XP Total: 23,100
Stuff: 9065 gp
The first adventure, Burnt Offerings, had the overarching plot line of the goblin assaults. These culminated with some grave robbing and rather gruesome killings and the revelation of betrayal in the city by one of it’s noble families. After tracking down the goblins the party confronted them in their lair, only to find that ultimate mastermind behind all of this is Nualia, the daughter of the former town priest and a rather disturbed girl looking pay back the town” for whatever sins she perceived perpetuated against her in the past.
The secondary part of the adventure involved the catacombs beneath the town, revealed accidentally by the goblin’s invasions. These catacombs turned out to be old Thassilonian ruins, much like the “Old Light” at the edge of town, and contained an imp that apparently had been imprisoned there since the fall of the empire. Statues and other markings found in the ruins tie these catacombs to the Runelord of Wrath, Alaznist.
While triumphant in stopping the goblin raids, this adventure ends with the deaths of two of the party.
The second adventure picks up shortly after the end of the first. The Swallowtail celebrations have wound down and the harvest time trades are wrapping up in preparation of the on coming winter. Unfortunately what was supposed to be a time of comfort is marred by a series of murders. The surviving members of the group are joined by new companions as they investigate the grisly killings and odd clues left by the man who was once Aldern Foxglove, and is now the Skinsaw man. Clues found after defeating him in his families ancestral home leads the group to Magnimar where the second half of the adventure continues.
In Magnimar the party tracks down and confronts a cult calling itself “The Brotherhood of the Seven”. They break the back of the cult, killing many of it’s members and exposing Justice Ironbrier’s plot to kill the Lord Mayor. The party also discovered that the ultimate leader of this cult is actually a Lamia that had been influencing Lord Ironbrier. The Lord Mayor generously rewards his saviors and asks they stay close in case he has further need of them.
The bars of Magnimar are filled with stories of cults and murders in the highest echelons of the city and heroes all while distrust of the government is at an all time high. The party celebrates it’s success and reward, but is the cult truly dead or merely on the run? And here is where we start the third chapter of our adventure.