**** All, I apologize, after the game I failed to save the notes so I lost everyone's character names and classes etc etc etc. I'll edit this ASAP
Cast of miscreant characters
Dealin Two-dragons, human - fighter
Aeschalon, elven - fighter/wizard
Elena of Tyr, human - cleric
Melchenar, elven - thief
Seamus, human (Ffolk)- sorcerous-bard
Tirian, halfling - druid
Alywine - human (Ffolk) Paladin/Cavalier - the newest member to the group, and apparently the moral compass they so desperately need
Background
Prior to Alywine joining the group, the party adventured in the mere, did various great deeds and ended up killing 2 dragons. I was not there so leave that tale to others.
After killing the dragons, the party has wintered at Sir Justin's manor - he is a minor noble of Waterdeep, a sponsor of adventuring bands and a protector of free peoples in the marshes. After the party killed the dragon, he provided them living quarters and upkeep in the manor house, then returned to the mere with a new set of adventures and guards to man the keeps in the area and relieve the watch that had spent the last 6 months at the posts. Unfortunately, an unusually strong winter hit early and Sir J... was delayed by 2 months. Alywine (as a knight errant - though untitled ) acted as his sergeant of arms and ... during the 2 months. In this time befriending the adventures.
The adventure - game 1
Upon Sir J... arrival back to Waterdeep, the family, ... friends, staff have a celebratory dinner. After dinner the adventures and Alywine leave the house to continue the party (and give Sir J time with his family).
We, having been generous with coin to the coachman, ride to the dock ward's most respectable establishment, the "Honkin Donkey" ... avoiding, much to some of the party's dismay, more notorious establishments and houses of ill repute. At the Donkey, coin bought good beer and wine, and our bard's tale of the party's adventure throughout the previous fall, along with being associated with Sir J and his well admired reputation, caused the wine to flow freely.
After some small time, and before members of the party were lost in their cups, we return back to Lord J's manor - notably early compared to what one expects from a band of adventures. Upon our arrival we find the gate & door both shut and bared and the torches lighting them extinguished. This set me on edge. As the sergeant of the guard, I know this is not right. There is always a guard on the door, but it isn't bared and there is always a light burning both in and out of the door. A knock on the door brings no answer. This further worries me!
One member scurries up the wall and then down the other side. Finding the young guard at the door, slashed bloody and lifeless. When I hear this I mutter out that we must get to Sir J's room. Before I can finish the sentence, the druid transforms into a raven and fly's toward the bed chamber's window. The rest of the party rushes to the house. 2 going toward the servant's entrance next to the kitchen and the 4 remaining going to the main entrance.
The druid lands on the sleeping chamber's window sill and peers into a dark room. Pecking at the glass to wake the lord and his wife. no response.
Those running to the back of the house - through the darkened manor grounds - find a bared door (both facts of which are abnormal). They turn and sprint to a second servant's entrance on the side of the house.
Those going to the main entrance, find an open door and darkened entrance chamber. They draw weapons and go into the house, 2 going to the right and 2 to the left.
The Druid cannot peck loud enough to wake the chamber's inhabitants so returns to his normal form, and nearly topples off the narrow ledge. After a second or three of wobbling on his perch 3 floor above the manor grounds, he finally catches his balance and begins to try and open the closed window.
The 2 now at the side entrance find it open and as they go from room to room in the servant's quarters find only dead lifeless corpses where once was living, faithful servants of Sir Justin. The 2 run up the servants stairs to the second floor. At the same time the 4 that entered through the front door sprinted up the stairs to the second floor and toward the back stairs that lead to the family's living quarters - meeting the 2 coming up from the servants' quarters.
The druid finally forces the window open and leaps into the room. To find Lord J in bead with his throat slashed and his wife stabbed over 20 times. He runs out of the room to the lord's son's room, finds him also stabbed multiple times. He turns and runs toward the daughter's room.
As the 6 party members run from the second floor - which contains the friends and visitors' living quarters, a party member looks into his room seeing it untouched. He announces that this can't be a simple robbery because all their dragon hoard gold was unsearched for. They then sprint up the stairs hoping beyond hope to find a survivor.
The druid enters the daughter's room (as the remainder of the party begins to ascend the stairs) to find a disheveled room with chairs toppled and bedding thrown around but no corps. He turns hearing people running up the stairs and faces .... the rest of the party.
We stand in shocked silence for a moment and Alywine goes to say the last rights over the lord and his lady wife, when down below the hear the thump of a chair being knocked against the table. The druid turns into a wolf and leaps down the stairs, followed by Alywine and then the rest of the party. They sprint down the 2 flights of stairs and in the feasting chamber we see the chair knocked over. The druid, in his wolf form, scents the living daughter on the chair and the trail goes down the back stairs to the darkened basement. The party rushes down into the darkness.
In the gloom, the can make out, against the far wall, 6, 7, 8 ish form. One the white night gown clad lord's daughter. The wolf leaps forward followed by Alywine. The rest of the party spread out and goes forward more carefully.
Thus ended the first day of the game