We start mid-campaign. We begin our campaign sometime in Faerun’s past, before the rising of Castle Despair. Nestled in the Bloodstone Valley, nestled against the Galenas on the eastern edge of the valley, is the Harvester’s Keep. We diverge from canon history immediately. The story thus far:
We begin the day before they begin their Trial to officially join the Harvesters, having spent the last several months in the Guild’s training regime. For the last month of training, prospective guild members are allowed to pair up, and our Heroes decided they worked well together, and bonded as they continued their training. Now that their training has come to its conclusion, they meet with their teacher, Jaric, who informs them it’s time for their Trial. Traditionally, the guild gives Hopefuls a piece of equipment which may be of use in fighting the monster they’ve been assigned. After bribing the bartender, Brendor, for some more information they find out the equipment will be a small lump of wax for each of them. Pendle quickly decides it’s likely a Harpy they’ll be sent to hunt, and the party prepares with that in mind.
The next day, they find that Pendle was correct, and they’re told they have 3 days in which to hunt the quarry, returning with some harpy talons and feathers for the Guild’s employer.
They set out, Wulf tracking their prey with ease. They come upon a small camp of kobolds on the way, one of which has wings, surprising them when it takes to the sky. The Heroes quickly dispatch them, however, and continue on their way into the mountains to hunt the Harpy. They find the Harpy’s lair and decide to take a long rest, sleeping for the evening and approaching the cave fresh the next day. The Heroes approach, and quickly discover they’ve forgotten all about the wax and the mesmerising song of the Harpy, Wulf becoming ensorcelled and starting to walk towards her, eager for his own demise.
Pendle quickly sets to work on the Harpy, blasting her from a distance with his magic. Wulf shakes off the charm of the song and sets upon the Harpy, managing to finish her off shortly after she managed to knock Pendle unconscious. Wulf gets him revived, they butcher the foul beast and return with their prize, becoming full members of the Guild.
However, jobs were scarce for a while after that. Eventually,Jaric asked them to check out an old mansion to the north. It was known to belong to an eccentric wizard, and was built more like a castle or keep in some ways, namely for defensibility. It’s not official guild business, but Jaric personally offers to pay them. They go see Pam, the guild’s quartermistress and wife of Brendor, who rents them each a healing potion for 5 silver, with the full cost of 30 gold being due if the potions are not returned in full.
They head to the keep, which has a dense mist flowing along the floor, licking at their boots and seemingly not capable of escaping the confines of the mansion. As they rummage around, they discover Orcs poking about the interior as well, dispatching them with ease.. They also encounter a couple of grey oozes and discover the wonders of acid’s effects on arms and armor. By the end of it, they also recover a wondrous crown which glows faintly of magic, dark swirls shot through it when viewed through a Detect Magic spell.
((This catches up on the first 2 sessions of play. Want to let the players write about the third.))