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Recap of Part 3, Act 3
The party keeps heading toward Waldsby, as Nadya fills them in on the entire town, even the juicy rumors. They make it to the east entrance of town where Nadyas house is, she invites the party in to meet her family. Nadya has two boys, Orm and Mjoli and an elderly neighbor named Kashka who watches the kids while she is away. She introduces them to everyone, and spends some time with her kids, telling of her travels while the party warms up by the fire. It is close to lunch time, and the children Orm, and Mjoli want to go to the White Weasel for lunch.
The whole group heads to the White Weasel, the only bar and grill in town, they are greeted by the owners Emil and Katrina. Zaur gets an uneasy feeling from Katrina, like she is not happy to see them in town. Juno, being suspicious as well, runs outside to cast detect magic and probes the bar, she picks up that the mirror is magic, just like the Attentive mirrors they have found on the bandits. While the party has a few drinks, there seems to be a delay in the food they ordered, when they complain to Katrina on how long lunch is taking, she says they had trouble getting the grill working. The party again questions the excuse she made, and goes to the bar to get another drink, and secretly checks on the grill issue, Arcelia can feel the heat coming from the kitchen, and surmises the grill had to be going for a while for the amount of heat that is coming from the kitchen. Juno checks out the mirror while Gutrender gives her cover from the owners, Juno feels the mirror is active, and the party is probably being spied on. The PC’s get their lunch and eat but also feel like they were kept there longer then needed. Before leaving Zaur decides to look out the front window. He sees that there are guards out front, and Nadya confirms they are Pale Tower guards. The party buffs up before going to confront them, as they are expecting trouble, the guard captain tells the party to surrender their weapons, and to come with them to the pale tower. The party decides against being arrested, and battle begins. Juno hits the guards with color spray, and she gets 3 of the guards in the cone, taking them out of the battle for several rounds. Ozzy summoned a flying squid for the battle, Arcelia shot arrows, while Gutrender Zaur and Walker went into melee attack. The party went through the first set of guards quickly, but there were reinforcements that came down from Nadyas house to help. The guards used ranged attacks at first, but they had trouble hitting anyone in the party. The PC’s closed in, while Ozzie’s flying squid kept some of the guards busy. The Party did triumph and got some nice treasure and weapons off the guards. Juno comes up with a plan to get into the Pale tower by pretending to be the returning pale tower guards with prisoners. The party hires the graveyard keeper to bury the bodies; they also sell the weapons to the towns merchants and have the +1-armor crystal moved to Gutrenders armor. Nadya now realizes they will need to neutralize the rest of the guards at the Pale Tower to keep the town safe. The party also needs to close the portal and believe the way to do that is at the Pale tower.
Back on the road through the deep snow with Nadya, they make their way slowly to the pale tower, about an hour from Waldsby. On the way there they were harassed by a small crow, a magical beast with some powers was surveying the party invisibly, looking to steal the keys for the Dancing Hut. The Witchcrow fids one on Walker and tries to hex him while going for the key, the hex fails, but it does manage to tear open Walkers pocket that is holding one of the keys. The party attacks, and Zaur grabs the Witchcrow, keeping it from escaping. The party damages the bird, and Zaur manages to pin it on his next turn. The crow had mirror images, but the party went through them all and killed the Witchcrow shortly after.
The party getting close to the Pale tower, ready in their disguises, will try to bluff their way in and turn off the portal. (3pm)