5: Goblin-bashing and dragon-dithering

The group bursts in to the chamber of Grol, the goblins’ bugbear king. He engages them with his morningstar and his wolf backs him up with fangs and claws, while the drow woman he was arguing with tries to attack the unconscious Gundren. She wounds him but then Balrag engages her; the fight is brutal but short and soon Grol, the wolf and the drow lie dead. As the drow lies there, however, her form becomes amorphous and after a few moments she no longer looks like a drow – nor like any species in particular.

Gundren is beaten up and recovers considerably after a little healing, but he is still fragile and keen to return to Phandelver so that he can recover and venture to Wave Echo Cave to find his brothers, Nundro and Tharden. He overheard that someone named ‘the Black Spider’ orchestrated his capture; he doesn’t know who this is but hopes that the heroes can stop this villain.

Searching Grol’s chamber yields some treasure, some healing potions and Gundren’s map to Wave Echo Cave.

Enderman is keen to seek out the defiled altar before they return to Phandelver so they press on. As they sneak through a high, narrow hall a hideous serpent-like creature with a beak and tentacles drops down on them from the shadows. Despite being surprised by the attack, they manage to defeat it mostly with the magical frost rays that Enderman shoots from his fingers.

The room beyond the hall is clearly the goblin shrine and on the far side is the altar that Enderman seeks, but as he approaches three goblins hidden behind it open fire from cover. One of these – the shaman – is killed swiftly but the acolytes prove more troublesome, ducking around nimbly and remaining in heavy cover. With the aid of Hadron’s spiritual weapon they are eventually defeated and Enderman is able to perform a ritual and consecrate the altar in the name of Oghma.

Their job done the group returns to Phandalin to recover from their wounds and stock up on supplies. A grateful Gundren gives them a small reward and promises that when the mine is up and running he will give them a tenth share of his income.

After a few days rest it is agreed that they will return to Thundertree and aid Joe in his attempt to drive off the dragon. Pushing their way through heavy undergrowth they climb the central hill and approach the building there from the side, avoiding the spiders’ webs on the main road. Peering through arrow-slits in the main ruined tower they can see that a green dragon is indeed asleep inside, but a plan of attack cannot be agreed on so they decide to camp out until it emerges.

When nothing has stirred after a day of waiting however, they decide to clear the rest of town of threats. The old barracks turns out to be filled with ash zombies but these are fairly easy to kill now they know how to avoid their ash clouds.

In the southeast of town they find the farm building where the ‘cultists’ are located. They are quickly overpowered without bloodshed and tied up; their leader, a man called Favric, appears baffled as to why they have been attacked.

cultist

Leaving the six cultists tied up some more exploring is done and a few more ash zombies and twig blights are destroyed, by which time it is clear that apart from the giant spiders the rest of the town has now been secured.

The group returns to the cultists. They are interested in allying themselves with the dragon and Favric suggests that they could team up and achieve both their aims. The cultists are untied and everyone begins to discuss plans …

4: Thundertree to Cragmaw

The group return to Threftor’s aunt’s farm. They need her and Joe out of the way for them to properly ‘question’ Glasstaff so Quelline is sent into town to fetch provisions while Joe is dispatched to get beers. Despite being charmed by Enderman Glasstaff reveals nothing useful, so on his return Joe fetches Sildar who comes to arrest the rogue wizard. Impressed with how the situation has been resolved, Sildar gives a 200gp reward and offers everyone membership of the Lords’ Alliance. Unfortunately Enderman then offends Sildar so the offer to him is revoked, but everyone else accepts and is granted the title ‘Cloak’.

Joe and Threftor then head to meet Halia Thornton as per the agreement. She is pleased and takes the letter that was found in Glasstaff’s quarters, giving a reward of 100gp in return. She offers the whole group membership of the Zhentarim; Threftor accepts and gains the title ‘Fang’, but Joe doesn’t like the sound of it all. The offer remains on the table for the others.

Still not knowing the location of Cragmaw Castle, they decide to pursue the lead of the druid Reidoth in ruined Thundertree a few days’ journey away. Joe is particularly keen on this idea as Thundertree was his family home and he wants to drive off the dragon that is rumoured to have made its home there.

On arrival, a sign on a post reads “DANGER! Plant monsters AND zombies! Turn back now!”. After much searching for tracks Joe spots some twig-creatures hiding outside a ruined house; he shoots one and the other is quickly dispatched. A larger group is seen hiding in another ruin so a trap of oil-covered rubbish is laid. Joe shoots one to draw them to attack and as they rush forward, Hadron lights the fire and they are all burned.

Investigating a ruined tavern, Hadron is surprised when four corpses on the floor stand up and attack. When Balrag tries to fight one he is choked by a cloud of ash that it puffs out, but Hadron manages to force the zombies back with his holy power and they are carefully picked off with coordinated attacks.

The road to the centre of town is blocked by large spider webs, so the group explores the southwestern area instead. One house looks not only still sturdy but recently fortified, so they knock on the door and discover that its occupant is the man they’re looking for, Reidoth the druid. He warns them against the dangers of Thundertree – the rumours of a dragon are true and he has also seen giant spiders and some strange cultists around.

Reidoth marks the location of Cragmaw castle on the map and a decision is made to head there as soon as possible to try to find and rescue Gundren. Also, Enderman’s god has tasked him with reconsecrating a defiled altar at Cragmaw.

When they arrive the heroes hide in the trees near to the mostly-ruined Cragmaw and stake the place out for a few hours. Their patience pays off when a patrol of four goblins emerges and heads their way, wandering straight into their ambush. Three are killed but the last one is tied up and charmed by Enderman. He’s given a grilling: how many goblins are there? “Many”. Where is the altar that Enderman wants to find? The best way is through the north side-door. What is upstairs? This confuses him: “goblins don’t go upstairs” and he doesn’t understand what ‘downstairs’ means. Where is the captured dwarf? “The king has him”.

Getting nothing more of use from the captive he is quickly disposed of and the team sneaks round to the north side to find the side-door, where they spy a piece of canvas hanging against the wall of the castle. After much discussion Threftor creeps up to it and finds that it does indeed conceal an entrance. He sneaks through and scouts around before summoning first Joe and then the others. Behind a curtain some creatures can be heard, while behind a door is the sound of an argument. Peering under the curtain Threftor spies two hobgoblins and with the help of a sleep spell from Enderman they are quietly put to the sword.

Everyone readies themselves outside the door from where the arguing is heard. They throw open the door to see a fierce old bugbear in discussion with a female drow; at the bugbear’s side is a grizzled wolf while near the wall is an unconscious dwarf …