The Heroes of Winterhaven - updated 8th June - Ryam Plays Dice

It's great being able to relive our party's first adventure together this way! I can't wait to see the next installment, Tallarn!

BTW, for those interested, I'm playing Rangrim the dwarfish paladin of Moradin in this campaign.
 

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The Adventure Concludes

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!
 
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First magic item of the campaign, woo! So far, it's crit-power hasn't gone off, but I've used it's daily thunder power a few times. Most satisfying!
 

Returning in Triumph to Linden Field

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?
 
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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.
 

Kobold Ambush (1)

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!
 
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Arriving In Winterhaven

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.
 
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A Day In Winterhaven

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!
 
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Into The Wild

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.
 
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The Dragon Tomb

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!
 
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