Tag Archives: Sildar Hallwinter

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 …

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 …