Campaign Report: Dragon of Icespire Peak: Session #5

The story so far… The adventurers – Lotho, the secretive Ranger, Whizzbang the talkative cleric and Nar’rick the fighter – took a job escorting a troubleshooter, Don-Jon Raskin, to a far off gold mine. They’re accompanied by Talon the fighter and Galandro the Bard. There have been no shipments from the mine recently and the owners are worried. On arriving at the mine, they discover it’s been taken over by wererats driven out of their home by raiding orcs. They tell the party that they chased off the miners and are just looking for a home. They’re lead by Zeleen Varnaster and call themselves The Whiskered Gang. The last session ended as the party, granted an audience in the room the rats are now nesting, decide what to do next.

(Nar’rick disappears, being summoned to a different plane of existence for some real-life adventures involving a new human baby.)

“Here’s the plan: we tell the rats we’re leaving and will help them clear out their old home. But we regroup and come up with a way to take this mine back.” Whizzbang suggests. “There are too many of them for a head-on confrontation.”

“Mines like this often have more than one way in and out – in case of tunnel collapse. Let’s take a wander around and see if we can get back in somewhere.”

The mine is called Mountain’s Toe Gold Mine because it’s formed of a large promontory jutting out from the side of a mountain. The party take their leave and after being escorted outside by the two sentry wererats, they wander around the perimeter of the outcrop, looking for ways in.

A graveyard. Ten freshly dug graves. No headstones, but instead pick-axes planted in the soil. “There were sixteen miners here. I guess they didn’t leave as peaceably as the rats claimed.” Don-Jon surveys the scene, no emotion in his voice. Some 20ft above there’s a cave that could lead further in. A little further on an easier entrance, partially obscured by bushes.

“We should go through the cave, more chance of sneaking up on them, less likely it’ll be guarded.” It’s an easy climb, only the heavily-armoured cleric slipping at the first attempt. The tunnel curves and twists downwards. There is an overbearing smell of rotten stuff, a stench of death. A few tens of feet in, a door. But in front of it a hideous creature: a large yellow and green mostrosity, looking like a squat centipede with eight long tentacles protruding from its jawline.

A battle ensues – the centipede’s venom paralyzing Don-Jon as it climbs the walls and makes its way to the back of the party along the roof of the tunnel. The bard breaks into an impromptu version of the great elven ballad: “Dancing on the ceiling.” It’s no match for the adventurers though and it’s uickly dispatched. It seems it hasn’t been able to get through the door but rammed up against it is a charnal pile of its past victims. Poking round the pile there are a few gold pieces and a signet ring – bearing the image of a pick-axe. “This belonged to one of the dwarves”, Lotho thinks, “as he puts it on.”

Stealthily they move through the door into the mine proper. No-one anywhere – they find offices, ransacked, gold stores, emptied, sleeping quarters unused. They make it to the door of the rats nest room – listening confirms that the rat-people are still inside. “Let’s keep searching, but we should be quiet, they have no idea that we’ve come back.”

At the east end of a east-west passageway lies a storeroom, full of dried goods and water butts. But to get to it they need to sneak past the passageway off to the south where the two wererat sentries are posted. The sentries don’t notice them, but it gives them an idea.

“Maybe we can lure them here and get the jump on them. Perhaps if we set out a trail of food.” The plan works and the two wererats follow the food into the ambush. The bard starts playing the Ayn folk tune: “Thunderstruck” in anticipation of what comes next.

“We need to keep quiet, so they don’t alert the others”. The cleric is oblivous though, casting again and again Toll of the Dead, leaving a ringing sound in the air. These two are killed, though they’re tougher than they were expecting. In death they seem to lose their rat-like features and become human again.

But the surprise is gone and three more wererats are approaching to investigate what’s happening.

The cleric nods at the Bard who starts his appegiated crescendo: “Thunder… Thunder…” Throwing caution to the wind, the cleric takes a chance to hit them all at once with a ferocious Thunderwave. A booming noise reverberates through the mine. Still they approach, and after that clamour more are no doubt on the way. How many were there in that nest? “I counted eight” “No, nine.” No-one is quite sure.

An untidy melee – one of them bites Don-Jon deeply. That’s unlikely to be good. Three down now and another three badly injured. More coming. Two large rats scuttle down in the corridor. The one ahead stops and the party gasps as it transforms into one of the hybrid rat/human creatures. “There are too many of them. We need another approach”

“Surrender. We intend to fight to the death.” The cleric’s words have bite, the wererat is listening. “That’s right”, chimes in Don-Jon, “You can’t win. Bring your leader here. It’s time to talk” His words persuade. Lotho moves to one side, still in a defensive stance, to let the wererat past. A brief lull in hostilities. The adventurers tired and injured. What the Faerun are they going to say?

Campaign report: Rime of the Frostmaiden: session #3

It’s always been hard to travel between the Ten Towns – the bitter cold and the harsh landscape testing the hardiest of adventurers. Lately though, with Auril’s chill magic shrouding the land, it’s deadly. The ferry routes from Easthaven to Caer-Konig and Caer-Dineval have long ceded to the frozen lake. Dogsleds overland are the only way to make passage across the tundra.

Three adventurers gather in the Northlook tavern in Bryn Shander, each waiting for a guide to take them north to Caer-Konig. It’s a seven hour journey overland – too much for a single leg. They’ve arranged a rest stop in Caer-Dineval, a little over four hours away.

Lucas, a red-skinned teifling warlock, is juggling a number of leads, all pointing north. A missing youth from Targos who left the town suddenly in the company of teiflings heading for a castle somewhere. Caer-Dineval maybe. A dog, Boy, now his loyal companion, searching for his master thought lost in an expedition to Kelvin’s Cairn. And, rumours of an abandoned wizard’s tower and a guide who can take a party there from Caer-Konig.

Eifira Galaran, a barbarian elf, seeking only to get to the furthest place away. Away from what? Just away.

And Veomileana, a short-statured Goliath wizard, with a secret agenda. Perhaps he too searches for the tower. Perhaps not.

Their guide arrives, Nebmara, from Farfrozen Adventures. Their dogs are fed and waiting and they encourage the party to leave rightways. “We should easily make Dineval by night-fall. If we don’t run into trouble…”

Two hours into the journey and all is quiet. Veomileana and Nebmara handling the cold as if they were born to it. The elf, Elfira, clearly suffering the effects of exhaustion. She’ll be fine holding that great axe of hers, but she’s slow to move and clumsy with the cold.

Something on the road ahead. Keen eyes pick out a large white cat and two smaller ones, not kittens but not yet fully grown. They’re feeding on another animal – carrion or prey, no-one can tell. Circle of life. They’ve not seen the party.

“The dogs won’t be able to take the sled overland – we need to clear this road.” Neb isn’t phased which gives everyone confidence. Eifira strolls forward, no attempt at silence, readying that great axe for the fight. The cats hiss and bridle, showing sharp claws and even sharper teeth.

It’s over quickly. Eifira, consumed by the anger that barbarians have learned to channel, dispatching the mother and one of the cubs. Veomileana stays on the sidelines firing bonfires towards the cat and sending his familar, a small owl, in again and again to distract the cats. Lucas is pounced on by the smaller of the cats but shields the attack with a flash of magic. Nebmara stays back at the sled, causing any creature that comes near the dogs to flee with dissonant magic whispers in their heads. Occasionally Neb shouts encouragement to the others – lacing their words with a sliver of bardic magic.

In the frozen north, nothing is wasted. The cats’ bodies will provide for other animals here, the adventurers take the pelts. Prized for their thickness, they’ll do to keep someone warm in this arctic hell.

They’re an hour or so from Caer-Dineval, their first stop, when the small lantern Lucas has strapped to his belt starts glowing. It was given to him by an academic in Targos who’s hunting for the mythical Chingwa spirits of the north. It glows when they are near. Persuading the party to stop, he fashions a quick pull-trap from a box, stick and string and puts it on the road ahead. Cutlery that he ‘borrowed’ from an inn set inside as bait. The party wait, and wait. The elf again feeling the effects of the cold. “Enough” says the Goliath, “I’m going to send my owl up to search for these creatures. We can’t wait here forever”.

The owl circles, spotting some odd stones to the North East. The party heads to investigate. “Not a good idea,” says Nebmara “I’m staying with the dogs.” They search, the cold wracking their bodies, but nothing. Returning to the sled they set off again towards Caer-Dineval, what passes for night now approaching and the temperature dropping fast. As they pass the trap, keen eyes notice that the cutlery is gone and there are what could be tiny footprints around it.

The tower of Caer-Dineval in sight, a bloodcurdling howl comes from the tundra and then another. Two terrifying creatures break forth – these are the fables yetis that the Reghed talk of. There’s no way they can fight these, not in their exhausted state. “Faster, faster,” says Nebmara, urging the dogsled forward – the last push before the town walls. It’s a bumpy ride, everyone hanging on for dear life. Neb loses their grip. They’re thrown from the sled towards the terrifying, charging beasts.

Suddenly, their familiar, a large orange owl is there. Catching them in a practiced manner and lifting them high out of the yeti’s grasp. The yetis turn to follow the flying creature. “Keep the dogs” Neb shouts to the adventurers “they weren’t mine anyway.” As they are carried away, chased by the terrors of the snow, keen eyes would see their whole appearance change as some kind of magic gets dispelled. Who was this person? Were they even the guide we were expecting?

Three exhausted adventurers arrive finally at the gates of Caer-Dineval. The frozen lake below them, the old castle high on the bluff ahead. It’s always been hard to travel between the Ten Towns.