The party head over the barren wastelands of the Stonemarch in search of the “Mouth of the Sleeper”.
With the recovery of some of Altair’s Talons and requests from the Blackengorge Town Council, the party are ready to set of for the east and to see the Nentir Vale for themselves. With an ox-led wagon laden with goods and a large travelling party, they set off at sunrise with the well wishes of the townsfolk ringing in their ears.
The adventurers meet the members of Altair’s Talons deep in the bowels of the ruined Caulkin Keep after defeating Skauril.
Descending into the gloom of a long forgotten ruin in the northern forest the party found and vanquished a tale of kidnap and sorcery! Finding the missing elf Gilmorril and preventing a priest named Skauril opening a portal to unleash the horror within on the land, the heroes are now exhausted, bloody, and injured and have to deal with the prisoners they have released.
Khalin looked down at the hammer given to him by Harbek Garrack, the spectre of the disgraced captain of Caulkin Keep, with reverence and awe. It truly seemed a magnificent weapon, with three large diamonds set into the flat of the head, and a pommel carved to resemble the head of a noble dragon. Even without touching it, he could sense its power.
Celestia’s destiny lies elsewhere, hearing Melora’s call for her not to join the adventurers at the Goblin’s Lair but to look out to sea.
Tradden finds a longsword imbued with the power of frost.
Guided by the light of Celestia’s amulet the adventurers survive the perils of the sea and awake the next day in Blackengorge.
The Guiding Fire is crushed by a Kraken, throwing the adventurers into the frothing sea, perhaps to their doom.
Boarding The Guiding Fire the adventuring band set sail for the Old Continent and Blackengorge with a mission from the City Guard.
Two bold adventurers enter an empty mansion only to find a secret passage and more bound adventurers below.