The Savage Frontier

Temple of the Nightbringers
Session Three
  • Holden Bolts Warforged Cleric
  • Terrance Hornswash Half-Elf Bard
  • Colt Shortwolf Halfling Ranger

Following on from last time, what the players originally thought was a goblin cave, has turned out to be an abandoned Temple of Shar. After an audacious battle with goblins the adventurers are taking a short rest…

Introduction 

Sitting back to catch their breath, the players observed the room. Smashed furniture and goblin corpses now littered the floor. There were scraps from raided caravans stacked in the center of the room. Exhausted from battle, it was a few minuet before they noticed the sound of a bubbling cauldron in the room next door, then a moment later they heard a clattering of pots.

Captives

Holden pushed open the door and was surprised to find two reached humans cowering near the fireplace. Their spirits had been utterly broken and the men referred to themselves as Reek and Stink. After questioning these men they found out these names had been given to them by the goblins. The players discovered they were originally from Triboar and had been captured on the long road a few months prior.

Wishing to move forward unburdened they lead these men back out of the cave and found Dawn Mistwalker. Dawn was still wafting for them and had set up a concealed camp outside. She was pleased to learn of their progress and agreed to keep the rescued men safe. 

The group continued to fight their way through the Temple encountering some well equipped hob goblins Guarding the entrance to the High Priests Chamber. After defeating the hobgoblins Holden opened the door to the chamber. 

Showdown 

The door squeaked and scraped as it opened. A squat figure in a dark cloak stood before a carved fireplace, it’s back was toward them. It turned as they entered. It was wearing a grotesquely carved obsidian mask. There was an enormous worg sitting at its feet. ‘You fools’, a female voice hissed from behind the mask. ‘I warned you to stay away… now you must die’.

She unleashed the snarling worg and launched her spear at Holden. The worg bolted forward, but Hornswash floored it with a precise bolt from his crossbow. The newly dubbed ‘Colt en’ Bolts’ combo attacked the masked figure. Trapped and out matched she attempted to flee. Colt caught her in a net as she ran.

Inspection

After they restrained the prisoner they removed the mask to discover Frida Greatheart, Constable of Melton! After a short interrogation they learned Frida had been plotting to restore the temple. She had seemingly been driven mad by the mask. When asked Frida informed them of a strange statue sealed behind one of the dangerous rooms the had avoided. Curious, they broke into the room to investigate.

The room contained a large statue that Holden recognized as Shar. It was protected by some kind of magical barrier. Colt found a subtle grove in the flooring that matched that of a disk found by Holden previously. They placed the disk inside dispelling the barrier. Next to the statue they discovered a strange black orb with the word 'Nightbringer' written in it. 

Conclusion

With Frida captured the players followed Dawn back to Melton. New of the incident got round the small village quickly and people gathered at the Weary Knight Inn to hear the tale. The players agreed to take Frida to Triboar to be tried, and a caravan was prepared for their journey. The two men they had freed join them on the road. Dawn also came with them as a representative of the town. 

Loot

Player Money Equipment
Holden Bolts    
Terrance Hornswash    
Colt Shortwolf    
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Goblin Raiders
Session Two
  • Holden Bolts the Warforged Cleric
  • Terrance Hornswash the Half-Elf Bard
  • Colt Shortwolf the Halfling Ranger

The players are in Longsaddle resting after their encounter with a dragon. Druing the week they keep hearing tales of goblins attacking travelers on the Long Road and decide that something must be done… 

Introduction 

It’s cold this far north – the sort of cold that sinks deep into your bones and makes you feel like you’ll never be warm again. When the rain starts falling and the wind comes up, it feels like needles of ice are piercing your face.  “Travel a few days down the Long Road,” they were told. “Find the village of Melton – you’ll learn more there.” Freezing and exhausted they reached the town later the next day.

Melton

To call it a “village” seems generous – it was really just a dozen primitive huts and one larger building, surrounded by a sturdy little palisade. There was mud everywhere.

As twilight fell they hurried towards the gate and were greeted by the constable Frida Greatheart. Frida refused to let them in because she didn’t want people ‘stirring up trouble with the goblins’. After a lot unsuccessful negotiating from the party Hornswash stepped up his charm and managed to gain them entry. The adventurers stayed the night at the Weary Knight Inn.

Investigation 

While resting in the bar, they listened in on the conversations of the town people hoping to glean some information from them. They all seemed to be discussing the raids. Some of them shared Fridas view that the town should not get involved while other felt something should be done.

According to the gossip of the locals, a tracker named Dawn Mistwalker knew where the goblins were hiding. Apparently the goblins moved in about three months ago and were lead by an especially savage chief. 

The players enquired about Dawns whereabouts and in the morning they sought her out. They found her and learned she had seen several goblins entering and leaving a cave about a days trek from the town. She agreed to guide them there. 

The Cave 

When they arrived dawn pointed out the cave but refused to go any further. Colt scouted ahead and captured a sleeping goblin named Pox. After interrogation, Pox tipped them off about certain dangerous rooms inside. Dawn waited for the players outside as they entered the cave to investigate.

In the entrance they found two obsidian statues with the mantra "Love is a lie. Only hate endures.” inscribed in them. Holden recognized this as one of the dogmas of the goddess Shar. 

Avoiding the dangerous rooms marked by the goblins the group fought their way through the goblins in the first part of the cave. In one of the store rooms Holden found a mysterious obsidian disk under a pile of junk.

Deep in the cave they came across a large circular room three feet high and twenty feet across, with a stone pool dominating its center. The water glowed with a flickering, green eldritch light. On the floor, a hint of mist curls. 

Suspicious Holden cast light on a stone and threw it into the room from a distance. As soon as the stone disturbed the surface of the water an imp flashed into existence from another plane. The imp was disorientated and unsure why it had been summoned. As it withdrew from its confusion it realized it was unbound.

Holden’s Gambit 

The construct Holden had managed to determine the site was originally a Temple of the Goddess Shar, and deduce that the goblins were just squatting there. Using this knowledge he approached the imp in the guise of a Cleric of Shar repeating the phrase "Love is a lie. Only hate endures.”. He succeeded in deceiving the imp, leading it to believe they wanted to liberate the temple from the goblins. Keen to impress Shar the imp was easily convinced it to help them.

Conclusion 

The Imp introduced itself as Biztuk. Thanks to its help and the impressive archery of Colt, a large group of goblins in the central chamber were dispatched with ease. In this room the players took a break. Holden persuaded the imp to bind with him. The imp made a contract to help Holden on the condition he was only summoned to further the interests of the goddess Shar.

Player Money Equipment
Holden Bolts    
Terrance Hornswash    
Colt Shortwolf    

 

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Tower of the Mad Mage
Session One
  • Alden Road the Human Druid
  • Terrance Hornswash the Half-Elf Bard
  • Katana Ember the Fire Genasi Fighter
  • Dawg Duskrock the Dwarf Bounty Hunter
  • Lord Dempsey the Human Sorcerer

All of the players started in the Gambling Golem, a gaming den in the village of Longsaddle. This is where they met an unlikely employer…

Introduction

The door slammed open so hard that the walls shook and the hinges groaned. To everyone’s astonishment, a goblin staggered in. He was badly wounded, with dried blood covering about half of his body.

Only a moment before the air was full of the rattle of dice, the slap of cards, and cries of victory and defeat. The goblin lurched toward the players then collapses at their feet. “Help me,” he croaks, looking up at them with bloodshot eyes. “I’ll make you rich!”

The Plan

Intrigued the adventurers took the goblin outside before the grumpy Dwarf proprietor could complain. The goblins name was  Skwelch. Hornswash healed him with a spell and in return he told them about riches in an abandoned Mage Tower. Upon further questioning he claimed the wealth belonged to a dragon his tribe had killed. Although skeptical of the goblins tail, the thought of the riches was too alluring for the group and they agreed to follow him to the tower.

The Journey

When leaving the town they were approached by the constable Ana Stormrider. She wanted to apprehend the goblin. Lord Dempsey convinced her to let the goblin go as he was part of an investigation into dragons in the area.

After taking a Short rest the group were attacked by two worgs. The worgs were covered in burns and one of them was trailing a charred goblin from a harness.  

While traveling through the wilderness the players came across an unconscious naked man called Jori Copperstaff  in Neverwinter woods. Dawg gave the man some clothes and the party pointed him in the direction of Longsaddle.

The Tower

Once at the abandoned Mage Tower there was clear evidence of a bloody battle with a dragon, confirming the goblins story to an extent. Inside the tower the group encounter several goblin guards and variety of magical traps presumably set up by the previous occupant. 

The players found a letter hidden in the servant’s quarters. The note expressed concern over the mental state of Hugo Harpell, the master of the tower. Accompanying the letter was a page torn from Hugo's research notes. Some of the note made reference to an ancient dwarf fortress in the Sumber Hills, but most of it was indecipherable. 

Alden entered the chantry and tried to quickly swipe a silver globe from the hands of a statue before the others arrived. As soon as he touched the a Stainglass Golem activated from the window. The Golem incapacitated Alden almost instantly. Hornswash swiftly used a scroll of dispel magic to destroy a the Golem. 

When the players opened the door to the drawing room they discovered a large wooden pan flute playing its self. It turned out it was being played by and air elemental. Hornswash partially destroyed it by trapping some of its essence in his bagpipes.

Lord Dempsey discovered some mysterious books in the Study. On the desk they found a book titled “The Diary of Hugo Harpell”. As soon as Lord Dempsey touched the diary it grew spindly legs and begin running around. Dawg managed to catch, but when opened it slowly turned into dust. 

To the side of the study was a vault door, when Katana turned the door handle it turned into a grey ooze. They managed to eliminated it but not before it corroded and destroyed Katana's shield. It the vault they discovered an invisible chest with a wand inside. 

The Showdown 

Once at the top of the tower the party found the goblins arguing over the treasure. Alden estimated the value to be over 1000gp. Before anyone could act the supposedly dead dragon returned!

There was a sound like a sudden rush of wind, then the ceiling above then boomed and shudders as a large weight alighted upon it. There are a few moments of silence and then an ear-splitting roar.

The dragon was named Kaida and she began clawing her way through the roof. Although just a wyrmling she was still more than a match for the party. Alden chose to fight through the Death Rot Tribe in an attempt to get to the treasure before the dragon got in. This plan failed and he was mortally wounded in the process. Lord Dempsey cast sleep to end the combat and the group fled.

Conclusion

Skwelch woke up as many of the sleeping goblins as he could before the dragon burst through the roof, and then lead them to safety. He become the leader of what was left of the decimated Death Rot Tribe.  Goblin and adventurer alike hid side by side and waited for the air-born fury of the dragon to subside. Once the coast was clear the Death Rot Tribe guided the adventurers back to the outskirts of Longsaddle. Before departing Skwelch acknowledged the tribe owed the adventures a favor. 

Loot

Player Money Equipment
Alden Road   Silver Globe (100pg)
Terrance Hornswash    
Katana Ember    
Dawg Duskrock    
Lord Dempsy    

 

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The Savage Frontier
Into

The year is 1491. The pace is te Savage Frontier in the Forgotten Realms. It is a troubled time in the north. Savage marauders bring destruction. Monsters are on the prowl, preying on flocks, rampaging through croplands, and attacking homesteads and travelers. In settlements, discord and suspicion grow. Sinister strangers lurk in the shadows, whispering about how everything is soon to change. This year brought an unseasonably warm and stormy spring. Tales spread of
flooding, windstorms, wildfires, and tremors. All of these troubles have a source known to few…

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