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Three hours into their trek, the party will come to a river they must cross to continue. At the bank of the river, they spot the Silver berries if told to scavenge some for Ramsey, and they can be collected with relative ease. The river is flowing at a moderate pace, and runs about knee high. In order to cross in, one must make a DC 13 reflex save or they will fall prone in the water. It isn't fast enough to sweep them away, but they will lose one mundane item from their inventory.

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If the party members do indeed decide to visit the local general store, they will meet Ramsey, the owner as well as the local physician for the village. He is a slightly older man who's weathered pale face and snow white hair betray his hard life. In truth, he is just in his lower 50's, but his attitude is somewhat morose. He will provide any basic, mundane equipment the party requests at a small fee, and will gift them each some of his special SilverBrew, a potion he has recently concocted using Silver berries found around the wood. It acts as a potion of cure light wounds, as well as helps fight off any adverse effects from cold weather and gives a +2 to any fortitude saving throw versus disease. He will request the party to take a small vial and bring back more berries for him to replicate his most recent creation. The Silver berries can be found at the bank of a small river that runs through the wood about three hours, or 8 miles, in the direction of the shrine.

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When Jasper and the party reach his bear trap just off the beaten path, they will find it disarmed, but covered in blood. It seems it definitely caught something, but whatever it was somehow released the locking mechanism. This should tip the party off that this was no mere animal. If the trap is examined, a DC 12 perception will uncover numerous patches of scaly skin lying about the trap, and the blood leads off about 12 feet before it becomes untraceable. Jasper warns the party to be cautious on the way to the shrine, and leaves to find whatever escaped...

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About an hour from CastlJundt, our heroes will get the uneasy feeling that they are being watched. They will hear the slight crunching of leaves, as though someone were approaching them, but they will need to pass a DC 18 perception to spot Jasper, the villages local Ranger. He will sneak up and scare the party, but he is friendly and a good sport. He has brown hair that is in a single braid dropping just below his shoulders, and a brown beard. He will inform the party that he is only making his rounds, and will walk with them a bit further down the path to where he has laid a bear trap to catch the wild boar, wolves, and elk that roam the wood.

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Our three young heroes are well on their way to graduating from the EthBoria College, but their final test will be to travel roughly 12 miles SOUTH to a nearby shrine to Silvantus, the god of the arts, also known to dwarves as Maxi. They will be accompanied by two other students, a boy named Faethric and a girl named Vanessa. Faethric is an upcoming bard who hopes to deliver a piece of music he has composed, and Vanessa is a sculptor who has crafted a marble statue of an angel with a blank face. Once they reach the shrine, they will be guided by the local caretakers that live within to an inner chamber where they may offer Silvantus their offerings in the form of their artistic creations. This could take the form of a dance, musical composition, or some other work of art. Their goal is to receive his blessing, and once given, they will have graduated from the College.

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The hometown of our three heroes, CastlJundt is a small isolated village near the base of the MistVeil Mountains. The story behind the little burg is that long ago, a great White Dragon lived within the mountain, and as humans moved further north, some came to settle near his home. He terrorized them until he was struck down by a band of nameless heroes, and he placed a curse upon his mountain that it would be forever surrounded by the mist that hangs at it peak year round, so that none who climbed it would ever bask in its glorious view as he once had. A new town was built at the foot of the mountain, and it was named CastlJundt, which in some human languages means "Conquered Home".

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It is the 8th Month and the 7th day, or the 7th of Tephen.

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It is the 8th Month and the 7th day, or the 7th of Tephen.

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The wind is cold and biting, and the adventurers should prepare for colder weather ahead. It isn't snowing quite yet, but the trees are beginning to bare themselves of their leaves, and bright colors abound beneath a bleak misty sky.

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The EthBoria College is an institution of the arts where students come to learn under three Professors to hone their talents. They are Berrett Heckman, Alice Gashin, and Lorien Thassalis.

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Acrobat, Singer, Dancer, Juggler

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Plays many stringed instruments, painter

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Magical Arts, Sculptor, Historian

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After traveling the 12 miles across the bare forests and along the jagged cliffside, our three heroes come to the Shrine they have been seeking. However, something is amiss. They find a dead body waiting for them at the entrance to the Shrine, and with a DC 15 heal check, they will know that he was only recently killed less than an hour before. With a DC 14 perception check, they notice footprints leading down the stone steps. The footprints are those of a kobold, and have three toes, though the players will be unaware what creature left them.

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The only local tavern in CastlJundt, Bendel's Den is run by Bendel Verrickson. He is a large, round man who seems quite at home in the cold north. He greets the party, and speaks in a friendly, booming manner.

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If the party refuses to enter the shrine or decides to turn back and retreat to their hometown, Faethric will call them cowards and charge in alone. Vanessa will chase after him concerned for his safety. When the party arrives back to CastlJundt, their mentors will be concerned for the safety of the other two students, who will later be found in the tomb dead. That night, the village will come under attack by a band of knolls and kobolds. The mentors will protect their home, but will insist that the heroes venture back to the shrine and purge the invaders that have taken residence there.