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The Black Cabin

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The party makes their way to the town of Bryn Shander, chasing down a rumor about a gnome and a cabin. Upon arriving, they cross paths with Sheriff Southwell who thanks them for all of their help while expressing that he's not sure how much longer the Dale can sustain life under the Everlasting Rime. He asks the party to look into things, if they can, and heads on his way. He also mentions that they should spend an evening blowing off steam and check out the Lliira’s Night festivities at the Northlook Tavern. Moving along, they make their way to the house of the Morninglord in search of a gnome named Copper. Shortly upon entering they find Copper Knobberknocker and chat with him about the rumors of a Black Cabin. Copper is worried about his friend, Macreadus, who’s trying to build a device that can end the Everlasting Rime and return summer to Icewind Dale. Copper asks the party to bring provisions to Macreadus at the Black Cabin and make sure he’s all right. Because the gnome...

Duergar? I hardly knew-ergar!

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After visiting Caer-Konig the party hears about a string of thefts that have hit the small town lately. Someone (or someones) is sneaking into town at night, stealing various things from the townsfolk, and leaving. Some swore they saw bootprints that looked dwarven in size, but the Battlehammer dwarves wouldn't be that desperate, would they? Following some faint tracks the party heads in the direction of Kelvin's Cairn. They eventually come across a small stronghold set into the foothills. A small bunker stands in front of the main outpost, with a sloping hill leading up to both. After some discussion, Jamie and Peski sneak up to check out the bunker. They see no way in or out, but do see a dwarf-sized figure in there... a figure that sees Sircle walking up the main path. He pulls out a crossbow and starts to take shots at the cleric. When his shots prove ineffective and he starts drawing attention through the arrow slits, he decides to back away from the window and those close...

A Moose on the Loose

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We join the party outside the town of Bremen as they get acquainted with their new axe beak mounts. Saddling up, they decide to make their way up to Caer Koenig - not only was Torg's Caravan heading to one of the Caers, but Sircle had heard rumor that the speaker of Caer Koenig needed some help with a recent bunch of thievery. After some route planning they decide to head to Termaline and cut across the open tundra. On the way to Termaline, the party decides to take a detour over to Lonelywood - not only will Jamekas and Thorburn get to check in on their family, but they can investigate the rumors they've heard about a white moose terrorizing loggers and hunters in the area.  The party rolls into Lonelywood in the evening and sees a notice posted by Speaker Nimsy Huddle looking for adventurers to go take care of the moose problem in the area. They move on to her house where she tells the story: for the past several weeks the forest has been terrorized by a white moose. This moo...

Iron in the Snow

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The party wakes up in Targos after saving Garret and getting a long night's rest. After a filling breakfast they decide to do a little more digging into the killings and Sephek Kaltro. A little digging leads them to speak to Skath, the town official that oversees the lottery. When asked about it, he fully admits to accepting a bribe from Terren to keep his name out of the lottery. Being an enterprising soul, he sees nothing wrong with this 10gp bribe, and offers the party little more of note.  After poking around the crime scene a bit, the party decides to make their way to Bryn Shander to continue searching for Torg's Caravan. Upon arriving they check out the area Torg's normally occupies, but finds them gone. They find out that they moved on about a day ago, heading to one of the Caers. As they make their way to an inn for lodging, the party is approached by three dwarves: Hruna, Korux, and Storn. On their way to town with a load of iron ingots, the dwarven party was ambu...

Mountain Climb

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The party starts their morning in the town of Targos, having breakfast before heading out in search of Garret. Keegan meets the party at the inn, offering to let them take Boy as a guide to help find his lost husband. They decide to take some fairly well traveled trails to make their way to Kelvin's Cairn.  About halfway into their journey, the party sees what looks to be a desiccated corpse sitting in the snow. As they move to investigate they find that they have been walking on the back of an ancient white dragon, who isn't pleased about being woken up. As she rises up out of the snow the party takes cover and thanks in part to the blizzard (and the dragon's questionable eyesight), they escape without confrontation.  The rest of the journey to Kelvin's Cairn is uneventful, and the party arrives at Garret's base camp as the evening set in. They arrive to find five very hungry sled dogs, who are beyond excited to see some people. As they search the camp they find tw...

The Lake Monster

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Morning finds our party in the Buried Treasures Inn, where they enjoy a warm breakfast made by the proprietor and innkeep, Cora Mulphoon. Jamekas notices that she seems a little forlorn, and while talking with her hears a story about her son Huarwar. Several weeks ago her son had joined a search party to find Speaker Shalescar after he went missing during a blizzard one afternoon. The speaker was brought back safe and sound, but Huarwar got separated from the others and didn’t find his way home until the following morning. He had frostbite and could barely walk. Over the next few days, Huarwar displayed a meanness toward his mother that was uncharacteristic. The change in his demeanor started after Cora found what looked like a shard of black ice in her son’s room. Huarwar snatched it away and threatened his mother with bodily harm if she touched it again. The next day, two tieflings (a male and a female) arrived at the inn and Huarwar left with them. She has no clue where they wen...

Lending a Helping Hand

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In the lands of the Icewind Dale, winter's night has been around for many years without respite. The residents of Ten Towns have been pushed to their limits just to survive. To that end Sheriff Markham Southwell has put out a call for any hardy souls to lend a hand helping to keep the peace in Ten Towns. Our story begins with you answering this summons.  The first to arrive at the Sheriff's behest are the two goliath brothers Peski and Gulkom. Having known Sheriff Southwell for a little while they were eager to help out where they could. After a few minutes of chat the door opens to reveal another set of brothers - Jamekas and Thorburn. Sheriff Southwell makes his way over to greet them, offering up some mead and jerky to the newcomers. While they are talking the door opens to admit another soul as a dwarf quietly walks in and makes a beeline for the mead.  Once everyone has met, Sheriff Southwell gets down to business. The Bryn Shander lawkeepers are stretched to the limit a...