A Night Back in Brindol
We start off with all of you relaxing in the Red Door Tavern and Inn back in Brindol. You guys had just returned from you first adventure of tracking down a group of Kobolds following a white dragon wyrmling who was casing issues near the Giantshield mountains. Victor, who is an Ex-guard in Brindol had suggested the place since it caters to the military folks in Brindol and is run by an old retired soldier named Zanny.
The night’s peace was interrupted as a goblins bust through the doors yelling “For Sinruth, For the Hand”. The goblins wear black tabards, looked to be inspired by the Red Hand of Doom, with a downward thrusting red fist. They attack the place, try and burn it down and rip the Red Hand of Doom memorabilia from the walls. The goblins are quickly put down and you guys try and interrogate one you had captured, but this causes Zanny to go ballistic. He starts yelling at you to “put it to the sword” and to “get out” at which Stampy asks Kendris to put him to sleep. Zanny quickly heads for the back and takes shelter in one of the store rooms.
At this point Victor is outside tending to dying guards when a giant ogre rounds the corner pulling a cat full of pitch casks. The ogre tosses a pitch cask right in the middle of the street setting off a large fire while some accompanying Hobgoblins start letting loose with their bows. Stampy, not being deterred by the brute, runs up to go toe-to-toe but is sent flying through a nearby window knocking him out cold.
After a few tries Kendris finally hits the ogre and cart with a scorching burst causing the whole thing to go up. While the ogre isn’t killed by the fire immediately the rest of the party makes quick work of it. With little time to waste Lt. Paln of the Lion Guard and Alys, a female messenger, show up to assess the situation and seek your help. It turns out Brindol is in chaos with fires raging, goblin raiders still found inside the city walls and to make matters worse Lord Warden Orenna has ordered the Lion Guard back to Brindol Keep, having some sort of flashback to the initial Red Hand of Doom attack.
The work is quickly divided up, with Dartis and Kendris heading off with Alys to convince Lord Orenna to release the Lion Guard, Victor and Timmy move to help put out the fires, while Stampy and Roger stalk the left over goblins in the streets. Heroics all around saves the day and within the next hour the crisis is over.
The Morning After
You all crash at Victor’s place and are woken by Lt. Paln and Alys the next morning who thanks you for your help. Lt. Paln brings up some allegations from Zanny that you guys were planning on assaulting him. Victor defuses the situation and then Alys informs you guys that you are being summoned by Councilmember Troyas.
Shortly you arrive at Troyas mansion and enter the foyer to find him having a discussion with someone else. Much to the surprise of Troyas, Alys and everyone else both Stampy and Roger try and sneak up to Troyas and his guest in an attempt to ease drop. Staying hidden while trying to creep up in broad daylight and in plain view of everyone was beyond the skills of the two and they were quickly ejected from Troyas’s house. Troyas ends his conversation with his guest, who turns out to be Edger Summerfield of the adventuring group called the Far Striders, and addresses you guys.
After a short discussion inside and another failed attempt at sneaking outside, Troyas reveals that the goblin raid took items from the Great Hall of Valor and kidnapped about half a dozen people. After rewarding each of you 25GPs for your efforts the night before he offers you 500GPs to retrieve the items and rescue the towns folk. After accepting you head off to interrogate a hobgoblin captured the night before.
Interrogating the hobgoblin was a mixed bag. You guys did find out that the raid was lead by Sinruth and that he is operating out of a complex hidden in the Giantshield mountain that you suspect is the lost fortress of Baron Rivenroar. Apparently there is some undead in the fortress and Sinruth plans on handing the prisoners over to them, for reasons unknown. Further interrogation leads to the prisoner drawing a map to the fortress. It’s not clear whether the map was faked or was the result of not having a clear memory, but after Dartis examines the map it is determined that it can’t be trusted.
While you guys have a decent idea of where you are trying to get to, the path there still remained unclear. Stampy then comes up with the idea to hire a guide and 12 gold later the Dwarven scout Elward Mineshadow is leading you guys into the mountains.
Next Stop, Rivenroar
It’s a hard trek with the mountain environment taking its toll on most of you, but with Elward’s expert navigation you find yourself at the entrance to the fortress 8 hours later. Stampy scouts the entrance finding stairs leading down to an unlocked steel door.
The attack of the entrance room is violent and you dispatch the goblin guards. After some deliberation you head to your left finding a goblin barracks and spill more goblin blood. One of the doors in the barracks has skulls drawn in red paint all over it and the warning of “keep out” is written on the door in goblin. While the first two combats were not that difficult, you have yet to jell as a group and work well together. Some of you have taken a few lumps and others are still banged up from the journey through the mountains.
After a short rest there is some discussion on what to do next, but Stampy decides to check out the “undead” room, much to the chagrin of the rest of the party, except maybe Roger. Annoyance turns to curiosity as Stampy returns with a report on what he saw in the room. The room was empty, no sighting of undead at all, just a huge tapestry that was too dirty to see any details from far away. Both Kendris and Dartis, excited about the prospect of examine the relic, quickly move to get a closer look and everyone else comes along.
The tapestry look like it was a depiction of the last battle of Rhest with Rivenroar soldiers battling goblins. Before the realization of what was being depicted never happened both Roger and Dartis notice the figures in the tapestry start to move.
Ghostly warriors and goblins spring from the tapestry surprising nearly everyone. Stressed and worried about the preparedness for the fight the retreat becomes chaotic. Those that do escape, have to double back a recommit to the fight, less they leave some behind to face their possible deaths. The fight nearly kills Stampy, but in the end you prevail. Some of you also learn, something that you no doubt you remember from your childhood, that ghosts can walk through walls.
Most everyone’s body has taken as much damage as it can take in one day, even magic can no longer mend the wounds. After some debate you push on and scout the next room. There you overhear some goblins discussing the best way to cook humans. It’s been 17 hours since the towns folks have been kidnapped and while the clock is ticking, there are doubts that some of you, may survive another fight.