At various places in the crypt you come across large runes, glowing faintly, etched into the floor of the passages. Rather than risk your own hides, Watt and Bill grab a zombie corpse and toss it onto the rune. A burst of necrotic energy assails you, and sends the weaker willed among you into a blind panic, fortunately short lived. Pressing further into the tunnels you are balked by yet another rune. And zombies spill from the corridors ahead. Nearby you hear heavy footfalls, and deep laughter.
With the zombies defeated easily, Mardeyrian peers cautiously into the next chamber. A vision of death, ten feet tall, wielding a mace in the shape of a skull and a shield that bears close resemblance to an iron door, stands in the chamber beyond. From the horns on its head and its ghastly visage, can this be anything but the demon prince of the undead himself? Undaunted, or at least with foolish bravery, you join battle. Tyr plumbs the depths of his memory, remembering the dark tomes he has seen that describe this demon. There is something bothering him, but it is some time before he recalls what it is.
The creature comes on strong, it's shield and mace brutally bludgeoning all who stand in its way. With a rain of blows it knocks Watt into a pit and dazes most of the party, insulting you all the while in its gravelly voice. Things look grim, but you battle back with your strongest attacks. Fencing furiously, Mardeyrian drives the thing to the brink of the pit in the centre of the room, and Watt bashes the creature into it. Tyr remembers.
"Orcus is supposed to have wings! And a tail! And... more skin, I think!" he shouts triumphantly. The Javelin of Kord flashes out, and burns through the creature's skull. So falls Morgrimm the Foul. The body crumples, but a small sphere of light rises from it, and flees through the wall. The threat is over, but its animating spark may have escaped. You prepare to rest, but Bill hushes everyone. In the passages behind you, stealthy footsteps may be heard approaching.
Wednesday, September 9, 2009
The Crypts Below
After looting the goblins you decide to hole up in Splug's quarters and have a well-deserved rest. When you awaken refreshed, you investigate the tunnel that Sneep explains used to be the reservoir but is now too dangerous for goblins to enter. He decides to wait this one out.
The room at the end of the hall holds a deep pool of water surrounding a small island. Within moments, the still water ripples as though something is moving beneath it. A horrible ooze erupts from the water, and battle is joined. Despite its acidic attacks, your combined efforts finally destroy the creature. Investigating the island you find a magical shield and a scroll case containing several letters. It appears that a nearby tribe of hobgoblins, called the Bloodreavers, sent an emissary to Kalarel's outpost, looking to establish friendly relations and a slave trade. It seems that the emissaries were rebuffed by Kalarel, but not before they managed to contaminate the keep's water supply with this ooze creature.
Finally it is time to descend further. Sneep tells you not to go, but he's not the bravest of the bunch. You leave him to guard Splug's quarters, dreams of becoming the next Balgron dancing in his head.
Within moments of entering the crypt you are assailed by the undead. You are not really surprised. Though they come in waves, it is not long before two dozen zombies lie hacked and dismembered in the chamber. For now you ignore the southern passage and continue to explore the northern reaches of the crypt.
The room at the end of the hall holds a deep pool of water surrounding a small island. Within moments, the still water ripples as though something is moving beneath it. A horrible ooze erupts from the water, and battle is joined. Despite its acidic attacks, your combined efforts finally destroy the creature. Investigating the island you find a magical shield and a scroll case containing several letters. It appears that a nearby tribe of hobgoblins, called the Bloodreavers, sent an emissary to Kalarel's outpost, looking to establish friendly relations and a slave trade. It seems that the emissaries were rebuffed by Kalarel, but not before they managed to contaminate the keep's water supply with this ooze creature.
Finally it is time to descend further. Sneep tells you not to go, but he's not the bravest of the bunch. You leave him to guard Splug's quarters, dreams of becoming the next Balgron dancing in his head.
Within moments of entering the crypt you are assailed by the undead. You are not really surprised. Though they come in waves, it is not long before two dozen zombies lie hacked and dismembered in the chamber. For now you ignore the southern passage and continue to explore the northern reaches of the crypt.
Tuesday, September 8, 2009
The Balgron's Fall
Your new goblin friend Sneep informs you that the chief of all the goblins is Splug the Balgron, and that his hall is nearby. You decide to investigate.
Employing Gulveig's magic to full effect, you manage to overcome Splug's guards without raising an alarm. Within moments you have cleaned out both barracks and battle the goblin leader. That worthy decides that discretion is the better part of valour and runs away. Sneep jeers. From a long way back.
You manage to get through the Balgron's secret door but not before he has gotten ahead of you , disappearing into an area where Sneep tells you there are goblins "digging for treasure." All is dark ahead.
Watt, first through the door, is felled by crossbow bolts which fly from the darkness. Only some timely healing keeps that from being Watt's last act. After a furious battle against goblin snipers, Splug appears again, after a cowardly attack from the shadows. He nearly escapes once more, but Gulveig turns the ground beneath his feet to ice and Bill and Amn run the goblin leader down.
Employing Gulveig's magic to full effect, you manage to overcome Splug's guards without raising an alarm. Within moments you have cleaned out both barracks and battle the goblin leader. That worthy decides that discretion is the better part of valour and runs away. Sneep jeers. From a long way back.
You manage to get through the Balgron's secret door but not before he has gotten ahead of you , disappearing into an area where Sneep tells you there are goblins "digging for treasure." All is dark ahead.
Watt, first through the door, is felled by crossbow bolts which fly from the darkness. Only some timely healing keeps that from being Watt's last act. After a furious battle against goblin snipers, Splug appears again, after a cowardly attack from the shadows. He nearly escapes once more, but Gulveig turns the ground beneath his feet to ice and Bill and Amn run the goblin leader down.
Wednesday, July 22, 2009
The Goblin Den
Mardeyrian moves off like a shadow and scouts the dark passage that looms so blackly in the pale light that passes for mid-morning in the clearing of the keep. He returns with word that there is a chamber below, and he has spotted at least one small and green humanoid in the shadows of the torches which light the place. After a brief discussion, you charge down the stairs, and into battle!
You quickly discover that goblins, though not strong, are cunning. They have covered a shallow pit in the centre of the chamber, and the warriors in the vanguard plunge into it, beset by the crawling, biting rats that infest it. Two goblin warriors engage the party, and bolts from crossbows fly from the shadows. The fight is bloody but brief, and the goblins are overcome. The last goblin screeched about fleeing, but seemed to feel that all his escape routes were cut off. This is strange, because there was at least one door he could have reached... perhaps fear kept him from it. After gathering up the few coins the goblins carried and ransacking the goblins' storeroom, you press on, to the west and north.
It is difficult to imagine that anything nearby could have failed to hear the shrieks of dying goblins, but you can hear few sounds save the shuffling of your feet and the clinking of your armour. Ahead, more doors await you; the one in the western wall leads to another store room full of the sort of fare only goblins would touch. The north door opens to a torture chamber, and it is full of goblins. One is notably larger than the others, a hobgoblin, and he fights with a red-hot poker from the fire!
As you chase the goblins around the room and narrowly escape death several times, cries can be heard coming from the cells to the west. The voice is goblin, but it appears to be cheering you on... With your healing magic depleted, you manage to corner the last goblin (literally) and end his menace. As you begin to tend to your many wounds, you release the goblin prisoner. His name is Sneep, jailed for stealing ale rations he says. He promises to help you if you will keep him safe. Amn seems to have cowed him, and so you will trust the pathetic little creature.
For now.
You quickly discover that goblins, though not strong, are cunning. They have covered a shallow pit in the centre of the chamber, and the warriors in the vanguard plunge into it, beset by the crawling, biting rats that infest it. Two goblin warriors engage the party, and bolts from crossbows fly from the shadows. The fight is bloody but brief, and the goblins are overcome. The last goblin screeched about fleeing, but seemed to feel that all his escape routes were cut off. This is strange, because there was at least one door he could have reached... perhaps fear kept him from it. After gathering up the few coins the goblins carried and ransacking the goblins' storeroom, you press on, to the west and north.
It is difficult to imagine that anything nearby could have failed to hear the shrieks of dying goblins, but you can hear few sounds save the shuffling of your feet and the clinking of your armour. Ahead, more doors await you; the one in the western wall leads to another store room full of the sort of fare only goblins would touch. The north door opens to a torture chamber, and it is full of goblins. One is notably larger than the others, a hobgoblin, and he fights with a red-hot poker from the fire!
As you chase the goblins around the room and narrowly escape death several times, cries can be heard coming from the cells to the west. The voice is goblin, but it appears to be cheering you on... With your healing magic depleted, you manage to corner the last goblin (literally) and end his menace. As you begin to tend to your many wounds, you release the goblin prisoner. His name is Sneep, jailed for stealing ale rations he says. He promises to help you if you will keep him safe. Amn seems to have cowed him, and so you will trust the pathetic little creature.
For now.
Into the Keep
After considering all that you've learned, it seems that the ruined keep to the north is where your next steps must take you. Something is afoot there, and unsavory business to do with the darkness of the Shadowfell and the unimaginable evil of Orcus, demon prince of the undead. You ponder briefly whether the Raven Queen might play a part in this, she who rules the Shadowfell, and the afterlife. Perhaps you might make an alliance with her followers, but such a course would be risky at best. You decide to send a message to Tyr's temple in Fallcrest, nearly 50 miles away, and to wait a few days for a reply. Considering that there is almost certainly a spy of the Keep's dark denizens amongst the folk of Winterhaven, your delay is a ruse. Whoever, or whatever, hides in the keep will not be warned of your coming!
Early the following day you set off for the keep that lies about a mile to the north of Winterhaven, along an overgrown and little-used road that wends its way into the Cairngorm Peaks. Düvren stays behind and, with a few other villagers who witness your early departure, wishes you well at the gate. You keep a sharp eye out for riders, but none pass you on the road. It appears your deception may have gained you some time and prepare yourself to surprise whatever dark power now resides in the ruins ahead.
The keep is a tumbled ruin, nestled in a dark clearing where little but vines and brush will grow. Yet amongst the decay you detect signs that there have been recent visitors here. A path is cleared through the rubble, and debris has been cleared to reveal a dark stair leading down into darkness.
Early the following day you set off for the keep that lies about a mile to the north of Winterhaven, along an overgrown and little-used road that wends its way into the Cairngorm Peaks. Düvren stays behind and, with a few other villagers who witness your early departure, wishes you well at the gate. You keep a sharp eye out for riders, but none pass you on the road. It appears your deception may have gained you some time and prepare yourself to surprise whatever dark power now resides in the ruins ahead.
The keep is a tumbled ruin, nestled in a dark clearing where little but vines and brush will grow. Yet amongst the decay you detect signs that there have been recent visitors here. A path is cleared through the rubble, and debris has been cleared to reveal a dark stair leading down into darkness.
The Tale of the Keep
You return to the town of Winterhaven. The whole trip back, Düvren grumbles about how old he is, and how he'd better learn to let the youngsters have their day. By this you can only assume he means you.
Valthrun the Wise joins you at the inn (he claims he spotted you coming from his tower) and together the two of them tell you the tale of the Keep on the Shadowfell.
"The people of Winterhaven avoid Shadowfell Keep. Some leave it alone because all ancient ruins have a disturbing feeling about them, a feeling composed of lingering memories and unknown mysteries. Some say the place is haunted. Others fear the rumors of goblinoids using the place as a lair. Whatever the reason behind its solitude, one fact is clear. Within two short decades after the collapse of the Nareth Empire, Shadowfell Keep was aban- doned and left to fall apart and decay. It was on a grisly night about eighty years ago that the commander of the keep garrison, Sir Keegan, put into motion the events that led to the keep’s downfall.
Perhaps the Shadow Rift’s malign influence is too strong to resist. Maybe Sir Keegan was an insane monster driven by demons we may never understand. Whatever the case, at the stroke of midnight on that fateful day, Sir Keegan began to systematically slaughter every resident of the keep. His own wife and children were first to fall to his blade, then his trusted advisors, and finally many of the soldiers under his command. Sir Keegan was too skilled for any one soldier to defeat, yet eventually the garrison managed to respond with an organized defense. Although many brave soldiers died, they managed to drive the mad knight into the passages beneath the keep and finally dispatch him.
The keep became notorious for a time. As one of the last bastions of the fallen empire, there was no one to order it back into service. So, it was abandoned, feared for a time, and eventually, more or less forgotten. An earthquake a few years later collapsed the upper towers and walls, and turned the place into a ruin of tumbled stone.
Rumors persist of great treasures buried beneath the keep, yet few have dared explore the passages over the year. Sir Keegan’s ghost is said to roam the corridors beneath the ruins, wailing in grief over the tragedy of his life. The people of Winterhaven avoid the place, and the mere mention of Shadowfell Keep is considered bad luck by many of the farmers and villagers."
(Mearls, Mike, and Bruce R. Cordell, H1: The Keep on the Shadowfell, 24).
Valthrun the Wise joins you at the inn (he claims he spotted you coming from his tower) and together the two of them tell you the tale of the Keep on the Shadowfell.
"The people of Winterhaven avoid Shadowfell Keep. Some leave it alone because all ancient ruins have a disturbing feeling about them, a feeling composed of lingering memories and unknown mysteries. Some say the place is haunted. Others fear the rumors of goblinoids using the place as a lair. Whatever the reason behind its solitude, one fact is clear. Within two short decades after the collapse of the Nareth Empire, Shadowfell Keep was aban- doned and left to fall apart and decay. It was on a grisly night about eighty years ago that the commander of the keep garrison, Sir Keegan, put into motion the events that led to the keep’s downfall.
Perhaps the Shadow Rift’s malign influence is too strong to resist. Maybe Sir Keegan was an insane monster driven by demons we may never understand. Whatever the case, at the stroke of midnight on that fateful day, Sir Keegan began to systematically slaughter every resident of the keep. His own wife and children were first to fall to his blade, then his trusted advisors, and finally many of the soldiers under his command. Sir Keegan was too skilled for any one soldier to defeat, yet eventually the garrison managed to respond with an organized defense. Although many brave soldiers died, they managed to drive the mad knight into the passages beneath the keep and finally dispatch him.
The keep became notorious for a time. As one of the last bastions of the fallen empire, there was no one to order it back into service. So, it was abandoned, feared for a time, and eventually, more or less forgotten. An earthquake a few years later collapsed the upper towers and walls, and turned the place into a ruin of tumbled stone.
Rumors persist of great treasures buried beneath the keep, yet few have dared explore the passages over the year. Sir Keegan’s ghost is said to roam the corridors beneath the ruins, wailing in grief over the tragedy of his life. The people of Winterhaven avoid the place, and the mere mention of Shadowfell Keep is considered bad luck by many of the farmers and villagers."
(Mearls, Mike, and Bruce R. Cordell, H1: The Keep on the Shadowfell, 24).
Thursday, July 2, 2009
A Missing Mentor
After a few days of tramping about Winterhaven, gathering clues and slaughtering kobolds, you finally get back on the trail of Düvren Stahl, a noted explorer, and a mentor and friend to some of you. Once more you head into the dark woods that surround the small point of light that is the town of Winterhaven, following rather good directions to the supposed site of a dragon burial.
You have been beaten to the site by some intrepid amateur archaeologists, a gnome and his human cronies, who invite you into the pit to appreciate the majesty of what they've uncovered. It's a dragon skeleton in poor condition, but mostly it was an ambush that they were planning.
After a bit of a tough fight you take down the crew of bandits, capture a prisoner, and find the missing explorer Stahl. The name Kalarel comes up again, along with further hints of trouble in the nearby ruined keep. The crew of minions was digging in the burial ground for a mirror that belonged to a wizard a century ago...
You have been beaten to the site by some intrepid amateur archaeologists, a gnome and his human cronies, who invite you into the pit to appreciate the majesty of what they've uncovered. It's a dragon skeleton in poor condition, but mostly it was an ambush that they were planning.
After a bit of a tough fight you take down the crew of bandits, capture a prisoner, and find the missing explorer Stahl. The name Kalarel comes up again, along with further hints of trouble in the nearby ruined keep. The crew of minions was digging in the burial ground for a mirror that belonged to a wizard a century ago...
Monday, April 6, 2009
An End... and a Beginning
The forest seems kinder for the moment, like a threat has been lifted from the deep shadows under the trees. You look around at your companions, a caravan of heavily laden horses bearing the burden of proof that the kobold threat against Winterhaven has been ended (and of course the piles of weapons and armour you looted from the kobolds might be worth something to Thair Coalstriker).
And yet, the goblin Irontooth called to Orcus and Kalarel with his dying breath. Who Kalarel is you do not know, but Orcus... there is a name to put a chill into the warmest day. He is a demon prince, a lord of the undead. You consider again the ominous note you found on Irontooth:
“My spy in Winterhaven suggests we keep an eye out for visitors to the area. It probably does not matter; in just a few more days, I’ll completely open the rift. Then Winterhaven’s people will serve as food for all those Lord Orcus sends to do my bidding.”
Despite the recent vanquishing of the kobolds, the note hints at an sinister presence close by. As you reach the outskirts of Winterhaven, the fields seem deserted. The few villagers that you see are furtive and nervous. You should tell Lord Padraig of the success of your mission, and claim your reward, but you feel as though you've only just begun your work in this small village. Perhaps it is time to investigate the rumours of a dragon burial mound nearby, and seek your absent mentor there. If nothing else, it may give you the confidence to face the greater threat you now sense is looming in your future...
And yet, the goblin Irontooth called to Orcus and Kalarel with his dying breath. Who Kalarel is you do not know, but Orcus... there is a name to put a chill into the warmest day. He is a demon prince, a lord of the undead. You consider again the ominous note you found on Irontooth:
“My spy in Winterhaven suggests we keep an eye out for visitors to the area. It probably does not matter; in just a few more days, I’ll completely open the rift. Then Winterhaven’s people will serve as food for all those Lord Orcus sends to do my bidding.”
Despite the recent vanquishing of the kobolds, the note hints at an sinister presence close by. As you reach the outskirts of Winterhaven, the fields seem deserted. The few villagers that you see are furtive and nervous. You should tell Lord Padraig of the success of your mission, and claim your reward, but you feel as though you've only just begun your work in this small village. Perhaps it is time to investigate the rumours of a dragon burial mound nearby, and seek your absent mentor there. If nothing else, it may give you the confidence to face the greater threat you now sense is looming in your future...
Tuesday, February 10, 2009
Vengeance
The suggested visit with the lord of Winterhaven proves fruitful; Padraig is concerned about the kobolds that have been growing bolder in their raids. He laments that he has been unable to rouse enough support among the villagers to do something about the menace, and fears that by the time his people are ready to act the kobolds will be too strong. He offers 100 gold coins to your band if you are able to clear out the kobolds from their stronghold to the south of the village, and suggests that you take a pair of mercenaries along with you. Padraig seems eager to have the two out of his village...
You set out early in the day following Padraig's directions (as well as those given by the mysterious nameless elf woman you met in the tavern the night before). Not long after you leave the village, you spot furtive movement behind the rocks and brush alongside the road. The kobolds have set another ambush!
The battle is hard fought. The kobolds have brought a sorcerer and some worthy fighters, and they seem motivated by revenge for their kinsfolk slain the day before. The fight is a near thing, and afterwards you decide to return to Winterhaven to rest up, heal your wounds, and try your luck at the kobold stronghold on the morrow.
You set out early in the day following Padraig's directions (as well as those given by the mysterious nameless elf woman you met in the tavern the night before). Not long after you leave the village, you spot furtive movement behind the rocks and brush alongside the road. The kobolds have set another ambush!
The battle is hard fought. The kobolds have brought a sorcerer and some worthy fighters, and they seem motivated by revenge for their kinsfolk slain the day before. The fight is a near thing, and afterwards you decide to return to Winterhaven to rest up, heal your wounds, and try your luck at the kobold stronghold on the morrow.
Subscribe to:
Comments (Atom)