1.2 - The Darker Side of Berk Our adventuring party starts at the camp getting to wrap things up from the prior day. The sounds of the dragon long gone as Sebastian arrives at the camp with two new folks walking behind him. Introductions find that two half-elves have been brought to join the 'chosen' ones. One of the existing group points out that she believed there was to be only one more joining the group. Sebastian glosses this over and bring new Professor and Talia to them, he talks for a moment looking like something is bothering him. He gives the gnome a ring the can be used once a day to communicate with him should the group have any questions. The group continues on their journey and encounter a giant spider which they kill quickly and also after following a hum they find and release the Goddess Yishana, the elf goddess of knowledge and magic. She gave the gnome and 'gnome' two gifts for freeing her from her ancient slumber and told them that she and the other 11 gods were in hiding from the beast. Continuing down another path to group comes to a paved road and stumble upon a burnt out house. They learn quickly that the house is part of the Wilson family an out-shoot or dis-accredited branch of the Berk family. The graves have been dug up and the bodies looted. Checking around the other side they come across a family crypt for the Wilsons and decide to descend into the crypt (woohoo Dynamic lighting) finding a seriously damage structure where again the bodies had been looted but they also find two bodies are missing, their names scratched from the coffins. Talia finds a secret button which opens an area that they grave robbers could not enter. Two coffins are within the secured area of the crypt and 5 statues line the room. Elly finds that one of the swords is not made of stone and unsuccessfully tries to free the large broadsword from the statue's grip. The Professor has the idea that Ms. Berk should try since there is a family tie. Terlic seems uncomfortable in general with grave-robbing and needs to follow his quest. The sword does free with Malaya's touch and magically shifts to a rapier. Fizzlebang finds a not talking about some kind of delivery needed for Ravenna around the time of the Queen's death. Malaya knows of a keep nearby that belong to the Wilson family and the adventure continues. The keep is the one from Trelic's vision and the group enters and quickly removes some outside influences. 4 Goblins, 3 beetles with glowing guts and a snake all fall to the adventures. A small group of bandits put up a fight but after being beat down they surrender and are allowed to make off with the gear on their backs. The eager adventurers begin searching the keep each going their own way looking for clues. The professor trips a gas trap, Trelic finds a scene of a grizzly killing and Elly makes new friends with some blood-sucking bats. Elly is almost killed when one of the bats trusts its beak into her chest and drinks her blood but quick actions by the group comes to her rescue and Trelic's healing saves Elly life. XP Reward - Talia and the professor started this game with 50 XP The entire group receives an additional 250 XP, so everyone should take the time to level up even though the actual level will not happen until the next long rest. Next week the search of the keep continues...