So our first mission out from training is to scout a previously unexplored entrance on an island owned by a small family. Easy contract. If it is worth something, make a contract with the family for exploration rites and set up base. If not, eliminate the entrance to prevent inadvertent contact between islanders and cavern dwellers. Until we scouted the island and found the ghost of a pirate captain who alleged evil activities upon the lord of the island. We return to base camp to find it scattered by the natives. We moved on to the town just to be assaulted by the natives. Something like they were possessed by blood ghosts. Easy cleanup except for the part where I get shot in the back by one of the spellcasters. Bloody lightning bolts hurt. Judging by the expression on his face when I turned on him, it was obviously a miscalculation. I was fighting his target. But damn! Anyways, a quick breather and some healing spells and we moved on to the keep. That proved a little tougher. One son was a lycanthrope, the other a ghost himself. That got interesting as it was difficult to hit him. Then he decided to possess the very same spellcaster that shot me in the back. Heh! A good solid crack to the back of the head with the flat of my blade and that body was useless to the ghost. And the upshot being when the mage woke up he’d have a bitch of a headache. The daughter had evidently locked herself in the dungeon to keep away from her father and brothers. Dad proved to be in the cavern attempting to raise some blood god. We get down there and take out dad, who gets eaten by his own god, karma that. We quickly dispatched the fledgling god and disovered that we had stumbled upon a research lab of the old Xethanians. We claimed the island and keep for the Delver’s Guild in general and “5 o’clock somewhere” specifically. Renamed the keep “Somewhere”. I think we’re set now.