Of Dice and Men (& Women)

In the Beginning

Our PCs start out in a country-side inn full of adventuring types and local folks alike.
After hours of being filled with food and drink their host finally shows up, offering them a job to take-out the cause of the problem that has displaced the local goblin tribes farther into the farms and settlements of the area.

The PCs take-up the challenge and head into the hills to seek out this threat.

Fizzlebent Sproketmelter mistakes a food-stain on the scribbled map as their destination, and leads the group into a goblin ambush.

The PCs quickly dispatch the goblins and find out that a flying monster with multiple heads invaded their home and ate most the goblins there causing them to flee into the human territory.

View
Ram's skull and Mud-town

Figuring out they are extremely off-course the party makes their way to the cliff-side cavern of the goblin’s home.

Elfy and Francisco had arrived there just before and found a deserted dwarven camp, and Elfy finding tracks of 3 dwarves that entered the caves less than a day previous.

The parties join forces and venture into the cave. Once reaching the main cavern they notice the chewed and bled-out bodies of the dwarves that entered previous as well as a chimera stalking them in the relative darkness.

After severely poisoning the dragonborn cleric, Gabriel the rest of the group is able to dispatch the monster, and the barbarian, Samuel, then removes the goat head of the beast to craft a skull helmet.

The party summons the spectral image of their employer, a Stapleton J. Cooper (who they lovingly call “Judy” ). ‘Judy’ tells them that there are reports of people going missing in the city of Mireshire, or Mud Town as its more commonly called.

The PCs make the 3-day trek to the mucked-up town and are informed that the reports are true. Nearly 50 people have gone missing from their homes and work places.

The group uncovers a series of clues directing them towards the mining-guild’s leader Madame Brassweaver, a dwarf-woman who has taken up a residence in the mountains north of the town’s quarry.

Seeking her out, the group encounters her, her dwarf guards and her pet cockatrices. She had apparently been abducting townspeople and turning them to stone, then selling them as perfectly rendered statues.

Issues arise when Fizzlebent is petrified (turned to stone) and Samuel meets a grizzly demise… Fortunately there were potions to reverse the Gnome’s petrification and a cunning use of the Shocking Grasp revived the barbarian.

Stapleton once again directs the gaze of the party to the small halfling village of Tulach. Where a “real” challenge awaits them.

View
Barns, Babies and Biggun's

The intrepid heroes, once again at the behest of the mysterious benefactor: Stapleton “Judy” Cooper, head to the halfling town of Tulach, where incidents have risen where their safety is questioned.

Meeting the dwarf-sized halfling, Dredger Fairbarn, the party is asked to take a food-laden wagon into the mountains and leave it at the mouth of the river. The halfing would do this himself though, Biggun, the local ogre, made a mess of his barn and took his draft pony so Dredger felt that some other people with a little more experience in matters of these types are needed.

Without questioning, much, they agree to the terms and trudge into the rocky slopes. Noticing ancient remains of a dwarven city all around the waterfall mouth of the river they find a cave seemed to lead into dwarf-made tunnels.

Curiosity taking the better of them they venture forth into the tunnels and lo-and-behold some traps were found:

Firstly, Gabriel taking the lead into the cavern, trips a wire and sends a portcullis crashing down onto Fizzlebent

Secondly, the entire party notices a swinging battering ram fall from the hallway ceiling.. that is all but the Bard, Francisco who was knocked unconscious.

But the third came after traversing a narrow bridge. Gabriel once again, trip the trap and falls into a pit. (Sometimes sending a scout is a better idea)

After jumping the pit, relatively easy after Gabriel finding it, they hear a noise of pain down a corridor. Investigating, they find a Ogre den, who (or what) they thing should be Biggun, and hear Biggun’s mate groaning though labor pains..

Biggun becomes enraged with the PCs as his mate slowly dies. Gabriel uses his clerical magic to stabilize the ogress as him and Verna help deliver the ogre-ling child.

Dredger, upon the party delivering his stolen pony, gives the party a message, map and pouch from ‘Judy’.

the message states “find the dwarves, the pebbles should help with the journey when you inevitably run out of fresh water.” The map is a expertly drawn map showing a safe route to Koningshoeven, a dwarven kingdom stationed in a great desert. And the pouch holds 3 small pebbles, which are identified as used pinches of Dust of Dryness and each hold 5L of water.

View
It's Spelled Exactly How It Sounds
" Koningshoeven "

The party gets word of treasure in the south east, a dwarven city whose people have gone missing and a treasure left unguarded, most notably the Winotaur a drinking horn of no small power.

The group is given a map to the city of Koningshoeven (pronounced: Kon-ing-shoo-ven) that shows the safest, all-be-it longest, route to the dwarf stronghold.

They hit the road, Elfy easily supplementing their low rations with food and game in the forests. After weeks of uninterrupted travel (the incident with the Ankheg was little more than a speed-bump, barely worth mentioning) they reach the edge of the desert, where their dwindling rations will only let them wander so far, but luck was with them for in the lowering desert sun the peak of the dwarven keep is seen.

Upon reaching Koningshoeven the heroes find the dwarves, dried-out husks of skin and bone, laying still as the grave as if the danger of death was unexpected.

The crossbow bolts of some savage species lay scattered about in the sand and dust.

An altercation with a swarm of stirges, feeding on the last moisture from the dwarf bodies, at the door to the keep proper holds them back from entering, but a barbarian swung flail can do wonders to deter an other attack from the beasts.

The PCs push their way into the keep, finding a pile of dried dwarves at the entrance, seeming as if they had been trying to push themselves out of the keep, and an eerie drip-Drip-DRIP of water somewhere in the distant darkened halls.

View

I'm sorry, but we no longer support this web browser. Please upgrade your browser or install Chrome or Firefox to enjoy the full functionality of this site.