Spier Marl

And then you got to Loudwater

Once you purged Spellgard of Thoran’s presence, you felt slightly empty. Sure you collected a few riches, however, you did not find Lady Saharel. Thanks to Millek the Thrush, you think suicide, or near suicide, is the key. Those are the ones who see the lady, those who wish to die. Koran, the head of the Spellgard Monestary, confirmed this theory. He explained that he encountered her near his end, and that’s when the lady picked him up. Take that as you like.

After Scepter Tower, the empty feeling caused the group to split. Your tales about the tower made other visitors suspicious, and the body of a deva did not ease their suspicions. So the Drow, set on overcoming his heritage, felt it was not best to stick around. And the Cleric, distraught by failing a now-dead innocent, decided to head out in search of another region filled with evil; the next chance for retribution.

Three months pass and a Sword Mage and Wizard find themselves in the Green Tankard Tavern. Self-proclaimed as a haven for weary travelers and listless residents, the Green Tankard lays along the Black Road. An old adventurer himself, the barkeep detailed a warning on all of the tavern’s menus:

“In the tavern’s common room, talk turns to tales of hostile tribes and barrows glimpsed through mists; folk speak warily of goblins in the Southwood, of the serpent folk of Najara, and of ancient, ruined kingdoms.

The tavern attracts young and old with its warm company and tall tales. But before buying an ale for one of the inn’s regulars, a visitor should think carefully. Many adventures have started from stories exchanged over cheap ale and greasy food, but not all have ended with the glorious exploits of which bards sing. An old story or a wrinkled map could be the doorway to adventure—or the path to a quick death.”



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