Story HourPost your ongoing tales from your campaigns, and read those from others for inspiration. Lots of other RPG boards post "Story Hours", but this is where it started!
The Heroes of Winterhaven - updated 8th June - Ryam Plays Dice
Near the sleepy town of Winterhaven, a ruined keep stands, a keep built many years ago to protect the local area from monstrous attacks. For years it stood, a shining beacon in a vast darkness, but now the keep is ruined and abandoned, and the darkness is closing in.
The Shadows of Evil are stirring – can a small band of heroes hold them back?
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Note for future reference: This campaign started the Monday after the release of D&D 4e, and although it's moving slowly it shows every sign of being a long-running game.
This Story Hour will consist of my adventure logs from my Keep on the Shadowfell game. We're starting with KotS, and moving on through the published adventures from WotC, each in sequence. However, to start things off, I ran the group through Into the Shadowhaunt, the Worldwide D&D Games Day adventure. Partially to give them some extra XP to start the campaign with, and partially to let them get to grips with the new system. It also allowed them to make decisions about their characters before we really got started.
Cast of Characters:
Aran Thule, Halfling Ranger
Elwanen, Eladrin Paladin
Theron, Human Wizard
Sabbat Fau, Human Warlock
Cass, Human Fighter
Ryam Rateater, Halfling Warlord
Waylander, Drow Rogue
Marianna Markelhay, Human Bard Rangrim, Dwarf Paladin - deceased Des, Tiefling Troubadour - player left game Fangorn, "Woodforged" Barbarian - deceased
There is a campaign Wiki on the Obsidian Portal site - click the big picture in my sig if you want to take a look!
Hope you enjoy the stories and please leave some feedback!
__________________ DM of Adventure Path Story Hour (now in Thunderspire Labyrinth!): Ryam Plays Dice - updated 8th June 09 (campaign on indefinite hiatus).
Player in Swordlands Story Hour: Interview with a Fey - updated 15th June 09. News just in - this campaign may be restarting in the near future! Watch this space!
I also have the singular honour of being Rouseketeer #20.
Last edited by Mathew_Freeman; 8th June 2009 at 01:43 PM..
Reason: Updated date & title
It's a fresh Spring day in the town of Fallcrest, central trading town of the Nentir Vale. The sun is shining properly for the first time in months, the clouds have finally cleared away, and for once even the market traders seem at ease with the world.
In and amongst the bustle and crush of market day, a diminutive figure wends his way across the square. More than one person absentmindedly goes to walk into him, but with a swift side-step (and occasionally a bit of a poke in the ribs) they are dissuaded of this notion. For this is Aran Thule, Halfling Ranger, and one look at the fact he carries a scimitar and a dagger, not to mention the bow on his back, shows that despite his size he is to be taken seriously.
Aran is making his way to the Blueflame Orb, a local Inn, to meet his good friend Cass Breenan. Cass, a burly human woman, is the daughter of the innkeeper and the two are firm friends. She also has a yearning to leave Fallcrest and strike out on her own, exploring the world and seeking to find her twin brother, who has gone missing. Aran thinks he finally has a way for this to happen.
Pushing open the door, Aran scans the room, quickly spotting Cass sitting at the bar. He smiles to see her, her Greataxe slung across her back, looking every inch the warrior-woman. Next to her sits a man, and they both turn to face Aran as he enters.
"Ah, you're here!" exclaims the man. "Excellent! Happily, I have met your companion, and she has agreed to accompany you to Winterhaven."
"Cass - you're really going to do this with me?" asks Aran. "I mean, it's not like either of us are particularly good with maps or anything."
"Aran!" she retorts. "How hard can it be? We go up North - finally getting out of Fallcrest - map this old Keep and come back. You get a chance to wander in the wilds in the way that you love, I get a chance to ask around after Jon, and when we get back we get paid. How much more simple and doable could it be?"
"Then let's do it!" cries Aran. "A drink to seal the bargain!"
The three drink together, and the deal is struck. Aran and Cass will bring a map of the Keep back to Fallcrest, and when they do, payment will be made.
Meanwhile, across town, a more disturbing figure is also receiving a task of his own. He is dressed in dirty white rags, his face all but obscured by lank black hair that reaches almost to the ground, but his eyes blaze with intelligence and he radiates a sense of power. His name is Sabbat Fau, and he has come out of the east bearing tidings of plague and famine. The townspeople do their best to avoid him, but take his gold readily enough.
The Wizard Theron accompanies him to the house of Douven Staul. Both Sabbat and Theron undertook some of their training with Douven - in fact it was during his time with him that Theron's skin began to take on the mild blue-ish tinge that it now has. Gullible villagers claim that it marks Theron as cursed, but he has shrugged off this theory.
They are at the house of their old mentor as he is missing. His wife explains that he travelled North some months ago now towards the town of Winterhaven, believing that he had uncovered the site of a Dragon Tomb in that area. "Where there's a tomb, there's treasure!" he had said, and set off alone to investigate. Sadly, this was the last anyone in Fallcrest heard of him, and with the Northern Road known to be dangerous, his wife has asked Sabbat and Theron to head north themselves and look for him. A monetary reward is promised upon his safe return.
Lastly on this day, this day that might one day be recording in history as the fateful day in which the adventurers that shook the world first came together, a meeting of three people of three races laid the seeds of change.
The Tiefling Cleric Des, a large and hairty creature of calm temprement and deep wisdom, together with the hardy Dwarf Rangrim Stoneborn and the Eladrin Elwanen, all met in the Temple of Fallcrest. The Priestess tells them she has heard word of Death Cultists working in the North near the village of Winterhaven, and bids them investigate. The leader of these cultists is said to be a man called Kalarel - although nothing more is known of him.
After a short discussion and some choice Dwarven curses upon the heads of those that seek the destruction of others, the three agree to the quest, promising to go North with all haste to investigate and put a stop to whatever is going on. A monetary reward is again offered.
Handily for all concerned, news has gone round the town that a trading caravan will be leaving from the Blueflame Orb later that day heading to Winterhaven. With the spring having arrived, the road North has cleared and Winterhaven will be looking to receive goods to replenish itself after a long winter. Salvana Wrafton, the innkeeper at Wrafton's Inn, will be happy to take the goods and make payment for the money to be returned to Fallcrest.
The seven adventurers, each with their own skills and experiences, agree that it would make great sense for them to take the caravan north. They can offer protection for the goods, and with a Cleric and two Paladins riding along, no-one doubts their honesty.
Within a few days, they reach the tiny village of Linden Field, a small farming community. The Inn there is called The Dragon's Tale, and they stay the night in comfort. Cass finds it reminiscent of home - but it also makes her think of how glad she is to get out! Aran enjoys himself, sampling a new beer that you can't get in Fallcrest, and Rangrim and Elwanen begin what is the first of many friendly drinking contests. It's a pleasent evening for all.
However, early next morning there is a great commotion from outside. Hammering on the door of the Inn, a man's voice is heard shouting "My sons! My sons! They're gone! Help! My sons!"
The almost incoherent man is Quinn Stasi, local silversmith. Eventually, as he calms down, he manages to gasp out that his two sons, Steven and Ricard, have disappeared in the night. He offers a reward to the hastily dressed group, pleading with them to hurry out and bring his sons back to him. He is afraid that they have been kidnapped.
Asking around the town, Aran spots Old Thom the beggar. Thom, a crafty old drunken sot, claims he saw three people heading towards the Shadowhaunt Mausoleum. The Mausoleum marks the final resting place of the Warlords of the Kaius Dynasty who used to rule the local area before their fall around sixty years ago. Whilst Thom is obviously unreliable, it's the only clue the group can find, and so the decision is taken to go in that direction.
Next update: The party arrives at the Shadowhaunt Mausoleum.
Last edited by Mathew_Freeman; 27th November 2008 at 04:35 PM..
Reason: Turning a dry list of events into a story!
The sky is overcast and a light spring wind blows from the East, as the heroes leave the small village of Linden Field. Aran leads the way, following the tracks, but all members of the group find it easy to see which way the boys were taken. The tracks head across several muddy fields and through a small wood before the Shadowhaunt Mausoleum is revealed.
The Mausoleum is a small building, one-storey, built of stone. It has a flat stone roof, and only a few markings on the outside, but on one side it has a more elaborate mural showing a human figure in armour battling what might be a gnoll. The mural is faded now - it appears that no one is looking after this monument to the Kaius Dynasty, who protected the area for so many years.
The doors into the Mausoleum are heavy and also made of stone, but they are well-balanced and appear to have been recently opened. The group nervously heads inside, wary of the stories of haunted crypts and of ambush. They see a rectangular room with three scarcoughagi on each side, all closed. Above each one, a statue rests on a small shelf in a niche. The statues on the left are recognised by Rangrim as being representative of Pelor, God of the Sun, with those on the right representing Bahamut, Father of Dragons. In the centre of the room stands a large obelisk, writing in Common along the side detailing the history of the Dynasty in the area.
Relaxing a little in the presence of insignia of such well-venerated gods, the group begin to search the area. Theron quickly spots that the statue in the far right hand corner has been dislodged and has falled to the ground.
Cass, with assistance from Elwanen and Rangrim, levers the lid of one scarcoughagus (to the mild dismay of Des, who protests that the dead should be left alone. However, all that is inside is a mouldering skeleton dressed in rusting chainmail. Leaving it undisturbed, the lid is replaced. The group are baffled - how did three people come into this room with no other visible exits, yet leave without a trace of where they went?
Aran searches around again, and in a moment the Halfling is calling the others over to the obelisk. There are strange scuff marks on the floor and a slight draft coming from it, sure signs of a secret door! However, Aran can offer no further ideas as to how to open it.
Suddenly, a chill wind blows through the room - even though the door is closed. Each person glances around, feeling as though they are being watched - and then, in eerie silence, a ghostly figure rises up through the floor. It is dressed in shabby robes that seem to fade away at the sides, drifting in an unfelt breeze. It's face is indistinct beneath a cowl, and he bears no clear markings of any kind on his robes. He points towards Elwanen and intones in a rasping voice:
"Interlopers beware! If you trespass you shall not recognise the wisdom of my words. From entry sinister, the way becomes clear when the son follows the sire." He then falls silent and floats motionless, watching.
It's quite unnerving being watched by a ghostly figure with no visible face, but pooling their knowledge and racking their brains the group come up with the solution.
Cass remembers that "From entry sinister" refers to the heraldric custom of designating the left hand as the sinister hand, and therefore means "the left side".
Aran reasons that "the son" could also be "the Sun", referring to Pelor, God of the Son.
Finally Theron makes a connection between "the Sire" and Bahamut - Bahamut is referred to as the Father of Dragons.
"I've got it!" yells Aran with some glee, and runs round the room moving the statues. Starting with the shelf on the left of the door, he alternates Bahamut and Pelor statues on each shelf. Glancing up to the spirit, he notices that it somehow seems pleased, and as the final statue is placed one side of the obelisk slowly grinds open, revealing a flight of stairs leading down into darkness.
The dark-robed figure sinks back into the floor, and the adventurers gather around the newly-revealed entrance, wondering what lies beneath.
Next update: The party encounters their first real foes!
Last edited by Mathew_Freeman; 27th November 2008 at 04:34 PM..
Reason: Turning it into a real story
"You sure?" asked Cass. "We've got no idea what's down there. Surely we should head down as a group?"
"Nope," asserted the halfling. "Look around you! We've got two Paladins in whacking great armour - not great for stealth or speed. We've got a Cleric of The Reason, what, he'll talk the enemy to death? We've got yourself, a large woman with a Greataxe, you've got two slightly fragile Wizardly types, and you've got me - silent, deadly, and used to working on my own. I'm the natural choice!"
A resounding silence met this appraisal of everyone's abilities, and Aran gleefully started down the stairs. Sabbat decided to stay at the top, mentioning something about a vague premonition of doom he was experiencing [1]
As he moved carefully down the stairs, Aran could see that the room ahead appeared to be worked stone. The remains of some more scarcophagi line the walls, shattered into pieces, with the desecrated bones scattered across the floor. Two intact scarcophagi block each of the two exits from the room, and on each one a single lantern sits, lighting the space in front.
Both Aran and Elwanen, following close behind with sword drawn, notice that the smell of oil in the air is very strong for only two lanterns.
As Aran steps forwards to explore further, everyone in the group hears a low voice issuing from further down the tunnel, saying "Delay them as long as you can. I need a little more time to complete the ritual." Departing footsteps echo back up the hall. Exchanging looks, the party edge a little further forward perhaps wishing that they had managed to be a little more stealthy.
A second later, two figures make themselves known behind the scarcophagi. Both wear well-cared for armour and are holding nocked longbows, their faces pug-faced and ugly. They sight their arrows and release, and the party faces it's first fight!
The battle is swiftly joined, with Aran running forwards to unleash two bow shots of his own in response. The armoured hobgoblin opposite him dodges the arrows, and then drops his bow and reaches down. Straining with the effort, he overturns the scarcophagi – it shatters, spilling a further torrent of oil around the halfling's feet. The lantern then drops into the flood, igniting the pool and burning Aran quite severely!
"Ow! My hair is on fire!" he shouts.
"What are you talking about?" hollers Cass in return as she advanced. "The flames are nowhere near your head!"
"Not that hair!" he yells back. "My feet hair! Ow! Ow! Ow!"
The Dwarven Paladin Rangrim strode forward, clutching his warhammer and attempted to vault over the other blocking scarcophagi – only for it to break under his weight and dump him into another inferno. The two hobgoblins seemed emboldened by the success of their traps, drawing longswords and pressing the attack. As Cass raced forwards to help out, also getting burned as she ran through the flames, Des stepped up.
"Let the power of the Reason grant you aid at this time," he pronounced, and within a second Aran's burns had largely healed over.
A third hobgoblin then added his own bowfire to the fight, shooting from behind a further scarcophagus that lay deeper into the tomb. The distance was too much for him, and the arrow ended up skittering along the floor through the accumulated bones.
Theron, muttering a swift spell to illuminate his Orb, and Elwanen joined the attack, pressing the hobgoblins back and darting through the fire to assault them. Theron used his arcane prowess to send bolts of black energy arching through the air, and Elwanen channelled the holy power of his deity to guide his attacks.
Glancing around at the situation, Theron noted that the third hobgoblin was free to pepper the party with arrows from behind cover, and decided to force him back. Conjuring a cloud of daggers around him, the hobgoblin was forced to try and duck away – however, Cass got there first! She launched herself forwards and over the remaining scarcoughagus, sliding neatly over the top instead of breaking through it as Rangrim had done, and hammered the Hobgoblin back into place. Caught between her axe, the magical Cloud of Daggers and the walls, the goblinoid figure was swiftly dispatched.
The hobgoblins were disciplined and forthright soldiers, veterans of many battles against lesser foes, but against these heroes-to-be they fell quickly to sword, hammer and spell. As the flames guttered and died, leaving scorched stone in their wake, the party caught it's breath and checked for further attack. For a second, all was quiet…
..until the ghostly figure that had spoken to them before drifted out of the wall, it's empty eyes again regarding those that stood catching their breath before it.
[1]1 crater, who plays Sabbat Fau, couldn't make this session, so we left the character at the top of the stairs.
Next update: What does this strange spectral figure want with our heroes? And can they figure it out in time?
Last edited by Mathew_Freeman; 27th November 2008 at 04:33 PM..
Reason: A bit of a rewrite to improve things
The strange spectral figure coalesced out of the stone wall, forming again into a humanoid shape, it's outline obscured by the robes that seemed to trail away into nothingness.
Ignoring the fallen hobgoblins, it gestured at the bones littering the floor of the room, and spoke two words: "Honour them," before falling silent again.
Des, Elwanen and Rangrim all realised that the spirit meant that the despoiled remains of the members of the Kaius Dynasty should be properly honoured by returning them to the scarcophagi, even if it was badly damaged. With a little work from the party, the bones were carefully cleared and laid to rest, with the spirit watching all the while.
As the final bone was placed carefully back in it's place, Rangrim stepped forward and offered a short blessing. "Lord Moradin, let these servants of the gods, these good and honest warlords that for so long protected the farmers and villages of this area, once more rest in peace."
The spirit drifted up towards the stairs and held it's hand towards the lowest step. Cass, a little nervoulsy, approached the step and quickly found a latch that allowed her to lift up the step. Revealed beneath was a single potion bottle.
Cass handed it over to Theron for inspection. Peering inside through the glass and then finally taking the stopper out and smelling it, he eventually made a pronouncement.
"It's a potion of healing," he explained. "I have seen such things before." Lacking magical means to heal herself, it was agreed that Cass should keep it for herself.
With Aran Thule again taking point, removing the lantern from the third scarcophagus to disarm it, the group moved further into the darkness, with only the light from Theron's Orb allowing them to see.
Next update: Des shows his power for the first time!
Last edited by Mathew_Freeman; 27th November 2008 at 04:31 PM..
Reason: Some reworking and rewriting to make it all a bit more interesting
"Let Reason's force drive terror into your heart!"
Peering around the corner, Aran Thule sees in to the next room. It is a large natural-looking cavern, lit by some sort of softly-glowing moss and rugged in appearance. There is an exit on the far side of the room, a small corridor leading away.
To one side, an alcove holds a closed door in the shape of a fearsome demonic face. As the party move carefully into the cavern, they see more clearly. Around the wall is writing that Des and Theron both recognise as being that of Bael Turath, the fallen Tiefling Empire that collapsed in battle against the Dragonborn. The writing indicates that this was once some sort of tomb, although the origninal inhabitants can only be guessed at now.
Aran Thule and Cass move forwards to investigate the door, quickly noticing that the glowing eyes of the face are actually windows through to the room beyond. Looking through, they see two young human boys in chains in the midst of a magical looking circle, surrounded by two rows of identical statues. They surmise, correctly as it turns out, that these are the two boys they are looking for. The boys look scared and nervous, lying still and silent.
Moving across the rough floor, Des seeks to see down this other corridor. Dimly seen at the far end is a raised platform, with a shadowy figure stood on top of it. He is lit by the emerald energy of an eldrtich circle of power, the magic almost visibly coiling up around him, and he is reading a tome bound in dark leather. He clutches a staff in his other hand.
Without a pause for discussion, Des recklessly steps forwards, crying out "Let Reason's force drive terror into your heart!" attempting to magically install fear into the figure – hoping to force him to flee the circle and come down to the floor. The prayer arcs across the room, but as it reaches it's target it dissipates and fails to affect him. The robed figure pushes back it's cowl, revealing an elven face twisted with dark secrets and hate, and he sneers in return "Pathetic! Forward, my minions, and let your swords taste his blood!"
With the unpleasant sound of bone clicking on stone, five skeletons beging to move around the platform, brandishing swords. It appears this twisted Elf is not happy at being disturbed!
Next update: The undead attack - and is that statue moving...?
Last edited by Mathew_Freeman; 27th November 2008 at 04:30 PM..
Reason: A bit of a rewrite to make the posts more interesting
I'm working through the above posts, turning them into proper story hour posts with some description and characterisation. I should get this done over the next couple of weeks, one post a day or so.
Once I've got caught up with the end of Into the Shadowhaunt (in terms of them all being properly written up!), then we can move on with the story, re-writing as we go.
Hope you're enjoying it!
Note: Second post updated and changed!
Last edited by Mathew_Freeman; 17th September 2008 at 10:20 AM..
As the skeletons surged forwards, racing down the narrow corridor to engage Des in combat, he and Theron used a remarkable piece of teamwork to slow them down.
Firstly, Theron called upon the power of the magical orb that he carries to cast Icy Terrain. The rock froze and became icy, with fingers of frost creeping up the legs of the on-running undead creatures. Several collapsed with a horrible click of bone on rock, unable to keep their footing. Des was forced to back up as one skeleton reached him and swung it's sword, pushing him back, but then he raised his Holy Symbol and a shining light emanated from it. The skeletons were burned in the radiance, and several of those that were prone on the floor were pushed back into the room from which they'd come, their bones smouldering. Des and Theron shared a swift grim glance of purpose, and pressed their attacks.
Seeing his minions scattered, the Elf on the platform mustered his second forces. Two sharp taps on a particular sigil in the magical circle seemed to have no effect for a second, until Cass, Aran and Rangrim began to hear the grinding of stone on stone coming from the room behind the demon door. Two of the large guardian statues that had been staring down at the captive boys began to move, their heads turning towards the door.
Quickly, Cass smashed the lock with a blow from her greataxe before kicking it open and taking a stance. Rangrim ran into to block the other statue, his warhammer and shield gleaming oddly by the light of the magic circle. It's thick stone arms took up a fighting pose as it attempted to club him to the ground, but he caught the blow on his shield and avoided being ground under it's heels.[1]
"You'll never knock me down!" he called up defiantly to the impassive statue.
Elwanen took advantage of the skeleton's dispersal. Seeing through to the Elf on the platform, he disappeared – only to reappear (as if he had only taken a step) alongside the villainous foe. Drawing on his own Eladrin heritage, he gestured and attempted to knock the Elf off the platform with a spell. However, the magic circle again absorbed the energy, rendering it harmless. The Elf sneered and struck back, trying to suck the life out his racial cousin and transfer his vitality across. The circle around them both glowed greater as he utilised it's powers.
Grimacing under the onslaught, Elwanen felt his face go pale as the spell took effect. Leering at him, his opponent looked right into his eyes before speaking again.
"The blood of two young humans would have powered my ritual well. But to have the blood of a holy warrior such as yourself...mmmm...my victory will be all the sweeter!"
Cass had not been doing quite so well against the statues. As it crashed forwards, it struck at her with one huge fist and clubbed her to the ground. As she fell, it quickly raised a heavy foot to stamp down on her, and only her quick reflexes allowed her to roll out of the way and to her feet, dodging another punch as she did so. Despite being made of stone, the statues were qiuck and deft, striking hard at the three that opposed them.
However, whilst the statue concentrated on her it lost track of Aran. The halfling, small even for his race, was able to duck forwards, spin beneath another fist and strike hard with his weapons. Finding tiny cracks in it's exterior, Aran damaged it severely. It spun again, confused between these two capable warriors. Over it's shoulder it could sense it's brother statue trading blows with Rangrim, with neither being able to gain much advantage.
Cass got back to her feet and focussed her mind, bringing up memories of chopping timber in the tavern's back yard. It didn't always matter if you hit hard, so long as you hit in the right place…She wound up a subtle strike, the greataxe taking a chunk out of the shoulder of the statue, and then brought the axe high above her head, slamming into it brutally. A fine network of cracks appeared in the statues right arm and across it's chest, and Aran drove his own swords home again in response.
"That's it, Aran," called Cass. "Between the two of us we'll crack it!"
Back in the corridor, the skeletons had regrouped, but the careful wiles of Theron and Des meant that they had no chance of success. Theron used a series of Thunderwaves to push the skeletons back, with Des backing him with further blasts of radiant energy. Taking a risk, Des ran forwards, dodging a wild swing from a skeleton warrior, and made his way to the platform where the Elf and the Eladrin were exchanging blows. Although Elwanen seemed to be winning, Des fired off another burst of radiant energy, leaving the villain reeling and close to death. Elwanen, sensing weakness, took advantage of the guiding light that Des' prayer had left – dimming the magic circle – and drove his weapon home. The Elf gasped, struggled with his footing for a second and then took a long, slow step backwards…
...off the platform.
[1] These statues were nasty. They knocked prone on a hit, got a free attack against adjacent prone targets, and when you tried to get up they got another attack that could knock you prone again!
Next update: Is this the end of our first campaign villain?
Last edited by Mathew_Freeman; 27th November 2008 at 04:27 PM..
As the blade slid home, the evil Elf that had set these events in motion fell backwards, out of the protection of his magical circle. As he fell he saw around the room that his skeleton warriors lay in pieces, destroyed by Theron's repearted Thunderwaves and Magic Missiles. As he hit the floor, his last thought was that he hadn't even managed to kill the two boys…
With the Elf dead, the last skeleton was quickly dispatched, clearing the room. However, the statues were still proving a problem. The Elfs malevolent spirit had been driving them forwards, and Cass, Rangrim and Aran Thule had found them a true handful. Suddenly, though, that spirit was gone – and the statues grew sluggish. Aran was able to attack them from behind, almost running up their backs to stab true with his shortswords. Rangrim's warhammer crunched home, Cass's axe slammed into them and in short order the two statues were reduced to nothing more than rubble.
Breathing hard despite his Dwarven endurance, Rangrim offering a short, but heartfelt prayer that he wouldn't have to go through that again. Blocking the repeated blows from the statue with his shield had tired him, but unbowed he looked around the room afresh to see if anything else threatened the group.
The magic circle's that had gleamed in both rooms started to fade, and the terrified boys were finally able to make themselves heard over the sound of battle.
"Thank you! Thank you! But be careful – when that elf put us in here, he said that if we left the circle the room would come crashing down on us!"
Worried, the group convened at the circle with the boys inside. How were they to get them out without risking the collapse of the room, and possibly the whole complex?
Next update: The final part of this adventure! Who lives? Who dies? All shall be revealed!
Last edited by Mathew_Freeman; 27th November 2008 at 04:25 PM..
The party gathered around the circle in the statue room, joined now by Sabbat Fau. Elwanen went to guard the entrance against possible reinforcements.[1]
Sabbat and Theron bent down to examine the circle more closely.
"It would appear that it is losing it's potency." Theron leaned close in, his hands hovering over some of the runes. "See there? It is beginning to fade."
"I have no direct experience with such things," intoned Sabbat. "But it appears to me -"
"Well, then, if it's fading I'll just drop some sand in here, and use my dagger here..." The higher-pitched voice of Aran cut in as he went to work on the circle. Theron and Sabbat jumped back, with Theron putting a hand out in warning - but then he quickly realised that the Halfling was on to something. Muttering a counter-charm under his breath and concentrating fiercely, the Wizard, the Warlock and the Rogue broke the circle. Swiftly, the strange green light faded away.
Aran stepped into the circle. "Soon have you out, lads!", he called. Using his lockpicks to unchain the two boys, he grinned at them. His small stature and nimble fingers made quick work of what had looked like quite a secure chain, and with a final twist-and-snap they were free.
As the boys stepped out the circle, the company tensed for a moment – but the ceiling stayed put, and no rumble of falling rock came to their ears. However, the shadowy figure that they had met before formed silently out of the shadows on one side of the room.
Cass looked over, gripping her axe. "So what now?" she asked herself.
A great wind seemed to be affecting the spirit, and the dark shadows were ripped away leaving it's face much more human looking and it's robes grey, rather than black.
"Thank you," he said. "That accursed elf had me under a compulsion – I aided you as best I could but I wish I could have struck the deathblow on him myself. I am glad these two innocent children have been freed."
Staring at his newly revealed face, both Des and Aran had the same thought – the figures pictured on the tombs upstairs, this face, and the face of the children bore an uncanny resemblance. A…familial resemblence.
Aran asked "Do you boys know anything your grandfather? Or possibly grandmother?" Seeing their baffled looks, he explained that a resemblence was clear, and the spirit immediately guided everyone through to the room that Helvec had been conducting the ritual in.
"Place your hands upon this pedestal," the spirit asked. "Please - it will not harm you." At his prompting, the two boys placed their hands on the risen platform, and as they did so it began to slide into the ground, leaving behind a lump of misshapen rock. Theron was busily scratching notes into his spellbook for future reference.
After a second, the lump of rock began to flow and melt. Rangrim, staring at the flux of stone, suddenly cried out "It's a warhammer! There is a warhammer hidden in the rock!" The rock melted away entirely, and in it's place their lay, as if newly-forged, a clearly magical warhammer.
The spirit spoke again, saying "Long has this hammer been waiting to be held again. It is named the Thunderhammer, and it has great power in the right hands. The scions of the Kaius Dynasty must take their place in defence of their ideals."
However, the two boys looked a little unsure, and Richard spoke up, replying "But we're far too young!" He glanced around, spotting Rangrim comparing his own Dwarf-wrought hammer with the one lying in front of him. "You take it!" cried Richard. "You take it, and wield it, and when we're ready we'll send for it and you can return it to us!"
Rangrim was, understandly, happy with this arrangement. Striding forward, he swung the hammer down against the floor, and an echoing BOOM! rang round the chamber. Rangrim grinned, and casually remarked "So now we find some orcs, yes? I want to test this out properly!"
The spirit, it's job done, faded back into the stonework of the underground tomb, and the party gathered up the assorted treasure from their fallen foes, including the ritual book. Sabbat was all for keeping it for study, realising it contained rituals of power for those willing to make bargains, but upon further discussion it was decided that a ritual book that contained a single ritual that spoke of days of blood sacrifice was not something he wanted to have in his possession – the book's pages were burnt.
The other item of note that was located in a small treasure chest was a note, saying "Helvec, once you have finished with your task you must meet me at the Keep. You know the passcode. In His name, K".
Des spoke clearly into the silence. "This could refer to Kalarel, the Death Cultist leader we - Elwanen, Rangrim and I - were tasked to find. I wonder if this keep is the one near Winterhaven? It seems too much of a coincidence otherwise."
[1] As one player comes back into the game, another can't make a particular session. It's pretty much what I expected with 7 players - at least one misses most games!
Next update: The party return to Linden Field in triumph!
Last edited by Mathew_Freeman; 27th November 2008 at 04:24 PM..
With the ownership of the Kaius Thunderhammer settled, for now, the group set about leaving the caverns underneath the Shadowhaunt Mausoleum. The two boys were ably supported by Cass and Rangrim, the latter taking the opportunity to impress upon the young human the importance of honour, loyalty and keeping your beard well-groomed.
Elwanen noticed something as Linden Field came back into view. "You two lads," he asked "Do you feel you can stand on your own feet? It would do your parents proud to see their children return from kidnap under their own power." Steven nodded yes, and, wobbling slightly for a second, walked the final half mile unaided, his brother beside him. Quinn Stasi was overjoyed to see his children returned unharmed, and promptly paid the money he had promised.
He was also fascinated to learn of their possible ancestry, and vowed to help train his children in the ways of the Kaius, as best he could. As the local silversmith, he had a certain amount of capital, and a couple of the local farmers had seen action in militia against roving bands of monsters. It seemed that the children were in good hands, but he asked that should the group ever pass by Linden Field again, that they stop in and see how everyone is doing.
Aran piped up "Is there a free drink in it for us? Count me in!"
That evening, a happy village celebrated the return of the children in the Inn. Aran told the tale of what had happened[1], embellishing it only slightly, and despite slightly sore heads they set off in the morning with glad hearts, once more taking the trade caravan North to Winterhaven.
The countryside was largely dull – low hills breaking away in each direction, with small woods and distant, larger forests. The clouds still pressed close, Winterhaven was still several days away, and the journey quickly became routine as they continued at the slow walking pace that the donkey pulling the trade caravan forced upon them. Aran tended to range ahead a little, scouting for the group.
It was this scouting that saved them from what might have been a very nasty ambush.
[1]DM's note: This tale can be found at 4th Ed D&D In London » Wiki » Arans Tavern Tales along with part 2! However, read the second Tavern Tale at your own risk, as it contains spoilers for this Story Hour.
Next update: Who's ambushing our band of heroes?
Last edited by Mathew_Freeman; 27th November 2008 at 04:22 PM..
The first tavern tale was told in Winterhaven so people might want to wait a couple of days before viewing it as it gives away the story a bit.
Hope people are enjoying reading this as much as we liked playing it.
As the company rounded a bend in the road, Aran had a strange inkling that something was up. An inkling that turned into a certainty as a group of small, reptilian creatures burst from the trees around them and attacked, yelling and screaming.
As Des hollered "Everyone back in the caravan!" and ducked for cover, the rest of the party responded with weapons drawn and spells readied, taking down several of the kobolds in a few seconds. Theron suffered a nasty hit though – one particular kobold was able to sling a firepot at him, setting his arm on fire. Theron cursed and frantically tried to stop the blaze from spreading up his clothes. Elwanen, in turn, recklessly stepped through the Feywild to reach the tougher looking kobolds at the back.
The battle raged across the area, with most of the group holding a good defensive line against the tougher kobolds who could stand up to them. Three, in particular, caused the most problems as their dragonscale shields helped them deflect several attacks that were aimed their way.
Des, however, continued to stay in the caravan, imploring the other to join him in. The others, filled with the joy of battle, were not listening.
Theron managed to put out his fire and blast one dragonshield back into the trees with a Thunderwave. Snarling, the kobold bared its teeth and charged back into the fray, shortsword clutched in its scaly fingers, only for Rangrim to use the power of the Thunderhammer to blast the kobold back again, clutching it's ears.
Sabbat Fau showed his power for the first time, pronouncing a sentence of doom upon a kobold and then following up with a nasty curse that caused one kobold to burst into flames from the inside and catch fire. Thankfully for the kobold, Cass dispatched it shortly afterwards, her greataxe carving through it like so much dead meat.
Whilst all this was going on, Aran and the kobold slinger had been playing hide'n'seek just up the road. Seeing it's friends defeated, the slinger made a break for freedom but a flying tackle from Aran stopped it in it's tracks. Up close, it wasn't so dangerous and a couple of quick scimitar and dagger thrusts meant it lay dead on the ground.
After the battle, Aran grabbed one of the dragonscales that the kobolds had been using as shields and announced he was keeping it as a trophy. Des & Cass calmed the mule that pulled the wagon, and with a short pause to move the bodies off the road the group continued on their way to Winterhaven.
Next update: Finally, the party arrives in Winterhaven!
Last edited by Mathew_Freeman; 27th November 2008 at 04:20 PM..
Winterhaven is a small village at the far end of the King's Road from Fallcrest. A sturdy wall protects the outside of the settlement, and visible over the top of it is Wraftons Inn, the Winterhaven Manor House and Valthruns Tower - an impressive building standing a full five stories high.
Two human guards stood at the gate, impassively watching at the donkey pulled the trade cart up the hill. Des stepped forwards to talk to them, politely asking their permission to enter the town. Despite his outlandish appearance (blue fur is not a common trait!), after a short discussion the gates were opened and the party allowed in.
Wraftons Inn was revealed right in front of them. It is a two storey structure, well built and well cared for, with a simple sign of a full tankard of ale swinging in the breeze. Salvana Wrafton emerged from the front door, beaming. "Welcome to Winterhaven!" she called. "Is that the trade caravan you've brought? Fantastic! I'll have it brought in, please, come in and get a drink. I'm sure you're tired after a long journey." A stable-boy ran out to take the reigns from a grateful Cass, and the group sank onto the benches inside.
Aran tried a local speciality drink ("It's made with cherries, well, mostly cherries!"), a mixture of ale and wine was poured, and Salvana got the news of the kobold attack. She seemed to know something about it, and recommended the group speak to Lord Parrag, the town's leader. Cass also asked after her brother, but Salvana didn't recognise the description.
Over the course of the afternoon, the party discussed all that had brought them to Winterhaven, including the Keep (Salvana: "Rumoured to be haunted! Vampires and ghosts and all sorts!"), the kobolds ("They're a real problem, but we don't have the manpower here to deal with it"), Douven Staul ("Oh, I remember him. He followed Eilian's map and hasn't been seen since") and the possibility of a cult ("There are no cults in Winterhaven, I'm sure of that"). A few eyebrows are raised as Salvana denies cult activity, but at this stage no one takes the matter further.
Once they had rested an hour or so, they began to get restless. A few minutes walk brought Des to Valthrun's Tower and he asked Valthrun to come downstairs to add his knowledge to the discussoin.
Valthrun turned out to be an elderly human, dressed in the long robes of an arcanist. Des asked him about the same subjects they'd spoken to Salvana about.
"Cult activity?" retorted Valthrun. "No such thing around here. I mean, take a look around - these are farmers and traders. They are all working too hard at simply surviving to be engaged in anything as esoteric as a cult. I do not know where you got your information from, but I'm afraid I cannot help you on that matter."
"What about the Keep?" asked Des. "I've heard that it's ruined - do you know anything further about it?"
"Hmmm," replied the sage. "We call it the Winterhaven Keep these days, but it's been ruined for many years. As far as I remember, the last time it was inhabited was about eighty years ago, after the fall of the Nerath Empire. Since then the local Lord has ruled the area out of the Manor House, and the Keep has been allowed to fall to ruins. The locals have some rumours and myths about - claim it's haunted or somesuch nonsense - but as far as I know it's just a mouldering pile of rubble these days. Still, you say that you've heard rumours someone is up there? I will search my books and see if I can find any further information on it for you."
Des asked his final question. "Have you heard of a man named Douven Staul? Some of my friends are looking for him."
"That's a name that rings a bell!" exclaimed Valthrun. "Oh yes, I remember. Came around here a while back, asking questions about a dragons tomb. I told him what I could, but in the end he wound up following a map that Eilian made for him. Probably wandered off into the woods and got lost, I'm afraid."
Thanking him for his time, Des agreed to come back in a few days to see if Valthrun had turned up any useful information.
Eilian turned out to be a very old farmer sitting in the corner of the Inn, and once Douven's name was mentioned he lit up a little, saying he could draw everyone a map of where he'd gone. Unfortunately, he said, that he had a terrible problem with his writing hand that could be much improved by a mug of ale... Once one was obtained for him, drawing a smile of appreciation, the map was redrawn and explained. There was some suggestion (from the group, and out of earshot) that this map may be less than accurate, but any map is better than none and the party agreed to head out and look for Douven soon. Elwanen did remind them, however, that it would good manners to request to speak to the local Lord before setting off again.
Walking quickly through the few streets of Winterhaven, the group approach the gated wall that keeps the Manor House seperate from the rest of the village. Two more guards in well-used chainmail waited for them, and again Des stepped forward to speak to them.
Once again, the tieflings charming manner and calm voice got them through, although the guards requested that all weapons be peacebonded inside the Manor. Opening the gate, the party is ushered through to the Manor House.
Next update: Meeting the lovely people of Winterhaven.
Last edited by Mathew_Freeman; 27th November 2008 at 04:19 PM..
The Manor House stands two stories tall, an impressive building and built with defense in mind. The windows were small and well placed, giving an excellent view and overlapping fields of fire should any enemies break down the main gate. Clearly, the previous Lords of this region had been no fools, and it looked as though Lord Parrag was following in their footsteps.
Lord Parrag greeted the group in his study – a well-furnished if functional room. The Lord himself is a strong-boned man in his early 40's, with a hint of grey in his hair. The room contains a couple of shelves of books, an open fireplace, and a large desk with papers scattered over the top.
The party and Parrag discuss the matter of the kobold attacks on the path, and the noble confirms it is an increasingly worry for him. "We receive fewer trade caravans now than we used to," he said. "I've been attempting to get the villagers to help root this problem out, but they're not trained warriors and I simply don't have the resources to deal with it. If you could manage to drive these little pests off, I would be able to offer a reward from the village's coffers. You're the first group that have come up here that I think might be able to sort the problem out."
Happy to receive payment, and to take a commission from the local authority figure, the group agrees. The fee will be paid upon proof of the kobold's defeat.
Other matters are touched upon – Lord Parrag refers them back to Valthrun for further information on the Keep, says he met Douven Staul once and has never heard of Cass' brother.
"Well, I thank you for coming to see me and for agreeing to take care of my kobold problem. However, I am a busy man." Parrag gestured at the paperwork on the table in front of him, then rose to his feet. "I hope I shall see you tonight in Wrafton's Inn. I like to head down there every now and again."
Aran speaks up quickly "Well, sir, should you be there tonight you will hear me telling the story of our adventure so far. A tale of ghosts, living statues and deadly peril!"
"I shall look forward to it!" responded Parrag. "If the tale is good enough, I'll even stand you a drink."
"You're on!" Without further ado, the company leave, planning to head out into the wilderness tomorrow.
Rangrim wishes to speak to Thair Coalstriker the Dwarven Blacksmith, and as his forge is just by the gates to the Manor House it's easily done. Thair is a rugged dwarf of more advanced years, wearing the traditional smith's leather apron and with a triple-platted beard hanging down to his waist. He greets Rangrim warmly, with a wrist-to-wrist Dwarven handshake, and asks after his clan.
"I am from Hammerfast originally," explains Rangrim, and Thair is delighted to meet someone that knows his homelands. The two exchange tales and Rangrim brings Thair up-to-date with the goings-on.
Cass asks him about her missing brother, and although he can't help, but makes mention of having some experience in that area. Cass presses the point, and he gently deflects her, saying "The hairs of that beard have already been pulled." He promises to buy Rangrim a beer in the tavern that night and talk more.
In the evening, everyone is gathered in the Tavern. New arrivals in the village ensure it's even more packed than normal, and the group are able to meet Delphina and Ninaran, two local Elves. Valthrun and Eilian are also present, and although Eilian
Ninaran is sullen and quiet, not wanting to speak much, but Delphina is much happier and fills in a map to the location of the Kobold lair. She is a local flower-seller, and in her travels has ventured all around Winterhaven. This map also helps to confirm that Eilian's map to the last location of Douven Staul isn't perhaps as bad as they thought, and it's decided that rescuing him might be a good move before taking on the kobolds. After Aran has entertained the crowd with tales of their exploits thus far (earning a drink and a smile from Lord Parrag), the party head for bed (with Aran in special rooms on the ground floor), ready for the morrow.
Next update: The kobolds ambush the party again!
Last edited by Mathew_Freeman; 27th November 2008 at 04:18 PM..
As the group heads off into the woods to see if they can locate Douven Staul (the missing explorer), it is another clear & bright sunny spring morning. Birds sing in the trees, and the company spot the occasional piece of wildlife. Douven was last seen following a map from Eilian in search of a lost Dragon Tomb, and party have Eilian's best copy to follow themselves. For the moment, it's a simple trek back down the road they arrived on.
The party have been travelling for about an hour or so when Aran pauses, eyes scanning the undergrowth ahead. The hairs on the back of his neck stand up - it seems suddenly very quiet.
His fears are realised as several kobolds emerge from hiding and charge towards him – they are carrying the same dragonscale shields as the other group and look like competent warriors. Drawing his weapons, Aran dodges and weaves as they strike at him, but he is wounded a couple of times by their fierce attacks. Further up the road, he can see a spear wielding kobold begins to circle around the edge of the woods. Lastly, a fifth kobold comes into view, wearing a bone mask shaped like a dragon's skull and shrieking instructions and encouragement to his allies. Thinking quickly, Rangrim realises this is a Kobold Wyrmpriest - a kobold with strange arcane powers.
The party leaps to their friend's defence, with Elwanen fey stepping forwards to engage. His forms blurs past Aran, sword in hand, but he is quickly surrounded by a dragonshield and the spear fighter, finding it hard to concentrate on both at the same time. The kobolds work together, harrying and harrassing him as he battles to keep them from surrounding him.
Cass and Rangrim are engaged in a tough battle against the other two dragonshields. Unlike the kobolds they have fought before, these kobolds are hardy and skilled. Cass finds her attacks blocked and deflected by their shields, and Rangrim's strikes are warded off as well. Aran breaks free and makes for the Wyrmpriest. The priest invigorates his colleagues, driving them to greater heights of fury, before directing a ball of flame into his enemies, scorching Rangrim.
The Wyrmpriest pulls another trick out of the bag as Aran charges, yelling, towards him. Taking a deep breath, a jet of fire sears through the air towards the halfling. Aran manages to pull out of the way at the last second and the jet shoots over his head - unexpectedly scorching a small bird on a tree behind him. Muttering a swift thank you to the Gods for his halfling luck, Aran presses his attack against his foe.
Elwanen isn't doing so well. Faced with two skilled opponents, he struggles to make headway. Time and again the spear wielder manages to sneak a jab through his defences as Elwanen is distracted by the Dragonshield. Finally losing his temper and spinning to try and snap the shield in half, Elwanen is brought to his knees as he feels a shortsword in his back. Everything goes black for a second, before the calming words of Des roll across the battlefield. Reinvigorated, Elwanen opens his eyes, takes a deep breath and slices the spear in half, his sword taking a chunk of it's holder as well. Glancing round, he sees Cass and Rangrim stepping forwards over the bodies of their foes, with Theron smiling at the effects of his spell.
Once it's three against two, the Dragonshield and friend drop quickly. Aran, too, has slain his enemy - two blades against one meant the Wyrmpriest was fatally compromised as Aran slipped around him and buries his blades in the kobold's neck.
The company prevails and the kobolds are slain. Aran guts the priest and dumps his body to the ground, before finding an obsidian necklace on the body. Scratched into the base of a smal statuette is a symbol - a skeletal ram's head.
Des immediately recognises it as being the symbol of Orcus – Demon Prince of the Undead. This lends credence to the rumours of cult activity. Orcus' followers are known to seek to raise undead forces against the living, and if such a cult exists in the area then the villagers of Winterhaven are in severe danger.
Taking a moment to refresh themselves, the party loot the other bodies before piling the corpses at one side of the road.
Next update: Arriving at the Dragon Tomb, and a well dressed Gnome.
Last edited by Mathew_Freeman; 27th November 2008 at 04:17 PM..
Clouds are starting to gather as the walk through the trees continues. Aran is again taking point guard as the party come across the area of their search – the Dragon Tomb.
It's somewhat of a disappointment – merely a large pit in the ground surrounded by rough rocks and some more trees. In the pit four human workers are sifting through bones, watched over by a Gnome and two guard drakes - lizard-like creatures, about the size of large dogs. They are, as you might guess by the name, used as guards and alarms. Aran, after a little scouting, also spots another halfling lurking in the boulders around the pit's edge. He is curious to know what another member of his race might be doing around here.
The Gnome seems well-dressed and confident, with a slight swagger to his walk. He is wearing leather armour and has a crossbow resting on a rock nearby. As the Gnome sees them, he introduces himself as Agrid and invites them to come down and see what he's uncovered. The party are suspicious, particularly Elwanen, but Des attempts a diplomatic exchange. However, as he makes his way around the pit to get a better view and Elwanen heads down into it, the trap is sprung and Agrid fires a crossbow bolt at the Tiefling Cleric, causing him to hit the deck in a hurry![1]
Aran and the other halfling begin a duel of weapons – Aran's bow against the Halflings lightning quick slingshot. Projectiles ping off rocks, shoot wide and blood is drawn on both sides. The luck of the halflings also comes into play - both combatants avoid serious injury with some sharp footwork. Fortunately for Our Heroes, Aran prevails, and the Halfling is shot through the throat.
In the pit, the sheer strength and power of Cass, Rangrim and Elwanen is too much for the human mob, with Elwanen slamming one into the walls of the pit with a Thunderwave. Despite some Gnomish trickery with a moment of invisibility, Cass beats Agrid unconscious and captures him. The guard drakes last a little longer, but they are heavily outmatched. Soon, their bodies are also cast into the bit admidst the bones.
Des, meanwhile, has made his way across the pit to find a figure concealed under a blanket. Casting back the blanket he finds Douven Staul, alive, but tied and gagged. Des heals him of his injuries and unties him.
Grateful to the party for rescuing him, Douven explains that he had started to work on the remains of the Tomb when he was approached by Agrid and the Halfing (his name is never discovered, sadly). The two quickly coerced him into continuing, saying that if he didn't do what they said they'd simply cut off a hand or so to keep him quiet. Scared and afraid, Douven managed to help until a few days ago when a mirror was uncovered.
This was greeted with great joy by Agrid – apprently his superior had expected something of this nature to be found here. Agrid had decided to spend just a few days more to see if any other treasures could be located, but none were forthcoming. Today was to be the last day of digging – the group were then to return to the Keep with the mirror and Douven.
Douven begs to be taken back to Winterhaven and safety before the party make any approaches to the kobold lair, and as thanks for his rescue he gives them the Amulet that Agrid had been wearing. Explaining that he just needed it for a moment, he withdrew a small picture of a woman, saying "This is my wife." He then handed over the Amulet to the group, confirming that this was a magical amulet that would provide protection against poison.
The group agree to return to Winterhaven with their captive in tow. Agrid is firmly tied and also gagged - poetically, the same treatment dealt out to Douven. Everyone keeps a careful eye on him in case he tries any more tricks.
[1]Des' player is keener on talking than action - I've promised him that future interactions with NPC's will be less combat orientated than the early sections, which largely involve the PC's being ambushed by various people.
Note: At the end of this session, everyone levelled up to 2nd. I had wanted to make sure that they were 2nd level before attempting to beat Irontooth the Goblin - hence the mild DM-pushing to do this section first.
Next update: A very short interlude from Sabbat Fau!
Last edited by Mathew_Freeman; 27th November 2008 at 04:16 PM..