After the raid on Boremium, the party searched the fortress, killing the remaining undead, a Minotaur, and some priests. They also uncovered a letter from a mysterious man named Trandemere, who said he too was a follower of Pal, and had invited the head priest of this group (which the party had just killed) to join him in some plans far to the south east in the Steamwall Mountains. The party decides this is a bigger threat, and goes about trying to get to the Steamwall Mountains.
The quickest road there is through a goblin town on top of the mountains of High Vale, so the party takes the switchback road to the top, and fight the goblins for every inch of territory. Both sides are bloodied when the Goblin king calls a parley to discuss a more peaceful resolution. The party convinces him they were sent by the town, and the Goblin King gives a counter offer: Go ransack Boremium and he’ll make them wealthy. The party ‘agrees’ and tells the king to meet them at the fortress in a few days.
Back down the mountain, the party sets some fires in and around town, but not on any buildings, and gets the town to bring a guard to the fortress to ambush the goblin king. When the agreed upon time arrives, the party and the town ambush the goblin king (or did he try to back stab the party.. I don’t remember), which results in the death of all the goblins. Patty takes the goblin king crown, and the party heads back up the hill.
When getting back to the goblin encampment, the party shows them the crown of their fallen leader, and they proclaim him the new Goblin King. Instead of accepting this honor, the party crowns some random kid in town Goblin King in exchange for the right of passage through the town, and a promise to leave Boremium alone.
Finally over the pass, the party heads to the Steamwall mountains, which takes some time. Once they get there, they hear from some people in town about loud roars and flashes of light coming from the mountains, as well as strange traffic of many priests. The party climbs the mountains and camps out on top for a night to see if they can spot any of these light flashes. They don’t, but instead see a light down on the other side of the mountains, and head down in the middle of the night to check it out.
Now on the back side of the mountains, they party finds some priests of Pal guarding the entrance to tunnel leading inside the mountain. The party fights their way in, killing many, and makes their way to a huge tunnel (30’ wide, 25’ tall, and longer than they can see). The priests they are chasing run at a man who’s hanging out near some massive bars, who in turn bashes their heads in with a mace. After some hesitation and careful wording, the party decides he’s not one of the evil priests, and chat with him.
His name is Arthur, and he was sent from a nearby town to figure out what’s going on around here. The party looks about, finds an office and a locked room they can’t break into, and decide to head back to town – the purpose of the large cave lost to them. Once back in town, Arthur goes his own way, the party hangs out for a bit, and eventually decides to ask Arthur more questions – only he can’t be found.
Heading back to the giant underground tunnel (as opposed to above ground tunnels), the party encounters more priest guards, and a captive Arthur. He claims that he was taken prisoner by the priests in town, and dragged back here in the night. With all the priests dead, it’s hard to tell if he is lying or telling the truth. The party locks him up and explores the end of the big tunnel, but only after finding out there’s a large scaled creature behind the bars at the end of the big passageway.
The big tunnel leads to the top of the mountain, and the party decides to hang out for a while until Jordan realizes that this is the exit path for what everybody is assuming is a dragon locked in the tunnel below. He wakes everybody up, and they head back down the tunnel, finding Arthur still locked in the room they left him in, but also waking the dragon locked in the cage.
The dragon, Fireflash, talks at length with the party, eventually telling him that he’s been captured by Trandemere and that he’s a good Bronze dragon, not an evil dragon. Jordan goes to drag Arthur back out to face Fireflash, only to find out that there’s more to Arthur than he’d let on – Arthur casts Hold Person on Jordan and disappears. The rest of the party eventually notices Jordan’s disappearance around the time they open Fireflashe’s cage and read one of the letters that had been in the office.
Their suspicions are confirmed: Arthur is Trandemere, and he’s after Fireflash’s eggs. Fireflash takes the party with him back to his lair, until he sees a caravan heading that way. Instead, he drops the party off to investigate the caravan while he goes back home to make sure things are safe. The party comes across more priests with zombies, kills them, and loots their cart. Fireflash comes back saying everything is clear at his place, and thanks the party for helping free him.
The only clues about Trandemere are that he had a contact in the north who was preparing some sort of corruption agents for the dragon eggs, so the party (now equip with a covered wagon and some horses) heads to Caldera.
After weeks of traveling, Caldera comes into view, and an ambush is triggered. Zombies climb out of snow banks, and what appeared to be a beggar starts casting spells. The party, with some problems, dispatches the ambush, and slaughters the beggar/priest ruthlessly.
Exploring the town, they find out there’s some strange activity involving mysterious priests at an old warehouse down by the docks – they also find out that Caldera isn’t far enough to have snow, but the region for miles around the town has been cold shifted for over fifty years. First the party investigates the warehouse: and after asking around town, they decide to approach the guard at the front door – professing they were door admirers. Things get rowdy and eventually the party attacks him. He calls for backup, and Trandemere appears from within.
Negotiations go down: Trandemere stops pretending to be Arthur, and goes straight to the point: he’ll pay off the party to leave him and his people alone, skirting around exactly what it is he aims to do. The party almost goes for it, but decides it’s probably better just to kill him. He sighs, and summons his Draconian warriors to fight for him – strange lizard men who turn to stone upon death.
After a waaaaaaaaaaaaaay too easy battle, the party corners Trandemere in the warehouse office. Pat is bleeding out, Trandemere casts hold person on the party, and the only one left that can still move is Patty. Trandemere makes a showy exist by summoning a portal, and walks through – patty is left with the decision: Run through the portal after him, or patch up Pat before he dies.
Trandemere escapes, the party hauls the almost dead dwarf back to the inn, and after a moment of confusion, are summoned to the chambers of the local lord – a boy of just 17 years. The city is being governed until he comes of age by his late father’s adviser, an elf who has served the town for generations.
The party chats with the boy and and the advisory for a while, and decide that Trandemere has been dealt with sufficiently for now, and to help the boy lord to find the cause of the cold shift around the city. The rumor is a wizard took up residence in the hills nearby and brought the cold snap down on the town. The boy lord is convinced of it, as his father had ridden out before he was born to find a slay this mage, never to return. His adviser tells him it’s just a rumor, but he boy seems adamant about it.
And starting with our next session, I’ll try to keep better track of adventure logs.