The Prairie Village Campaign: 4e

Episode 3-12: Interlude in Winterhaven
"Where in the world is Douven Staul?"

Adventuring Party (Level 4)
Nuriel: Deva Invoker of Bahamut
Galanthal: Elven Ranger/Cleric of Pelor
Amarth: Human Paladin/Fey-Pact Warlock
Sten: Gnome Bard
Gertrude: Goliath Battlemind
Nexis: Warforged Swordmage

Photos of the session

  • The adventurers seek out Wrafton’s Inn around midnight.
  • Nexus excuses himself to report to his superior.
  • The rest of the party retires to rooms at Wrafton’s.
  • In the morning, Nexis rejoins the group at breakfast, with word that his superior would like them to investigate unusual happenings north of Winterhaven.
  • Nexis also tells his companions that a sinister-looking group was seen traveling near Winterhaven from the southeast the day before.
  • While the group is eating, Salvana Wrafton approaches Sten and asks if he is working with Douven Staul.
  • When she learns that Sten has not seen Douven recently, she lets him know that she is worried about the scholar.
  • Two days ago, Douven was present in Wrafton’s when three shady-looking men approached and began to visit with him.
  • Douven became very animated during this conversation, and began talking excitedly about something called “Drax Arcanus.”
  • Sten knows that the Drax Arcanus was a legendary dragon of the Nentir Vale who had a great fascination with magic.
  • Long ago, when the Drax Arcanus died, he was buried with his most precious magical treasures. No one has ever found his tomb.
  • The adventurers contemplate whether they should first seek out Douven Staul, or investigate the unsettling events to the north.
  • They elect to run some errands in Winterhaven before deciding on a course of action.
  • First, they pay a visit to the dwarven smith and weapons merchant Thair Coalstriker, to obtain a greatbow for Galanthal.
  • While talking with the smith, Amarth asks where he might obtain a holy symbol sacred to Sehanine.
  • Thair tells him to ask Sister Linora, the priestess who tends to Winterhaven’s small temple.
  • The group leaves Thair, and stops to purchase a couple of items for Sten at “Bairwin’s Grand Shoppe.”
  • Next, they call upon the tower of the sage Valthrun, so Nuriel can ask him about the “Ritualia Draconis Chryonica.”
  • Nuriel learns the tome is part of a series of learned volumes containing knowledge and rituals related to various types of dragons. The “Chryonica” is dedicated to the white wyrms. Valthrun has heard of this book, but has never seen a copy.
  • Nuriel offers to let Valthrun copy the book. The sage is extremely eager to do so.
  • When the party learns, however, that it will take Valthrun a week to copy the book, they decide to return and let him do so at a later time.
  • They also ask Valthrun about Douven Staul and the Drax Arcanus.
  • Valthrun says he has seen Douven in Winterhaven recently, but not in the past couple of days.
  • He also tells the party that one of the possible locations of the tomb of the Drax Arcanus is rumored to be southwest of town.
  • The sage acknowledges that if Douven has discovered a clue to the whereabouts of the tomb, he will be fanatical about finding it.
  • Amarth asks Valthrun if he has a ritual to heal his wrenched back. Valthrun indicates he knows of such a ritual, but does not have access to it himself.
  • Nexis asks if Valthrun would be willing to sell any creation rituals, and the sage asks 175 gold each for “Enchant Magic Item” and “Transfer Enchantment.”
  • The adventurers leave the tower and go to the temple of Winterhaven.
  • The door to the temple stands open in welcome to all who would enter.
  • The temple contains altars for the veneration of several commonly-worshipped deities, including Bahamut, Avandra, and Sehanine.
  • The altars are unattended—no one is present in the temple.
  • Nuriel takes time to pray at the altar of Bahamut. He thanks the Platinum Dragon for the guidance he has already received, and asks for continued guidance in the future.
  • Amarth elects to seek out the priestess somewhere in Winterhaven.
  • The group makes their way to the thatched hovels clustered outside the walls of the town.
  • They ask several peasants if they have seen Sister Linora. The peasants point them to a small hut where the priestess is handing out a bundle of food to a poor family.
  • Amarth asks Sister Linora if she might have a holy symbol of Sehanine.
  • The priestess takes the group back to the temple and provides Amarth with a fairly crude wooden symbol she retrieves from a trunk in her sleeping chambers.
  • Amarth makes a small donation to the temple in exchange for the holy symbol.
Episode 3-11: Kobolds Make Nasty Traps

Adventuring Party (Level 3)
Nuriel: Deva Invoker of Bahamut
Galanthal: Elven Ranger/Cleric of Pelor
Amarth: Human Paladin/Fey-Pact Warlock
Sten: Gnome Bard
Gertrude: Goliath Battlemind
Nexis: Warforged Swordmage

Photos of the session

  • En route to Winterhaven, just as the sun is setting, the party is attacked by several kobolds who have have concealed themselves in the thick foliage along the side of the road.
  • Some of the kobolds are armed with shields and short swords, and some are armed with slings.
  • Other kobolds have positioned themselves among the boulders at the top of a cliff overlooking the road.
  • The kobold slingers attack, using a special shot containing glue that immobilizes their targets.
  • Gertrude teleports next to one of the slingers, who does his best to keep away from her during the rest of the fight.
  • One of the kobolds carries an enchanted shield that can be thrown as a weapon and then returns to the hand of the wielder.
  • The party hears a call in Draconic rise out of the trees, invoking the power of the Queen of Dragons.
  • A kobold priest, wearing a headdress in the form of a dragon skull, steps from the foliage where the call originated.
  • Like Gertrude, Nexis also teleports, and then turns invisible after closing with the kobold priest.
  • When Nexis again becomes visible, the priest breaths a cloud of chilling cold vapor upon the unsuspecting warforged.
  • The kobold with the enchanted shield shouts commands at the other warriors.
  • One of the sword-wielding kobolds and all of the slingers move to attack.
  • The kobold priest falls in battle.
  • Sten shouts to Nexis, prompting him to take advantage of an opening in the enemy lines.
  • As Nexis advances along the road at the base of the cliff, he hears a rumble from above.
  • A large boulder, pushed from the edge of the cliff, drops into the trees and bounces towards Nexis, flattening one of the slingers in the process.
  • The boulder only clips Nexis on the shoulder. He takes a few steps forward, and is hit squarely by a second boulder that has also been pushed from the edge of the cliff.
  • Recovering his balance, the warforged pushes ahead, only to find that the roadway collapses beneath him.
  • Nexis drops 20 feet into a pit filled with poisoned spikes and blacks out.
  • Sten advances to the edge of the pit, speaking powerful words of encouragement.
  • Nexis returns to himself, and crawls a few feet through the spikes to a place directly below where Sten is standing.
  • The rest of the party deals with the remaining kobolds up top.
  • Gertrude wants to scale the nearest cliff, but discovers it is too sheer.
  • Calling for help, Nexis rises to his feet and begins pulling up stakes at the bottom of the pit.
  • He asks Sten for a rope, and the gnome drops the entire coil down to him.
  • Nexis takes one end and throws it back up to Sten, who says he cannot haul the warforged out of the pit.
  • Nexis suggests he find the “big one.”
  • Gertrude arrives and easily lifts Nexis up to ground-level, as he does his best to help with his feet braced on the side of the pit.
  • Upon searching the body of the kobold priest, Nuriel finds that he was carrying a leather-bound book entitled Ritualia Draconis Chryonica: Volume One. The title can be translated from the Draconic as “Rituals of the Ice Wyrms.”
  • Realizing that there could be additional traps in the road, the party searches the area. Gertrude rolls a boulder around the road until it falls through the camouflaged covering of a second pit. Galanthal, with his keen sight, is convinced there are no more traps.
  • The adventurers place rough log walkways over both pits to prevent unsuspecting travelers from falling in.
  • The party commences their journey to Winterhaven, arriving at the gates near midnight.
  • The guards recognize Nexis, and let the party pass within the relatively safe confines of the village walls.
Episode 3-10: Pursuit Into the Gardbury Downs
"Grant me swift feet, for my enemies grow wings."

Adventuring Party (Level 3)
Nuriel: Deva Invoker of Bahamut
Galanthal: Elven Ranger/Cleric of Pelor
Amarth: Human Paladin/Fey-Pact Warlock
Sten: Gnome Bard
Gertrude: Goliath Battlemind
Nexis: Warforged Swordmage

Photos of the session

  • The party chooses to move away from the burning, collapsing building while they investigate the locked chest.
  • Nexis sees the burning building from the King’s Road.
  • He enters the Clive family farmstead, passing the heads impaled near the front gate.
  • Nexis approaches the party.
  • The adventurers see that Nexis wears an exotic mark on his forehead.
  • Nexis addresses the party, asking for an explanation of apparent events.
  • The party convinces Nexis that they are not responsible for the death of the Clive family.
  • While the conversation is occurring, Galanthal rides out to the road to see which direction Nexis came from. Determining that he came from the west, the ranger returns to the party.
  • The adventurers explain that they have been battling zombies and hobgoblins disguised as zombies.
  • Nexis tells them that he too is on a mission to combat these evil creatures.
  • Galanthal asks where Nexis comes from, and he explains he came from Winterhaven, to the west.
  • He asks if he can join the party, and they agree.
  • Galanthal tells the adventurers that a small group of three or four of their enemies left the main group at the Clive family farmstead and continued on down the King’s Road.
  • Sten suggests that Gertrude don the cloak the party took off the hobgoblin commander, and she complies.
  • The party begins to dig graves for the remainder of the Clive family, while Sten turns his attention to the chest.
  • He realizes the chest might be trapped.
  • Since the hobgoblins have already demonstrated the ability to use fire traps, the resulting explosion might damage the contents of the chest and cause injury.
  • Sten examines the chest, and understands that any trap inside the chest cannot be disarmed as long as the chest is locked.
  • Looking at the lock, he realizes there is no keyhole and it cannot be picked. Rather, it is a puzzle lock that must be opened by solving the puzzle.
  • Sten determines the mechanism behind the puzzle, opens the lock, finds the trap and disarms it.
  • When he opens the chest, he finds the flask of alchemist’s fire which powered the trap, as well as the head of Leticia Clive.
  • Maniacal laughter emanates from the air around the adventurers.
  • Sten realizes that the entire episode at the Clive Family residence was intended to delay any pursuers, while a few remaining commandos made their escape down the King’s Road.
  • The adventurers finish burying the remains of the Clives, with the exception of the charred bodies that still smoke within the ruins of the farmhouse and it’s front porch.
  • Nuriel says a few words over the deceased.
  • Nexis takes possession of the flask of Alchemist’s fire.
  • Nuriel examines the helmet the party has recoverd, identifying it as the Helm of Alain the Just.
  • He places it upon his head.
  • The party begins its pursuit of the remaining commandos.
  • They track the group of three hobgoblins to a flat-topped hill in the Gardbury Downs.
  • Ascending carefully to the summit, they find tracks leading to the middle of the small plateau, where they discover a large number of additional tracks.
  • The tracks on the hilltop belong to the hobgoblins, as well as to more than one large, three-toed beast (which apparently did not come up the side of the hill, and did not go down when they left.)
  • Sten identifies the tracks as belonging to the skinwing behemoth.
  • Hobgoblins are master beast trainers, and the flying skinwings often serve as war mounts and transportation.
  • Sten concludes that the hilltop was the ariel extraction point for the hobgoblin commandos.
  • When the party assesses the situation, Nexis explains that he now has enough information to report back to his lord, who is staying in Winterhaven.
  • As the party was headed in that direction anyway, they agree to accompany him.
  • It is early evening, and the group determines that they can make it to Winterhaven before sleeping that night.
  • They press on down the King’s Road.
  • As they approach Winterhaven, the road passess between two large rock outcroppings with boulders scatters across the top.
  • Galanthal notices movement among the boulders, and senses that the party is being watched from the foliage that grows near the road.
  • He calls on the party and rest, and then quietly informs his companions that they are being watched.
  • Nuriel enters the trees near the road, and surprises a kobold hiding in the undergrowth.
  • The kobold springs up, short sword and shield in hand.
  • The adventurers surge into battle.
Episode 3-9: Conflagration
The roof, the roof, the roof is on fire...

Adventuring Party (Level 3)
Nuriel: Deva Invoker of Bahamut
Galanthal: Elven Ranger/Cleric of Pelor
Amarth: Human Paladin/Fey-Pact Warlock
Sten: Gnome Bard
Gertrude: Goliath Battlemind
Nexis: Warforged Swordmage

  • Gertrude searches the body of the hobgoblin commander, and finds his helmet and cloak.
  • Sten and Amarth examine both items.
  • Sten recognizes the cloak as a cloak of resistance, which will help the wearer resist all type of injury, but neither he or Amarth can identify the helmet. It is plated in silver, with a gold-plated visor. The visor features elegant filagree.
  • Gertrude cuts off head of commander, impales on his spear and plants it in the ground.
  • Nuriel begins to dig grave for Clive family.
  • Gertrude attempts to impale the head of the second hobgoblin on its flail, without much success.
  • Sten contemplates why hobgoblins would be disguised as zombies.
  • Gertrude goes upstairs and investigates the second bedroom—she finds three beds, as well as backpacks filled with items suitable for traveling across country.
  • Sten enters the second bedroom as well, determines that the room contains no gold or books, and leaves.
  • Gertrude proposes checking out the attic.
  • Gertrude pushes open the trap door to the attic. Very dim light, as if from sunlight coming in through a distant window, fails to illuminate much that is in the attic. A musty smell emanates from the trap door.
  • Gertrude places Sten upon her shoulders, and begins climbing into the attic.
  • As Sten’s head and shoulders clear the edge of the trap door, he can see that the attic is filled with stacks of personal items—old clothes, boxes, packages, fabric. A narrow pathway runs the length of the house, and a shorter one the width. Otherwise, the attic is completely filled with odds-and-ends.
  • Sten steps into the pathway. At the near end is a pile of old clothes. At the far end, sunlight just barely penetrates a large, dusty, octagonal window. Seated cross-legged on an old trunk in front of the window, with its elbows on its knees and its head bowed, is a wizened and desiccated corpse dressed in fine clothing.
  • Sten doesn’t know whether or not the corpse is undead, but he knows from his studies that if it is, it is probably a more intelligent and deadly adversary than the zombies they have fought so far.
  • Gertrude pushes past Sten into the pathway. When she sees the corpse, she yells down to the others, telling them what she and Sten have found. She then steps forward to approach the corpse.
  • Gertrude’s foot catches on a wire stretched across the pathway at ankle-height. There is a sharp “snick,” and a fiery explosion bursts out of the stack of material to one side. Gertrude manages to avoid most of the blast, but the odds-and-ends behind her are caught in the explosion, and erupt into flames. The area immediately around the fire fills with smoke.
  • The corpse on the trunk stirs, raises its head, and says “Why have you disturbed our rest? Have you come to die?” Gertrude answers “Who’s us? How many of you are there?” The corpse responds “Why do you think there needs to be more than just me?” It raises its hands, and orange lightening leaps out at Gertrude.
  • The mass of clothes at the end of the pathway bursts apart as a sickly gray creature with dirty blond hair rises from concealment within the pile. It is dressed in the leather armor of the Fallcrest watch, wields a dagger. It has large teeth in its slavering mouth and a ravenous look in its dead eyes.
  • Sten recognizes this creature as a type of ghoul—what the relevant authorities refer to as a “ghoul fleshseeker.” The monster steps forward and strikes at Sten with the sharp claws of one hand.
  • A sound from the short pathway running the width of the attic causes Gertrude to look to her left. A second ghoul explodes out of the boxes and packages, steps into the path, and closes with her. It claws at Gertrude, and she feels a cold paralysis creep through her muscles.
  • Sten vanishes from sight. Safely invisible, he pulls out his waterskin, opens it, and dumps the contents on the raging fire, somewhat dampening the flames. The gnome then drops to the ground to avoid the smoke, and yells down the trap door “We need more water up here!”
  • Amarth follows Gertrude up the ladder and joins the fray by moving to confront the ghoul threatening Sten.
  • Gertrude drops her waterskin to Sten, holds her breath to avoid the smoke, and tries to fight off the effects of the paralysis.
  • Nuriel proceeds up the ladder after Amarth, almost stepping on Sten, whom he cannot see. He uses his waterskin to further douse the flames. He yells down to Galanthal “Bring more water!”
  • Nuriel recognizes the ghoul fleshseekers. These creatures are devoted to Orcus, and will often attempt to sacrifice their enemies to the Prince of Undeath in the very midst of battle.
  • Galanthal heads downstairs to find the well.
  • The corpse again strikes Gertrude with orange lightening.
  • Nuriel also vanishes from sight, then moves to interpose himself between the corpse and Gertrude. He recognizes the chest in front of the corpse as the same chest which held the golden skull.
  • Both ghouls claw at Amarth and Gertrude, and then conceal themselves in the smoke of the fire.
  • Sten uses Gertrude’s waterskin to further reduce the flames. The fire is almost out.
  • Galanthal draws water from the well and heads back upstairs.
  • Gertrude bashes a hole in the roof with her shield. This clears the smoke from her immediate area, but also causes the fire to flare up and spread. Sten and Gertrude both find themselves in the midst of the flames. The smoke also advances, threatening both Nuriel and Amarth.
  • The corpse sounds a horrific roar. The hideous, supernatural aspect of its hateful visage forces Gertrude back a few feet, but Nuriel stands firm.
  • Nuriel attempts to hold his breath, to protect himself from the smoke, but he is running out of air fast.
  • Escaping the fire with only minor burns, Sten moves quickly to make his way down the ladder. When he reaches the bottom, he realizes that both bedrooms on the second floor are also on fire. He yells up the stairs “We’ve got to get out of here. The whole house is going up!”
  • Galanthal arrives at the top of the stairs carrying a bucket. He holds it out, telling Sten “Here’s the water you wanted.” Sten informs him “It’ won’t be enough…”
  • Galanthal turns, heads downstairs, mounts his horse, and begins to ride away.
  • Amarth also makes his way down the ladder and heads for the first floor.
  • As Gertrude, still caught in the flames, attempts to charge the ghoul at the far end of the pathway, she feels the claws of the other ghoul rake her shoulder. Her muscles begin to sieze up again, but she gathers all her strength to shake off the paralysis.
  • The fire spreads further, encompassing Nuriel in flames. He turns full on the malicious corpse, lashing out at his enemy with the thunder of divine judgement. The creature is hurled backward through the window, striking the ground outside with a heavy thud.
  • In addition to the burns Nuriel is suffering, he is beginning to suffocate in the smoke.
  • The ghoul at the far end of the pathway succumbs to the flames.
  • Sten and Amarth move to converge on where the corpse fell.
  • Hearing the sound of the breaking window, Galanthal turns back toward the house, heading in the same direction as the other two.
  • Gertrude strikes with her kopesh—once and then twice—deep into the body of the remaining ghoul. Her weapon and her enemy are wreathed in electricity. The ghoul falls to the floor, a burned husk.
  • Outside, the corpse rises to its feet and lashes out at Amarth with orange lightening.
  • Nuriel calls upon the favor of Bahamut. A brilliant light fills the pathway, bathing Nuriel and Gertrude in its protective glow.
  • Seeing the corpse rise, Galanthal lets two shafts fly, one after the other. Both strike the creature in the chest. It is thrown backwards to the ground and lies still.
  • Nuriel, still in the midst of the fire, seizes the chest and hurls it to Gertrude.
  • Amarth approaches the unmoving corpse, and sinks his rapier into its body. It doesn’t move.
  • Gertrude rushes full at Nuriel with the chest in her hands, pushing him backwards toward the window.
  • The flames continue to spread. By now the whole house is nearly engulfed.
  • Nuriel drops to the floor to avoid the smoke.
  • Galanthal beseeches Pelor to succor Nuriel with his healing word.
  • Gertrude shoves Nuriel out the window, looks down to note where he has fallen, and then leaps to avoid his prone figure. Chest clasped in both hands, Gertrude performs a somersault in midair, and lands solidly on her feet as the house becomes a roaring inferno behind her.
Episode 3-8: All Is Not As It Seems
What if the undead were the BEST option?

Adventuring Party (Level 3)
Nuriel: Deva Invoker of Bahamut
Galanthal: Elven Ranger/Cleric of Pelor
Amarth: Human Paladin/Fey-Pact Warlock
Sten: Gnome Bard
Gertrude: Goliath Battlemind

  • Galanthal returns unexpectedly, mounted on his warhorse. He has been scouting the road ahead.
  • He has learned that a large band, which the adventurers have been following, entered the farmstead from the King’s Road, but a smaller group later rejoined the same road about a mile further down.
  • Galanthal knows that this enclave of farmsteads, located in the midst of the wilderness between Fallcrest and Winterhaven, is a religious community of devout Pelorians founded by the fervent layman Brandon Clive.
  • The farmstead to which the adventurers pursued the traveling contingent is the home of Brandon Clive and his family.
  • The heads on the spikes at the gate of the farmstead belong to Brandon Clive and his teenage daughter Linny Clive.
  • Entering the farmstead, Galanthal rides up to greet Nuriel, Sten and Amarth, who are standing on the porch.
  • Galanthal is able to identify the headless bodies tied to the columns of the porch as those of Brandon and Linny.
  • The remaining three bodies belong to Brandon’s younger daughter and his two young sons. There is no sign of his wife Leticia.
  • Gertrude and Sten investigate the kitchen and the dining room.
  • From the doorway, Gertrude sees two dogs laying on the floor of the dining room.
  • Sten approaches one of the dogs, in an attempt to feed it and thus determine whether or not it is a threat.
  • The dog turns it’s dead and mutilated gaze upon Sten, lunging at him.
  • Sten recognizes the dogs as what certain tomes refer to as “gravehounds”—the undead remains of once living hounds
  • The group engages the gravehounds and dispatch them quickly.
  • Gertrude investigates the family china. She determines that it would probably be worth a few gold coins, but the group would have to haul it all the way back to Fallcrest without breaking it.
  • The party elects to proceed to the second story.
  • On the landing at the top of the stairs, they find the headless body of an adult woman in a dress and apron.
  • At the top of the stairs, Galanthal hears the faint sound of several bodies shifting position somewhere beyond the door to the upper floor.
  • Gertrude moves through the door, edging carefully down the hallway. She opens the first door on the right.
  • The open door reveals the master bedroom. A figure in a black cloak and helmet is on its knees on the bed, with its back to Gertrude. A spear lays next to it on the bed. When the creature turns, Gertrude sees that the creature is wearing scale mail beneath its cloak. The face below the helm is covered in decaying flesh.
  • The creature grabs its spear and stabs at Gertude.
  • At the same time, the door at the end of the hall opens, and several more rotting zombies enter the hall. They are also clad in scale mail. They carry spears, javelins and flails.
  • Nuriel senses something is not quite right about these zombies—they move like living creatures, not like the walking dead.
  • Sten recognizes that their adversaries are really hobgoblins—creatures of living flesh and blood—which have been disguised to appear as zombies.
  • The creature on the bed rises, wraps himself in the black cloak trimmed in scarlet, and begins shouting orders to the rest of his commando unit.
  • The party makes short work of the hobgoblins. At the last moment, the commander, who is gravely wounded, attempts to escape out the window and across the roof of the porch. As he desperately attempts to shimmy down one of the columns to the ground, however, he slips and falls, breaking his neck.
  • The last surviving hobgoblin follows his commander out the window. He makes it to the ground successfully, but as he is running for the gate, Gertrude knocks him off-balance a well-timed leap from the roof of the porch.
  • Amarth finishes the fleeing hobgoblin with eldritch flames from the atop the roof.
Episode 3-7: House of the Dead

*Old woman
*Three gold pieces
*Old man
*Identifying the undead
*Douven Stahl
*Edward & Hilda
*Kids run into the woods
*Guertrude kills another rabbit
*Heads on stakes (adult man, teenage girl)

Episode 3-6: An Unlikely Convert

*Galanthal is on watch
*Nuriel wakes up with a start, waking Sten in the process
*Nuriel prays and tells Galanthal his dream
*Galanthal and Geurtrude go hunting for breakfast
*Guertrude steps on a branch
*Galanthal hears others coming his way
*Yellow Skulls approach
*Battle with the Yellow Skulls (Captain: Harst, Good: Alec)
*Nuriel and Sten hear Guertrude cry out, and go to investigate. They are unable to locate the battle.
*Lone surviving Yellow-skull surrenders
*Guertrude loots 24 copper chisels of Hammerfast and a dagger from the leader
*Galanthal hears Nuriel, Sten and Amarth approaching, and sends Guertrude back to camp.
*Guertrude berates the captured bandit
*Alec the Yellow Skull bandit
*Serves the Lords of the Skulls
*The Skulls have been lost
*The bandits are to retrieve the skulls and return them to Vanamere’s Tower
*Nuriel proseltysizes the bandit about the justice of Bahamut
*The bandit chooses to become a follower of Bahamut
*Sten bluffs the bandit into believing he is a follower of Bahamut
*Galanthal returns with a half-carcass of a deer
*Galanthal gives 5gp and the remainder of the deer meat to Alec, Guertrude gives him 24cp and the dagger from the bandit captain
*Alec departs for Fallcrest with a message for Lord Markelhay
*The party heads west down the King’s Road, in pursuit of the undead horde

Episode 3-3: The Dead and the Undead
Sometimes your best hope is a clean death
  • Massacre on the King’s Road
  • Bandit camp attacked by zombies
  • Pursuing the dead to the Cloak Wood
  • Zombies in the undergrowth
  • Negotiating the traps in the forest (deadfall, spiked log)
  • Galanthal falls into a spiked pit
  • Spears rain down on the party

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