The heroes make their way to the Reavers’ Rest Inn where they secure four rooms and pay for several months in advance to use as their base camp for their exploration of Reaver Hall. Aunrae speaks to Nadia, the inn keeper about the ruined tower behind the inn. As it turns out it is the tower that original Reaver, Alystaire built before the construction of Reaver Hall. It is said to be haunted and cursed and the town elders have forbidden entrance to the ruin for fear of releasing evil spirits. Aunrae later approaches the tower and feels her ever-present spirit companions recoil in fear from whatever haunts the tower.
Turning in early in preparation for their meeting with the Jarl of Reavers’ Rest in the morning, the heroes retire to their rooms. Callista and Amalielle are awakened by a scratching on the window and see several ghasts entering their room through the window followed by an undead Tuigan warrior! Meanwhile Aunrae and Killara are similarly awoken by several ghasts bearing the symbol of Kiaransalee entering their room through a window.
Battle ensues and the unprepared and unarmored heroes are hard pressed but prevail with the help of Cassim who enters the fray after hearing the sounds of battle. A shocked Nadia enters after the battle is won and is promptly joined by several town guardsmen. The guardsmen send one of their own to summon Captain Toven who thinks that the dark elf Aunrae clad in bone armor is the most likely cause of the mysterious undead. The Captain agrees not to arrest the heroes, but they are to meet with Jarl Crowdac in the morning.
The next morning before their meeting with the Jarl, Aunrae visits the local weapons smith by the name of Balden Stonebeard. Aunrae is looking to purchase a new shield, but learns that Balden is the over 200 years old and that his clan was responsible for building both Reaver Hall and Alystaire’s ruined tower. Aunrae arranges for a meeting later in the day between the heroes and Balden, then leaves to meet with the Jarl.
The Jarl is also suspicious of the heroes, and also sees them as a threat to his designs on securing a barony for himself. In the end he is forced to acquiesce because the heroes possess the royal writ granting them the King’s authority.
After their meeting with the Jarl the heroes meet with Balden the dwarf and after much food, drink, and bribes, Balden tells the heroes that he can give them a general layout of Reaver Hall. He says that there are four main complexes that stand on four separate peaks connected by bridges with a narrow pass that leads to the first complex. The pass is the safest way to reach Reaver Hall, as flying would pose a unique threat by a flight of Rocs that inhabit this area of the Galenas. The pass is also dangerous because legend has it that there is a pack of “wildmen” that guard the pass and bar entrance. Balden says that the first complex was that of Loddfafnir and also houses the Hall of Heroes where the Reaver known as Death Incarnate made his home. The second complex was the home of the Armageddons. The third complex housed Eclavdra and Sir Graymalkin the Illrigger, and the final complex was made up of the four towers of Alystaire the archmage.
The heroes decide to prepare to set out for Reaver Hall via the pass of the wildmen, but first they decide to mirror their forebearers and hunt down a pack of winter wolves. After a challenging contest the winter wolves are slain and the heroes have claimed new winter wolf cloaks!
Upon entering the pass they encounter a series of grissly warnings, heads of various types mounted on spikes. Pushing on they hear the sounds of battle an stalk up to see a band of Githyanki lead by a Knight mounted on a young red dragon! The Githyanki have surrounded a lone warrior who appears to share the feral characteristics of the winter wolf. Several Gith warriors lie dead at his feet, but he is sorely outnumbered. The heroes decide to help the lone warrior and attack!
The gith warriors are no match for the mythic heroes and even the dragon falls under withering arrow fire from Callista. The dragon crashes to the cliffs but its rider survives and uses a dimension door spell to escape. The Wildman Ullethane retreats back to a narrow section of the pass and stands vigilant. Cassim approaches cautiously to parlay and notices a tripwire at the last minute that would bring tons of snow and rock down in a deadly avalanche. After telling Ullethane that he and his party are the descendants of the original Reavers, Ullethane invites them to his hut to drink mead and talk.
Ullethane reveals that he and his pack are descendants of Loddfafnir and they have pledged to guard against all entry to the Hall until “the blood of the Reavers return.” However Ullethane is not convinced of the truth of their claim. He tells the party that they must prove themselves by slaying Aldinach the Mason who is the infernal emissary of Alystaire. Aldinach has turned his pack to stone and she brings her gargoyle servants to torment the trapped spirits of his people. Ullethane is bound to his post and will not leave, but he says if the heroes slay Aldinach and bring him her head he will grant them egress. However killing Aldinach is no easy task as she can only be permanently slain with a weapon wetted in the waters of a spring found beneath Alystaire’s first tower in Reavers’ Rest.
The heroes return to Reavers’ Rest to wet their weapons in Alystaire’s pool but his tower has been barred by the laws of the town. A town meeting is called for the heroes to present their case. Jarl Crowdac is adamant in upholding the law that prevents entrance to the tower for fear of releasing a power evil upon the peaceful town. In the end he again is forced to concede with the authority of the royal writ.
The next morning the party enters the tower to the mixed reaction of a throng of town’s folk and guards. Jarl Crowdac is there and reminds the party that whatever befalls the town because of their actions will rest on their shoulders then commands the guards to seal the entrance to the tower once the heroes have entered. The heroes enter the dilapidated tower and upon passing the threshold a hidden spell symbol strikes all of the heroes, except the strong willed Amalielle, insane! None of the heroes are aware of the affliction that has befallen them, but they soon will!




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