Fantastic Three: Legend of the Silvershafter

Session 1

You find yourselves travelling down a road that hasn’t been maintained in nearly a hundred years. You and your companions are travelling through the dangerous wilderness towards the small town of Winterhaven.

You are on the King’s Road travelling towards Winterhaven. The wind is cool and comfortable, and the road beneath your feet is level. An occasional ancient cobblestone peeks through the dirt road, indicating decades of neglect.. You notice footprints leading up and down the road, many of which were made by small, clawed feet.

Small creatures hiding behind rocks spring into view and begin to move toward you. With a shriek, the small humanoids attack. Scaled and rust-coloured, they have reptilian heads and tails.

After the fight, you check the bodies for any treasure and receive a small amount of gold for your trouble. You continue onwards towards Winterhaven. The rutted King’s Road leads to the foot of a broad hill that holds the walled village of Winterhaven – population 977. The village is nestled in the Southern foothills of the Cairngorm Peaks. The walls are weathered stone topped by defensive palisades.

Small thatched homes stand around Winterhaven, each fronting a small piece of farmland or pasture. Beyond the farms to the west and south lie dark woods, and to the north, tall mountain peaks.

You enter Wrafton’s Inn, a spacious inn and tavern that serves as a pub for the region. Like all alehouses, meals and drinks are served for those with coin, and beds are available for travellers.

Each night a crowd of locals joins to drink, gossip, sing, and play games of chance. They are often joined by any travellers passing through Winterhaven.

After a chat to the locals, a quick look into the pockets of Lord Padraig and a few extra gold pieces courtesy of Sifar’s natural thieving nature, you all head to bed in order to rest for the next days adventure.

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Setting

Realms, both wondrous and dire, border the world. One such realm is the Shadowfell. Although not inherently evil, the Shadowfell is fraught with dangers, and the barrier between worlds can be thin. Sometimes the darkness breaks into the light. Nearly two hundred years ago, a cult of the demon prince Orcus purposely created such a gap, connecting one of Orcus’s unholy Shadowfell sites to the world. Skeletons, zombies, and fouler creatures flooded through the rift into the light of day. The empire of Nerath dispatched legionnaires to eliminate the threat. The empire’s soldiers destroyed the undead, sealed the opening, and built a keep to watch over the location and contain the threat. This is the site known as the Keep on the Shadowfell.

Decades of peace followed, and the village of Winterhaven arose within sight of the keep. Eventually, the great fort fell into ruins and its grand purpose forgotten. Today, it is seen as a harmless tumble of stone and wood.

If only that were true.

Time passes and empires fall, and even Nerath wasn’t immune to the ravages of time. The once-great human empire collapsed almost a century ago, and only memories of its glory remains. Deep within the ruins of the keep, the magic seal crafted by the Nerath wizards continues to protect the rift, but time has begun to erode even this powerful magic. Moreover, the cult of Orcus has returned to the site, intent on finishing what its ancient brethren started. The cult seeks to reopen the rift to the Shadowfell. However, the magic seal has so far frustrated the cult’s intentions. Time, however, is on the side of the cult.

Unless the cult is stopped, the seal will collapse and the passage into the Shadowfell will be opened anew. If that happens, Winterhaven will face the threat alone. Leagues of dangerous roads separate the village from its closest neighbors, and the place has always stood as a point of light in the ever-growing darkness. Even so, Winterhaven won’t stand long against endless swarms of ravaging undead. The cult of Orcus seeks to open the rift, establish a foothold, and launch further atrocities against the world at large.

Marla of the Great Church, an earnest young priest of the good deity Pelor, contacts you before the start of the adventure. She has been studying the history and activity of various demon and death cults. According to Marla’s research, witnesses saw a small group of death cultists traveling toward Winterhaven about a year ago. She has since learned that the head of this group is a dangerous and twisted priest named Kalarel. Marla fears that Kalarel has set up a secret cult in the area and is conducting unholy ceremonies. She asks you to travel to Winterhaven, determine if there is any death cult activity in the area, and, if so, to stamp it out.

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5. Write your first Adventure Log post

The adventure log is where you list the sessions and adventures your party has been on, but for now, we suggest doing a very light “story so far” post. Just give a brief overview of what the party has done up to this point. After each future session, create a new post detailing that night’s adventures.

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