Date: 9/??/04

XP Awarded: 1,150 (to 1st level characters)

Start: The metropolis of Waterdeep, mid-Mirtul

Fei leaves Waterdeep on a trading barge traveling up the River Dessarin.

Theodar Androl II leaves Waterdeep on a trading barge traveling up the River Dessarin.

Fei’s barge is attacked by giants in the Evermoors and damaged. The barge pulls up at Rivermoot for repairs. Theodar’s barge makes a stop at Nesme and Theodar is asked to stay to help protect the city. Theodar turns down the request for aid.

Theodar’s barge pulls in at Rivermoot. A merchant formerly riding on Fei’s barge offers Theodar some gold for his spot on the undamaged barge, and Theodar accepts. After hearing about a mysterious mage, Theodar pays Fei a visit and the two meet for a bit.

That night, the village of Rivermoot is attacked by two zombies. Fei and Theodar defeat them, and find that the zombies had formerly been Argent Legion soldiers. The villagers discover that the zombie attack was a diversion to cover the theft of the village’s horses.

The next morning Theodar and Fei agree to find the village’s horses as well as find out who killed and animated the Argent Legion soldiers. They ride off to the north through rolling grasslands. On their travels they encounter crested felldrakes, a pair of troglodytes, and a goblin hunting band. They track the goblin hunting party to a rocky bluff and discover the remains of a goblin bonfire. Nearby they discover some goblin guards and overcome them. Sneaking closer, they come across a goblin encampment where a horse is being roasted over a bonfire, and another horse is tethered nearby. Defeating the goblins, they ready an ambush for others. Soon, a goblin skeleton appears to fetch some roast horse. The adventurers follow it to a small cave entrance and go inside. Theodar encounters another goblin skeleton and two troglodyte zombies. After a tough battle, they are defeated, and a large goblin appears. The goblin appears to be controlled by the dark longsword it wields. Badly wounded, Theodar withdraws to the forest outside the cave, and Fei helps defeat the goblin. Taking some treasure found in the cave, the magic longsword, and the remaining horse, the adventurers ride over the nearby ridge to encamp. That night, something very large descends and destroys the nearby goblin encampment.

Fei and Theodar return to Rivermoot with the remaining horse. The villagers thank them profusely. The next day Fei and Theodar board a barge that takes them to Silverymoon.

Upon arrival in Silverymoon, the adventurers take rooms in the Golden Oak for three days. Theodar visits the House Invincible, the temple of Helm, and inquires into the destruction of the intelligent, evil longsword they found. The priest agrees to take the longsword and dispose of it.

After three days, the adventurers leave Silverymoon for Sundabar, where Theodar’s temple is located. After a day of traveling, they stop for the evening in the village of Khelb before entering Silverymoon pass. The next day they continue the uphill journey, into the pass proper. They arrive at the outpost of Hawk’s Nest a few hours before dark and encamp under the outpost’s protection.

After leaving Hawk’s Nest the next morning, they pass some travelers that turn out to be bandits. They foolishly try to attack the paladin, and the bandits are slain or captured. The adventurers take the captured bandits back to Hawk’s Nest and rest for the night there again.

The next day they depart for Auvandell in a light rain and that night make camp with an adventuring party, the Raiders of the Black Mountain. The Raiders warn the adventurers about orcsign on the road ahead.

The next day, around midmorning, Fei spots movement in the pass ahead. Hidden orc archers fire on the adventurers while orc warriors rush the paladin. With the help of Fei’s magic and bow, the orcs are defeated. The party arrives in the village of Auvandell, in the shadow of an old dwarven watchtower. Theodar talks to a smith about a suit of heavy armor, but does not buy anything. The adventurers press on towards Sundabar, and encamp in a roadside grove in Sundabar Vale.

The next morning they arrive at the gates of Sundabar, a massive walled city, and wait in line for entrance. After questioning by suspicious and unfriendly guards, the adventurers are admitted, and walk to the Hall of Everlasting Justice, the local temple of Tyr and Torm. Justicar Marlus asks Theodar to immediately set out for Redridge, a small town to the north near Citadel Felbarr. A paladin of Torm, Hamlin Allersdale, was dispatched to deal with an unknown beast devouring the hamlet’s livestock, but never reported back. Because the ruins of a sorcerer’s tower is nearby, a mage would normally be assigned to Theodar’s command, but none are available. The church offers Fei 80gp plus 10gp per day to accompany Theodar, and Fei accepts. They leave the next morning.