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Keep on the Shadowfell – Session 1

7 June, 2008

Pre-Game

Since everyone was chomping at the bit to get started, we began on pre-release Wednesday using the pre-gen characters included with Keep on the Shadowfell. Our brave party consists of:

  • Ganak, the Dragonborn Paladin (Connor)
  • Tallow, the Halfling Rogue (Josh)
  • Cirlandir, the Half-Elf Cleric (Marty)
  • Korbein, the Dwarf Fighter (John)
  • Lorik, the Human Wizard (Kyle)

Special: Now that the rules are out, if people want they can make new first level characters. if you want to continue using the pre-gen characters, when you level up we will use the full rules from the PH. It’s your call, and I’m fine with either course.

Douven Staul…

Early one morning five young adventurers return to the home of their friend and mentor, Douven Staul, summoned by an urgent message from his wife. Douvan it seems had gone and gotten himself lost on a quest. Three months ago he left in search of a dragon’s tomb near the western village of Winterhaven, and he hasn’t been heard from since. Grateful for the years of hospitality and friendship, our brave adventurers cannot resist the woman’s request, and so they make plans to strike out for Winterhaven at first light.

Ambush!

After five days of uneventful hiking along the old King’s Road the party are finally nearing their destination, but all that is about to change as their life of adventuring begins in earnest. No more than an hour from Winterhaven, the company is set upon by kobolds! While passing through a valley, a half-dozen of the small, reptilian creatures emerge from behind fallen rocks, ready to ambush any who would pass. Five of the redcaps brandish spears and leap from their hiding places with a shriek, while the last hangs back and loading its sling. Tallow and Lorik are bear the first wave of attacks. Korbein and Ganak move forward only to see two more kobolds, wielding short swords and carrying a dragon scale for a shield, emerge from the rocks on the other side of the road.

Melee ensues with each side trading blows. Eventually the company turns the tables, surrounding the redcaps. With Korbein and Ganak pressing the attack from the front and Cirlandir cutting off any escape route, Tallow is free to weave in and out of combat looking for openings into which he might slide his dagger. Lorik, meanwhile is caught in a fire fight with the slinger – quite literally, it turns out, as a flaming globe explodes across his back setting his cloak alight. Eventually, the dragonshields and their minions are sent to the Raven Queen, leaving the slinger alone and surrounded. Though it fights to the end, the creature is but one step behind his foul compatriots.

First blood has been shed, and Korbein claims a kobold head as a souvenir.

Wandering Winterhaven

Shortly after mid-day, the company arrives at the walled village of Winterhaven. Nestled in the southern foothills of the Cairngorm Peaks, Winterhaven is a small farming village struggling to survive on the edge of civilization now that the empire’s reach has weakened. The village seems peaceful enough upon arrival, though trouble must never be too far. Militia stand guard and the village gate and patrol the walls even during the day. Visitors with noble intentions are still welcomed, and the party are quickly shown to Wrafton’s Inn where they can find food, drink and a room for the night.

This time of day, Wrafton’s is pretty much empty. Most villagers are hard at work. The proprietor, Salvana Wrafton, is there, however, and she sees to a meal for our heroes. When asked about Douven, Salvana remembers renting him a room but hasn’t seen him in some time. “Eilian and him spoke regularly here. If you come back at supper, you’ll find Eilian over at that table. You can ask him about your friend, and for a pint he’ll be happy to help. Valthrun may know something, too, always up there reading his books. He keeps to his-self pretty much, but he knows lots.” The party also ask about the kobolds, who ambushed them on their way into town, and Salvana directs them to Lord Padraig who may be interested in any service they can offer.

Having quenched their thirst and sated their hunger, the village beckons. Nearest to Wrafton’s are the village Smithy and the market square, which is empty today. So, too, is the stable on the south wall. Further down the wall sits a large tenement building, which houses most of the village’s permanent residents. Bairwin’s Grand Shoppe the Guild Hall sit in front of the tenement, and the tower of Valthrun, Winterhaven’s resident sage and scholar, lies beyond that. Further west are a few small homes and the village temple. The inner gate is in the north wall, and beyond that lie Lord Padraig’s manor, and the Winterhaven Barracks.

After wandering about and greeting the locals, Cirlandir and Lorik pop into Bairwin’s. Though his store is rather mundane, the man seems sounds as though he has lived a life that is anything but. Bairwin seems genuinely delighted to meet kindred spirits who share his love for adventure and excitement. Tallow and Korbein, meanwhile, knock on the door to Valthrun’s tower. They get no answer. They begin debating whether or not to let themselves in, when a local interjects: “Lookin’ fer Valthrun, aye? He never hears nobody. Likely got his nose buried in some book. Yer best bet is to pop into Wrafton’s at dinner time. Ev’ry couple ‘a days he remembers to eat, and he sure doesn’t cook his-self.” Figuring it probably isn’t prudent to turn from adventuring to crime just yet, the pair heed the man’s advice. Ganak pops into the village temple.

As the sun begins to set, our party returns to Wrafton’s, and as promised Eilian is sitting at his corner table. A pint later, and the old farmer is happy to tell the party what he knows about Douven: “You knew Douven? I always wondered what happened to him. He came in a couple months ago with questions about the old burial site southwest of here. Said something about there being a dragon being buried there. I told him is was probably just an old trash heap, back from when Winterhaven was more prosperous, but he wouldn’t hear of it. So, I gave him directions. He set out one morning, and I haven’t seen him since. I’d be happy to give you those directions, as well; perhaps you can find him. I do hope he’s alright.” With a map in hand, the band has a destination for tomorrow.

That evening, another of Wrafton’s patrons catches your attention. An elf hunter, whom Salvana tells you is named Ninaran, sits in a dark corner alone. Lorik approaches her only to be rebuffed, but he is not one to give up easily. With a snap of his fingers, Lorik summons a globe of light over the hunter’s table… and Wrafton’s goes silent. Not wanting that much attention Lorik dispells his cantrip, and Ninaran leaves soon after returning to her home somewhere in the surrounding forest to the north of Winterhaven.

The next morning, before striking out in search of Douven, the party attempt an audience with Lord Padraig. Korbein, it seems, isn’t as shy as Lorik. When the guards at the inner gate stall, Korbein pulls out his redcap memento, and that’s gets the response he is looking for. Lord Padraig is quickly summoned, and he commissions our band with putting and end to the kobold menace. He puts his own “X” on their map, and promises them 100 pieces of gold should they return successfully.

The party must now choose what quest to pursue first, find Douven or fulfill Lord Padreig’s charge. Figuring the old adventurer is either dead already or capability of managing on his own for a couple more days, the company decides to strike out for the kobold lair.

Ambushed Again!

Their journey begins eastward, back down the King’s Road whence they came. Before long, history repeats itself: Our adventurer’s find themselves ambushed by more kobolds, seeking vengence for their fallen brethren. Though there are fewer redcaps then before, this band seems more formidable than the last. Three carry dragon-scale shields and charge the party. A fourth darts among them looking for opportunities to strike with his spear, while a fifth, wearing a bone mask resembling a dragon’s head, holds back.

The fight is vicious. While our company is able to dispatch the three dragonshield kobolds in due time, the other two prove more troublesome. Tallow and Cirlandir work to finally corner the spear-wielding skirmisher, who proves more evasive than expected. It takes time, but eventually they bring the redcap to justice. Meanwhile, the masked kobold shows himself a fierce opponent, hurling glowing orbs of power at Lorik until he falls unconscious. Korbein and Ganak give chase and manage to hunt down the beast and revive their wounded comrade.

Post-Game

Our young band of adventurers has a choice: Do they carry on in search of the Kobold’s lair? Or do they return to Winterhaven and lick their wounds in order to set out another day?

XP gained: 220/per PC

Treasure: 5 gp; 57 sp; a necklace with an obsidian dragon pendent (on the bottom of the figurine is etched the outline of a skull with ram’s horns, a representation of Orcus, the demon lord of the undead.)

Special: Every party member gains 1 action point.

One comment

  1. [...] kobold ambush and were deciding whether to continue on to the kobold lair or not. The full recap is here. « 4E Character [...]



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