Sunday, 25 July 2010

Waterdeep - City of Splendours

The rescued caravan master - Carl Ferrer - entreated the party to escort them back to Waterdeep, where his employer - Trader Brasshorn - would reward them for their efforts. Being their original destination, the party accepted and prepared for the 5 day trip to Waterdeep the following day.

Ferrer mentioned to them that a day north of the river ford, the Trade Way looped back towards the coast and skirted a wide area of marshland that sprawled around the river mouth. He warned that lizardfolk inhabited the marsh and they have been known to ambush smaller parties passing their territory.

Suitably wary as they passed the swamp, the party were alert for any untoward activity - however the undulating ground and heavy vegetation proved a hindrance to visibility; unsurprisingly they were caught out when a lizardman popped up and started casting spells. Reacting to his appearance the party ranged out to defend the caravan and realised they faced a large group of hostile amphibians. The tough fight swung both ways, but after crushing the chief warrior, the amphibian moral crumbled and few scuttled back alive to their swampy home.

After resting up to bandage their wounds, the caravan resumed its trek and in a few more days came in sight of Mount Waterdeep, standing solitary on the coastline, the morning of the fifth day. They approached the actual city later in the afternoon and Ferrer ran through some of the local laws to ensure they didn't accidently run foul of the Watch. Known to the gate patrol, he led the caravan through and into the city towards the warehouses owned by Trader Brasshorn.

Interested by the size of the city, the party stared around as they moved along the busy streets, until they reached the warehouse. Ferrer secured his caravan and determined his employer was not present, so suggested the party moved on to the Swords Rest tavern, further up the street - also a favourite haunt of Randalla Brasshorn - he felt they had a good chance of meeting her there, or if not could at least find themselves rooms.

Sunday, 11 July 2010

Deeper into the Lair

Rested and recovered, the party re-entered the cave on the following day. They found the entrance chamber guarded again, but aware of the layout they found it an easier task to defeat the goblins there. They moved back to the second chamber with the pool and finding it empty, shuffled down to the cave of bats again. This time they sent the rogue in alone and he managed to sneak about most of the chamber before being discovered, excepting an old body wedged beneath a low ledge he found nothing of interest and got out with minimal injury, their retreat frustrating the bats attacks on them.

Moving further south they explored a narrowing fissure and although surprised by some darkmantles deeper in, they only found another old body. The tunnels were twisting more to the east now, so finding another southern branch they moved that way. Passing a couple of empty chambers, which appeared to contain cells, they came to a wider stretch of tunnel that branched west and dipped steeply downwards. The rogue explored a short distance and finding thickening webs festooning the passage, he retreated back to the group.

They took the southern fork and rounding a corner came upon a wide chamber full of goblins. The leader, mounted on a giant spider, was at the rear and had two Bugbear guards with him. The chamber restricted the party's ability to manuever, but they fought through most of the guards and the chief's spider mount, until all alone he surrendered. They got little information from interrogating him -
He confirmed their orders came from a senior, known only as the Red Knight and that the Red Fangs had their main lair further south, in the Cloak Wood below Baldur's Gate.
so the swordmage executed him quickly. At the rear of the cave they found another larger cell and released several captives from the caravan attacked in the village.

Deciding they had flushed out most of the lair, the party retraced their steps and checked a final few passages prior to leaving the caves. The web covered passage led to a deep chamber, in which they found numerous spiders of varied size; the party had a hard fight on their hands and only narrowly defeated the arachnid horde. A little battered, they worked back towards the exit and only diverted for a final passage they had yet to explore. Sloping gently downwards, it too led to a web covered cave, though here they fought a group of Ettercaps. The cave system seemed explored after this last fight and they regrouped outside with the captives. Following the wagon ruts, they found much of the caravan stored in some large shallow caves further south; they formed up and made their way back to Daggerford.

The Red Hand Lair

Allowing the guard (Keira) to recover, she led the party back south to where the goblins entered the forest. The wagons they stole left a broad track and the party easily followed to a point where the trail split; the wagons turned east, whilst the trail of the goblin warriors on foot carried on south. They found a small hillock, heavily overgrown with some sheltering boulders and left Keira there in some safety, before moving on to the lair entrance just beyond. A cave mouth below a small bluff, they decided to circle round and approach the entrance from the sides to minimise alerting any inside.

Entering, they found a wide chamber, partially barricaded with crates and barrels, behind which numerous goblins guarded the lair beyond. The initial assault was tough and it was a hard fight for the party to win through, but they did and moved deeper into the complex. They found several caches of goods that were probably from the recently captured caravan; at a junction they chose a tunnel at random and found a large chamber - dimly lit by glowing algae on the walls, numerous large fungi surrounded a central pool - several goblins lounged around it.

They charged in and engaging a couple of nearby goblins, the bulk of the party moved to the rear of the chamber where 4-5 more were scrambling to prepare for the assault. A few more goblins jumped the party from the algae covered wall, but it didn't help their cause. Defeating them easily, the party explored the chamber - the algae proved to be a screen to a narrow passage leading south, pitch black as they moved down it, the further end brightened slightly with a greenish glow.

They elected instead to explore a chute further round that led steeply down, at the bottom of which they discovered a high vaulted chamber with dim light visible at the top. Several rock columns blocked their view of the full chamber, so they inched slowly in. Once more in the open, they were dived on by several sizeable bats; unable to easily combat the aeriel opponents, the party withdrew and decided to leave the caves to rest overnight and explore further the following day.

Daggerford - Red Hand attack

Continuing their trip, on the morning they expected to arrive at Daggerford, they saw plumes of smoke over the trees ahead. The boat captain confirmed they rose from where Daggerford lay and he stopped at the riverbank, unwilling to continue further without any exploration of the cause.

The party agreed to scout and set off downriver to explore the situation. Approaching the village, they scouted from a nearby rise and saw a number of goblins, lurking round the ferry that allowed Trade Way traffic to cross the river. The smoke plumes rose from further south, presumably from the village itself. They approached the dock stealthily and pounced on the goblins lurking round the ferry buildings and dockside warehouses. A brief fight ensued, although one goblin ran off towards the village itself.

Not allowing it to raise an alarm to give any other raiders much advantage, they set off quickly and split up to approach the goblin force from two sides. The fleeing raider alerted the remaining force to the new arrivals and though some goblins still kept some villagers holed up in their homes, others turned to receive the fresh assault from the river. The party plowed into the goblin force and their split tactics allowed them to pick off a few stragglers before taking on the bulk of the raiders. Although a few goblin warriors proved a challenge, they defeated the raiders without too much problem.

Releasing the villagers, they aided them in putting out the few fires the raiders had started. The village leader explained the goblins had first attacked a trade caravan that had recently arrived, a larger portion of the force had taken prisoners and the wagons south after that fight, whilst those left then turned on the village. Searching round the dead, the party noticed that the goblins all had a common motif on their armour; though varied in style, each represented a crude hand applied in red pigments.

A shout from the south, alerted all to a lone figure staggering into the village. Quickly intercepting, the party found it to be a female guard who survived the attack and had managed to trail the goblin force south to a lair in the Trollbark Forest. She begged the party to assist and release the captives, assuring them that her employer would be most grateful.

Secomber - the Wolf Lair

Breaking their trip at Secomber, where the boat stopped for trade with the town, the party was approached by locals hoping for their aid. The days spent at Loudwater had already spread the word of their ability to outlying towns and communities. The citizens of Secomber were having problems with a particularly savage group of Hobgoblins, which had settled in local caves with a wolf pack. Their depredations on the area had caused much disruption to daily life and already a few adventurers had disappeared, after setting out to deal with the raiders.

Obtaining a local guide, the party agreed to try their luck and set off to the cave system. They arrived at sunset and found the cave system had two openings, so elected to use the upper one and then worked their way through natural chambers and passages, battling several groups of wolves and goblins. They stumbled across the remains of past adventurers that had failed & fallen and then in a final fight against numerous wolves, led by a great Worg, they cleared the nest and exited through a lower opening.

Returing to Secomber, they received the thanks of the town and then waited for the next boat travelling to Daggerford, to continue their trip.

Journeying On

Returning to Loudwater, the party delivered the recovered tomes to the Mayor and Draigdurroch's journal to Curuvar, who wanted thorough details of their adventure. He did warn them that the Fey of the Dire Wood may not take kindly to the destruction of their handiwork and could look to challenge the party in future about their actions.

Whilst resting in the town, the party were approached by two adventurers, who introduced themselves as Verix & Edmund from Cormyr. Verix was a Cleric of Tempus and had been tasked to find & join a brother Paladin - being Khaan - together they could adventure in the name of Tempus; Edmund was a retired Cormyr guard and was returing to the Sword Coast, they took the opportunity to travel together through the wilder areas between Cormyr and Lurular.

Curuvar caught up with them the following day, to advise he had found several notes and comments in Draigdurroch's journal relating to the Zhentarim [see side notes page]. The warlock was part of that group and his notes implied his research had more ominous tones for the area than at first believed.

The group now decided to continue their trip to Waterdeep, Curuvar suggested that they look up a dwarven trader there - Randalla Brasshorn; they elected to continue by the river down to Daggerford and there take passage by ship up the coast or use the Trade Way rosd overland. Stocking up, they parted with the town worthies and took apssage on the next boat downriver.

Draigdurroch's Tower

Disposing of the guardians, the party completed entry to the tower's interior. The door opened onto a large hallway, with a stairway on each side rising to the next level. Exploring the groundfloor they found several other rooms, everywhere covered in ice and frost. The party were partially split around the rooms, when they were suddenly assaulted from different sides by ice warriors. Battling the creatures, the party regrouped and seeing reinforcements arriving, they retreated up the stairs to the next floor. This proved to be a single huge room, partitioned only by a massive bookcase - here too were several of the ice warriors, but with a limited number of opponents the party dealt with them and then held the stairwells against the few remaining warriors trying to come up.

Although some warriors prowled the lower floor, the party were now left to their own devices. The second floor proved to be one huge laboratory and the found little to assist their search for the problem weather. No apparent access, higher into the tower, was visible either - until in one corner they found a magical lift which transported them to the next floor. Arriving into a library, the party first searched for useful tomes (the Mayor had expressed an interest in them) and any other information on their task. A bedchamber next door, which led to a secret study, were the only other rooms on the level - the study also having a magic lift leading upwards. They set off one magical warding, but surviving the blast were alerted to a second and recovered the warlock's personal journal (for Curuvar).

Grouping above, the party found themselves on the roof of the tower, with the icy casing peaking about 20' above their heads. A few chimneys dotted the roof rim with some deeper piles of ice and snow mounded in the corners; the only other feature was a large gemstone suspended in the middle of the roof. A stream of power trailed to the icy peak above and there streamed outwards as snow & ice, in all directions; rhythmic pulses from the gem co-incided with blasts of strong wind outside. Approaching the gem, the party stopped as it pulsed and leaking energy coalesced into a large muscled form opposite them. The spirit attacked the party - in apparent defence of the gem - hindered by the close terrain and the spirit's formidable powers, it proved a tough fight, however they won through.

As the spirit received its final blow, it howled in agony and the gem's surface fractured in a cobweb of tiny cracks. The next pulse of power shattered the gem's structure, the spirit blurred and turned into mist whilst the tower shuddered & trembled as the icy walls cracked and split, tumbling to the ground below. Within moments the stormy weather started to clear, the sky lightened and although still cold, the weather appeared to be returning to normal. Resting briefly, the party decided to return to the town, now their task appeared completed.

Tuesday, 6 July 2010

The Dire Wood

After enjoying the reception, organised by the town for their past accomplishments, the party obtained some supplies and set off North to find Draigdurroch Tower. They had been told it was a good days trek to reach their goal and it wasn't long until they found the weather changing. It turned cold, the wind grew in strength and then snow started falling, until they were battling against a driving blizzard. Although the storm seemed almost personal in attempting to turn them back, they plowed through and after a few hours, things miraculously calmed.

They trudged on in better weather, although the temperature was still very low, until they reached a hilly area. Approaching a narrow vale, the ranger tracking out front, spotted skulking figures on nearby ridges. The party split up and snuck towards the ridges, to surprise the lurking figures. Cresting the ridges, they came across frost goblins waiting to ambush them and though the fight was tough, the party defeated the goblins and continued on to the tower.

Reaching the edge of the Dire Wood, the party approached the ice encased tower; its entrance accessible via an ice covered pathway bordered by demonic statuary. The tower arced 4 stories towards a spired roof, above which the ice spiked nearly 60' above the ground, the walls were covered in carven imagery of winged demonic figures swirling round the tower. Whilst attempting to break through the ice covering the door, their actions activated a number of construct guardians.

Several of the pathway statues turned on the party, whilst some of the demonic wall images pulled themselves away and flew down to join the assault. The paths slick surface and narrow statue lined area restricted the psrty's freedom to fight, however they played the waiting game and forced their construct opponents to attack, as they followed their orders to defend the portal. The party's tactics allowed them to defeat the the portal guardians, leaving them free to complete uncovering the doorway and gain entrance to the tower.