---
title: Nightmare on Flint's Street, Session 4
---

## Current Objectives

- Establish a viable route from the interior to the Far Territories for the army

## Events

- The oread awakens. He reports he was the priest of M'har for his community, responsible for pacifying his plane and stopping his awakening. He has asked to join us once we move on, as his place in Flint seems now absolved.

- We head out for our night-time rounds around Flint. We first head towards the market square.
    - As we move towards the market square, we see what appears to be another group heading out on patrol: some townsfolk, and Sir Dunce.
        - A flurry of stones comes from a nearby alley, and bounces off Sir Dunce's armor. He cries out to halt, and charges into the alley way with the townsfolk. Their light sources wink out, too quickly.
            - We move to assist and investigate!
            - Blunt quickly discovers unnatural _Darkness_ in the alley way.
            - Stackor casts _Daylight_ on Sir Tern's armor. Sir Tern moves into the alley way.
            - We uncover Sir Dunce flanked by two dark folk. The townsfolk are dead.
            - Sir Beat shoots one down. It dies, and explodes in a blinding flash.
            - Stackor _Magic Missile_'s the remaining one. It stays standing.
            - Sir Dunce stumbles past Sir Tern out of the alley. Sir Tern closes and finishes the remaining dark folk. It explodes in a blinding flash.
        - After the combat, Sir Tern helps with Sir Dunce's poison, and Blunt then escorts him back to the Damerrich stronghold. We look around and investigate. Stackor _levitates_ above the area, and notices that there are only a few places lit in town: The inns, the Damerrich stronghold, the market guard's tower, and an excessive number of torches around the mine. We head to the mine.

    - At the mine, we come across warhorses tied outside, and two guards in chainmail with sword and shield surrounded by a crazy amount of torches.
        - The guards are members of Jack Flint's men. After some extremely capable discussions from the group, we learn that there seems to be some odd antics afoot in the mine. We offer to assist and investigate. Flint and some men moved into the mines to investigate.
        - We move in. After some attention, we notice combat coming from below. We encounter some miners retreating, and a man dragging a make-shift stretcher. He reports of undead further ahead.
        - We come across the undead, Wights. We engage!
            - Stackor _fireballs_ the undead, destroying one outright.
            - The remaining two move to engage. The first charges Sir Tern. It smacks me, and I slay it.
            - The second charges Sir Tern, but misses. Jen Erica _magic missile_'s it. Smokey moves up and strikes it down.
        - We leave the corpses, and hustle along. We come across more survivors; Sir Tern helps one up with a Lay On Hands. We continue.
        - We come across Flint, holding off a handful of wights, and a particularly nasty looking undead. We engage!
            - Stackor _fireballs_ a group, taking out a few.
            - Sir Tern moves in, as does Smokey. The wights continue striking at Flint, but the big bad moves against Tern.
            - Big bad smacks Tern, Tern _smites_ in return, as does _Beat_. The big bad gets decimated by holy fury.
            - We wipe out the remainder of the wights.
        - Flint catches us up on situation, and we decide to move further into the mines to uncover any remaining threats.

## Locations

- Flint

## Player Characters

- Stackor, dwarven wizard (James)
- Sir Beat, paladin of Iomedae (Thans)
- Jen Erica von Illamage (Mike)
- Burren "Smokey" Blunt, aka Bat-Man, but in the bat language, so like a bunch of "eee eee" and stuff (Dan)
- Sir Tern Ipswitch (Bill)

## NPCs

- The Paladins of Damerrich
    - Sir Damian, the leader
    - Sir Dunce
    - Sister Clemence
- The market guard
