S01 - Midwinter Burglar Mystery

Adventure Log: The Adventure Begins

  • Session number: 1
  • Locations:
    1. Vilamond, The Dancing Pig tavern
    2. Vilamond, Royal Palace, throne room
    3. North Alandor Basin, wilderness
    4. North Alandor Basin, on Lake Nordan (frozen)
  • Party Members:
    • Archibald
    • Pyrgos
    • Gorfin
    • Ildur
    • Roulph

Introduction

  • Roulph had advertised that he was looking for adventurers to establish a party, and had scheduled a meeting at The Dancing Pig for any interested individuals.
  • Four people arrived, Archibald, Ildur, Pyrgos, and Gorfin.
  • The tavern keeper persuaded Archibald to pay his tab of 1 GP.
  • Each member introduced themselves and settled into the group.
  • There was confusion about the purpose of the adventurer party.
  • Pyrgos was not content with the proposition and wanted to leave, but Gorfin talked sense into him.
  • Gorfin had been skulking in a dark corner of the tavern before stepping forwards.
  • At some point, Pyrgos swiped a bottle of wine from the counter without paying.

Audience with King Vizirond III Tarnhem

  • Looking to get a formal adventurer license for their now established party the group went to the royal audience.
  • Pyrgos tried to cut in line but got thrown in the gutter by the guards.
  • Gorfin unsuccessfully investigated a pile of horse droppings looking for something to aid his agricultural understanding
  • Roulph managed to get an official adventurer permit from the king, with a tax on their earnings.
  • After the audience, the Master of Interior took the party aside to ask them for help investigation a series of mysterious burglaries.

Investigation of the Mysterious Burglaries

  • During their investigation, the party visited the victims, gathering clues and noting the magical nature and chaotic pattern of the thefts.
  • The party met with an elderly woman in the slums, discovering that even trivial items like a wooden spoon had been stolen, hinting at the sentimental value of the stolen goods.
  • Archibald and Ildur notices a mysterious glow on the sky in the direction of lake Nordan (a couple of days travel northward), which coincides with the burglaries.
  • Ildur with his sailor's knowledge of weather understands that this is highly suspicious, and the party decides to check it out.
  • On their way back into the city, the party was ambushed by thieves but managed to defending themselves, showcasing their combat skills and camaraderie.
  • During the battle, Roulph was injured and treated by Gorfin using horse droppings, causing a bout of sewer fever that Roulph managed to heal with his own holy touch.

A Night's Rest and the Draft Horse Fjadla

  • The party rents rooms at an Inn for the night.
  • Roulph and Archibald goes to bed, but Ildur, Gorfin, and Pyrgos decide to go out to expropriate a horse and cart to carry their equipment on the journey.
  • During their self-proclaimed quest, they almost scare the life out of a stable guard, steals a horse they later name Fjadla, and also find and steal a cart.
  • The next day they sneak through the guard with the stolen horse and cart without incident.

Journey to Lake Nordan

  • The party travels throughout the day with some smalltalk about the purpose of the adventurer party
  • When night falls, Gorfin hunts a deer, Pyrgos share his stolen wine, and they have a nice moment before going to bed
  • During the night the party is attacked by a pair of wolves, they fight them together, with Ildur cutting one down and throwing his axe at the other, killing them both.
  • Gorfin crafts a hat from one of the wolves' heads.

The Frozen Lake and the Igloo Village

  • The journey continued to the frozen lake Nordan under mysterious atmospheric conditions where the party discovered an igloo village.
  • Pyrgos scouts ahead under stealth and spots some twisted gnome like creatures in an igloo working with items stolen from the city.
  • Ildur and Roulph tries to storm the igloo by bashing down the door, but slips on the ice, finally Gorfin just opens the door, which was ironically unlocked
  • The party kills the twisted gnomes (now called gnawlings)

Conclusion

  • The party uses the fact that no alarm has been raised to take some time and rest in the igloo.
  • The session ends.