Monday, 3 May 2010

Loudwater - Winter Descends

Arriving back at Loudwater the following day, the party returned the children to a jubilant reception from the townsfolk. They sought out Curuvar for further information about their findings and learnt that Najara was a fabled kingdom of serpent people, to the south beyond the High Moor; Chelimber was an ancient massive castle - that dominated the territory between Najara and the elven kingdom of Evereska - long abandoned and presumed lost as the area had turned into vast swamplands.

The party spent a few days relaxing and re-equipping, before a reception the town had organised in their honour; just prior to the evening event, the Mayor asked them for a private interview.

She commented that outlying farmers and woodsfolk were noting unseasonal winter conditions being seen from the north; dropping temperatures, freak snow flurries and blizzards that come and go mysteriously, also sightings of furtive blue skinned creatures skulking in the woods. She was concerned that if winter is months early, the whole region will be threatened with famine, as the year's crops fail.

The Mayor advised checking a tower to the north, built 30 years ago by Draigdurroch, a dwarven warlock - it lay at the border of an area called the Dire Wood. It was an area 20 miles across surrounded by a ring of albino oak trees, with a ring of blackened petrified trees just behind. The interior of the wood was a hilly broken area, covered in both living and petrified trees, with a towering butte at its centre; she said Curuvar knew more about the matter.

Seeking Curuvar the following day, he explained that Draigdurroch went north to research the strange area that is the Dire Wood. Whatever he did, ended with his tower being encased in solid ice and no-one has heard from the warlock since; Curuvar seemed convinced that the area would hold clues to the worrying weather.

Sunday, 2 May 2010

Bandits of Zelbross

Having cleared the bandit lair, the party went to the town watch house to report their findings. The Guard Captain confirmed that reports of missing children have been increasing recently, many think its bandits who based themselves in the old village of Zelbross to the west; he mentions a local named Zark had a run-in with the bandits some months back.

The party find Zark and he confirmed the story, offering to lead them to Zelbross. They accepted and set off promptly, to be able to arrive at the village the following morning. They approached the village to find it ruined with few solid buildings left standing, excepting one larger central structure.

Closing on this building, the party encounter bandit guards, who engage whilst raising the alarm. A stiff battle ensued, especially with the appearance of the bandit boss accompanied by a reptilian magic user. The party won, though narrowly and found a solid cage, built into an old room of the structure, containing 7 local children.

They found a parchment on the bandit boss, which confirmed a bounty payable for each potential child captured for slavery:

Contract of Bounty.
This contract empowers the bearing Najaran representative, to pay a 20 gold piece bounty for each and any human slave delivered.
Sess'Sth, Lord of Chelimber.

The Lady of Shadows

The party returned to Loudwater and were feted for removing the goblin threat from the area; Curuvar the wizard was suitably impressed by their ability and the Mayor gave them audience.

It wasn't long however before they found further adventure; emboldened by the parties growing renown, a local merchant approached them for assistance with pressure from a local gang offering 'protection'. A Tiefling henchman intimidated locals into the 'racket' and the only other piece of knowledge was the gang leaders name - a mysterious individual only known as the 'Lady of Shadows'.

The party made enquiries around the town and narrowing the gangs location down, they pin-pointed it after trailing the tiefling back to an abandoned warehouse. Although run down and deserted, they found a disguised cellar entrance and descended. Avoiding some protecting traps, they found the main lair and bursting in, overpowered the bandit gang and its leader. The Lady of Shadows turned out to be a Dark Creeper, a creature of the ShadowFell.

The party found 2 clues in the lair - the first, scrawled in the dirt of a cage in one corner, read:

save us we're being sold as slaves to snakemen we're being taken to Zelbross

the second was another message scroll on the Dark Creeper, the script seemed similar to the one found in the goblin lair:

You know your part, show no restraint and cause the havoc we need. I have sent aid to the Barrow goblins, for a small matter of theirs, it will aid our plan though they have no part in it. Here I lead the Red Fangs to ever greater success, their outrages are now noted in both Waterdeep & Baldurs Gate. Send your next report soon, so that I may advise the Mistress of your progress. Red Knight

Barrow of the Ogre King

Armed with Curuvar's information, the party left the following day to explore the Barrow of the Ogre King and find the goblin lair.

The raiding party left a trail that was easy to follow and led to the dwarven ruins of the barrow. Negotiating a pit trap at the entrance, the party then fought their way through the remaining goblin defenders to descend to the catacombs. At the bottom they found the tomb of the Ogre King, where Sancossug - the goblin shaman - was involved in a ritual. The party defeated him and then determined the ritual was unlikely to succeed.

They found the ogre's remains in a sarcophagus and noted the skull had been fashioned into a crude mace - also a magical weapon. On Sancossug they found a message scroll, written by an educated hand in common tongue:

Set your clan against the humans in the valley, cause mayhem and disrupt their lives in every way you can. Soon the Red Fangs will strike north, so your cause will aid our future success. There are other allies nearby who also further our cause, but I you send this barrel of alchemical fire to assist your endeavours. R.K.

Saturday, 1 May 2010

Loudwater - Goblin Assault

The initial party members - Faweh, Janus, Kaddim-sul, Khaan & Zan-kyri - met during a period of caravan guard work, between the cities of Lurular. After some time they decided to seek adventure and headed south using the Delimbyr river.

They broke their journey at the town of Loudwater, where on their first morning they were involved in a goblin raid on the town. Although the goblins used a barrel of alchemical fire to breach the town walls, the party repulsed their attack with some ease. The goblins had snatched a horn item from a nearby curio shop during the attack, they seemed focused upon this task to the extent of retreating having obtained it; none however left alive.

The horn knife proved to be magical and the shop owner let the party retain it, both in gratitude for their efforts and to avoid future goblin trouble. The party also found a scrawled note on the goblin leader:

Kerwig, I divined the totem is in a shop 'Garwan's', in Loudwater. Go an get it back, use the fire barrel for the wall. You know the totem is important for the magic to revive the Ogre King, do not fail! I will continue the ritual till you retun. Sancossug

The party met a wizard, Curuvar, in the local tavern - he translated the note for them and advised the goblins laired in a local barrow south of the town.

The Heroes

A D&D 4th Ed. Forgotten Realms game.


The group members:


Faweh, an Eladrin Rogue;

Janus, an Elf Ranger;

Kaddim-sul, a Genasi Swordmage;

Zan-kyri, a Genasi Wizard.


Edmund, a Human Fighter;

Khaan, a Dragonborn Paladin;

Verix, a Human Cleric.


Neebin, a Halfling Sorceror.