There is a curse upon the land. The crops have failed this year and the harvest is slim, fields killed by an early frost. Bandits are out upon the roads, preying upon caravans that would bring much needed supplies to isolated regions like this one. To make it all worse, the plague has laid waste several farmsteads. A group of Clerics, healers with divine powers, believe their shipment of medicine herbs from the south is in danger; already late, they fear bandits have overwhelmed it, keeping them from curing the victims of plague in time. The evening our campaign begins, they arrived at the Inn to see if travelers skilled in combat or sorcery could save their herbs in time to save the townsfolk.
The Inn is mostly empty, of patrons and furniture, as few caravans have been able to make it through to town. One of the tables saw a collection of mercenaries cram together over a few pints of ale. A pair of Eladrin wizards, a Dwarven Cleric and another a warrior, a half-elven Feylock named Una, a human rogue named Carl, and Hephastus, a mercenary skilled with an axe, joined together with one common goal: fortune and glory. Hearing the woes of the town's clerics, they went along the road south to see if they could find the missing caravan.
The overturned wagon had been looted, the trail leading through the woods to a waterfall where a tribe of Kobolds dwelt. The scaled creatures, known for banditry and worship of dragons, had taken the goods from the wagon. The mercenaries decided upon the direct approach and attacked, slaying their way through the black-skull shields of the tribe's warriors and into the cave behind the waterfall. After a pitched battle, involving the powerful Wyrmpriest of the tribe casting spells from atop the skull of a giant black dragon, they drove off the tribe's survivors and discovered the goods looted from the caravan.
One of them, the rogue named Carl, discovered also a pool, inside of which were carved steps and glowing crystals embedded in the walls, clearly not of kobold make. Diving below, he and the mercenary Hephastus discovered a massive cavern with four gigantic glowing crystal statues depicting robed human-like creatures with elongated heads and no noses. Behind them was a human skeleton in rags. Before them, between two of the statues, was a large tunnel entrance lit by more of the crystal "torches", down which was a large metal door with colored gems embedded in it.
Carl climbed the steps out of the pool and walked into the tunnel towards the door, Hephastus to the tunnel's torch-sconces to remove one for himself. With the exception of one of the elves, the others had by then followed them and started in out of the water…
...and thus we wait for the next session to find out what happens!