Session 4 – The Sorcerer

Slowly you drift off with in the warm and wooden walls of House Sheerspear. Gilwen had made such a grand feast for your return from beyond the wall, you couldn’t have paid for better. Peter was straight faced, yet you could see in the corners of his mouth he was happy to see you all back again in good health. For the first time since you have stepped foot in this crumbling mess they call a city, you feel relaxed. You are becoming a bit more familiar with the streets and people. Most of the scum and mercenaries that were hired on with you have all fled. Even what looked to be the bravest and strongest of them had no time for such silly “military” works and sailed off. Over the last three days you have noticed that the presence of Lord Neverember seems to be very strong and interestingly enough growing. He does in fact seem to be winning over the larger portion of the populous with his charm and coin. He has started to work on more trade routes, that would boost the merchant footprint of the once grand city. You even hear a few of the people’s whispers say “Even if he is truely of false blood, he is still putting the city first and I’ll follow anyone that does as such.” and “Heir or not, he is picking up the pieces here in Neverwinter where others have failed. We are honored to have him here in Neverwinter.”

The moment your reality pulls you into the realm of dreams is the first time you feel fear again. More fear then when the ground shook with the movement of a large stone creature under neither your feet. You feel this fear so greatly because of what your brain sees…

You see a flair of blue light so bright you feel as if your eyes shall never re-adjust. Then out of the pure burning with in your eyes and mind you hear a deep horrifying vibration shuttering through your bones. It feels as if someone has taken all the horns of the northmen and blew them all at once under the very ground you stand on. The sound finally falls to it’s fading pitches when you then hear the sound of rock and boulder fighting within the ground. Something is coming… and it seems to be very large. As you look down to the ground you notice a burning sensation as blue lines seer your flesh and move up your skin like snakes climbing a tree…

You awake all at once, back with in the close courtiers of the small room. Each of you looking at each other in the bleak dark night’s enveloping shadow. You all know what one another have seen…

We try and determine the source of the shared dream but cannot. We decide that we should go back to sleep.

As we are heading to work today, Isabelle runs into us and tells us that two giant lizards tried to break into her shop but they were unsuccessful and fled back to a cemetery. She is scared and tell us that we should look out for the lizards as we are going to our watch. We attempt to track the lizards, but the tracks go up a brick wall. We see no way to get through except to go over the wall, so Lennon uses his magic to float over. He does not see anything but drops a rope down to allow the rest of us go over.

We go in and see a large tomb with some old tracks. There is a body missing from one crypt. We determine that they are womens’ boot tracks, but they disappear after a while. Lennon thinks that they may have used a scroll or potion to teleport out. We decide to check the broken crypts to see what else is here, but can’t find anything.

We head to the wall for our fourth day of working on the wall. We go in and check on our stash; the guardian is still patrolling, so we start searching the nearby houses. Soon we find a large tavern. There are barrels of drinks here, and six rooms upstairs. We find some trinkets but nothing major. The last room is locked and Belgha picks the lock. Suddenly fire engulfs us, it appears that an alchemist set a trap here, however it doesn’t affect us much. We put the fire out and see two female skeletons in the room, along with some hide armor. Also there is a clear sense powder for alchemy. We take some linens and other worthless items to take back to the watch.

As we are leaving we hear a noise coming from across the courtyard, like thinks being pushed around, and from a window we see humanoid shapes with some armor. Fianna goes outside as bait to see if she can draw them in. It works and they advance on the building and try to get in the door. We open the door and attack them and they fall like bowling pins. However, it looks like the real enemy is approaching.

Zanne and Fianna are slammed with some sort of a thunder attack and are stunned. We see a figure approaching with two lizards by his side. He slams us with a lightning attack and his lizards move to strike us. Belgha casts a spell that limits his visibility to only a few paces and Fianna charges through slamming into him with extreme force and slicing him with her axe. He falls and his lizards scatter. We take his treasure (stoneskin armor, some gold, jewels, casting wand, quarterstaff and a necklace) and bring his head back to Isabelle, who seems to have warmed to the rest of the group now after we’ve done this for her.

In the man’s robes we find a note with some strange symbols. The rest is in common, and it reads “Seize the wand witch. -TG” and we see a bloody thumb print on it.