Session 3: Shadow of Nightfall Glen Report
General Summary
The Drake and Vanik: A Deadly Encounter
We found ourselves facing a summoned Drake, its scales gleaming ominously in the dim light of Vanik’s lair. The party didn’t waste a moment—they moved swiftly, cutting down the beast with precision and power. For a moment, I thought we’d won. But then came the chilling laughter.
Vanik, the vampire who had been toying with us, stood at the edge of the battlefield. He'd been taunting the party the entire fight, watching as Big Gordon—a brave civilian who had joined us—fell in battle against the drake. We had no time to mourn; Vanik was the true threat.
With a voice dripping in malice, Vanik revealed his twisted plan. He had been abducting villagers, using them as sacrifices to summon creatures from the Shadow Veil, all in service to the dead god Narthos. The very thought sent a shiver down my spine. This vampire had been mind-controlling animals and warping the land for his cult’s dark purpose.
The party, with our newest ally Lok Walker by their side, charged at Vanik. Lok fought valiantly, but the vampire’s presence struck fear into his heart. I watched as he fled for a brief moment, overwhelmed by terror. But the rest of the party stood strong, determined to end this nightmare. They managed to corner Vanik, and in a brilliant stroke, impaled him with a flaming wooden stake. The flames consumed him, and finally, the threat of Vanik was over.
We freed the captured villagers, though our hearts were heavy with the loss of Big Gordon. We started the journey back to Nightfall Glen, hoping that peace would finally return to the village.
The Fog of Nightfall Glen
When we arrived in Nightfall Glen, the celebration I’d imagined in my head was nowhere to be found. Instead, a cold, unsettling fog had rolled into the village—thicker and darker than any natural mist. I recognized it immediately, and so did the party. This was no ordinary fog. It reeked of shadow, the kind that seeps from the Shadow Veil, Narthos’ cursed domain.
Concerned, we sought out one of the village elders, an old man with knowledge of ancient times. He told us of a long-forgotten beacon, one used by the Dawnbreakers during the War of Shadows over a thousand years ago. This beacon, he explained, was once a powerful tool to cleanse darkness from the land. But now, it lay dormant—or so we thought.
Journey to the Beacon
Determined to rid Nightfall Glen of this oppressive fog, the party set off toward the beacon’s ancient resting place. The journey was grueling, taking us several days through thick woods and treacherous terrain. But we pushed on, knowing that if we didn’t succeed, Nightfall Glen—and perhaps all of Thallindor—would be lost to the shadow.
When we finally arrived, it became clear something was terribly wrong. The once-pure beacon was spewing a corrupted green beam into the sky, a sickly light that pulsed with malevolent energy. This, we realized, was the source of the shadow that had been leaking into the land. Whatever magic had once protected the beacon was now twisted and broken.
The Dungeon Beneath the Beacon
The only way to restore the beacon was to venture into the dungeon below. The party, brave as ever, descended into the ancient ruins beneath the beacon. It wasn’t long before we encountered our first challenge: a creature of Shadow—a D’ziriak—stood in our way. This strange, multi-colored beast was no mere guardian; it was infused with the shadow itself, lashing out with terrifying power.
The battle was fierce, but the party fought with skill and determination. After a flurry of strikes and well-placed magic, they finally defeated the D’ziriak, its form dissipating into shadowy mist as it fell. But the victory came with a new challenge.
Ahead of us were three doors, each leading deeper into the heart of the dungeon. Where they would lead, none of us knew. But we had a choice to make, and whatever lay beyond those doors would surely test the party like never before. I just hope we’re ready for whatever comes next.