Nentir Vale Campaign

Welcome to the Nentir Vale
A Brief Introduction

Nentir Vale (See map in map section)

Fallcrest lies near the middle of the broad borderland region known as the Nentir Vale. The vale is now mostly empty, with a handful of living villages and towns scattered over this wide area. Abandoned farmsteads, ruined manors, and broken keeps litter the countryside. Bandits, wild animals, and monsters roam freely throughout the vale, threatening anyone who fares more than few miles away from one of the surviving settlements. Travel along the roads or river is usually safe — usually. But every now and then, travelers come to bad ends between towns.

The Nentir Vale is a northern land, but it sees relatively little snow — winters are windy and bitterly cold. The Nentir River is too big to freeze except for a few weeks in the coldest part of the year. Summers are cool and mild.

The “clear” parts of the map (see Maps tab) are covered in mixed terrain—large stretches of open meadowland, copses of light forest, gently rolling hills, and the occasional thicket of dense woodland and heavy undergrowth.

The downs marked on the map are hilly grassland, with little tree cover. The hills are steeper and more rugged, and include light forest in the valleys and saddles between the hilltops. Interesting locales in the Nentir Vale are described below.

Fiveleague House Fiveleague House is more properly known as the Fiveleague Inn. It’s a strongly built innhouse surrounded by a wooden palisade. Fiveleague House caters to travelers and merchants coming or going from Hammerfast, a day’s journey (five leagues) farther east. The proprietor is a big, bearlike human named Barton.

Gardmore Abbey The Gardbury Downs take their name from this striking ruin, a large monastery that has lain in ruins for almost one hundred fifty years. The abbey was dedicated to Bahamut and served as the base of a militant order of paladins who won great fame fighting in Nerath’s distant crusades. As the story goes, the paladins brought a dark artifact back from a far crusade for safekeeping, and evil forces gathered to assault the abbey and take it back. Extensive dungeons are rumored to lie beneath the ruins, which might still conceal the hoarded wealth of the old crusading paladins.

The Sword Barrow This large burial mound stands near the middle of the Gray Downs, a desolate region. The old human hill-clans who lived in the Vale raised the barrow centuries before civilized folk settled in Fallcrest. The hill-folk are long gone, but their grim barrows remain. The Sword Barrow gained its name because scores of rusted blades of ancient design are buried around its edges, blades pointing inward; a visitor can turn up several in a few minutes of looking around.

Hammerfast A dwarven hold cut from the rock of a deep vale in the Dawnforge Mountains, Hammerfast is the largest and wealthiest town in the region. The Trade Road runs through the citadel gates and continues eastward beyond the Dawnforge Mountains. Hammerfast is governed by a council of masters, each the leaders of one of the town’s powerful guilds. The current High Master is the leader of the merchant guild, a dwarf named Marsinda Goldspinner. By reputation, the dwarves of Hammerfast look to their own first and don’t give away anything for free, but they are honest and industrious.

Harken Forest This large woodland stretches from the Nentir River to the mountains and extends for miles to the south. It separates the Nentir Vale from the more populous coastal towns of the south. A goblin stronghold called Daggerburg lies somewhere in the southwest reaches. The goblins sometimes raid the river-traffic moving along the Nentir or send small parties of marauders to Harkenwold’s borders.

An elf tribe known as the Woodsinger Clan roams the eastern portions of the forest. They occasionally trade with the humans of Harkenwold and keep an eye on travelers along the old King’s Road. They have a long-standing feud with the Daggerburg goblins, and the goblins tend to keep to the western parts of the forest to avoid swift and deadly elven arrows. However, the goblins are growing more numerous and have become bolder in recent months.

Harkenwold Half a dozen small villages lie along the upper vales of the White River. Together, they make up the Barony of Harkenwold — a tiny realm whose total population is not much greater than Fallcrest’s. The people of Harkenwold are farmers, woodcutters, and woodworkers; little trade comes up or down the old King’s Road.

The ruler of Harkenwold is Baron Stockmer, an elderly man who was known for his strong sword arm in his youth. He is said to be a just and compassionate ruler.

Kalton Manor Back in the days when Nerath was settling the Nentir Vale, minor lords in search of land to call their own established manors and holds throughout the area. Kalton Manor was one of these, a small keep raised by Lord Arrol Kalton about two hundred years ago. Lord Arrol intended to settle the lower vale of the White River, but it was not to be — monsters from the Witchlight Fens drove off the tenants Arrol had brought with him. At the end, Arrol and a handful of his servants and family lived alone in a half-finished keep slowly falling into ruin until they disappeared as well. Stories tell of hidden treasure — the old Kalton fortune — hidden in secret chambers beneath the ruined keep.

Keep on the Shadowfell Long ago, soldiers from Nerath built a strong fortress to protect the region from the threats to its people. The old keep lies in ruins now, though it is rumored to be a goblin lair.

Kobold Hall Like Kalton Manor, the wreck now known locally as Kobold Hall was the estate of a minor lord who came to Nentir Vale to establish his own demesnes. Ruined during the Bloodspear War, the old castle has been abandoned for almost a century. Kobold tribes from the Cloak Wood now lurk in its depths.

Nenlast This tiny human village lies at the east end of Lake Nen. The folk here make a meager living by trading smoked fish to the dwarves of Hammerfast. They also deal with the Tigerclaw barbarians of the Winterbole Forest. When the wild folk choose to trade, they come to Nenlast to barter their pelts and amber for good dwarven metalwork.

Raven Roost This small keep stands at the southern end of the Old Hills. Once it was the seat of a small manor, but it fell into ruin long ago and has recently been taken over by a gang of bandits.

Ruins of Fastormel Once a prosperous town on the shores of Lake Nen, Fastormel was destroyed by the Bloodspear orcs and has never been resettled. The town was ruled by a Lord Mage (the most powerful wizard in town claimed the ruler’s scepter), and the Mistborn Tower of the last Lord Mage still stands amid the ruins of the town. The tower is shrouded in a strange silver mist that never dissipates, no matter what the weather would otherwise dictate.

The Stonemarch A rugged land of stony hills and deep gorges cut by white-rushing rivers, the Stonemarch is home to tribes of dangerous humanoids and giants. Orcs, ogres, giants, and trolls haunt the farther reaches of these barren lands. Fortunately for the residents of the vale, the monsters rarely come east over the Cairngorm Peaks.

Temple of Yellow Skulls The ruins of an evil shrine stand in the middle of these desolate hills. Legend tells that a rakshasa prince summoned demons to this place and bound them to his service by imprisoning their vital essences in gold-plated human skulls. None of these have yet been recovered from the ruins, but the story persists.

Thunderspire This striking peak is the largest of the Old Hills. Merchants passing along the Trade Road sometimes take shelter here.

Winterhaven Hard under the Cairngorms at the west end of the Nentir Vale lies the remote town of Winterhaven. Like Fallcrest, Winterhaven is a small town surrounded by a few miles of farmland and pastures.

Thanks to Zero and his description of Nentir from the campaign “The Shadowfell”

Welcome to Fallcrest
An Overview


See the WotC page on Fallcrest here:

Fallcrest stands amid the Moon Hills at the falls of the Nentir River. Here travelers and traders using the old King’s Road that runs north and south, the dwarven Trade Road from the east, and the river all meet. The surrounding ridges shelter several small valleys where farmers and woodsfolk live; few are more than six or seven miles from the town. In general the people outside Fallcrest’s walls earn their living by farming or keeping livestock, and the people inside the walls are artisans, laborers, or merchants. People with no other prospects can make a hard living as porters, carrying cargo from the Lower Quays to the Upper Quays (or vice versa).

Fallcrest imports finished goods from the larger cities downriver and ironwork from the dwarf town of Hammerfast, and exports timber, leather, fruit, and grain. It also trades with the nearby town of Winterhaven.

The surrounding hills hold several marble quarries that once produced a good deal of stone, but the area has little demand for ornamental stone these days, and only a few stonecutters still practice their trade. A small town built from the ruins of a larger city, Fallcrest is the crossroads of the Nentir Vale.

Population: 1,350; another 900 or so live in the countryside within a few miles of the town. The people of Fallcrest are mostly humans, halflings, and dwarves. No dragonborn or eladrin are permanent residents, but travelers of all races pass through on occasion.

Government: The human noble Faren Markelhay is the Lord Warden (hereditary lord) of the town. He is in charge of the town’s justice, defense, and laws. The Lord Warden appoints a town council to look after routine commerce and public projects.

Defense: The Fallcrest Guard numbers sixty warriors (see the accompanying statistics block), who also serve as constables. Moonstone Keep is their barracks. The Lord Warden can call up 350 militia at need. Inns: Nentir Inn; Silver Unicorn. The Silver Unicorn is pricier and offers better service; the Nentir Inn sees a more interesting clientele.

Taverns: Blue Moon Alehouse; Lucky Gnome Taphouse; Nentir Inn taproom.

Supplies: Halfmoon Trading House; Sandercot Provisioners.

Temples: Temple of Erathis; Moonsong Temple (Sehanine); House of the Sun (Pelor).

Fallcrest’s Story

Up until four centuries or so ago, the Moon Hills and the surrounding Nentir Vale were thinly settled borderlands, home to quarrelsome human hill-chieftains and remote realms of nonhumans such as dwarves and elves. Giants, minotaurs, orcs, ogres, and goblins plagued the area. Ruins such as those on the Gray Downs or the ring-forts atop the Old Hills date back to these days, as do stories of the hero Vendar and the dragon of the Nentir.

With the rise of the empire of Nerath to the south, human settlers began to move up the Nentir, establishing towns such as Fastormel, Harkenwold, and Winterhaven. A Nerathan hero named Aranda Markelhay obtained a charter to build a keep at the portage of the Nentir Falls. She raised a simple tower at the site of Moonstone Keep three hundred ten years ago, and under its protection the town of Fallcrest began to grow.

Over the next two centuries, Fallcrest grew into a small and prosperous city. It was a natural crossroads for trade, and the Markelhays ruled it well. When the empire of Nerath began to crumble about a century ago, Fallcrest continued to flourish—for a time.

Ninety years ago, a fierce horde of orcs known as the Bloodspears descended from the Stonemarch and swept over the vale. Fallcrest’s army was defeated in a rash attempt to halt the Bloodspears out on Gardbury Downs. The Bloodspears burned and pillaged Fallcrest and went on to wreak havoc all across the Nentir Vale.

In the decades since the Bloodspear War, Fallcrest has struggled to reestablish itself. The town is a shadow of the former city; little trade passes up and down the river these days. The countryside for scores of miles around is dotted with abandoned homesteads and manors from the days of Nerath. Once again the Nentir Vale is a thinly settled borderland where few folk live. This is a place in need of a few heroes.

Some Key Locations

16. Moonsong Temple_The third of Fallcrest’s temples is devoted to Sehanine. It also includes shrines to Corellon, Melora, and Avandra. The Markelhays regard Sehanine as their special patron, and over the years they have given generously to the temple. The temple occupies a commanding position atop the bluffs, and its white minarets can be seen from any corner of Lowtown.

The leader of the temple is High Priest Ressilmae Starlight, a wise and compassionate elf who finished adventuring decades ago and retired to a contemplative life. He is a musician of great skill who happily tutors the local children, even those who are poor and can’t afford to pay for their lessons. He has limited access to the following ritual scrolls: Cure Disease (2), Raise Dead (1), Remove Affliction (1).

19. Naerumar’s Imports_Considered the finest of Fallcrest’s retail establishments, Naerumar’s Imports deals in gemstones, jewelry, art, and magic trinkets. The owner is Orest Naerumar, a tiefling who displays impeccable manners and discretion. Orest corresponds with relatives and colleagues in several towns and cities outside the Nentir Vale; given a few weeks, he can order in low-level magic items or other items of unusual value. Similarly, Orest purchases interesting items such as these, since other dealers in distant towns or cities might be looking for them.

23. Blue Moon Alehouse_This brewhouse on the banks of the Moonwash Stream is the best tavern in Fallcrest. The owner is a nervous, easily flustered fellow of fifty or so named Par Winnomer. The true genius behind the Blue Moon is the halfling brewmaster Kemara Brownbottle. She is happy to let Par fret about running the taphouse, while she spends her time perfecting her selection of ales and beers. The Blue Moon is popular with halfling traders whose boats tie up along the Lower Quay, well-off town merchants, and the farmers who live in the countryside south of Fallcrest. The old dwarves Teldorthan (area 24) and Sergeant Murgeddin (area 18) hoist a tankard or two here on frequent occasion, and both can provide beginning adventurers with good leads on potential adventures.

Assault on Kobold Manor
The party comes together and a hero takes a fall

In so many ways, the day was like any day in Fallcrest. At the Silver Unicorn Inn, Wisara Osterman served her patrons ale and the best fried chicken in the region. This week, a caravan had arrived from the south with a large shipment for Naerumar’s Imports. Now, three Dragonborn guards revel in their recent payment for services rendered by relaxing at the Inn. Karlak and Kiriv appear to put up with the bravado of their colleague, Grill Slowsmoke, mainly because he messed up a couple of goblins on the trip north and his tiefling wife Brim was possibly more intimidating than Grill himself.

Meanwhile, Roscoe, a Halfling ranger from Fallcrest, had become worried about this mentor and friend Douven Staul. The man who had trained Roscoe for a life of adventure bade his pupil farewell three months ago and headed for Winterhaven. Douven, a rabid explorer of old ruins, had found a map that revealed the location of a dragon’s tomb not far from the village. He figured if a dragon was buried there, why not his hoard. But Douven should have returned by now and Roscoe has come to the Silver Unicorn for some advice from Wisara.

Finally, the dwarf Owengar Forgestriker has found himself in Fallcrest without a copper piece to his name. Luckily, he stumbled upon Teldorthan Ironhews, the town’s dwarf weaponsmith and armorer. Teldorthan has given Owengar some odd jobs and has found him a good smith. However, Teldorthan has two sons already working for him and cannot support a third apprentice. He sends Varus on a quest to recover a piece of dragon hide that was stolen from his shop. He suspects the kobolds living in the manor just west of the town but warns Varus to not attempt the trip alone. “Try the Silver Unicorn Inn for some muscle to join your search,” Teldorthan suggests.

So it was here, in the Silver Unicorn, that Karlak, Kiriv, Grill, Owengar, and Roscoe found themselves. But it was the Lord Warden of Fallcrest himself who truly brought them together. Faren Markelhay comes to the Inn every night after dinner for a nightcap. He overheard the dragonborn fighters chatting with the dwarf Varus about a trip to Kobold Manor. He approached them and made them an even better offer: clean out the manor completely and they would be paid handsomely for each kobold head, including the leader. “But you better get a good scout,”the Lord Warden suggested as he left. That’s when Roscoe smiled and introduced himself.

With two quests in front of them, the group left Fallcrest and headed west following Roscoe into the woods toward Kobold Manor. As they walked, they discussed what they had heard about kobolds. The stories pointed to a smallish, dragon-headed creature that was known as a scavenger. It seemed odd that kobolds would be such trouble. Fifteen miles west of Fallcrest, the party found the ruins of Kobold Hall and entered the lower level through a trapdoor at the base of an old guard tower. They also found out that kobolds were a bit tougher than all the stories.

After dispatching kobolds in the first two rooms, the party entered a large room where the kobolds play a game called “Skull-Skull”, which is exactly what they did to the party. It was here that two kobolds and a Guard Drake hammered an already weakened Grill. Oh, how he wished he had taken a breather before entering this room! Grill was hammered on three sides by the enemy and fell to their blows. With their comrade temporarily laid to rest in one of the stone coffins in the room, the party entered the fourth room and battled the kobold wyrmpriest, his guards, a Spiretop Drake, and a large boulder trap. Again, the party found themselves on the brink of destruction but rallied to take the kobolds and defeat the drake. Meanwhile, Brim came looking for her husband and found his dead body abandoned. Seeking revenge rather than grief, Brim joined the party just as it entered a secret door to a strange cavern with an icy pond in the middle. There, the group battled a surprising enemy: Szartharrax, a young white dragon being held as a captive by the kobolds. Once again, the group almost lost several of its members but was finally able to defeat the dragon and uncover a small chest, filled with the Teldorthan’s dragonhide, a few valuable trinkets, and a magical longsword. They also discover a piece of parchment with draconic writing from a goblin warlord named Irontooth from Winterhaven who wants the kobolds to help him defeat humans in the region. It is signed with a skull symbol of Orcus.

Keep on the Shadowfell
The Road to Winterhaven

The party begins in Fallcrest, having gained some notoriety for clearing out Kobold Hall. A little more experienced now, the party gathers once again at the Silver Unicorn to discuss their next moves…

Here they decide to form a new group to search for Douven Staul, their old friend and mentor, who had left Fallcrest following a map to a dragon’s tomb somewhere near Winterhaven. Douven had mentored Roscoe, Rollin, and Vera Croix as young adventurers. They also learned from Marla, a young priest of Pelor, that witnesses have seen a small group of death cultists traveling toward Winterhaven. She asks the party to find out more information and, if they can, stamp out any evil activity in the area. Motivated by these quests, the group hit the road for the northwestern village of Winterhaven.

On the road to Winterhaven, the party was ambushed by kobolds, whom they dispatched easily. But clearly, Winterhaven is a point of light in the darkness in this region. Near the small outpost town are the ruins of Shadowfell Keep, once a bastion of the ancient empire of Nerath. Legend says that the keep was built to protect a rift into the Shadowfell, a place of evil and darkness.

Thunderspire Labyrinth

Beneath Thunderspire Mountain lies a sprawling network of mazes, tombs, and caverns collectively known as the Labyrinth. In recent years, this vast labyrinth has become a living dungeon where trade between the surface and subterranean worlds is possible. However, beyond the well-lit halls where prospectors, merchants, and traders convene lies a darker world where adventurers battle monsters and fiendish beings perform secret rituals for their dark masters….

Eight days ago, a notorious gang of slavers known as the Bloodreavers raided the small town and made off my fresh humans to be used for who knows what. Thunderspire Mountain lies amid a wilderness of pine forests and rocky hills. The mountain’s pinnacle is often wreathed in gray clouds, but on rare clear days, it can be seen from a great distance.

The Trade Road, an old dwarf-made highway, passes near the mountain. It links the human town of Fallcrest (about a 1-2-day journey west of the mountain) with the dwarf stronghold of Winterhaven (3-4 days east of the mountain). Once travelers and caravans hurried past Thunderspire to avoid attack from monsters lurking in the ruined minotaur city, but this part of the Trade Road is now reasonably safe thanks to the Mages of Saruun. From the Trade Road, a steep cobbled path called the Vale Road turns north and then cuts east and south into the mountains. The road rises through a valley with sparse vegetation and ends at Thunderspire’s base. Small waterfalls and brooks wash down from the rocks above. A few shepherds, woodcutters, and trappers live in the vale. Their humble houses are made of turf and fieldstone and are fitted with stout doors to repel predators, including bears, wyverns, and griffons.

From there, the PCs’ search for the Bloodreavers could take them within the labyrinth of the mountain, which is where the fun begins: After asking around, you learn that five Bloodreavers lair in an abandoned vintner’s shop a short distance from the Seven-Pillared Hall. You’re now standing in a dimly lit passageway with the door to the Bloodreaver’s lair before you. What do you do?

Just keep your eyes out for a little kobold named Charrak; he might have a message for you. . . .

Thunderspire Labyrinth: The gory details of the first foray

Notes from April 4, 2009

Vera St. Croix, the doughty human cleric, clamped his hands to his temples and cried out in anguish.

“Holy man, what’s wrong?” cried Karlak the Magnanimous.

“I sense… a great disturbance in the heavens,” said Vera. “As if the virtuous, button-up, curriculum-minded gods have been suddenly replaced… replaced by something tricky. Tricky, yet mellow.”

“Oh, gee,” said Roscoe P. Underbough, dropping from his treetop lookout. “My compass is not pointing North any more. It’s pointing Chaotic Neutral.”

“It’s true!” cried Vera. “The DM gods have changes alignment!”

And so began the Bessey Era in the dungeons of Schaumburg. Here’s how the night went down:

Somebody named Padraig was worried about slavers close to Winterhaven. THE QUEST: Seek out the dark dwarves, kill em, put an end to slaving, etc. (in particular: get Chief Krand of the Bloodreavers) THE REWARD: 1,000 GP and gobs of XP

The destination: the labyrinth in the mountains, which used to be run by minotaurs, but which is now a fully functioning town and mage-run trading post: The Seven-Pillar Hall.

“Oh, it’s going to be a spelunking adventure,” said some wag.

EXTRA QUEST: Berwyn Wildarson from Winterhaven finds us before we go; he owes big money to the police chief in Seven-Pillar (Brugg the ogre-sheriff) so he can’t go there himself; wants us to deliver a package to Gendar’s Curios & Relics in 7P, then get some “goods” in exchange. REWARD: 420 GP, 175 XP

EXTRA QUEST: Some old dude (hereafter named Mr. Oldude) who runs a Winterhaven magic shop wants us to bring back something kind of magicky and cool (a vague request, as I recall). REWARD: 10% off now, and a 420 GP credit later

Rumors learned about 7P: 1. Used to be called Saruun Khel, the minotaur city destroyed by civil war 2. 25 years ago, three mages (named Hesifir, Niame, Samazar) moved in, set up the town of Seven-Pillar and used bronze constructs to maintain order 3. The Mages of Saruun have been trading with denizens of the deep dark

Mysterious note from the crappy note-keeper; no idea what it means, sorry:


A. A renegade mage

B. Slavers

C. “Other dangers”

AT LAST we’re off to the mountain, riding a big red line like a comet across the map, when suddenly: A computer-generated skull and crossbones icon whirls into our path. Attack!

Rocks zing past our heads, flung by little slings!

DM: “You see a bunch of guys holding bows.”

SOMEBODY FUNNY: “Oh no, they’re going to fiddle!”

It’s an ambush by 7 norkers (some kind of goblin) and 1 dwarf. We make quick work of them. REWARD: 600 GP, 1100 XP, +2 greatsword, +1 Armor of the Tactician, Cloak of Walking Wounded

We rest in Riverdell, an idyllic riverside village (idyllic creditials certified thanks to nifty overhead presentation).

EXTRA QUEST: Baron Stockner of Harkenwold is missing some people from his realm, thinks they’ve been kidnapped by – gasp – slavers. Save them! REWARD: 500 GP, 1,000 XP

At last, we reach Seven Pillar. We enter a long, lit hallway; pass a outpost door and overhear bad guys threatening a halfling. WE BUST IN! Make short work of 4 hobgoblins REWARD: 750 XP

We save Rendill Halfmoon the Halfling, owner of the Halfmoon Inn and, like, a cousin to Roscoe. He tells us: If you’re after the Bloodreavers, go to the Dragon Door.

We visit the custom house, where Orontor the Mage is on duty, welcomes us to 7P, tells us to keep our noses clean

We rest; go to Gendar’s (he’s a drow); make the swap; he likes that we didn’t try to open the package; shakes Roscoe’s hand—JOY BUZZER; “The halflings always fall for it.”

EXTRA QUEST: Took bad notes on this one: “Bone Scepter from the Horn Hold; Roscoe gets a +1 bow” What does this mean?

THROUGH THE DRAGON DOOR: We round a corner and: Slavers! We make, as usual, quick work of them: 3 soldiers, some archers a dwarf. REWARD: 800 XP, Staff of Storms, Armor of Contingency, Some Kind of Broach

Another walk down the hallway, Roscoe find a female slave.

Waif: “You’re not a slaver…”

Roscoe: “No. I’m Roscoe!”

Not sure what we did with her. We keep going until we enter the Chamber of Eyes! We sneak in the balcony, surprise a chamber of sleeping goblins & a bugbear. We make quick work of them. REWARD: 1100 XP, Belt of Sacrifice

Looks like the final note is: 750 XP, which I take to mean apiece.


Chapter 1 comes to a close

The second half of the Chamber of Eyes proved a challenge for some and same old, same old for one or two as well.

Roscoe reconnoitered his way around to 4 possible entries into the “showdown” area of the map… there was very little map left on the playing surface after all.

2 of the 4 were noisy while 2 that seemed to lead to the same area of the map, were deathly quiet. So quiet, in fact, that Roscoe’s roll of a 1 hardly seemed necessary. No one was in the upper section. No one but 2 thugs and a wizard who ran and warned EVERYONE. There goes surprise.

The main battle took place in the actual Chamber of Eyes, a really creepy ex-shrine to a minotaur god and now slave pit. The PCs accessed the Chamber via a secret door to a balcony that horseshoed the perimeter of the slave pit.

Fast and furious and a little brash at times, the PCs plunged their way into battle against Hobgoblin Chief Krand – Head Slaver – and his minions (some dire wolves, duergar, human slavers, hobgoblins, oh my!). Owengar lept into battle, got thumped havily on the melon, Veracriox had to go in for the assist. Some good battle tactics were used and the Bloodreavers were defeated.

The PCs learned that the slavers had been sold to the duergar in the Horned Hold. An old fortress in the Labyrinth.

With the Bloodreavers squashed, the PCs believe they have time to rest. However, a new threat looms…Chapter 2.

“Bone Scepter from the Horn Hold; Roscoe gets a +1 bow” what _does _this mean?

Chapter 1 Addendum

During the battle against Chief Krand, a drow named Token Bola appeared. He claimed that he had been sent on a mission to eliminate Chief Krand and took a small token to prove Krand had been defeated. I wonder if he’ll show up again?

The party also found a contract signed by Murkelmor Grimmzuhl for the purchase of slaves. Wait, Murkelmor Grimmzuhl?! Isn’t he the guy who owns the trading post where Veracroix got ripped off by paying too much for an everburning torch that might not be so everburning? Why yes, he is! The party decides to investigate (read start to interrogate Murkelmor, decide it’s taking too much time, and try to stab him with a sword). Battle ensues! Whoa! Evidently druegar in 4E can shoot quills out of their beards like porcupines. Weird. Well, they’re dead now anyway.

Unfortunately, the slave have already been sent to the Horned Hold. Time to rest up and get ready for more killin’.

Total experience for the evening: 334 xp each.

Treasure: Map to Horned Hold area (in Bag of Holding) +2 Delver’s Chainmail (taken by Karlak) Potion of Healing (taken by someone in party – sorry, didn’t write it down) +1 Life Drinker Scimitar (taken by Roscoe) +2 Orb (in Bag of Holding) Keys (from Chief Krand) Letter from Murkelmor Grimmzhul to purchase slaves (incriminating evidence)

GP: 199 each

Roscoe has moved up to level 5.

Chapter 2 - The Horned Hold

The Duergar of the Horned Hold seemed to be ready and waiting for the party. Make that aware of their arrival. They were certainly no match for the kind of brute force the party brought to the table led by Dragonborn Warlord Karlak.

Karlak said, “Clockwork. That is what it is. We move like clockwork. Roscoe and Jade from a distance to soften them up or peck at their artillery and the rest of us just kinda lay waste.”

The passage led to the Forge area of the Urwol, Master Smith. He and his minions of orc and duergar put up a fight, but it did not last.

Some Orcs, Duergar and a 180 HP Duergar Brute named Rundarr faced the heroes in the Southern Hall. Rundarr was big and bad and became bigger and badder. But constant barrage and fearless frontal assault by Karlak put an end to the duergar’s hold on the N / S Halls. But remember, one got away.

The western hall is vast and should be well fortified.

Chapter 2 - The Horned Hold Part Deux
XP and Treasure

Our hard won victories netted us 642 XP each.

The Treasure count was: 108 gp. each (649 total, including gems); 60 sp each (359 sp total)

Arms and Armor: 3 suits scalemail, 3 suits chainmail, 5 crossbows, 10 spears, 5 battleaxes, and 5 short swords

Rundar’s Iron Key

Magic Items: +1 warhammer; Dwarven Greaves – I don’t know that anyone took either of these items yet.


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