Our heroes have captured a goblin, Droop, who was some kind of dogsbody in a room full of Bugbears. Having killed the bugbears and slaughtered a large number of the redbrands at the tavern where they gather, our heroes were fairly sure that there was little left to kill down here in the dark, but just in case they gave this goblin a stern interrogation, and he immediately spilled all the beans. Glasstaff lived in a room north of this room, which should be protected by guards but the four off-duty guards had gone to the tavern to watch the town, and the men they were replacing hadn’t returned yet – probably carousing with the others, Droop surmised, and the PCs did not bother correcting his error. They let him go, and picked their way northward. First they passed through an empty guard room, where the guards they had slain at the inn would have returned had they been able. From there they crept across a narrow corridor into a wizard’s workroom, a typical assortment of rough-hewn furniture, badly pickled animal parts and pungent herbs. They set about carefully searching the room but stopped after Mouse heard a noise in the next room. They burst through a door into an empty bedroom, just in time to see a secret door swinging closed in one corner. With reckless disregard for his own safety Mouse leapt through the door, and was hit by a fusillade of magic darts from the far end of the corridor. The wizard was trying to flee! They chased him and cut him down in a small store room, his life’s blood ebbing away amongst a pile of cooking implements. They searched his body and found his glass staff and some notes to the Black Spider, which confirmed their suspicion that the redbrands had been working for whichever foul creature lived in the mysterious Cragmaw Castle. For now they left his body and moved on.

Droop had told them about the last few rooms in the complex, where a group of skeletons lay waiting for passing adventurers, but would let through anyone who wore red cloaks. They walked through this room to a door on its east side, where they knew the remaining guards stood watch over some kidnapped villagers. Their plan was simple. Mouse placed an illusion on himself to look like Glasstaff, through open the door and demanded that the three of them follow him to deal with intruders. The guards fell for his deception and walked out with him. When they entered the room Mostly Smithson slammed the door shut and d’Cantrus used his prestidigitation spell to make the guards’ cloaks fall off. They stood back and watched as the skeletons attacked the unready redbrands, beating down the last one after he managed to slay the last skeleton for them. It was harsh, but they had triumphed at both adventuring and irony.

They freed the prisoners and dragged Glasstaff’s body into town. Here Sildar Hallwinter told them, in shocked disgust, that Glasstaff was actually Iarno Albrek, the wizard he had been sent to Phandalin to find. The townmaster signed over the rights to the old ruined manor, and they repaired to the tavern for a much-needed bath. Over the next few days they caroused with the locals, toasted their newfound freedom, muttered ominous warnings about taxation, and picked up tidbits of information about possible adventures they could undertake once they became bored of the adulation.

Although d’Cantrus could have run for months on the vague plaudits of a couple of drunk old men the rest of the party grew bored after a few days, and they headed North. They had picked up two adventures and one treasure mission:

  • The townmaster had heard tell of Orcs in Wyvern Tor, and wanted the PCs to hunt them down and kill them
  • The local elven priestess, Sister Gaerele, wanted the PCs to find a banshee called Agatha and ask her a question about a spellbook
  • Mirna Dendrar, one of the captives they freed, told them of an ancient heirloom in a ruined town called Thundertree, which they were welcome to keep as their own if they were willing to risk the journey there to take it.

They decided first to kill the Orcs in Wyvern Tor, and then consider the banshee. They left the next day.

On the road to the Triboar trail they were attacked by an Owlbear, which they made short work of. Mostly Smithson and Tyge Trip spent some hours plucking out its feathers, which can be used to produce +1 arrows, and Mouser prepared a couple as they worked. The rest of the feathers they stored for future use when they met a fletcher.

He speaks three languages!

Wyvern Tor

They traveled north on the Triboar trail for two days, until they reached a point where a large valley opened to their east. This valley would lead them to Wyvern Tor. Here the weather was grim and grey, with chill sheets of fine rain drifting off the mountains and rolling over them towards a broad, shadowed line of forest to the west. That forest did not look inviting, and at night strange sounds came out of it. They did not want to spend another night in the open, with that menacing forest on their western flank, but fortunately ahead they saw the ruins of an old inn. As they approached they were confronted by mercenaries, but after assuring them they were no threat they were welcomed into a small compound where a wagon train had taken refuge. Here they found a fletcher who made them a few more arrows, and the mercenaries told them of rumours of evil happenings at Old Owl Well, an old well and ruined town on the northern side of the valley from Wyvern Tor. They were also given some information about Coneytown, a town a day’s travel to the north where they could maybe base themselves while they searched for Agatha.

The next morning they set out for Wyvern Tor. They entered the valley to the east of the ruined tavern and traveled east for the whole day, stopping for an uneventful but cold and unpleasant night in the lee of a moss-covered outcrop of boulders. The next day they began to search the Tor, a large and sprawling hill that rose above the surrounding hillocks to a commanding height, atop which the fragmented ruins of an ancient tower could just be seen. By midday they had found what they were looking for: over a ridge and in a shallow incline was a large cave mouth, guarded by a single bored-looking Orc.

Bored-looking Orcs are Mouse’s stock-in-trade. While the rest of the party moved away to take up ambush positions in a tree-clogged ravine Mouse threw on a quick goblin disguise and ran out to the cave. The Orc approached him with the typical bullying menace that the green-skinned thugs hold over their weaker cousins, and in a short but brutal conversation Mouse managed to convince it that he and a few of his mates had captured a human treasure, but that his mates had driven him away and now he wanted to join the Orc tribe if they would help him get back his treasure (and share it, of course). This plan appealed to the Orc’s humanitarian instincts – who doesn’t want to help out a weaker cousin in their hour of need – and, grabbing Mouse by his goblin collar, the Orc dragged him into the cave to meet his warboss. Mouse’s heart sank as he was dragged into a large cave, where five filthy Orcs lounged around their savage and nasty-looking warboss, Brughor Axe-biter. Six orcs and a warboss did not disturb Mouse overmuch – but the huge ogre lurking in the shadows behind the warboss’s loathsome sleeping furs did. Ogres are trouble. But it was too late to go back on the plan now, so Mouse put a little more squeak in his voice, and after a convincing display of cowardly bloodlust the entire gang decided to roll out and smash his goblin mates.

Their surprise when they were ambushed by Mouse’s friends was almost comical in its completeness. Sadly the comedy was washed away in a sea of orc blood, and even the Ogre did not last more than a couple of swings of his oversized club before he was brought smashing down, struck so hard in the end by Tyge’s greatsword that his enraged charge was stopped dead, and he was thrown back with the force of the blow. Beside him Brughor, with his last breath, shamed himself and his clan by speaking to Mouse in goblin rather than Orc: “C’est un piège!”

Indeed.

They returned to the Orc cave and searched it thoroughly, uncovering a little treasure and some disgusting Orc food and trash. They found no evidence that the Orcs were connected to Cragmaw castle or the Black Spider. Finally as night settled in they cleaned out the cave as best they could and slept by the Orcs’ dying fire.

The stones find their voice

Secrets of the stones

Before they slept Mouse took them up to the top of Wyvern Tor, to the ruined fragment of tower at the top. He had a feeling that there were secrets buried here, and he had heard the stories of its destruction. Many years ago the Tor had been the home of some dark wizard, who had surrounded himself with wyverns and ruled the area around him with an iron fist. But some obscure texts suggested it was dragons, not wyverns, that roosted here, and the wizard was their slave. Eventually a force of elves and humans had attacked the tower and put down its power at great cost, destroying all but a few shards of the innermost tower and killing the wyverns that defended it. Battles leave treasure, and heroes when they fall sometimes lose their magic items in the blood and mud and shit of the mundane world. Perhaps the stones had a story to tell.

Mouse had recently discovered that stones could talk to him. Perhaps it was too long in d’Cantrus’s lab, stirring strange reagents and sampling new potions; perhaps it was his parents’ legacy – after all he had never known them, so perhaps they were more special than the whispers in the alleys of his childhood had suggested; perhaps it was some wilder power, handed to him by fate or some capricious god. In any case Mouse believed in it, and so at sunset he trudged with his friends up the long, tussocked path to the flat top of the Tor, picking his way through ancient lightning-shattered stones to the broken and crumbling fragments of wall standing in the centre of the open hilltop. To the southwest the sharp, awe-inspiring Icespire peak stood out of the jumbled grey teeth of the sword mountains, glowing pink in the setting sun. Somewhere on its slopes a flash of blue lightning rippled, perhaps a frost giant’s anger or maybe just some strange natural phenomenon of its constantly storm-tossed stone ligaments. To the west and the north, as they watched Mouse approach the shell of the tower, the PCs could see the last red light of sunset fading across a wide vista of forests, plains and river. Tyge even fancied her half-elven sight could pick out the distant line of the sea, luminous in the magic hour, calling to her even from this distance with that strange mystical voice that it reserves only for the fickle souls of elves and their kin. They drank it all in and then turned to watch Mouse as he leaned his face against the chill stones.

Mouse laid his young brow against the stone, and for a moment all he felt was the tug of lichen on skin, and all he could smell was the musty talc of the stone. But then his vision faded, into a maelstrom of war and violence, dark shapes rushing and huge shadows, fire and sudden tugging violence. Vast forces flowed past him, huge shapes surged over the stones, and magic lashed and rippled in the air. He smelled blood, lots of blood, and the acrid smell of damp air in the wake of lightning and storms. Somewhere voices cried in unison and he felt the earth plunge. With the stones he fell down a huge distance into darkness and emptiness, the light closing above him. A flash of purest scarlet, a sudden pure, clear view of the sun rising over high mountains, and the vision was gone. Mouse came to, sweating against the cold stone, the last comforting rays of the setting sun gone and the night’s wind chill upon him. In the aftermath of the vision he knew – knew, with the certainty that only magic can make you feel – that there was a treasure down there. Beneath the Tor there had been a complex of tunnels, and it had been sealed in. Perhaps the denizens of the tunnels were still sealed in there. And somewhere on the east side of the Tor there was a way in.

He retreated from the stones, shaken by the power of his vision, and returned to his friends. Showing uncharacteristic grace and kindness, d’Cantrus wrapped a filthy Orc fur around his shoulders, and Mostly Smithson offered him a sip of the hot rice brew that he carried with him. They picked their way down the hillside, their footsteps lit by deCantrus’s chill magic light, the night slowly closing in around them, and returned to the Orc cave to rest. Somewhere beneath them treasures undisturbed by time lay silently waiting for them.

But what guarded those treasures? For now, they put that task aside, and turned their gaze north…

A flash of red …

Old Owl Well

Old Owl Well was across the valley from the Tor, and took them half a day to travel to. This day was warmer than the last few and bright, so they found themselves easily able to make out the well as they approached. The story of this well was that it was once a small but thriving settlement that provided fresh water and rest to the trappers of the region, but at some point the trapping business declined and the well fell into disrepair, or was destroyed by raiding orcs. Now it was abandoned, but until recently trappers had continued to use it as a place to stop and rest and gather fresh water. Recently, however, something had been making them stay clear of the place. Trappers being a taciturn lot, no one was quite sure what. But now the characters had a chance to find out, so their first action was to turn away from the ruined walls of the well and head up to a hillside to watch the compound.

The well was little more than a square of crumbling walls around a central tower, a squat little thing with its upper levels crumbling. To the north of the tower was the well itself, surrounded now with low bushes and tangled with ivy. Beyond the walls on all sides but the south were rough, scrub-covered hills with steep sides, from which it was easy for spies like our heroes to watch the well. From their vantage point they could see, on the eastern side of the tower, a large red tent, its canopy daubed with black symbols of some kind. Bemused, they sat on the hill for a few hours watching, but nobody emerged and nothing moved. Sensing daylight fading, they decided to return to the well and investigate.

They waited outside the main gates and sent Mouse in. He passed through the gate, moving as stealthily as he could, and first avoiding the tent moved to the broken tower. As he approached he smelled something foul and unusual, a smell he had never experienced before. Disgusted and uncertain, he crept up to the gaping entry of the tower and peered in, only to recoil in shock. A pile of bodies lay in the centre of the old tower, rotting and silent. No wonder he had never experienced the smell before – he had never experienced a charnel house before. Nor, now, would he ever forget. Disgusted, he turned and crept back towards his friends, to warn them that there was murder done here.

Halfway across the open ground to the gateway though something in his senses tingled. He looked around uncomfortably, and there behind him he saw all those dead bodies walking silently towards him, their mouths open in unmistakable blood lust. Shocked, he stumbled, and they were on him. He slipped between the legs of a particularly large and unruly one, and fled to his friends, yelling in terror.

Battle was joined. The PCs formed a line just back from the gate outside the well and prepared to fight 12 – 12! – of the most pitiful zombies the world has ever seen. Mostly Smithson’s divine grace drove 5 of them away but they still had to fight 7. As they fought a red-robed figure appeared at the doorway and threw a spell at one of them, freezing Mostly Smithson in place, but disappeared from view when Mouse fired a crossbow bolt at him and disrupted the spell. Tyge’s greatsword, Helmsmasher, hummed and sang its holy joy, and she hacked great glowing swathes through the undead, sending rotten flesh flying across the hillside. Finally they defeated the zombies, though not after taking some injuries, and pursued the red-robed wizard. He succumbed easily to their combined might, and soon they were able to interrogate him.

Mostly Smithson, with his unique skill and experience in tattoos, was soon able to recognize the man as a Red Wizard of Thay, a necromancer to whit, and with that knowledge all kindness left the crew. They forced him to tell him what he would, and soon discovered he had been raising this army from local villagers and tin miners, to support him while he researched at Owl Well. Satisfied he had nothing useful to tell him, they finally decided to make the world a better place, and Tyge killed him with a single strike of her sword.

They had pacified the lands east of the Triboar trail. Where next? A chill wind drew their attention to the distant Tor, and they thought about their next steps …