CoK - Summaries
Jul 22, 2022 21:27:39 GMT -8
Post by Daos on Jul 22, 2022 21:27:39 GMT -8
Chapter One
The Mystery of the Lost Patrol
A year after the War of the Lance has ended, Sir Karl Gaardsen has summoned a group of adventurers to his office, in hopes of investigating rumors of darkness rising again in the east. The adventurers consist of a fresh Knight of the Crown named Dietrich Eckhardt, a half-elven man with a strange blue tint to his skin named Rof, a kender named Robin Smallhill, a Silvanesti elf called Torquato Clorindidis, a Neidar dwarf known as Gordon Ruktrekker, and a handsome bard named Abelaard of Palanthus.
A red haired clerk asks them to sit and wait for Sir Karl, so they speak with each other a bit, introducing each other and speculating on why they were called here. Sir Karl arrives and has the party enter his office. Torquato cuts right to the point, and wants to know what the job is. Apparently, there are rumors of darkness rising in the east, and Gaardsen wants to investigate them, just to be on the safe side. The Whitestone forces are drawn too thin to send anyone, though, so he hired the party to act as an escort. He wants to check out Throtl Outpost first, and look into these rumors. The party agrees.
The following day, the party gears up and heads out. A few days later, they come across a small campsite. A man and his young daughter are at a fire, and they have a horse drawn wagon that appears stuck in the nearby stream. The man is very paranoid when the party approaches, believing they are bandits. But Sir Dietrich and Sir Karl are able to convince him they are with the Whitestone forces. They learn that the man is Thomas Norgino, and the girl is his daughter, Tessa. They were transporting lumber to Vingaard, when their wagon got stuck and they haven't been able to proceed for two days. Dietrich and Gordon work together to dislodge the wagon, while the others interrogate the man on the local goings-on. They learn that Throtl Outpost is nearly abandoned, patrols don't go out anymore, and bandit attacks are way up.
The next day, after seeing Thomas and Tessa off, the party continued onward. They came across a fork in the road, where a caravan was being attacked by draconians. The party moved in to assist. The draconians find something, some kind of book, and most of them flee. But a rear guard is left behind to face the party, consisting of two baaz. Sir Karl follows the other dracs into the woods, while the party faces the baaz. At first, things don't go well. Robin quickly gets cut down, but then manages to get up and rejoin the fray on his own. The party petrifies one baaz, and Torquato puts the other one to sleep. They quickly tie him up.
Sir Karl returns, lamenting that the remaining draconians escaped. The Caravan Master, Julian Fos, approaches them and asks they escort the caravan the rest of the way to Throtl Outpost. The party agrees, and Fos suggests the party speak to the other caravaneers to learn more about the attack, although the tied up Baaz would probably know the most. The party, however, seems content to ignore their prisoner and instead they split up and go speak to different caravaneers.
Robin goes to speak with Emeryn uth Kinlatia, who is incredibly jumpy after the attack and thus not very forthcoming. The kender is unable to persuade her to talk, as she feels he isn't taking the situation seriously enough. Dietrich approaches and tries to help, but does not fare any better.
Torquato, meanwhile, goes to speak with Somir of Palanthas. He is more forthcoming, but doesn't have much to say. His wagon was carrying random goods belonging to knights for transport, meaning he had no idea what he was carrying, and therefore cannot be sure what might be missing. Torquato searches through the wagon and finds a letter to an Istan, written by his brother, Larcent. The letter mentions strange incidents at the Throtl Outpost. Torquato asks to keep the letter, but Somir finds that an odd and inappropriate request, so denies it.
Abelaard goes to speak with an attractive red-haired half-elven woman named Kela Eveningsong. She isn't terribly impressed by him, though, and seems to blame the party for not showing up sooner. Despite his best efforts, he is unable to placate her, never mind woo her.
Gordon went to speak with K’nani Treeheart, but never got around to asking him any questions. Instead, K'nai tries to sell him the legendary sword, Wyrmslayer, claiming he was given it by Tanis Half-Elven, Hero of the Lance, himself. But Gordon wasn't interested. Instead, he goes to speak with the captured baaz once it wakes up. Gordon and Torquato try to intimidate the baaz into speaking, but fail. Frustrated, Torquato goes to report to Sir Karl, and the others follow.
After hearing the report, Sir Karl tells the party to decide what to do with their prisoner, as the caravan will be leaving soon. Dietrich takes it upon himself to execute the baaz for his crimes. Before he can, though, a griffon approaches in the sky, bearing two elven riders. One is a Windrider and the other a priestess of Mishakal. The former drops off the latter, then takes off again.
Torquato seems to recognize her and asks what she is doing here. The Silvanesti woman says her name is Serafina and she is one of Torquato's family's slaves, sent here to watch over him on his parents' behalf. Some of the party, including Sir Karl, bristle at the idea of slavery and take a dim view of Torquato, who seems more annoyed than anything. The party invites her along, but Sir Karl makes it clear he will not tolerate anyone trying to abuse the young woman.
Returning focus to the baaz, Dietrich executes the draconian by cutting his head off. The party then begins walking with the caravan. They pester Serafina with hypothetical questions on what it's like to be a slave and what she would have to do under certain circumstances.
Three days later, the party and the caravan reaches Throtl Outpost. They are greeted by Sir Brenton Silverlance, but he seems eager for them to move on quickly. He and Sir Karl get into a heated exchange, and Sir Brenton storms off. Sir Karl asks the party to do some investigating to find out if they can learn what's going on.
The party decides to split up. Dietrich, Torquato and Serafina head for the local shrine of Paladine while Robin heads for the inn and Gordon to the tavern.
At the temple, Torquato and Serafina meet with Revered Brother Trampas Dragonhelm, a cleric of Paladine and reformed soldier of the Blue Dragonarmy. Trampas didn't seem to know much about what was going on, but was annoyed that nobody (including Sir Brenton) wanted to hear his sermons anymore. Sir Brenton used to attend services regularly, but had stopped recently.
At the inn, Robin stables the party's mule and then meets Rosilita, the old gnomish woman who runs the place. He rents out rooms for the party, then asks her about the local situation, but she doesn't seem to know much about military matters. But she worries she and her family might have to relocate if the outpost continues to decline in activity. He then heads for the smithy and speaks with the blacksmith there. He notes that the man's shop is full of unfinished goods. After pestering the smith for awhile, he finally relents and answers the kender's questions. Robin learns that Sir Larcent Strangbourne was sent on a patrol to Throtyl and never came back, that the commandant has been acting strangely and has cancelled all orders for new equipment.
At the tavern, Gordon sat down at the bar and had a meal while speaking to Lars, the owner. Lars mentions that one of the knights, Sir Larcent Strangbourne, was sent away with his men on a patrol to Throt, and never came back.
Torquato and Serafina leave the temple and head to the tavern, where they meet up with Gordon. They discuss their findings together. Gordon reveals that the commandant lost his signet ring, so concocts a plan where the party somehow creates a fake and offers it to him. The others join them around the point of dinner time, when the tavern starts to get busier. Sir Karl is last to join them, and asks what they learned. The party reports they've heard rumors and hearsay that Silverlance has changed, but have found no actual proof or even evidence to support this. Disappointed, Sir Karl decides to go speak with the commandant himself.
It's around this point Gordon notices two soldiers eying the party maliciously. They approach, drawing their weapons, and saying “Fronzo sends his warmest regards.” The party fights back, scaring a few patrons in the process. Robin goes down, but Serafina revives him. It doesn't take long before the party is victorious.
After the fight ends, they hear shouting about fighting over at the commandant's office. The party rushes over, but finds it has already ended. There is no sigh of Silverlance, but Sir Karl has a slight wound and another man is cowering on the floor. Sir Karl explains that Silverlance, once his cover was blown, attacked and then fled. His remaining bodyguard, Thom uth Nort, readily surrendered.
Sir Karl explains that they need to head for the city of Throtl to retrieve Strangbourne as the outpost no longer has anyone in command of it. The party acquires the password to get into the city from Thom, after a bit of persuading.
It's decided that Thom will help Sir Karl and Sir Dietrich find the other patrols, while the party will head to Throtl and search for Strangbourne and his men. After getting some rest at the inn, they set off the next day.
When morning comes, they set out on the road. Not long after, they encounter a strange sight—a statue in the middle of the road. The statue is of a human, a farmer from the looks of him, and he has a look of surprise on his face. Suddenly, a cockatrice leaps out of the nearby tall grass and attacks. The party all attacks, but it manages to peck Abelaard before Serafina incinerates it with a spell. Abelaard petrifies entirely, leaving behind a handsome statue. The party isn't sure what to do about him, as they have no way to cure his condition and can't carry him around, either. Eventually they decide to move him and the farmer into the tall grass, prone, so that nobody who happens by will mess with them.
By evening, they arrive at the gates of Throtl. The hobgoblin guards let them pass, but warn them that if they are caught with unsheathed weapons, they will lose a hand. The party asks around if there are any taverns or inns in town. They learn of the Cracked Skull Inn and the Thirsty Flagon Tavern. But the local warns them to avoid the latter; it's a hive of villainy and scum and not safe at all. Gordon takes that to mean they should absolutely head there, and nobody disagrees. However, when they arrive at the Flagon they find people brawling in the street, goblinoid races inside, and acquire quite a few baleful glares from the patrons. The others question if this was the best idea, but Gordon insists that it is and starts asking if anyone has seen a Knight of Solamnia. This, if anything, makes the crowd more hostile. Gordon and Robin claim they are only looking for the knight to demand some money he owes them, but nobody buys that story. The party decides to beat it before things get too hot, and Gordon admits it was probably not the best idea.
The party instead heads for the marketplace. It's pretty clean, but Torquato notices dried blood on the ground and a Solamnic herald partially buried in the dried mud. As they prepare to leave, a kender approaches them and says they dropped something, and hands them a piece of paper. He then runs off when he notices a patrol of guards approaching. The note reads, "Room 4, Cracked Skull Inn, 20 minutes."
The party heads for the inn and rents several rooms, including Room 4. They then head up to Room 4 to wait. Not long after, the kender scampers up through the window, despite it being a second story room. He introduces himself as Kilderf, and explains that he was friends with Sir Larcent Strangbourne. Strangbourne was sent with his men to Throtl for a patrol, leaving Kilderf behind, so he followed them. As he was sneaking through a gap in the wall, he saw the knights about to enter an ambush in the marketplace. He called out a warning, but only Sir Larcent escaped; the rest of his men were captured. He has been in hiding ever since, and Kilderf has been his eyes and ears in the city, looking for someone who might be able to help. He saw the party at the tavern asking for a knight, so followed them to the marketplace. He agrees to introduce them to Sir Larcent, but only if they agree to help rescue his men. The party agrees, so Kilderf leaves out the window and tells them to meet him at Whizmer’s Treasures in 20 minutes. Gordon and Torquato have a game of khas while they wait (Gordon wins), then they head out.
Once they get there, the shopkeep lets them into the back, where they meet with Kilderf and a bandaged up Sir Larcent Strangbourne. The party tells him that Sir Silverlance is dead, having been replaced by a Sivak, which means Throtl Outpost is now completely vulnerable. Larcent explains that he and his men were ambushed by Bron in the market square. He escaped with Kilderf's help, but his men were all taken to the barracks. He has been trying to recover and figure out a way to bust out his men. The party agrees to try and break his men free, so they can return to Throtl Outpost and look after it. Sir Larcent also warns them that this Bron fellow is likely a cleric of Takhisis. The party also learns there is a secret passage into the barracks somewhere in town, but they have no idea where.
The party returns to the inn for the night to get some rest. They learn that there is a curfew and they just barely made it in time. Good thing, too, as the penalty is the removal of one's hand. They also hear rumors that both dark wizards and evil clerics have been seen in town lately, in growing numbers.
The following morning, they meet in the common room for breakfast and hear more rumors, this time about the old keep being walled up, save for a secret magical way that a cleric uses. The party discusses their options, and Torquato wants to find Bron's house instead of rescuing the knights, but Rof feels the knights are the priority, and they don't even know where the cleric lives, anyway. So the party heads for the barracks after even more discussion.
Once at the barracks, Gordon sends Robin in to scout. Rof points out that's a terrible idea, as you never send a kender to scout. Gordon assures him it's not a problem, because if he runs into trouble, he'll run and bring the guards with him, and the party can take them down. Rof points out they are in the middle of a public street, if they are seen fighting guards, they'll quickly get overwhelmed by even more guards. Realizing he did not really think any of this through, Gordon decides the party should go in after Robin.
Meanwhile, Robin sneaks through the back and heads downstairs into the dungeon immediately. He quickly runs into three goblin guards who attack. He throws down some marbles to disable them, but still winds up getting knocked unconscious again. The party shows up just as they are dragging him off. A fight breaks out, but Gordon and Serafina both trip on the marbles. Ultimately, the party is victorious. They kill two guards, but the last one surrenders and agrees to take the party to the patrol, who are locked up and mostly injured or sick.
They learn from the knights that their second in command, Tylor, was taken away and never returned. The party lets them out, then after questioning the goblin (Lone Walker), they locked him up in the empty cell (but never thought to take his key away from him). The knights are eager to leave and reunite with Larcent, but Torquato wants them to stay put while the party explores the rest of the basement. He is overridden, though, and the knights and party head back upstairs.
Once outside, they find total chaos. People are running in panic, and someone shouts 'dragon!' Looking up, they see a silver dragon attacking the guards and providing a perfect distraction. Rof reasons this is the 'help' that Sir Karl promised to send. Larcent and Kilderf show up with horses, and take the knights to ride back to Throtl Outpost in the chaos. He urges the party to find Bron's house, and directs them to it.
Once they arrive, Rof gets them inside. They find a very nicely furnished home, and a mirror that is clearly a magical portal to somewhere. Robin looks around and finds a pair of healing potions and a letter to Bron from someone named Myrtani. The letter mentions eggs to be corrupted, but the party ignores it. They step through the mirror and find themselves in an elongated room of some kind with an altar on the other end. Several people in black robes are chanting over some dragon eggs, when the eggs suddenly explode, killing all but one of the chanters. This final person calls for help, and guards rush in to grab a book and run out. The black robe then stays behind to keep the party busy; it turns out it is none other than Bron, the dark cleric. A fight breaks out, but the party easily defeats Bron in under three rounds.
They hear the guards running off, and decide to follow right out the front door, toward the Crypt of the Fallen Kings. They find evidence their quarry went inside, but find no sign of them inside. Rof hears hobgoblins coming so runs off to lead them away while the party tries to puzzle out what happened. They see a statue with a crown in hand. Gordon figures out the crown can be removed and Torquato puts it on the statue's head. This seals the front door, but opens a secret door and also causes some kind of magical effect that heals everyone in the party up. The only direction they can go is down the stairs, into the dark depths.
The Mystery of the Lost Patrol
A year after the War of the Lance has ended, Sir Karl Gaardsen has summoned a group of adventurers to his office, in hopes of investigating rumors of darkness rising again in the east. The adventurers consist of a fresh Knight of the Crown named Dietrich Eckhardt, a half-elven man with a strange blue tint to his skin named Rof, a kender named Robin Smallhill, a Silvanesti elf called Torquato Clorindidis, a Neidar dwarf known as Gordon Ruktrekker, and a handsome bard named Abelaard of Palanthus.
A red haired clerk asks them to sit and wait for Sir Karl, so they speak with each other a bit, introducing each other and speculating on why they were called here. Sir Karl arrives and has the party enter his office. Torquato cuts right to the point, and wants to know what the job is. Apparently, there are rumors of darkness rising in the east, and Gaardsen wants to investigate them, just to be on the safe side. The Whitestone forces are drawn too thin to send anyone, though, so he hired the party to act as an escort. He wants to check out Throtl Outpost first, and look into these rumors. The party agrees.
The following day, the party gears up and heads out. A few days later, they come across a small campsite. A man and his young daughter are at a fire, and they have a horse drawn wagon that appears stuck in the nearby stream. The man is very paranoid when the party approaches, believing they are bandits. But Sir Dietrich and Sir Karl are able to convince him they are with the Whitestone forces. They learn that the man is Thomas Norgino, and the girl is his daughter, Tessa. They were transporting lumber to Vingaard, when their wagon got stuck and they haven't been able to proceed for two days. Dietrich and Gordon work together to dislodge the wagon, while the others interrogate the man on the local goings-on. They learn that Throtl Outpost is nearly abandoned, patrols don't go out anymore, and bandit attacks are way up.
The next day, after seeing Thomas and Tessa off, the party continued onward. They came across a fork in the road, where a caravan was being attacked by draconians. The party moved in to assist. The draconians find something, some kind of book, and most of them flee. But a rear guard is left behind to face the party, consisting of two baaz. Sir Karl follows the other dracs into the woods, while the party faces the baaz. At first, things don't go well. Robin quickly gets cut down, but then manages to get up and rejoin the fray on his own. The party petrifies one baaz, and Torquato puts the other one to sleep. They quickly tie him up.
Sir Karl returns, lamenting that the remaining draconians escaped. The Caravan Master, Julian Fos, approaches them and asks they escort the caravan the rest of the way to Throtl Outpost. The party agrees, and Fos suggests the party speak to the other caravaneers to learn more about the attack, although the tied up Baaz would probably know the most. The party, however, seems content to ignore their prisoner and instead they split up and go speak to different caravaneers.
Robin goes to speak with Emeryn uth Kinlatia, who is incredibly jumpy after the attack and thus not very forthcoming. The kender is unable to persuade her to talk, as she feels he isn't taking the situation seriously enough. Dietrich approaches and tries to help, but does not fare any better.
Torquato, meanwhile, goes to speak with Somir of Palanthas. He is more forthcoming, but doesn't have much to say. His wagon was carrying random goods belonging to knights for transport, meaning he had no idea what he was carrying, and therefore cannot be sure what might be missing. Torquato searches through the wagon and finds a letter to an Istan, written by his brother, Larcent. The letter mentions strange incidents at the Throtl Outpost. Torquato asks to keep the letter, but Somir finds that an odd and inappropriate request, so denies it.
Abelaard goes to speak with an attractive red-haired half-elven woman named Kela Eveningsong. She isn't terribly impressed by him, though, and seems to blame the party for not showing up sooner. Despite his best efforts, he is unable to placate her, never mind woo her.
Gordon went to speak with K’nani Treeheart, but never got around to asking him any questions. Instead, K'nai tries to sell him the legendary sword, Wyrmslayer, claiming he was given it by Tanis Half-Elven, Hero of the Lance, himself. But Gordon wasn't interested. Instead, he goes to speak with the captured baaz once it wakes up. Gordon and Torquato try to intimidate the baaz into speaking, but fail. Frustrated, Torquato goes to report to Sir Karl, and the others follow.
After hearing the report, Sir Karl tells the party to decide what to do with their prisoner, as the caravan will be leaving soon. Dietrich takes it upon himself to execute the baaz for his crimes. Before he can, though, a griffon approaches in the sky, bearing two elven riders. One is a Windrider and the other a priestess of Mishakal. The former drops off the latter, then takes off again.
Torquato seems to recognize her and asks what she is doing here. The Silvanesti woman says her name is Serafina and she is one of Torquato's family's slaves, sent here to watch over him on his parents' behalf. Some of the party, including Sir Karl, bristle at the idea of slavery and take a dim view of Torquato, who seems more annoyed than anything. The party invites her along, but Sir Karl makes it clear he will not tolerate anyone trying to abuse the young woman.
Returning focus to the baaz, Dietrich executes the draconian by cutting his head off. The party then begins walking with the caravan. They pester Serafina with hypothetical questions on what it's like to be a slave and what she would have to do under certain circumstances.
Three days later, the party and the caravan reaches Throtl Outpost. They are greeted by Sir Brenton Silverlance, but he seems eager for them to move on quickly. He and Sir Karl get into a heated exchange, and Sir Brenton storms off. Sir Karl asks the party to do some investigating to find out if they can learn what's going on.
The party decides to split up. Dietrich, Torquato and Serafina head for the local shrine of Paladine while Robin heads for the inn and Gordon to the tavern.
At the temple, Torquato and Serafina meet with Revered Brother Trampas Dragonhelm, a cleric of Paladine and reformed soldier of the Blue Dragonarmy. Trampas didn't seem to know much about what was going on, but was annoyed that nobody (including Sir Brenton) wanted to hear his sermons anymore. Sir Brenton used to attend services regularly, but had stopped recently.
At the inn, Robin stables the party's mule and then meets Rosilita, the old gnomish woman who runs the place. He rents out rooms for the party, then asks her about the local situation, but she doesn't seem to know much about military matters. But she worries she and her family might have to relocate if the outpost continues to decline in activity. He then heads for the smithy and speaks with the blacksmith there. He notes that the man's shop is full of unfinished goods. After pestering the smith for awhile, he finally relents and answers the kender's questions. Robin learns that Sir Larcent Strangbourne was sent on a patrol to Throtyl and never came back, that the commandant has been acting strangely and has cancelled all orders for new equipment.
At the tavern, Gordon sat down at the bar and had a meal while speaking to Lars, the owner. Lars mentions that one of the knights, Sir Larcent Strangbourne, was sent away with his men on a patrol to Throt, and never came back.
Torquato and Serafina leave the temple and head to the tavern, where they meet up with Gordon. They discuss their findings together. Gordon reveals that the commandant lost his signet ring, so concocts a plan where the party somehow creates a fake and offers it to him. The others join them around the point of dinner time, when the tavern starts to get busier. Sir Karl is last to join them, and asks what they learned. The party reports they've heard rumors and hearsay that Silverlance has changed, but have found no actual proof or even evidence to support this. Disappointed, Sir Karl decides to go speak with the commandant himself.
It's around this point Gordon notices two soldiers eying the party maliciously. They approach, drawing their weapons, and saying “Fronzo sends his warmest regards.” The party fights back, scaring a few patrons in the process. Robin goes down, but Serafina revives him. It doesn't take long before the party is victorious.
After the fight ends, they hear shouting about fighting over at the commandant's office. The party rushes over, but finds it has already ended. There is no sigh of Silverlance, but Sir Karl has a slight wound and another man is cowering on the floor. Sir Karl explains that Silverlance, once his cover was blown, attacked and then fled. His remaining bodyguard, Thom uth Nort, readily surrendered.
Sir Karl explains that they need to head for the city of Throtl to retrieve Strangbourne as the outpost no longer has anyone in command of it. The party acquires the password to get into the city from Thom, after a bit of persuading.
It's decided that Thom will help Sir Karl and Sir Dietrich find the other patrols, while the party will head to Throtl and search for Strangbourne and his men. After getting some rest at the inn, they set off the next day.
When morning comes, they set out on the road. Not long after, they encounter a strange sight—a statue in the middle of the road. The statue is of a human, a farmer from the looks of him, and he has a look of surprise on his face. Suddenly, a cockatrice leaps out of the nearby tall grass and attacks. The party all attacks, but it manages to peck Abelaard before Serafina incinerates it with a spell. Abelaard petrifies entirely, leaving behind a handsome statue. The party isn't sure what to do about him, as they have no way to cure his condition and can't carry him around, either. Eventually they decide to move him and the farmer into the tall grass, prone, so that nobody who happens by will mess with them.
By evening, they arrive at the gates of Throtl. The hobgoblin guards let them pass, but warn them that if they are caught with unsheathed weapons, they will lose a hand. The party asks around if there are any taverns or inns in town. They learn of the Cracked Skull Inn and the Thirsty Flagon Tavern. But the local warns them to avoid the latter; it's a hive of villainy and scum and not safe at all. Gordon takes that to mean they should absolutely head there, and nobody disagrees. However, when they arrive at the Flagon they find people brawling in the street, goblinoid races inside, and acquire quite a few baleful glares from the patrons. The others question if this was the best idea, but Gordon insists that it is and starts asking if anyone has seen a Knight of Solamnia. This, if anything, makes the crowd more hostile. Gordon and Robin claim they are only looking for the knight to demand some money he owes them, but nobody buys that story. The party decides to beat it before things get too hot, and Gordon admits it was probably not the best idea.
The party instead heads for the marketplace. It's pretty clean, but Torquato notices dried blood on the ground and a Solamnic herald partially buried in the dried mud. As they prepare to leave, a kender approaches them and says they dropped something, and hands them a piece of paper. He then runs off when he notices a patrol of guards approaching. The note reads, "Room 4, Cracked Skull Inn, 20 minutes."
The party heads for the inn and rents several rooms, including Room 4. They then head up to Room 4 to wait. Not long after, the kender scampers up through the window, despite it being a second story room. He introduces himself as Kilderf, and explains that he was friends with Sir Larcent Strangbourne. Strangbourne was sent with his men to Throtl for a patrol, leaving Kilderf behind, so he followed them. As he was sneaking through a gap in the wall, he saw the knights about to enter an ambush in the marketplace. He called out a warning, but only Sir Larcent escaped; the rest of his men were captured. He has been in hiding ever since, and Kilderf has been his eyes and ears in the city, looking for someone who might be able to help. He saw the party at the tavern asking for a knight, so followed them to the marketplace. He agrees to introduce them to Sir Larcent, but only if they agree to help rescue his men. The party agrees, so Kilderf leaves out the window and tells them to meet him at Whizmer’s Treasures in 20 minutes. Gordon and Torquato have a game of khas while they wait (Gordon wins), then they head out.
Once they get there, the shopkeep lets them into the back, where they meet with Kilderf and a bandaged up Sir Larcent Strangbourne. The party tells him that Sir Silverlance is dead, having been replaced by a Sivak, which means Throtl Outpost is now completely vulnerable. Larcent explains that he and his men were ambushed by Bron in the market square. He escaped with Kilderf's help, but his men were all taken to the barracks. He has been trying to recover and figure out a way to bust out his men. The party agrees to try and break his men free, so they can return to Throtl Outpost and look after it. Sir Larcent also warns them that this Bron fellow is likely a cleric of Takhisis. The party also learns there is a secret passage into the barracks somewhere in town, but they have no idea where.
The party returns to the inn for the night to get some rest. They learn that there is a curfew and they just barely made it in time. Good thing, too, as the penalty is the removal of one's hand. They also hear rumors that both dark wizards and evil clerics have been seen in town lately, in growing numbers.
The following morning, they meet in the common room for breakfast and hear more rumors, this time about the old keep being walled up, save for a secret magical way that a cleric uses. The party discusses their options, and Torquato wants to find Bron's house instead of rescuing the knights, but Rof feels the knights are the priority, and they don't even know where the cleric lives, anyway. So the party heads for the barracks after even more discussion.
Once at the barracks, Gordon sends Robin in to scout. Rof points out that's a terrible idea, as you never send a kender to scout. Gordon assures him it's not a problem, because if he runs into trouble, he'll run and bring the guards with him, and the party can take them down. Rof points out they are in the middle of a public street, if they are seen fighting guards, they'll quickly get overwhelmed by even more guards. Realizing he did not really think any of this through, Gordon decides the party should go in after Robin.
Meanwhile, Robin sneaks through the back and heads downstairs into the dungeon immediately. He quickly runs into three goblin guards who attack. He throws down some marbles to disable them, but still winds up getting knocked unconscious again. The party shows up just as they are dragging him off. A fight breaks out, but Gordon and Serafina both trip on the marbles. Ultimately, the party is victorious. They kill two guards, but the last one surrenders and agrees to take the party to the patrol, who are locked up and mostly injured or sick.
They learn from the knights that their second in command, Tylor, was taken away and never returned. The party lets them out, then after questioning the goblin (Lone Walker), they locked him up in the empty cell (but never thought to take his key away from him). The knights are eager to leave and reunite with Larcent, but Torquato wants them to stay put while the party explores the rest of the basement. He is overridden, though, and the knights and party head back upstairs.
Once outside, they find total chaos. People are running in panic, and someone shouts 'dragon!' Looking up, they see a silver dragon attacking the guards and providing a perfect distraction. Rof reasons this is the 'help' that Sir Karl promised to send. Larcent and Kilderf show up with horses, and take the knights to ride back to Throtl Outpost in the chaos. He urges the party to find Bron's house, and directs them to it.
Once they arrive, Rof gets them inside. They find a very nicely furnished home, and a mirror that is clearly a magical portal to somewhere. Robin looks around and finds a pair of healing potions and a letter to Bron from someone named Myrtani. The letter mentions eggs to be corrupted, but the party ignores it. They step through the mirror and find themselves in an elongated room of some kind with an altar on the other end. Several people in black robes are chanting over some dragon eggs, when the eggs suddenly explode, killing all but one of the chanters. This final person calls for help, and guards rush in to grab a book and run out. The black robe then stays behind to keep the party busy; it turns out it is none other than Bron, the dark cleric. A fight breaks out, but the party easily defeats Bron in under three rounds.
They hear the guards running off, and decide to follow right out the front door, toward the Crypt of the Fallen Kings. They find evidence their quarry went inside, but find no sign of them inside. Rof hears hobgoblins coming so runs off to lead them away while the party tries to puzzle out what happened. They see a statue with a crown in hand. Gordon figures out the crown can be removed and Torquato puts it on the statue's head. This seals the front door, but opens a secret door and also causes some kind of magical effect that heals everyone in the party up. The only direction they can go is down the stairs, into the dark depths.