Arrival at Alderkeep

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"We journey into the World of Epic NPC Man once again, this time following a new set of adventurers intent on finding their place in Azerim."

## Overview

It is the 78th year of the third age and our adventurers have each been making their way to the city of Alderkeep.

After their arrival, Number 14 and Barb have been going from church to temple to find those in need of help, Alfie is given a warm welcome by a cobbler called Sarah and her cat Ginger, Taurok is introduced to the concept of fun and Prince Zaza is outraged at the disappearance of his luggage and being left to fend for himself in the southern region of Alderkeep.

During one of the cities evening performances, a messenger on horseback rides into Alderkeep calling for aid and shouting that the city of Wraith is under attack from the Orcs of Schmargonrög. The adventurers hear the commotion, each offer their assistance and set off on the road to Wraith.

Alfie recognises the five tooth necklace that Taurok is wearing and Barb finds something very familiar about Prince Zaza.

While having a rest, the motley crew are ambushed by a group of Xvarts (small blue creatures) who bring out Alfie's inner animal.

## Trivia (contains spoilers!)

* If Barb had asked about the design of the boat she woke up on, she may have learnt something about where she came from.
* Barb and Number 14 had already been travelling together for some months before meeting the rest of the adventurers in Alderkeep. As fellow outcasts, they became travelling companions and helped those in need where they could.
* Every evening at 5pm a sound can be heard across the city of Alderkeep which signals the end of the work day. Blacksmiths, clothiers, armourers etc all put down their tools and head to the inner city walls for a night of music and performance.
* Alderkeep is one of the oldest cities in Azerim and is divided into six regions. The outer four regions: the north, south, east and west regions (the north being mostly an Elven population while the south is mostly human) and the two inner regions: The Outer Ring which is predominantly for military use and has barracks, training yards etc and the Inner Most Region (The Circle Within) where the council resides.
* The Inner Most Region or The Circle Within was the original settlement.
* There may be an Ashton Kutcher wandering the streets of Azerim!
* Xvarts are a race of small blue humanoids who live up to 50 years.
* Regarding the Xvart attack, Rob forgot it was the middle of the night " ...so let's say it was a clear night and a rather bright moon."
* Metagaming is a term used in role playing games when a player is using real life knowledge in the game which their character is unaware of.
* "How do you make holy water? You boil the hell out of it!"
* Wolf Bite is a melee weapon attack.

* Spirit Totem: Starting at 2nd level, you gain the ability to call forth nature spirits and use them to influence the world around you. As a bonus action, you can magically summon an incorporeal spirit to a point you can see within 60 feet of you. The spirit creates an aura in a 30-foot radius around that point. It counts as neither a creature nor an object, though it has the spectral appearance of the creature it represents. As a bonus action, you can move the spirit up to 60 feet to a point you can see. The spirit persists for 1 minute. Once you use this feature, you can’t use it again until you finish a short or long rest. The effect of the spirit’s aura depends on the type of spirit you summon from the options below.

***Bear Spirit:*** The bear spirit grants you and your allies its might and endurance. Each creature of your choice in the aura when the spirit appears gains temporary hit points equal to 5 + your druid level. In addition, you and your allies gain advantage on Strength checks and Strength saving throws while in the aura.

***Hawk Spirit:*** The hawk spirit is a consummate hunter, aiding you and your allies with its keen sight. When a creature makes an attack roll against a target in the spirit’s aura, you can use your reaction to grant advantage to that attack roll. In addition, you and your allies have advantage on Wisdom (Perception) checks while in the aura.

***Unicorn Spirit:*** The unicorn spirit lends its protection to those nearby. You and your allies gain advantage on all ability checks made to detect creatures in the spirit’s aura. In addition, if you cast a spell using a spell slot that restores hit points to any creature inside or outside the aura, each creature of your choice in the aura also regains hit points equal to your druid level.

Spells used in this episode:

* **Magic Missiles**: You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to it's target. The darts all strike simultaneously and you can direct them to hit one creature or several.

* **Inflict Wounds**: Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

* **Cure Wounds**: A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. When you cast this spell using a spell slot of 2nd level or higher, the Healing increases by 1d8 for each slot level above 1st.

* **Burning Hands**: As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.

* **Expeditious Retreat**: This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.

* **Hideous Laughter**: A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an intelligence score of 4 or less isn't affected. At the end of each of it's turns and each time it takes damage, the target can make another wisdom saving throw. The target has advantage on the saving throw if it's triggered by damage. On a success, the spell ends.

* **Ray of Frost**: A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.

* **Thunderwave**: A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed. In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell’s effect, and the spell emits a thunderous boom audible out to 300 feet. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.