Wednesday, February 17, 2021

Chapter 1 - Kicking off the New Campaign

 Icewind Dale has become trapped in a perpetual winter. Ferocious blizzards make the mountain pass through the Spine of the World exceedingly treacherous, and this land has not felt the warmth of the sun in over two years. In fact, the sun no longer appears above the mountains, not even in what should be the height of summer. In this frozen tundra, darkness and bitter cold reign as king and queen. Most dale residents blame Auril the Frostmaiden, the god of winter’s wrath. The shimmering aurora that weaves across the sky each night is said to be her doing—a potent spell that keeps the sun at bay.

Dalefolk live in a scattering of settlements known as Ten-Towns. The drop-off in caravans coming from the south and travel between settlements in this never-ending winter has left everyone feeling isolated. Although each town has resolved to appease the Frostmaiden with sacrifices of one kind or another, no respite from winter’s fury seems forthcoming. For adventurers such as yourselves, Ten-Towns is a place to test one’s mettle and, in the spirit of heroes who have come before, leave one’s mark on this frigid, blighted land.


Starting Out In Caer-Konig

Just another gruesome day in Ten-Towns: howling wind, bitter cold, foul tempers, and snowdrifts big enough to bury a herd of moose. But today the local tavern is abuzz with news about a series of recent killings. Before the murders, the only question on everyone’s mind was, “Will summer ever return to Icewind Dale?” Now the question is, “Will I be the killer’s next victim?” Nothing breeds fear and paranoia like a murderer with no face.

Three cold-blooded murders have been committed in the past month: a halfling trapper in Easthaven, a human shipbuilder in Targos, and, three days ago, a dwarf glassblower in Bryn Shander. Each victim was found with a dagger of ice through the heart.

What’s the connection? The drunken lot huddled in the tavern offers no credible ideas, but sitting apart from them is an elderly shield dwarf with a nasty scar across her nose who looks like she has something worth knowing. She’s been smoking her pipe and eyeing you ever since you walked in.

Hlin Trollbane, a neutral good shield dwarf, is a retired bounty hunter with finely honed survival instincts. She is an unarmored veteran
 who wields a battleaxe and handaxe instead of a longsword and shortsword. Plying her profession earned her a few too many enemies up and down the Sword Coast, which is why she wound up in Icewind Dale.

Out of boredom and a sense of moral decency, Hlin has taken it upon herself to investigate the recent murders because no one else—not even the Council of Speakers—can be bothered. Hlin is studying the characters closely, trying to decide if they’re worth her time. Ultimately, she takes the chance and draws them into conversation, asking them to help her take down her only suspect: a man named Sephek Kaltro. Here’s what she knows about Sephek and the victims:

“Sephek Kaltro works for a small traveling merchant company called Torg’s, owned and operated by a shady dwarf named Torrga Icevein. In other words, Sephek gets around. He’s charming. Makes friends easily. He’s also Torrga’s bodyguard, so I’m guessing he’s good with a blade.

“His victims come from the only three towns that sacrifice people to the Frostmaiden on nights of the new moon. This is what passes for civilized behavior in Icewind Dale. Maybe the victims found a way to keep their names out of the drawings and Sephek found out they were cheating, so he killed them. Maybe, just maybe, Sephek is doing the Frostmaiden’s work.

“I followed Torg’s for a tenday as it moved from town to town. Quite the devious little enterprise, but that’s not my concern. What struck me is how comfortable Sephek Kaltro looked in this weather. No coat, no scarf, no gloves. It was like the cold couldn’t touch him. Kiss of the Frostmaiden, indeed.

“I will pay you a hundred gold pieces to apprehend Sephek Kaltro, ascertain his guilt, and deal with him, preferably without involving the authorities. When the job is done, return to me to collect your money.”

The party departs the tavern and a pile of snow stirs as you pass it, and someone hidden beneath it suddenly stands. The figure looks around and yells, “Who goes there? Is it thieves? Have I found those creeping bastards?”

When he pulls down the scarf covering his face, you see it is a silver dragonborn holding onto an empty wine bottle as if it was a weapon. He belches, grins at you, and says, “Pardon my manners. Bit jittery with all the thieving going on. I’m Trovus, the town speaker.”

Trovus (neutral good red dragonborn veteran) spends most of his days drinking and reminiscing about his bygone adventuring days. He’s been patrolling at night looking for thieves, but after yet another night of heavy drinking, he passed out in the snow after a few hours. He has no recollection of how he ended up in the snow pile or why he was outside drinking in the first place.

“The town has had some thievery troubles. No one’s seen anything, really. Just the other night, the lantern over at the Northern Light was stolen. Cori won’t let me hear the end of it because I haven’t been able to find those responsible. Not yet, anyway. But I have a knack for this stuff.”

He seems less bothered by the cold than anyone else in the settlement, due to his dragon heritage. As they walk, Trovus talks about what has been taken from Caer-Konig over the past three nights:

  • A color-switching magic lantern, taken from the local inn
  • A pair of goats, stolen from the local tavern
  • A small sack of pearls carved into decorative beads, gone missing from the stores of Frozenfar Expeditions
Trovus leads the characters through Caer-Konig to the Northern Light on the eastern edge of town. An empty hook, meant to carry a lantern, hangs above the inn’s entrance.




The inn appears to be mostly empty. A young woman looks up as you enter, gives Trovus a chastising smile, and says, “Did you fall asleep outside again? I’m telling you, Trovus, one day you’re going to have to stop relying on the kindness of strangers.”

The woman then opens a door into what looks like a kitchen and calls out, “Heat up something for Trovus. He’s been out ‘patrolling’ again.”

The woman, Allie, is one of the Shorard sisters (neutral good human commoners), who own the inn. The other owner, Cori, is working in the kitchen. Allie settles Trovus into a chair before approaching the characters.

She confirms that the town has been experiencing break-ins and robberies lately, but no one has witnessed a potential culprit. The only clue is a set of tracks leading in the direction of Kelvin’s Cairn. Allie thinks the tracks were made by dwarves who live in the valley at the base of Kelvin’s Cairn. She suspects that the endless winter has made the dwarves desperate for food and ale, though she can’t explain why the dwarves would steal the inn’s lantern and other valuables. Allie is also surprised that no one in Caer-Konig has seen or heard the dwarves, remarking that “A quiet dwarf is an oxymoron.”

Any interaction with Allie is interrupted when Cori exits the kitchen: 

The door to the kitchen swings open as a stern-looking woman enters holding a steaming bowl of soup. She places the bowl down in front of Trovus and says, “No dwarf did this. Someone would have spotted ’em. Caught ’em. No, there’s something more going on. Besides, what use do hungry dwarves have for a lantern?”

The party agrees to help find this missing lantern and other items. After a couple of uneventful encounters in the wilderness, the adventurers approach a structure...

A blocky stronghold bereft of warmth or charm juts out of a hillside in a rough crescent shape. Only part of its construction is visible; the rest is buried in the stone.

A large double door of stone serves as the main entrance. The terrain leading to it is a gently upward-sloping plain covered with fresh snow. A stream used to flow out of a barred culvert northeast of the main entrance, but the waterway has frozen. Two other barred openings can be seen along the stronghold’s northern wall. Anyone positioned behind these openings would have an unobstructed view of the hillside.

Closer to you, separated from the rest of the stronghold, is a snow-covered stone bunker perforated by arrow slits.

After peering in the bunker undetected, Kevin stealthily approached the main structure.  Looking inside:

This hall is devoid of decoration. A frozen well stands hear a hallway to the east, and three iron cages are pushed against one wall. One contains a malodorous ogre with rotting, half-frozen skin and an empty right eye socket. It howls in despair at the sight of you. Another cage holds a pair of nervous goats. The third cage is empty. Leaning against a wall near the cages is a wooden dogsled with ice clinging to it.

After the party gets inside the lookout runs in and frees the Zombie ogre.  They are both easily dispatched.  After avoiding a trap, the team also easily defeats the leader duergar, Nildar.

After the fight, the party investigates the room:

A stone-carved bed and desk occupy this drab room. Atop the desk are several shards of dark crystal, as well as a crumpled-up piece of paper and a burlap sack draped over a glowing object that emits colored light that shifts from blue to green to red.

The glowing object on the desk is a magic lantern, which Nildar has covered with a burlap sack to dull its light. The lantern is the one that was stolen from the Northern Light in Caer-Konig. It shifts in color from blue to green to red but has no other magical properties.

The crumpled-up piece of paper on the desk bears a message from Nildar’s older brother, Durth, written in charcoal and in Dwarvish. The letter reads as follows:

Brother,

You will find me on the frozen ferry in Easthaven. From this new base, the search for chardalyn continues. Long may our father reign over this dark land!

Durth

They notice Nildar breathing heavily and attempt to question him. He snarls and threatens the characters in Dwarvish:

“My father is more powerful than any of you filthy creatures could imagine. You don’t understand the glory of it, the power found in the ice. None of you do. But you will learn soon enough when my father unleashes his terror upon Ten-Towns! Your doom soars on dragon’s wings!”

The party murders a couple of other duergar due to the loss of Party Pants the Panther...

The party decides to return the stuff to town.  We will pick up there next time.

Saturday, December 5, 2020

Round One versus Arkhan the Cruel and the Dark Order



After the defeat of the Elder Brain and the Mindflayers the party found the missing member of the 7 just to watch him die.  They got some cool loot and were then taken back to the council of the (now) six and the assembled armies of good.  They learned that the evil army was assembled at the large glacier that bisects the realm and they were readying to move against it's inhabitants.  Arkhan the Cruel and his Dark Order were holding up in a magically produced keep to the rear of the armies.

The group decided to head off to stop their advancement.  As our heroes stealthily made their way to the keep they launched an attack with their dragons to try an lure the other dragons away.  They were successful and the dragons are settling their own scores.

Upon entering the keep the discovered Arkhan the Cruel,a heavily muscled, red-scaled dragonborn who is nearly seven feet tall. 

Around his neck he wears a loop of golden thorns inset with dozens of gems, representing each of the chromatic dragon colors. It is an exalted legendary magical artifact called The Wreath of the Prism and grants him control over powerful beasts and monstrosities. His holy symbol is an amulet adorned with the five-headed dragon sigil of Tiamat built into the chest plate of his heavy armor.

He wears a suit of jagged, spiked, obsidian-metal plate armor with green dragon scales embedded throughout the main plates. He carries Fane-Eater, a magical battle-axe carved from deep cerulean sapphire and adorned with numerous runic sigils.

With him are his Dark Order:

  • Torogor Steelfist - A fierce and tireless warrior, Torogar was skilled with the use of double scimitars, which he could wield in a mindless rage. He also dealt devastating attacks with his horns
  • Krull - a tortle cleric of Tiamat with his entire shell engraved with prayers to Tiamat
  • Chango, Arkhan's pet Manticore
  • A berserker loyal to Arkhan
  • A white Abishai - that was later revealed to be the soulless form of Elric's grandfather
After learning of Elric's grandfathers fate and a short conversation a battle ensued...

Travis the pseudodragon was polymorphed into a young gold dragon and the fight got rowdy.  The baddies took heavy damage and the abishai and berzerker fell. As it stands now:

  • Elric is badly hurt
  • Hannalore is badly hurt
  • Isabrix is doing fine
  • Kali was badly hurt but transformed into a Young Blue Dragon by Zofia
  • Shardon is in bad shape
  • Zofia has taken some hits
and

  • Chango is somewhat hurt
  • Torogor is very hurt
  • the Balor is wrecking shit
  • Krull is feeling frisky
  • Arkhan has taken some blows
Tonight we'll start with the army battle (simplified) and it will directly impact the hero fight in a fun way.  We will be making a perception and wisdom check to start as well, so warm up those dice!

Tonight is the END GAME!!!

Thursday, October 22, 2020

The good guys defeat Mindflayers and Elder Brain!


 

After a long hard battle against the Elder Brain and a mess of mind flayers the gang found a library full of the amassed magical knowledge of the realm.  They found their missing friend who told them he could imbue them with the ability to ready +1 spells.

Across the way they discovered a room with three magical weapons.

  1. Polymorph Blade Shortsword
  2.  Gauntlets of Radiant Glory:
    • While you wear both of these steel gauntlets, any non- magical weapon you grasp with either gauntlet is treated as a magic weapon. As a bonus action, you can use the gauntlets to cause magical radiance to envelop one or two melee weapons in your grasp. Each radiant weapon deals an extra 4d6 radiant damage on a hit. The radiance lasts until you sheath or let go of either weapon. 
  3. A strangely familiar blade, upon touch...
Kali experiences a vision of the moon...

 

Monday, September 28, 2020

Battle of the Black Dragon

 


The session this week was a 150 minute battle with an adult Black Dragon (https://5e.tools/bestiary/adult-black-dragon-mm.html).  This black dragon had 215 HP.

Hannahlore dealt the final blow and a ton of damage.  Big assists from the other spell casters, but everyone got at least a couple of hits!

After investigating the hoard and the the secret cavern you left the battle with:

and 245,000 gold coins and 133,000 platinum coins - that's 1.535M in gold.  That's 7560 pounds of treasure so we will need to deal with that.

Also - with the mine now "move in ready" the dwarves are now part of your force for good.  They also said they'd bolster your weaponry.  Pick one piece of (preferably) non-magic weaponry and it will become a straight roll - no modifier, but will deal double damage (quadruple on natural 20).

Next time - Marmag the Gith - last seen near Myth Drannor...


Sunday, September 13, 2020

The Deck of Many Many (Maybe too many) Things

 


After defeating the red dragon atop the ancient dragon council tower, Krirve steadies himself and says, "Things are far worse than I thought.  Only the most dire of circumstances would compel the Metallic Dragons to meet openly and allow a Red to follow them or discover their whereabouts.  Please come back to my house, I have something that may prove useful."

After returning, Krirve produces a small deck of cards.  "This is the Deck of Many Many Things.  It contains cards that are wondrous and disastrous.  There are rules.  If one member of your party draws, you must all draw. Before you draw a card, you must declare how many cards you intend to draw and then draw them randomly. Any cards drawn in excess of this number have no effect. Otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card one after the other. If you fail to draw the chosen number, the remaining number of cards fly from the deck on their own and take effect all at once.  This deck is unusual as drawn cards are replaced, making it possible to pull a card repeatedly.

"I want to draw 4", Volok declared, committing the party to drawing.  On his first draw he pulled "The Void":

This black card spells disaster. Your soul is drawn from your body and contained in an object in a place of the DM's choice. One or more powerful beings guard the place. While your soul is trapped in this way, your body is incapacitated. A wish spell can't restore your soul, but the spell reveals the location of the object that holds it. You draw no more cards.

His eyes dim and his body falls to the ground.  

I'm not going to go through all the draws but there are a few points I want to make sure I have right:

    • Isabrix and Elric pulled cards that advanced them to level 7
    • Zofia pulled a card that advanced her to level 10 (I incorrectly communicated level 9 earlier)
    • At least a couple of you are rich
    • Shardon and Kali pulled Talons and lost all of their magical items (Kali retained her wand, as it is an arcane focus and not itself, magic)
    • Hannahlore pulled the Idiot but, at present, its effect is nullified by the crown of intellect.
    • Hannahlore also pulled the Moon, granting her 4 wishes
*please point out anything major missing from the list.
**someone has a dragon wing - its not magic so is retained - I don't know who has it

You then teleport to the next guardian, Keishara, she tells you that she can aid your negotiations with the dwarves, but lets you know that something has been around town boastful of being important to the "end of the world", no one has given him much credit due to him being so loud about it, cambions are, after all, known to be very self important.  The devil caught Keishara's eye when he disappeared into a keep just outside of town.


The party went to the keep and did some smart stuff to avoid some fights.  They ended up defeating a very large Beholder. 

After the battle they heard a pounding through a wall and discovered a hidden room containing the previously mentioned Cambion.  He was very rude but ultimately game up his mission, protecting an Infernal Contract.  On threat of his life or imprisonment, he produces the contract.  It is between Elric's grandfather and the Dragon Queen Tiamat.  It trades the souls of Elric's ancestors and progeny for the ability to be a powerful enough spellcaster to open a portal to Hell.  

Grim news indeed...

Embarrassed and fearing punishment, Harvey (the Cambion) agrees to join the party.  



Wednesday, September 9, 2020

Wish

 Wish

9 conjuration 
Casting Time: 1 action
Range: Self
Components: V
Duration: Instantaneous
Classes: Sorcerer, Wizard

Aladdin Genie

Wish is the mightiest spell a mortal creature can cast. By simply speaking aloud, you can alter the very foundations of reality in accord with your desires.

The basic use of this spell is to duplicate any other spell of 8th level or lower. You don’t need to meet any requirements in that spell, including costly components. The spell simply takes effect.

Alternatively, you can create one of the following effects of your choice:
You create one object of up to 25,000 gp in value that isn’t a magic item. The object can be no more than 300 feet in any dimension, and it appears in an unoccupied space you can see on the ground.
You allow up to twenty creatures that you can see to regain all hit points, and you end all effects on them described in the greater restoration spell.
You grant up to ten creatures that you can see resistance to a damage type you choose.
You grant up to ten creatures you can see immunity to a single spell or other magical effect for 8 hours. For instance, you could make yourself and all your companions immune to a lich’s life drain attack.
You undo a single recent event by forcing a reroll of any roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a wish spell could undo an opponent’s successful save, a foe’s critical hit, or a friend’s failed save. You can force the reroll to be made with advantage or disadvantage, and you can choose whether to use the reroll or the original roll.

You might be able to achieve something beyond the scope of the above examples. State your wish to the GM as precisely as possible. The GM has great latitude in ruling what occurs in such an instance; the greater the wish, the greater the likelihood that something goes wrong. This spell might simply fail, the effect you desire might only be partly achieved, or you might suffer some unforeseen consequence as a result of how you worded the wish. For example, wishing that a villain were dead might propel you forward in time to a period when that villain is no longer alive, effectively removing you from the game. Similarly, wishing for a legendary magic item or artifact might instantly transport you to the presence of the item’s current owner.

The stress of casting this spell to produce any effect other than duplicating another spell weakens you. After enduring that stress, each time you cast a spell until you finish a long rest, you take 1d10 necrotic damage per level of that spell. This damage can’t be reduced or prevented in any way. In addition, your Strength drops to 3, if it isn’t 3 or lower already, for 2d4 days. For each of those days that you spend resting and doing nothing more than light activity, your remaining recovery time decreases by 2 days. Finally, there is a 33 percent chance that you are unable to cast wish ever again if you suffer this stress.

Wednesday, September 2, 2020

Kobold Kamp Out

 Just the high points this week!

Isabrix trekked north the visit Frostbeard and after 6 days she made it, along with a dire wolf she picked up along the way and Travis the pseudodragon.  After a short exchange about expecting more folks and reiterating the facts about the goings on in the north, he gave her 3 magical weapons:

Doomhammer

Weapon (warhammer), legendary (requires attunement by a Must be trained with over 2 short rests or 1 long rest. May only be attuned to a Goliath)

When you roll an 18 or 19 on your attack roll with this magic weapon, the target takes an extra 7 damage of the weapon’s type.  

When you roll a 20 on your attack with this magic weapon, it magically target the head of the target, and crushes the skull of any large or smaller monster, killing it instantly.  

Creatures bigger than large are dealt 4d12+8 damage  on the roll of a 20.

Proficiency with a warhammer allows you to add your proficiency bonus to the attack roll for any attack you make with it.

Spellward Shield

Armor (shield), very rare (requires attunement by a Paladin .Can be worn as a normal shield for a day to attune, then the magical effects manifest.)

While holding this shield, you have advantage on saving throws against spells and other magical effects, and spell attacks have disadvantage against you.

When you succeed a saving throw while the shield is equipped, you take no damage and half on failures.

A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.

Dagger of Truth

Weapon (dagger), rare

When you roll a 18-20 on your attack roll with this magic weapon, the target takes an extra 7 damage of the weapon’s type.

Dagger can be thrown.  When thrown it does 1.5x normal damage and returns to the throwers hand.

Proficiency with a dagger allows you to add your proficiency bonus to the attack roll for any attack you make with it.

**I cannot access these in DndBeyond because they are still working on that functionality.**

After giving Izzy the weaponry, he gave Travis a potion of extended strength so he could fly her, and due to her creativity, the wolf on to Seacomer to meet up with the party.  She distributed the weapons.

The party then went to the Barking Pegasus, where Elric gambled (unsuccessfully) and then talked to some folks, all seemingly aware and alarmed that the wood elves and high elves were forming an alliance.  

They met Faoraar Tumenril, a high/wood elf that has helped broker an alliance between the two groups that have noticed evil pervading the land and more locally a scouting party of Kobolds in the nearby woods.  he was waiting in the tavern at the request of Jesica, a halfling wizard/seer.

Wood Elf Archer Stat Block [D&D 5E] - LickyGiraffe's D&D Store - OpenBazaar  

He takes you to Jesica, and she thinks the party, identified by the Seven to play a larger role in saving the realm from this unknown evil, should approach the elves to join the fight against evil.  

When you approach the elves they offer to help if the Kolbolds are dealt with.  Kali inquires about a temple and they are transported to the high elf temple where Kali attunes to her Moonblade.

The rest of the party receives blessings:

Elric - Blessing of Past Sight - can remember a memory that is repressed, magically erased, or simply to distant to recall

Shardon - Blessing of Fortitude - if you are reduced to 0 HP, you bump back up to 1, once per battle

Isabrix - Blessing of Sustaining Force - once per battle, player can stabilize a player within 100 feet by force of will

Hannahlore - Blessing of Merciful Death - undead killed by player cannot be raised

Zofia - Blessing of Restful Slumber - her link with The Fiend is severed, but her powers remain intact

Volok - Blessing of Shifting Might - player may gift HP to another player - the gift is temporary.  no limit to HP given in this manner

Kobold Dragonshield

Faoraar then takes the party to the Kobold encampment.  A battle takes place and ultimately the the final three kobolds run.  One is captured and lets the party know upon questioning:

  • They were scouting for the dark lord.
  • the dark lord is Elric's grandfather
  • The dark lord is being directed by a demon.
  • The force is gathering in Anttrouch and numbers thousands or orcs, undead, and demons.
The party decides to take the Kobold to the elves.