In our last session, the Clerics Three wrapped up their work with Winsome and returned to Oakheart. As they arrived at their de facto “base of operations,” the Wizard’s Tower Brewery, Roscoe was entertaining another traveler at the small corner bar. In what is become something of a theme for this campaign, the halfling brewer exclaimed upon seeing the trio entering, “I think I know just the people to help you out!” A young boy from a “nearby” village had gone missing and the village was looking for help. The Clerics Three jumped at the chance to help. Arriving in the village (so small it doesn’t even have a name), they learned that the boy, Ulfar, had gone missing many days ago and many suspected the Hollow Hill…a nearby hill, rumored to be full of caves and some tombs, that had been glowing but changed from an orange glow to blue the night that Ulfar went missing. The Clerics Three spent some time talking to the residents and eventually began their explorations of the Hollow Hill, entering one of the known tombs and spotting light coming from deeper within. Delg took the lead and pressed forward into the tomb to be greeted by a steel blade sliding into his torso. That is where we pick up after the break.
There are potential spoilers for “The Glow from Hollow Hill” from Black Abbey Press. This write-up is from yours truly but my my GM comments are still in [brackets and italics] as usual.
