At the end of the last session, we left our heroes deep in the caves below Greystone. One of their number—Goldogrin—was (again) badly injured and so the party decided to retreat to Languard for rest.
At the end of the last session, we left our heroes in Languard resting after their initial exploration of Greystone’s forlorn ruins. Goldogrin had been badly hurt during the expedition and so needed much rest.
At the end of the last session, we left out heroes deciding what to do about a small pack of feral ghouls they had trapped behind a stout iron-banded oak door deep in the depths of a subterranean forge.
As you’ve may know, I’ve recently started a (sporadic) 2nd edition AD&D campaign—Gloamhold: Adventures in Shadow. After only the first few sessions, I’ve been struck how the game play differs to our normal Pathfinder game.
In the cold, wan light of the pre-dawn a group of adventurers gathered on the docks. Well armed and equipped the group had hired a local sailor—Taneli Leino—to sail them across the bay and—crucially—await their return.