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Our quartet of adventurers awake in Alexia's magical mansion. They, especially Kyle, enjoy a nice breakfast before the morning is interrupted by the arrival of one of Alexia's hirelings and a prisoner.
Adrok, Bowdin, Chip and Kelgrace arrive at the ritual site and find a magical free standing door. Alexia steps out and invites our adventurers to join her for the night. The quartet take the opportunity see what secrets they can uncover.
Adrok, Bowdin, Chip and Kelgrace accept a few magical items from Felstrum and set out on the magical griffins to find the Witch's ritual site. The travel's don't go as plan and Chip is forced to show his skill in aerial acrobatics.
After traveling through the Tangle Briar forest, Adrok, Bowdin, Chip and Kelgrace find the Keep along the River. After failing to sneak into the Keep, our adventures face off against a two-headed Ogre and skeletons.
After taking sometime to recover from their skirmish with the skeletons, Adrok, Bowdin, Chip and Kelgrace continue their search for the Fort. By late afternoon, they come to the river and find what was suppose to be an abandoned Keep giving off a sickly yellow glow. Looking for answers, the quartet learn that undead skeletons patrol the keep. Cautious of being out numbered by skeletons, the group attempts to leave the keep only to be approached by a two-headed ogre.
After spending a day in WaterDeep working on the pieces of the puzzle, our adventures decide to go investigate the fort. It is a clue they discovered in the ruined teleportation circle in the Witch's Tomb. On their way into the woods, our quartet meet some lumberjacks who pay them for a simple task of marking trees as the move through the woods.
After surviving an attack from a Plimic, our adventures continue on to the Witch Coven's tomb where they encounter a warren of goblins and a specter.
While plundering the former open lord of WaterDeep's estate, the quartet encounters the new Open Lord of WaterDeep. Upon returning to Trollskull manor to enjoy what is left of Shield Meet Day, our adventurers have a conversation with Father Dumas where he finally admits the truth about his connection to the Coven of witches.
Our adventurers return to WaterDeep for some rest and to report what they found at the Witch's Tomb. The discover more to the mystery from Father Dumas.
Renaer invites them to his father's former estate to pick out items to add to Trollskull Manor.
After interrupting a ritual, our adventures a face with a sizable force against them. The BBEG decided she had her prize and teleported from the tomb leaving a few werewolves to deal with our adventurers.
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