Category Archives: Session reports

7: Wave Echo Cave at last

The party decides to follow Gundren’s map to Wave Echo Cave. On entering a large cavern they immediately notice two things; firstly, that they can hear the rhythmic thunder of pounding waves despite being nowhere near the sea, and secondly that there is an encampment here. Amongst the three bedrolls and pile of supplies lies the body of a dwarf; with a heavy heart Hadron recognises it as that of his cousin, Tharden. But maybe Nundro is still alive somewhere.

The northeastern section of the cavern has collapsed, forming a ten-foot-wide, twenty-foot-deep pit which Shade explores, using a rope that has been tied nearby. A rough-hewn tunnel heads northwest and east but Shade can hear animal sounds to the east so the group decide to take the other route.

This leads to a maze of low, partially-worked mine tunnels. Heading mostly north they come to a medium cavern with a dark, still pool, with a fishy smell and a shore of broken shells. A pebble with a light spell on is thrown in but the pool looks less interesting than the stairs heading up to the east so that’s the way they go.

Across a corridor heading north is a door. Shade listens at this and hears grunting and breathing coming from the other side, so once everyone is prepared Fallan throws the door open. Behind it is some sort of barracks-room, on the opposite side of which is another door that has been barricaded, but you don’t have time to investigate this as the occupants of the barracks – five bugbears – would like to talk to you about where the fuck you think you’re going.

Bugbear
Bugbear? More like ‘ugh’ bear!

The fight is joined as Enderman bathes the bugbears in a fan of flames, but in retaliation one hits Balrag with a very heavy blow. Fallan kicks the brazier onto one then strikes another with his axe, who tries to flee towards the barricade but is brought down by an awesome strike from Hadron’s Guiding Bolt. Fallan’s axe takes down a couple more before Hadron finishes off the last one with his magic axe, Hew.

Finding little of value in the room apart from a few coins and a potion of Vitality the group decide to take down the barricade and proceed through that door. Ignoring some stairs down to the south, they enter a large chamber that must have been an important part of Wave Echo Cave’s original operations; it is dominated by a blast furnace and mechanical bellows once powered by a waterwheel, which sits in a now-dry 10-foot wide channel cut into the floor. The furnace is cold and dark, but heaps of coal are piled nearby, along with carts full of unrefined ore.

More than a dozen withered dwarf and orc corpses are scattered around the room, still wearing the remnants of their armour. Floating above them is a skull engulfed in green flame. Not liking it one bit, Enderman hits it with a magic missile.

Flameskull
A nasty little bugger.

The thing retaliates by firing multiple rays of flame. The group withdraws to the corridor but this proves disastrous as the skull sends a fireball their way, catching them all in a tight space and causing much damage, enough to knock Hadron unconscious. In a rage Fallan rushes into the chamber to engage the thing in melee, while the others hang back and attempt to treat their wounds without a cleric. However things go from bad to worse: not only is Fallan unable to hit the skull because it flies out of his reach, but several of the dwarven corpses stand up and move to attack him while the skull hits him with a magic missile.

Unable to strike the skull Fallan leaps across the trench to fight a zombie, but discovers that at such a distance from the light source he is unable to see. As he tries to leap back again he stumbles and falls into the channel, but is still able to hit one of the undead.

In the meantime Hadron has been restored to consciousness with healing potions and once he has his surroundings he brings out his holy symbol and calls upon the power of Marthammor Duin, forcing all but two of the zombies to flee. The flameskull has taken several hits by this time and also retreats, with Fallan striking it a blow as it goes.

The flameskull and the bulk of the zombies flee north along the trench and Fallan in his rage runs after them, his exhausted, injured and somewhat exasperated companions following not far behind. The channel opens onto the east side of another cavern, this one split by a wide rift. A stream pours out of the west wall then tumbles down into the rift before flowing out again to the north; several ropes are secured to iron stakes along the western edge, leading down to the chasm floor.

The cavern is not empty. The fleeing zombies have fallen into the chasm, destroying one, but the remaining three are trying to climb the opposite cliff. In addition, two bugbears are on the chasm floor with another at the top on the far side accompanied by a drow; the flameskull is also on the far side of the rift.

The bugbears throw javelins and try to follow the drow in retreat, the two in the chasm scrambling up the ropes to do so, but one of them is caught and killed before he can get away. Fallan manages to climb one of the ropes and physically grapples the flameskull, but the two remaining bugbears return and force him to let it go in order to defend himself against them. However as the skull flies out over the chasm Fallan dives on it and brngs it crashing down onto a zombie, finally crushing it and extinguishing its green flame.

Though spectacular, unfortunately this manoeuvre leaves Balrag alone on the western side facing two bugbears and the drow. They take him down and he begins to bleed out. Leaving Enderman on the east side, everyone else tries to get to Balrag in time to save him. When Shade kills the last bugbear the drow flees and Fallan heads off in pursuit, but then Enderman is attacked by an ochre jelly which had crept up on him unseen. He tries to climb down the cliff but is still attacked, forcing him to levitate out of its range to stay safe.

Giving up on the drow Fallan comes back and hurls his axe at the jelly, but this only splits it in two. However Enderman and Shade are able to finish off these, avoiding the use of slashing weapons.

Sadly, poor Balrag is no more. Broken in morale and body, the group retreats to the bellows room but their troubles are not over: the two zombies who fled east have returned. One of these is dispatched quickly but the other just will not go down, until eventually a combined strategy from Enderman and Hadron destroys it.

The survivors retreat to camp to lick their wounds.

6: Many quests resolved

Threftor suggests a plan for tackling the dragon to the cultists’ leader Favric, to which he immediately agrees without a moment’s thought. Indeed he seems rather too keen, which raises suspicions, so Enderman charms him with magic. Now that he has a new best friend, Favric gleefully tells the wizard that the cultists are going to offer the party to the dragon (whose name is Venomfang) as a tribute. Enderman pretends to go along with this and everyone approaches the tower.

Joe volunteers for the rather hazardous job of opening the negotiations and announces that there’s a lovely mostly empty castle not too far away that would make a much more prestigious new lair. As a sweetener, they will throw in half a dozen cultists as slaves! Despite the radical change in plan the cultists are actually in favour of this new suggestion and after a little convincing Venomfang agrees to it too. The dragon commands his new slaves to pack up his loot and they all depart Thundertree without a drop of blood being shed.

Venomfang

The party gives the now-abandoned old tower a thorough search in the hope that the dragon has left some of his hoard behind and although they find no treasure they do uncover a rusty old battleaxe that emanates magic. Dwarvish runes on the blade read ‘Hew’.

After some debate the group decides their next course of action is to complete the mission for Sister Garaele, who asked them to persuade a banshee named Agatha to answer a question about a spellbook. Agatha’s location is the other side of Neverwinter Wood so under the guidance of Shade they set off across the forest.

The banshee’s lair is a dome-like shelter woven from the warped branches of trees with a low doorway leading inside. Threftor volunteers this time and creeps in with trepidation. Inside it is sparsely furnished with ancient furniture of elvish design, but before he has much chance to admire this the air grows cold and a powerful feeling of dread grips him. A cold, pale light flickers in the air and takes on the form of a female elf, her hair and robes waving in a spectral wind and her beautiful face twisted into a hateful expression. “Foolish mortal” she hisses. “What do you want here? Do you not know it is death to seek me out?”

Agatha

Threftor keeps his nerve and asks Agatha what she knows about the location of a spellbook belonging to the legendary mage Bowgentle; in return he offers the jewelled silver comb that Garaele had provided. To his great relief she smiles coldly and replies that she traded the book to a necromancer named Tsernoth from the city or Iriaebor more than a hundred years ago; she doesn’t know what became of it afterwards. Armed with the answer he needs the halfling doesn’t hang around to find what the banshee plans to do next.

The retired adventurer Daran Edermath had asked the party to look into strange goings-on at a place called Old Owl Well; apparently someone is digging around in the ruins and some prospectors have reported being chased from the area by undead. The Well is an old watchtower from the ancient magical empire of Netheril and Daran worries that dangerous magic may be dormant there. As it isn’t far away they decide to head there next, but on the way out of the forest they are attacked by a swarm of stirges. This is a difficult fight and Threftor is rendered unconscious, but the beasts are defeated and after some resting everyone is brought back to health.

Stirges

They head to the ruins the next day and perched in the rugged hills they spy a crumbling watchtower, so old that the walls are only mounds of rubble enclosing a courtyard of sorts. Next to the stump of the old tower is a colourful tent, but no-one is in sight. However as Threftor makes a stealthy approach, the others see several zombies emerge from the tower. To warn the halfling, Joe shoots one of them; this gets his attention and Threftor runs back. A stout, red-robed man with sallow skin bursts out of the tent and demands to know what’s going on: his answer is another arrow from Joe.

Red-robed mage

The zombies – evidently commanded by someone – and the mage take cover behind the rubble while the party move closer, also keeping to cover. Joe sneaks around one side but Hadron evidently gets too close, as two zombies emerge to attack him. He is cut off and more zombies converge on him but he calls on the power of his Life domain and his god, Marthammor Duin, to drive them back. Meanwhile Joe has got into a position where he can see the mage hiding and puts an arrow in him; the red-robed man returns fire with magical bolts and Joe is badly wounded.

Beset by three zombies, a desperate Joe leads his pursuers on a long, curving route while the rest of the party dispatches the other zombies and the mage. He is able to keep them at bay until his friends can reach him and finally all the enemies are destroyed.

The mage’s comfortably-appointed tent has a chest with some money, a potion, a scroll and a magical ring but – to Enderman’s disappointment – no spellbook.

The final item on the agenda is the reward offered by townmaster Harbin for taking care of the band of orcs that has been bothering travellers on the Triboar Trail near Wyvern Tor, a prominent landmark not too far to the south. After another rest to recover from their injuries the group sets out to hunt down these orcs.

It takes a long time and much scouring of the bleak terrain before any trace of them is seen, but eventually Shade detects the faint smell of smoke on the wind. Ascending a rugged ridge on the lower slopes of the tor, they spy a cave mouth fifty yards away down a ravine. Hunkered down by a boulder twenty yards from the entrance a single orc is keeping watch.

With the use of magic and cunning this sentry is silently taken out without disturbing the denizens of the cave. A fiendish trap is then devised involving a zone of silence around the cave entrance, archers poised in cover up the ravine, attackers hidden above the cave entrance, and a puddle of lamp oil ready to be lit across the cave mouth.

This preparation turns out to be very prudent because when the orcs emerge it turns out that there are seven of them and they are accompanied by an ogre. The blazing oil burns the first orcs to come out and forces the others to hold back and use their javelins. When these are spent, they rush out with their greataxes and the ogre with his greatclub, but the fire and the excellent positioning of their opponents means that they are not able to do significant damage before they are all defeated.

OrcOgre

Recovering the orcs’ moderate loot (including, oddly, three vials of perfume), the heroes return to Phandalin to collect their rewards and recuperate …

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 …

3: Redbrand hideout

You end up deciding to accept an offer from Halia Thornton (guildmaster at the Miner’s Exchange) to eliminate the leader of the Redbrands, a band of ruffians who have been extorting and bullying everyone if Phandalin for the last two months. This leader is known as Glasstaff and Halia wants you to bring her any correspondence found on him or in his quarters. She wants this job done discreetly.

Threftor has discovered that his aunt’s son knows a secret way in to the Redbrands’ lair so you follow his directions and head down a hidden tunnel in the woods, emerging in a large cavern split by a deep crevasse. After briefly fighting the strange, flesh-craving one-eyed telepathic beast guarding the room you negotiate with it and it tells you where to find Glasstaff.

Locating a secret door in a store-room you surprise Glasstaff in his bedroom and manage to capture him without a fight. A note from the Black Spider leads you to believe that he is probably Iarno Albrek, the Lords’ Alliance contact that Sildar was looking for. He reveals that the family the Redbrands kidnapped is held in the slave pens, but his directions are vague. You leave him bound, gagged and guarded by Enderman.

While trying to find the pens you stumble into a Redbrands guard room and barely manage to defeat them, with Threftor and Joe both being knocked unconscious. Capturing one of the thugs, you eventually return to Glasstaff and get him to lead you to the slave pens through another secret door and a crypt guarded by skeletons.

Entering the slave pens the unlucky Threftor is once again surprised by hidden Redbrands and taken down. A tense stand-off – with Joe threatening to kill Glasstaff and one of the thugs threatening to finish off Threftor – ends in a close fight with only Balrag and Hadron left standing. Freeing Mirna Dendrar and her daughter & son, Hadron uses the last of his healing and you all take a brief rest after locking all the doors.

The sound of a door being battered down ends the rest and you manage to escape through the crypt only for Balrag to fall down a pit trap. With some clever use of rope you manage to get everyone – party, captives, freed slaves and all – across just as the batterers break down the door.

Returning to the large cavern Threftor leads the way across one of the bridges over the crevasse. Fortunately for him, he doesn’t weigh much. Unfortunately for Mirna Dendrar’s daughter Nilsa, her weight is enough to collapse the rigged bridge and after tasting freedom for only a few scant minutes she plunges to her death. Mirna starts screaming the place down which brings shouts from the other end of the cavern; Balrag lifts her bodily and you all just manage to make it out in time before the other denizens of this place – who, after battering down the locked doors, had been investigating the now-empty slave pens – arrive.

Experience

You gained 162 xp mid-session and you get 254 more for negotiating the trap, bringing Iarno back to the town master, freeing the slaves and negotiating a truce with that telepathic one-eyed thing in the crevasse room; a total of 416 each. I’ll give Enderman (Martin’s wizard) a quarter of this since he was played by Ben for some of this session and was present in a ‘look after the bound prisoners’ role for the rest.

Balrag, Enderman and Joe started on 350 whie Hadron and Threftor – being new – started on 300. That brings you to:

  • Balrag: 766
  • Joe: 766
  • Hadron: 716
  • Threftor: 716
  • Enderman: 454

2: Phandalin

Your wagon finally rolls into Phandalin, a new town built on the ruins of the old one. You begin by delivering Gundren’s supplies to Barthen’s Provisions, where Elmar Barthen is saddened to hear about Gundren but pays you the agreed fee. He tells you that Gundren’s brothers Nundro and Tharden are camped somewhere outside town and are expected any day now.

Next you deliver the stolen supplies to Linene Graywind at the Lionshield Coster. She thanks you and pays a reward, offering to help you any way she can. She also warns you that a band of ruffians known as the Redbrands have been extorting and bullying everyone in town for the past few months.

On Sildar’s advice everyone but Threftor heads to the Stonehill Inn to secure lodgings. He heads instead to see his aunt Quelline Alderleaf, a farmer. Her little son Carp tells him that he found a secret tunnel in the woods near the ruins of Tresendar Manor. A couple of “big ugly bandits” came out and met with some Redbrands, but they didn’t see him.

Quelline does not know the location of Cragmaw Castle but she knows someone who should – the druid Reidoth, who know every inch of the land for miles around. He recently set out for the ruins of a town called Thundertree, about fifty miles northwest.

The rest of the group spends some time at the inn buying drinks for the patrons. Nobody can tell you where Cragmaw Castle lies but your friendly manner leads you to hear many stories of local goings-on:

  • Sister Garaele, who oversees the Shrine of Luck, recently left town for a few days and returned wounded and exhausted.
  • Daran Edermath, the orchard keeper, is a former adventurer.
  • Orc raiders have been seen on the Triboar Trail. The townmaster is looking for someone to run them off.
  • Thel Dendrar, a local woodcarver, stood up the the Redbrands a week or so ago when they came by his shop and leered at his wife.  The ruffians murdered him and several townsfolk saw it happen. The Redbrands grabbed his body and now his wife, daughter and son have gone missing too.
  • Qelline Alderleaf’s son Carp said he found a secret tunnel in the woods, but Redbrands almost caught him.
  • The Redbrands hassle every business in town, except for the Phandalin Miner’s Exchange. They don’t want trouble with Halia Thornton, who runs it.

When Threftor returns you pay a visit to Halia Thornton, waiting til she closes shop and catching her on the way out. She interested but is wary of you and asks you to meet her clandestinely tomorrow.

Night is drawing near but you decide to visit the old adventurer Daran Edermath. He is a genial old elf who is concerned about the Redbrands and would like to see you teach them a lesson; he tells you that their main safe house lies under the ruined Tresandar Manor. He also asks a favour: he has heard stories that someone is digging in the ruins of Old Owl Well in the hills two days northeast of Phandalin and that some prospectors report being chased away from there by undead. He’d like you to find out who’s there and what they’re up to; the ruins are of an old watchtower from the ancient magical empire of Netheril, and there may be dangerous magic dormant there.

After a night’s rest you visit Halia behind the Miner’s Exchange as agreed.

1: Goblin ambush

In Neverwinter a dwarf you know, Gundren Rockseeker, hires you to escort a wagonload of supplies to Barthen’s Provisions in Phandalin while he goes on ahead with a warrior friend, Sildar Hallwinter. Gundren and his brothers have found “something big” which he is very excited about but he won’t tell you more.

You follow the High Road south for a few days then strike east on the Triboar Trail. As you round a bend you see two dead horses stuck with black-fletched arrows. When you investigate you are ambushed by goblins who you manage to defeat.

Following the goblin trail you avoid a few traps and reach a large cave in a hillside five miles form the ambush. Creeping up the stream which flows out of it you defeat two hidden goblin guards and then three wolves tied up inside the cave. Further inside you survive a flood unleashed by the goblins and encounter Yeemik, the goblin second-in-command, with a large group of goblin warriors. He has Sildar captive and offers to hand him over if you kill Klarg, the bugbear who leads the goblins. Tricking Yeemick with a surprise attack you manage to defeat his gang and free Sildar.

Sildar tells you that he is an agent of the Lords’ Alliance and that the Rockseeker brothers have found an entrance to the long-lost Wave Echo Cave, site of the Forge of Spells where dwarves and wizards crafted magic items in ancient times before the cave was destroyed in a great battle.

He also tells you that Klarg was ordered to waylay Gundren by a mysterious figure known as the Black Spider. He believes Klarg has taken Gundren’s map of Wave Echo Cave and sent it to the goblin chief at Cragmaw Castle. He doesn’t know where this is, but his contact in Phandalin – a wizard named Iarno Albrek – might. Unfortunately nothing has been heard from Albrek for two months and Sildar was on his way to find out why.

You press on and defeat Klarg, recovering a little treasure and some supplies stolen from a merchant company in Phandalin. You haul these back to the wagon and ride on to Phandalin …