This was my 130th game of 4e, as either a player or DM
The players enter the “Wavecrusher” tavern seeking a path to Merrik.
They ask around and are pointed to a large, imposing man. He ignores them for the most part and eventually leaves.
They follow him to a nice tavern in another part of town – one they can not follow him into, and are not allowed into. They set up a small bomb on the corner of the building as a distractions. It goes off early and they end up fighting and killing the door guards. Eventually they make their way inside and lock everything behind them. The people inside, mostly wealthy nobles, seem oblivious to the ruckus that occurred outside.
They approach the man they spoke with earlier and offer him money. He takes it and them back to the Wavecrusher, pointing them to a portal in the back of the tavern.
This portal ends up being a kill box, dropping them into deep mud in the middle of some ruins, from which they are immediately attacked.
After defeating their attackers, a man emerges from the ruins and begins to pillage some crates their attackers had neaby – apparently, it had wine he wanted. They soon discovered they were no longer in Izz Al’Dinn. They began asking him about their new location as he lead them through more ruins, back to his hidden-away home.
As it turns out, they had come to be within the 5×5 block area that was once located in Havenshore, but now existed in some kind of pocket dimension. According to this man, Merrik was in charge of this area and it was crawling with Red Mask.
He leads them to his “home” (a hideout amidst the ruins) and they sleep
