I'd also like to note that in addition to the story progression that occurred during last night's game, we implemented two house rules that I feel I should mention here, since I suppose they're technically "canon" to this realm as much as the exploits of our characters are.
When a natural roll of "1" occurs on an attack (be that melee, ranged, or spell), the attacker not only misses, but rolls 1d4 and takes that as damage but has to narrate what happened.
For example, Flint the dwarf cleric tried to cast a spell that required an attack roll, and rolled a 1. He rolls 1d4, and also got a 1. "The spell fizzled out and caught my beard on fire," says Flint, "and I took a point of damage burning my hands when I went to put it out!"
When being attacked by creatures who have poison attacks, the DC increased by one each time a poison attack is successful.
For example, Finn the half-elf paladin is locked in battle against two giant spiders. On their turn, both spiders make successful bite attacks against Finn. When he rolls his Constitution save against the first bite, his DC is a by-the-book 11. But, when he makes his saving throw for the second attack, the DC will be 12, and so on.
Geam asked the heroes to tell him of their travels, and the began regaling him with tales of their journey to Mithgarthr. When they mentioned that they had witnessed an island rising out of the sea, he became very serious. "What do you remember of the books you brought me from the ruins underneath the old tower?"
He informed them that he had finished translating Drachas Bracterr's diary, and had dire news: cultists of Orcus and the Thrir have been networking across the world in hopes of coming together to summon the great demon-god himself and bring about the destruction of existence. "Do you know what works well for stopping cultists? Some would say magic, or faith, or other such esoteric nonsense. The truth is big, powerful weapons are great at killing cultists. Who'd have thought..." Geam then asked Flint what he knew of the famous dwarf Gurri Bloodbeard.
Gurri was part of a small band of heroes who helped destroy the outpost in which Boroneth Aelness created the svartalfen some 500 years ago, and Flint was familiar with the tales of his greatness. "His axe was interred with him, if you did not know, dwarf," Geam informed them. "Most folks only know that his barrow was long lost... sunk into the sea..."
The wise sage went on to explain that the party had indeed stumbled upon the Barrow of Gurri Bloodbeard, and that they would have to solve its secrets in hopes of acquiring his fabled magical axe. He then told them that he had an important spell to prepared, and asked them to meet back up with him in three days' time.
While finishing their first evening back home at The Smoking Mage, they learned from some of the folks that beastmen not unlike those the heroes had recently killed have been harassing the miners in the hills east of town. In addition to the party as a whole not wanting to allow Chaos to establish operations near town, Glarnack was concerned that the beasts may be using the caverns where a legendary leader of his tribe, Barbar of the Farth, was laid to rest. So, the next morning, the group headed out to investigate.