Well, session one of our new 4th edition Dungeons and Dragons campaign in is the record books. James took notes which I hope he will email to me. In the mean time, here’s how I (the DM) remember things:

Here is James’ recollection of events:
Party meet at crossroads north of Barkchip. We are headed to Barkchip where there is a tavern founded by Filinous Wik—Cally (Maggie) is going there (in trouble) to stay with “Uncle Wik”. Eliza (Betsy) and Krusk (James) have come down to Barkchip from Highguard. Enna (Emily) and Quark (Aaron) are joining us “from east and west”. Enna’s a contractor who finds cool artifacts for clients. Quark is a roguish guy interested in the arcane who has a long-standing working relationship with Wik.
Lord Morris wants me and the gang to stop at the Darkwater Mine to look into why shipments have stopped. So, off we go. We head down the path to the mine—no traffic, but little reptilian footprints. There’s definite cover available. Cally hears raspy, angry voices ahead on the path, and a little kobold comes popping out onto the path. He calls out to his buddies and the battle is joined.
Things don’t go terribly well. We kind of suck. Quark gets set on fire, and Krusk has a Near Death Experience, but eventually Enna’s fireball and some wicked cool bladework from everyone who wasn’t dead at the time means that the party triumphed gloriously over a small band of reptiles who would need instructions to use toilet paper. We assume it’s all uphill from here.
In searching, we find a wagon with a letter on board from “Cole” to Morris, saying the mine is over-run and reinforcements are needed. We also find some nice money and healing potions.
We move on to a little fort: it has a picket wall and gates that are shut. The mine is in the hillside above and behind the fort (not immediately visible as we approach the fort). We are greeted gratefully by the guards, and are ushered into a room of miner militiamen who are looking at a map and arguing.
Cole is upset to discover that we are not a major reinforcement. He is unimpressed with us. We attempt to influence him to trust us—he apparently has been tricked before by adventurers who were aiding the enemy. After healing a fellow and being generally insightful, perceptive, diplomatic (and a little unstable), he agrees to send us into the mine. One man in particular, named Cox, is a supervisor and is very concerned about the men. He has an idea of which parts of the mine contain men who are alive, and wants us to avoid storming the gates directly—he advises using an access tunnel to sneak down behind the kobolds and take them by surprise.