggers kept spawning in the fireplaces (which were actually portals to the elemental chaos) and the party had a hard time taking the masses of enemies down.

Afterwards, the party was in such bad shape they decided to take an extended rest and had a nap for a little while. They felt better after that.

Investigating the tower, and riding up a magical elavator, the players found some notes and books from the late warlock Draigdurroch. They took them to show to Curuvar.

At the top level of the tower a nasty surprise was waiting. It was the Spirit of Winter, a huge icy humanoid bound to a massive blue sapphire crystal. It was clear the spirit was bound to the crystal. After a lengthy battle, the heroes defeated the spirit and the crystal shattered. Immedaitely, the environment began to return to normal. Success!

The heroes returned to Loudwater and gave the notes they found to Curuvar, and enjoyed a well earned drink at the Green Tankard Tavern.

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Protection Racket Broken
Damn you Narrows!

Whilst passing through the Green Tankard Tavern the heroes chanced by a group of thugs getting protection money off the innkeeper Marsh Laval. Curious, the heroes asked Laval if he wanted any help with them but he didn’t seem to like to ask. Also at that time, the wizard Curuvar popped in. He clearly wasn’t impressed with the bunch yet, but said he might be more engaging with them if they could proove themselves to him.

The heroes were a bit wary of the gang members and followed them to another shop, run by a lady called Calla. She was a bit more resistant to the gang’s veiled threats, and by this time the heroes had bucked up enough courage to ask the gangsters to leave her alone. The nasty people left and the heroes followed them. They followed them to an area by a boat, and curious as to what was going on, they hid in a cart hoping to be taken to the headquarters of this criminal ring. Unfortunately Erilon sneezed as they were hiding and they were noticed. The heroes quickly dispatched the thugs, however, and investigated a boat that was moored near the wagon, when one of the gang members ran in there.

On the boat the heroes were confused by a pulley system :P They went to the lower levels of the boat and were attacked by an assortment of rats. The rats didn’t give the heroes much trouble, but the gang member, Narrows, they were chasing, got away.

Having questioned the fellow Narrows earlier, the heroes knew where the HQ of the villains was, run by a “Lady Of Shadows”. The swiftly went there and fell foul of a acid pit as they entered. Tnarg was burnt badly by the acid and almost died but was ok in the end.

Proceeding into the main hideout, the heroes faced a whole load of rabble, and had a hard time from a nasty archer shooting them full of arrows. Narrows was there, and he went for Erilon. Erilon drew on his strength and hit Narrows with almightly whack with his huge sword, but Narrows clung to life and retaliated, almost killing poor Erilon and taking him out of the battle. Luckily the battle was almost over and Tnarg and Ishis finished Narrows, and the Lady of Shadows (a dark creeper – how did one of those get to Loudwater?). The protection racket was broken.

However the heroes noticed some message scrawled on a cage in the hideout, saying that someone was being sold as slaves to Zebros bandits, whatever that means… another mystery for another time.

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Barrow Of The Ogre King
A close shave with death, battling the goblins who were responisble for the raid on Loudwater

Erilon and Kitty have been recouping in Loudwater, joined by Tnarg who has also arrived from the same area, and whilst enjoying a warm glass of milk in ‘the Tankard’, they notice a new adventurer at the bar, a giant who appears to be on a guest for traces of others of his kind. Marsh, the bartender tells them to go to the woman in the knife shop opposite, who is bound to know more about such things.

Erilon yearns to avenge some evil and help out any way he can, and so tags along with the giant, to see if he can be of any assistance, and so they all leave the tavern, when suddenly a huge explosion causes a portion of the south wall of the town to collapse, and in pour a pack of goblins.

The brave adventurers stand their ground, and fend back the goblins, and only one towns-person is mortally wounded by the onslaught. The goblins appear to be on a mission to rob one of the shops, and almost succeed, if it wasn’t for the persistent efforts of the team, they might have go anyway with it. The goblin leader falls, leaving behind a satchel containing what turns out to be the stolen antique and a scroll. Luckily Erilon can read goblin, and translates the scroll. From it, they learn of a High Shamon who is after this sacred relic in order to revive an Ogre King, and when asking around, they learn a wizard called Curuvar was the one who stole the relic from the goblins in the first place.

Curuvar tells them that indeed there is a lair of goblins nearby, and gives them rough directions, and then, rallied by the promise of avenging evil things, possible treasure, fighting experience and simply a test of physical awesomeness, the party set out to rid Loudwater of the threat of the goblins, and the potential resurrection of a powerful Ogre.

They discover the Ogre’s Barrow, deep inside Southwood, and are quick to discover the trap that awaits the ill-prepared wanderers. Ishis is determined to prove himself by throwing boulders around, but doesn’t realises that he has inadvertently alarmed all the goblins below, so when they finally descend into the pit via a secret doorway, it is no surprise that the whole troops is prepared for them.

They battle their way through the goblins, and even manage to slay a few dwarf-zombies who seem to haunt this ex-dwarven kingdom, and eventually find themselves up against half-dozen extremely tough goblins. A deep chasm lies ahead, and they manage to send one goblin flying off the edge, where they hear him fall to his death, but despite the obvious danger, Erilon allows a goblin to get on the other side to him, whilst standing next to the edge. One hard push, and Erilon see’s his life flash past his eyes, as he almost shoved over a precipice down an absolutely terrifyingly fatal drop of 100ft, but luck seems to be blessing his every step, and he manages to stumble out of harms way, and learns a valuable lesson.

At the bottom of the chasm, they find the High Shamon, and although he is prepared to reason with them, Tnarg jumps at the chance to unleash his force, and storms in, along with Ishis. Erilon is more wary, and tries to establish what the goblin is up to, and why he wanted this totem back, but after the first blow is dealt, diplomacy goes straight out of the window. Kitty senses the imminent danger, and hangs back in the shadows.

After a grueling fight, the party realize how unprepared they are to tackle such a powerful shaman, and after he reigns down his fourth cloud of pain, they give up and run. Ishis is not happy to have failed, and swears to come back to finish the shaman off.

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Erilon talks to Kitty

Whilst walking to Loudwater, Erilon thinks it wise to try to engage Kitty in some conversation, so tells her more about about his life. He tells her he has no regrets about his past, since although it was sometimes hard, it was full of experiences and lessons. For example, the sisters at the convent were harsh and beat him, but they also gave him a superb education and a sense of discipline which Erilon regards highly. Also, in his life a rent boy, some of the clients were very kind and genuine, and demonstrated compassion, so he learnt much about how to interact better with people, and how to care.

Erilon’s god is Sune, the goddess of love. He admits others find this hard to understand for an Avenger, but behind the discliplined and cool exterior of his body, is a warm affectionate spirit, so his choice of deity was clear to him.

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Prologue

Introduction

Erilon has spent months wandering further and further from Baldur’s Gate, travelling from settlement to settlement towards The Dales, doing good deeds, and helping those who need it. Whilst exploring the Border Forest, north of The Dales, he stumbles upon a small clearing, where a hooded girl is standing over the carcass of a deer, fending off a pack of wild wolves with a bow. He immediately leaps into the fray to help out, but instead of using violence, he stands between the girl and the wolves, growling and making some sort of motion she can’t quite see. To her surprise, this subdues the pack of wolves, who retreat from the clearing.

Once the wolves disperse, the girl pulls down her hood, revealing slightly feline features, who introduces herself as Kitty. Whilst initially annoyed at his interference, she is impressed with his handling of the wolves and offers to share her kill with him as thanks for his assistance. During the evening, she coaxes conversation from him over a meal of venison and the two connect with each other, having many similarities in upbringing, both being abandoned and raised as outsiders, even sharing similar colour green eyes. In the morning, Erilon is sure that she will need his help again, as he is familiar with the area and knows how dangerous it would be for a young girl to travel alone through an unfriendly land, so he persuades her to travel together.

They contine to wander, gradually heading West, circumventing the Graypeak Mountains and eventually decending into the Gray Vale, where they choose to stop off at Loudwater for more supplies. The Dire Wood, just North of Loudwater is of interest to Kitty, as she’s heard stories of wild hunts and strange creatures from within it’s borders.

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