The Silent War

The Beginning

Started Keep on the Shadowfell! Ambushed by kobolds! Went to winterhaven to investigate death cults and the disappearance of Douven Stahl! Donated equipment to the Regulars militia! Evangelized for Moradin! Left and were ambushed by kobolds again, those bastards! Add more detail here if you want!

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Exterminating the kobold menace
They deserve only death

Hunted down the kobold lair! Ambushed some frolicking around outside by the waterfall! Chased them into their lair behind the falls and held your ground! Discovered the goblin Irontooth, who came extremely close to eviscerating some of you! But you managed to take him down, and discovered his treasure, and some suspicious messages hinting at a larger plot (dun dun dun).

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Searching for Douven, probably other stuff too

pre game: I assume you’re going to look for the Douven Stahl, mentor to some, last seen looking for a dragon burial ground. After that, I dunno, it’s up to you!

post game: they did. they found him, and some treasure! They also brought Agrid the gnome and his band of cronies, defeated them, and then brought Agrid back to Lord Padraig for sentencing, because this party is all about JUSTICE.

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Entering the Keep
The shadow looms

They party heads over to the menacing and foreboding keep. They head down and take on some goblins, but were stopped short by some clever defenses. They defeat the goblins, but then retreat and regroup before continuing on. They find more goblins and a bugbear in the process of torturing the kobold which they captured and released. They defeat all of them except one goblin, and that kobold – which they debate on whether to release them.

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Further dungeoneering

Interrogated the goblin prisoner about the rest of the dungeon, learned about the leader, Balgron, and where he was. Ran in to try to kill him, wiped out the goblins guarding his room, but he escaped through a secret passage. Searched for him, found the ‘treasure pit’ and bluffed the goblins there into not suspecting you, then divided and killed them. Explored into the dark caverns with the rats, found Balgron’s secret hiding spot. Interrogated him, found that he was just a mercenary for Kalarel, though unrepentant. Then executed him – before being jumped by an ochre jelly, which they fought off.

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Killing weird monsters
And taking their loot

Headed through some doors from the room with Balgron’s secret compartment, and found an undisturbed cistern. In the water there lived a blue slime, which attacked and was narrowly beaten back and killed. On a small island in the middle of the water they found various objects the slime had collected and deposited from different things it had killed, including a couple of written messages in a container.

The note said the following:
Remind Kalarel of how he got here. Make sure he understands his responsibilities.

(Stamped at the bottom w/ a greenish talon)

They then explored some more through another passage, and found a small lair of Kruthiks, lizard like reptiles with slashing sharp claws and chitinous armor. They fought amidst a small carvern full of kruthik tunnels and hidden pit traps, but managed to defeat them and snag some more spoils.

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A Bridge of Bodies
How many corpses are needed to bridge a 10x10 trap?
  • Head down the stairs through the dark room
  • Find the hallway blocked by a 10×10 glyph
  • Toss some corpses of our previous enemies onto the glyph
  • Pile up several corpses in order to make a bridge across the glyph
  • Release one of our prisoners, a kobold named Splug, and tell him that if he crosses the bridge then he will be free to go. Luthar tells him it’s a test from Moradin. His fate is in Moradin’s hands.
  • Splug stumbles when crossing the corpse bridge, and steps onto the rune. A piercing wail escapes and Splug flees in terror, back toward the party. Luthar tries to grab him but fails and he zips on past.
  • Meanwhile, from the darkness, we hear the deep moaning of zombies.
  • We race toward the moaning of the zombies and find a room with several of them. Ashur tosses in a freezing cloud, instantly destroying half of them. The others try to escape the cloud but most freeze and disintegrate before they make it.
  • Splug regains his composure, Luthar tells him that he has passed Moradin’s test and is free to go.
  • Rogar grabs a pick-axe and destroys the runes on the floor.
  • Rogar finds a secret door, and Marcus is able to unlock it. Inside, there is some faint moaning. Luthar feels along the wall and discovers that the back wall is illusory. Hoisting high his holy symbol, he and Rogar step through, prepared to confront the undead minions.
  • They come face to face with 4 zombies. Reacting instantly, Luthar calls on Moradin’s might and bathes the zombies in holy light. One explodes in a holy flame, and the other 3 are heavily burned.
  • In a quick cleanup, the remaining three zombies are dispatched as they try to regain their composure.

Sir Keegan the Skeletal Protector

  • Inside a crypt in a temple to the Silver Flame
  • Required proof that we are competent and willful enough to stop Kalarel
  • We each demonstrated a skill: knowledge, religion, diplomacy, and such.
  • Each party member convinces him that we will be able and willing to stop Kalarel.
  • He explained how he had gone mad and killed his comrades, wife, and child using his sword Aecris.
  • His men stopped him, drove him into the crypt, and imprisoned him.
  • We ask for any information he has regarding Kalarel
  • He offers us Aecris, the magic longsword. Inlaid with platinum and diamonds, with a carved hilt in the shape of a dragon.
  • Tells us to make sure to keep the statues we received from the Silver Flame
  • Luthar tells Keegan that his current state is unnatural and unholy. Once we defeat Kalarel, we will return and pray together and help you leave this undead state. Left unspoken is the threat that if he refuses to leave, we will destroy him to purge another undead monster.
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Nel Joins the Fray
  • Meet a gnome named Nel who is here to study the keep. Nel joins up with the group.
  • We rest then head down to another room.
  • Go down a hallway and a portcullis drops, blocking the way. We smash through, taking a few minutes.
  • Reaching a new room, we find it empty except for a large table. Two doors exit. Luthar suggests that we move the table to block a door, then open the other.
  • As soon as we get near the table, the two doors fly open and hobgoblins stream in. Rogar is the only one who isn’t surprised, since he had a gut feeling that the portcullis was simply a delaying tactic.
  • In the warchief’s office, we find a drawing of Winterhaven with goblins attacking. We decide to keep it as evidence that yet again, we’ve saved Winterhaven’s ass.
  • Find a boarded up door with the word “Closed” scrawled across it.
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Defeated Yothan, returned peace

— XP: At the end of last session, everyone leveled up to 3. Specific xp totals are from that point onward.

Everyone was at this session, so xp is divided 5 ways.

Cathedral of shadow: 5 vampire spawn, 2 berserkers, underpriest, dark creeper total: 975 xp per person: 195

The Shadow Rift: 3 skeleton warriors, wight, thing in portal, yothan total: 1350 xp per person: 270

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After Kalarel
Defacing a temple
In the temple, post Kalarel
  • Destroy the statue
  • Destroy the altar
  • All our destruction takes several hours
  • Terminum practices his rope tricks while others destroy stuff
  • Luthar uses a chisel to carve the symbol of Moradin into the dais in front of the altar, along with “was here”

Outside the keep, everything looks less ominous. The sunlight is stronger and the sense of doom and gloom seems greatly diminished.

Back at Winterhaven
  • More guards on the walls, they say that undead have been attacking.
Go to meet with Lord Pedraeg.
  • We get 250gp and a Certificate of Completion

Luthar commissions a small shrine to Moradin in Lord Pedraeg’s house. He builds a small altar (basically, a large brick) and inscribes it with Moradin’s symbol. Pedraeg agrees to allow travelers to come and pray and give offerings.

Zombies attack in the night and we easily beat them back from the walls. We track their source back to a nearby graveyard. In the graveyard we are attacked by Ninarin, the traitorous elf from Winterhaven. She and some companions ask about Kalarel and we explain that he’s dead. They attack, but we manage to kill them all.

Message on Ninarin’s companion’s body, signed with a green claw symbol that we recognize as Order of the Emerald Claw. The message instructs Ninarin to find Kalarel and take him out.

We drag Ninarin’s body back to Winterhaven to expose her as a traitor. We get another

Quote: “We’re so much better at being evil than Kalarel.” – Andrew


xp: Vivec was missing from this game I believe, without a sheet, so he gets no xp. So, divided 4 ways.

Ninaran, emerald claw marshall, 2 knights, 3 troopers
total: 768 xp
per person: 192

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