Ghosts of Dragonspear Castle

The Dragon-slayers return

Really guys, there wasn't much dragon slaying involved.

Treasure: You found a bunch of gear with Arassán. All of the equipment belongs to Darwa and her retinue. In addition to the bedrolls belonging to Arassán and Baltron, the room contains:
- Two backpacks stuffed with enough rations to sustain
three people for one week
- Two 5-foot wooden poles that can be screwed
together to form one 10-foot pole (both poles are
carved with the monogram “D.D.”)
- Two casks of lantern oil (setting fire to a cask causes
it to explode after 1 round, dealing 3d6 fire damage
to everything in a 15-foot radius—half damage on
a successful DC 12 Dexterity check—and igniting
flammable objects in the area)
- One wooden horn (when blown, the horn can be
heard clearly by all creatures within a half mile
excluding those in soundproofed areas)
- A small, black leather sack containing enough
caltrops to cover a 5-foot-square area
- A small, unlocked wooden chest containing 10
spikes, an iron mallet, and two potions of climbing

XP: 2 Human Warriors: 40
1 Devil: Imp: 100
Role Play tonight: 400
Role Play in thread: 200

148 XP per player.
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You return the shattered pieces of the Altar to Cromm’s hold and Sir Isteval is duly impressed. You are greeted by the soldiers there as heroes. Some even call you dragon slayers.

After a few weeks it becomes apparent that there will be no further attacks on Croms hold and Sir Isteval leads the troop and you back to Daggerford and when you are back in town you head back to your home away from home The Lucky Lady. Glenys the inkeeper greets you warmly and you chat with her.

You meet a new adventurer and get to know her. Then you spy through the window the traitor Maechen. But, she turns out to be the real Maechen and not the imposter with whom you apparently traveled.

You find a wanted poster seeking a “Boo Boo Doll” wanted for associating with Arvick and The Red Wizards. You attend a puppet show, starring you! You are then approached by an expectant mother seeking her baby daddy Arassán. Who has gone off treasure hunting with a bad lot. Seems that these two things are not totally unrelated, Boo Boo Doll is Arassán’s new employer. She says “The father of my unborn child is in great danger, and I fear for his life. His name is Arassán. My father hired him as a shepherd, but they had a fight after
some sheep went missing. Arassán found work elsewhere, but we continued to see each other. Then he fell in with a bad crowd. He would give me money and not say where he got it. The last time I saw him, he told me about some treasure buried under a ruined estate near Cromm’s Hold. He and his friends planned to split the loot between them, and
then he said he would return to me a rich man. When I told Arassán I was pregnant, he paid a bubudow—a witch who practices herbal medicine— to look after me. She would visit twice a day and gave me herbs to help with the pain and sickness. “Yesterday, I saw her face on a wanted poster. Fifty gold pieces for information leading to her arrest, one thousand for her capture. As you are friends of Sir Isteval, I thought you should know. Since Arassán left, I haven’t seen the woman.”

You seek the counsel of Sir Isteval he initially thinks you might have encountered a doppelganger—maybe one in league with the Red Wizards. You explain that the creature’s disguise was more of an illusion than a physical metamorphosis, the paladin’s face turns pale for a moment. “Interesting,” he replies, regaining his composure. Isteval believes he’s encountered such a creature before, but he speaks no more of it.

You were teleported to Delphin’s tower. You appear in a semicircular library lit by the evening sun. Seated in an overstuffed chair, reading a book, is a small white monkey.
From behind the chair steps an elderly man with a ring of white hair and a dark complexion. He’s stands 5 feet tall, wears tattered robes, and has a gold-trimmed dagger fastened to his belt and a book with a red leather cover tucked under one arm. “Apologies,” he says. “I couldn’t help but overhear your conversation. I think I can be of assistance, if you’ll humor me. Name’s Delfen. Welcome to my humble tower.”

The old mage hands you the book with the red leather cover. It bears a curious title: Dreams of the Red Wizards. “Know your enemy, I always say.” Delfen walks over to the open window and closes it tight. “The Red Wizards hail from a land far, far to the east—a corrupt and domineering magocracy ruled by the undead archmage Szass Tam. It seems he has fixed his evil gaze on the Sword Coast. The Red Wizards’ presence is cause for grave concern. No wonder Isteval is looking for help wherever he can find it.”

“The story begins a long time ago, before the founding of Daggerford. A group of wealthy nobles from a distant realm settled in Delimbiyr Vale to escape persecution. They were the leaders of a secret society dedicated to the worship of Elemental Evil. “Any-hoo, when I heard that Lord Floshin’s estate and Cromm’s Hold had been ransacked, I figured someone might have a bone to pick with the descendants of these cult leaders, and it occurs to me that the old Ambergul estate might be the next target. Not much remains of the estate these days, but Reynard Ambergul was a crafty man. I’m sure some vestige of his legacy survives to this day, waiting to be uncovered. I wouldn’t let the Red Wizards unearth that legacy, if I were you!”

You set off for the Ambegul Estate. You follow an old road half-hidden by grass and
weeds. Eventually, the road disappears and the ground softens as you traverse a highland meadow overlooking the Lizard Marsh. A stiff wind blows from the west, carrying the stench of salt and rot. A head, you see several large crypts of weathered gray stone in a boggy field full of overgrown weeds and pools of standing water. The stone crypts are arranged in two rows, and they appear to be in various states of decay—some intact, others collapsed. A marble statue of a winged angel standing in line with the crypts raises imploring hands to the cloudy skies.

You believe that a mansion once stood south of the cemetery, but nothing of it remains except a few crumbled stone chimneys leaning at precarious angles.

Searching the ruined Crypts you eventually find the ebterance to the dungeons and you find Arassán, after a brief fight.

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