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Showing posts with the label Ashildr

Retired Adventurers, Banshees, and the dangers of the Triboar Trail

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Brief DM Summary: Jig and Triactis had a chat with Sildar Hallwinter at the Stonehill Inn. He offers 500 gold to the group if they sort out what's going on at Cragmaw Castle and take care of the goblin problem (and find out what happened to Gundren). He also discusses another matter with them privately. Ashildr soon joins the group at the bar and has a chat with Daran Edermath when he comes in. The retired elven adventurer tells her about reports of undead coming out of the area around Old Owl Well and gives her a bit of history -- he's concerned that something untoward is going on there and is hoping the fine adventurers he's been hearing about can go take a look if they are out that way. He's happy to see the changes already coming about in town after the removal of the Redbrands. Ashildr, Triactis and Jig head off to visit Agatha the banshee to see if they can get an answer to Sister Garaele's question about Bowgentle's lost spellbook. On the way through the

Ashildr's Pouch

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That night, after clearing out the Redbrand Hideout, Ashildr fell into a deep sleep. She awoke at some point, sure that she'd heard her mother's voice calling to her. It wasn't until she rolled over, trying to find a more comfortable spot on the bed, that she noticed that the pouch she had carried all these years had come open -- and a soft, comforting light was leaking from the inside. With shaking hands, she opened it and found... A necklace of prayer beads. They were both delicate and strong, making a slight tink, tink noise as they clinked together. And touching them gave her a feeling of home that she hadn't felt since she had left.  --- The 6 beads on the necklace include 2 Blessing, 2 Curing, 1 Wind Walking, 1 Smiting. Requires Attunement by a Cleric, Druid, or Paladin This necklace has 6 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. I

No More Hideaway...

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 [DM Summary] With Droop's help, the players free the captives (The Woodcutter's Family), Kill Glasstaff & discover his true identity (Iarno Albreck, the missing wizard Sildar was looking for), and kill all of the remaining Redbrand Ruffians. Arianwen and Pili Pala take the prisoners back right away, which cheers everyone in the village. Following behind soon after, Ashildr, Ossian, Triactis, Jig, and Sherick even take a pile of the red cloaks back with them and start a bonfire outside the Stonehill Inn, where all the villagers celebrate. Sildar is upset at Iarno's treachery, but rewards the players for their part in bringing him to justice. He plans on staying on and taking Iarno's place -- that is, the job that Iarno was supposed to have done -- helping Phandalin become a safe place to live again. Afterwards, they visit The Shrine of Luck and meet Sister Garaele of the hard to pronounce name. She asks if they'd be able to convince a banshee named Agatha to tel

The Redbrand Hideout -- Mission: Infiltration!

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  DM Summary : After some discussion the next morning (after a well-rested Triactis, Ashildr, and Ossian come down) and a hearty breakfast, the group decides to take the tunnel entrance that Carp Alderleaf showed them into the Redbrand hideout. Before they leave, Sildar tells them about Iarno Albreck having been seen near there right before he disappeared 2 months before. He asks them to keep an eye out for information on the wizard.  They set off and don their red capes (Jig having fished one more out of the bin outside Stonehill Inn -- it was torn and smelled awful, but it was a red cape) before going in. They find themselves in a cavern.  A crevasse divides it and is flanked by two rough stone columns that support the twenty-foot-high ceiling. Two arched wooden bridges span the chasm. It doesn't take long for them to realise that the "big eye monster" is a telepathic nothic. However, they are able to distract him with leftover bits of breakfast.  They explore down a ha

Yeemik's Worst Nightmare & Arrival in Phandalin

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Brief DM Summary : After a short rest, Arianwen sent Pili Pala to collect Ashildr & ask her to move the ox cart as close as possible so that the stolen Lionshield Coster supplies could be loaded on board. While the druid kept herself busy loading the cart, everyone else explored the last bit of Cragmaw Hideout. They soon discovered the goblin's kitchen (if it could be called that). While they didn't manage to surprise the goblins inside, Sherick's blinding radiance took all but one out in one brilliant glow.  Yeemik, the last remaining goblin, attempted to bargain with Sildar's life, for the Lords Alliance member was there and just barely clinging to consciousness. Cowed by both the light and Triactis, as well as the dragonborn looming over him, he spills everything he knows and even translates the note that Jig had found: King Grol, the goblin king, had sent instructions to Klarg for the clan to be on the lookout for Gundren Rockseeker the dwarf. Once found, they w

Ashildr's Dream

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Ashildr climbed into the ox cart and settled down to wait for the others to return. The battle with the goblins had been short but bloody -- or, more properly, very goblin bits-y. But now the sun was shining and the day looked clear and bright. It wasn't long before she fell asleep.  As she slept, she dreamed... She was seated in front of a familiar fireplace. Home. The smell of roasting meat permeated the room and she heard the sizzling of fat as it dripped off the spit and onto the coals below. And next to her -- Mam, her wild hair half-tamed and her tusks gleaming in the firelight. "Ashildr," said her mother in the dream, "you are almost ready. I can sense the power in you. You make me proud, my child. Soon, soon you can claim your birthright." Ashildr reached out a hand to her mother, but wispy smoke swirled into her eyes and she blinked back tears. She awoke, the smell of smoke still in her nose, her mind on the leather pouch that she always carried with he

The Triboar Trail & Cragmaw Hideout

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DM Summary : The rest of Gundren's supplies had arrived and been loaded onto the wagon. Yulia, feeling unsure of herself and having found a menter in the Archmage Unwin, decides to stay on at the Wyrmspine to see if she can learn more from the master before venturing out into the wilds of the Swordcoast. Before everyone else leaves to travel on to Phandalin, Unwin pulls Ossian aside: "You're a Firebrand, aren't you? I met one of your kin once, many years ago. I've heard rumours that the family sword was misplaced. If that's true, I advise you to seek out the druid near Phandalin. He might have some good news for you." With Triactis driving the wagon, since he had been to Phandalin before (the Stonehill Inn was one of his regular stops), they left. The trip was uneventful along the High Road, but after they had turned off onto the Triboar Trail and come around a bend, they spotted two dead horses in the road, riddled with arrows. The saddlebags had been loo

The Accidental Formation of a Party

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(Sherick's Account, +75xp) It was a typical day at the Wyrmspine Tavern. Unwin Inkwell welcomed all of the guests while his granddaughter Wylla took orders around the room. The bald and rather scarred Trimble was tending the bar. There is a message board above the bar with 2 notes: • Bartender Challenge: Make Me Laugh! I dare you! • Exterminator Help Wanted – Please see Bartender or Wylla Inkwell  A small half dwarf/half elf patron named Triactis notices the messages and tells Trimble a joke, the first one landed flat but he tried again and got a belly laugh this time. Triactis downs the drink and finds himself feeling fleet of foot. About the same time Wylla yells out "Who here wants to help exterminate a few wee beasties!" A few patrons gather around and Wylla continues, “We’re having a bit of a rat infestation in the storerooms. Not sure how many are in there, but if you kill them, I’ll be more than happy to pay you 100 gold for your trouble. Or, if you’re not need