Nentir Vale of Wekiva

Completing "The Twisting Halls"

Our inteped adventurers, after dealing with the dragon, were escorted by the kobolds to the entrance room. There thet have taken an extended rest and prepared themselves for what lies ahead of them. A set of double doors in the eastern wall seems to be the only choice to advance and they set off on their quest.

After easily dispatching a trio of goblin snipers and their rat pets, the group entered the next chamber. The room resempled a chessboard and for good reason as seven “pieces” were animated and attacked the party. While it took a few illegal moves (and some damage) for the party to figure out how the board worked, they were able to survive the battle and move on. Resources, mainly healing surges, were getting low.

The next room found a quartet of guards that the resident necromancer had hired for muscle. Among them was Jinix, a doppleganger, that turned on the henchman as the battle looked to be going to the party’s favor. Despite this action, Halt decided to fell the doppleganger during the battle. However, the cleric Zerron was able to aid the creature and bargain for its life. In exchange, the party gathered a few much-needed potions of healing and let Jinix go free.

The evening’s climax was in the next area where Malarath and his undead were held. A long and testing battle ensued, one that eventually took the life of Donn. After a search of the room the strongbox was found, along with an odd skull infused with necromanic magic stored inside… a strange thing for a merchant to be carrying! After searching through the vials of liquid on the tables, the cavilier located a fortuneate find… a potion that could raise the freshly dead. Once Donn was on his feat and the box in Halt’s possession, the trek back was at hand.

As luck would have it, the kobolds that were looking to keep the party in the caves and escorted back to the dragon failed to do so and the group was able to make it back outside, where a heavy downpour fell in the night outside of the cave entrance. Also outside was something else… to be discovered during the next session!

The Story... So Far

On Sunday, the kids got together and formed their party. Halt the Human Hunter, Zerron the Half-Elf Warpriest and Donn the Human Ranger were born. A yet-unnamed Dragonborn Cavilier will be joining the group later (now known as Xanhorn Goldheart thanks to the name generator). Everyone seemed quite happy with the choices and despite the lack of wizard magic they seem to have a decent party. I took a couple of them thru the solo adventure as a one-on-one adventure (loosely) just to give them an idea of how the game worked.

Monday, the three adventurers above started The Twisting Halls with the fourth tagging along as a NPC. A lot of questions were asked but the game went well. The party made it through the Crossroads encounter fairly easily and we had just started the first encounter inside the Halls themselves when we had to break for the night.

Tuesday the party continued the fight as our fourth player came into the fold to play his Dragonborn. The fight was a brutal battle and the kids had a great time even though we almost had a TPK in the encounter (ooops!). As luck would have it, the ranger was able to slay the last beast before all was lost.

Our band of adventurers then met up with the kobolds, and they elected to use diplomacy (!) instead of just immediately fighting. The kobolds brought them to the dragon of the caves and there they were barely able to escpae with their lives by brokering a deal to find the dragon treasure and clear the caves of the goblins and the human that controlled them. The warpriest (playing well in character!) almost blew the deal the hunter had made by refusing to swallow his own pride and give some respect to the dragon. However the rest of the group was able to temper him just enough to keep the bargain. THAT was a fun conversation!


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