Tales from Karickbridge

The Goblins, The Witch and The Whitecloaks
A dangerous order of fanatical knights are abroad

Characters:

Elathan, Elowyn, Isembard Ironfist, Nab'han

Download:

This home-grown scenario can be downloaded from the Dragon Warriors Wiki

Summary:

When somebody pounds on your door in the middle of the night when it's raining cats and dogs, you just know that something's not right.

Apparently, one of Grim Ironfist's deliveries of iron ingots had been ambushed by a small group of goblins on the road from Clyster to Karickbridge. The mercenary captain that had been guarding the delivery immediately sent off to Karickbridge for Grimm, who rounded the party up and headed off to the site of the ambush. When they got there all was quiet; the goblins had been seen off and only one of the mercenaries had been kille, though one had been injured.

Just as dawn broke, however, almost 100 goblins arrived at the scene, intent on taking the iron for their own use. Despite a brave effort, even Elathan eventually went down under the onslaught after only having defeated a handful of the evil brood. Fortunately, just as all looked lost, a patrol of knights of the Order of Crux Incindiae, led by the indomitable Sgt. de Montfort, arrived on the scene to save the day.

Once safely back in Karickbridge the party were entrusted to Alric's care for wound tending. Elowyn healed herself using her Mystic's abilities and Nab'han used his trance to heal up. As Alric had run out of healing salve, he sent Elowyn into town to the apothecary to get some more for the party. Unfortunately she also bumped into Sgt. de Montfort, who was quick to recognise that the wounds he had helped to tend had already healed. He persuaded her to attend chapel with him, where Sir Beorn's last henchman, Galan, was also attending. Galan apparently ID'd Elowyn as a magic user.

The apothecary sent Elowyn and Nah'ban off to Geret's Bottom to Sarah Herbage for more healing salve. Unfortunately she had been arrested two days previously by the Whitecloaks after they had had a tip-off from a local man with a grudge. Finding little in her house except chaos and a distraught pixie called Jem, the two returned to Karickbridge, where they learnt that the Whitecloaks were camping out near Gully's Inn.

The party decided to pay the Order a visit at Gully's Inn, arriving in the rain to find not just Sgt. de Montfort's patrol but three others as well camped out. After sending Jem in to scout around and make contact with Sarah and Treffain, they hummed and hawed about how best to create a distraction to call at least most of the soldiers away. In the end they decided that honesty was the best policy and Elathan and Isembard approached the camp asking to speak to Sgt. de Montfort, who allowed them to speak with Sarah. Once they had established that it was one of her neighbours who had ratted on her, without just cause according to her account, they received a stay of trial until they could return with the witness.

Hot-tailing it back  to Gerets Bottom they found a very uncooperative Grant Sandsedge, a man recently widowed. Sarah had been unable to save his wife from illness and in his bitterness he saw a way to get even when the Whitecloaks arrived. Asking around, they found that Sarah had been much loved in the community and she was sorely missed. Approaching Grant's sister they found a way to persuade Grant to recant his accusation.

The party duly took Grant to Gully's Inn just in time. The removal of evidence meant that Sarah was cleared of the accusations of witchcraft and she and Treffain were freed.

Grant, however, was fined 250 Florins for 'contempt of court', which the party had to cough up. Leaving the camp, Jem, with a mischeivous grin on his face, handed Elowyn the sack of coins back; he had liberated it back ;)

Sarah agreed to teach Elowyn how to make a healing salve for wounds.

 

NPCs Met:

Sgt. Tobias de Montfort of the Order of Crux Incindiae

Sarah Herbage, herbalist in Geret's Bottom

Jeremy (Jem) O'Cranny – one of the Wee Folk, lives in Sarah's house

Places Visited:

Karickbridge, Geret's Bottom, Gully's Inn,

Items Gained:

Promise of new plate mail to Elathan

Vallandar's swords now +1

Skills Learned:

Elowyn – make healing salve

Items Lost:

 

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Shadow on the Mist
Canonical Adventure

Characters:

Elathan, Elowyn, Isembard Ironfist, Nab'han

Summary:

Shadow on the Mist is one of the original canonical Dragon Warriors adventures; a nearby lordling engages the party to retrieve a sword containing some incriminating correspondence.
 
The party left Karickbridge on the trail of Scunlock and his remaining two henchmen with the order to hunt down and execute. When they finally caught up with them in Helfax Woods they were under attack by a group of thorn demons. Making use of the superior numbers they first took care of Scunlock, Leof and Ham before taking on the tiny woodland creatures.
 
After a night recovering in Axbridge, the party was approached by Sir Beorn to track down a missing tax collector. Having sent the party off on the hunt of Harald, the party caught up with evidence of his passing into the mysterious Hob's Dell.
 
Hopping over the fence, they followed the path  clockwise inside the perimeter. Not fased by a tough zombie breaking through the ground by the path, they marched on to find a shiny blade lying by the side of the track. Marching on through the thick mist they dealt with a group of 12 bats that attacked them from an island in the middle of a fetid pond. Not long after this they finally came upon the body of Harald hanging in high cage. Lowering them down they found not only the sword they were sent to retrieve but its contents, a traitorous letter to Beorn's brother organising Baron Aldred's assassination at an upcoming hunt being organised by Lord Karick.
 
Things didn't go so well whne they came to some stepping stones across the river forming the eastern boundary of the dell. Stepping out in faith, Elathan promptly took an unplanned bath as they discovered that the stones were only illusionary. Shrugging off his expensive plate mail under water he managed to reach the bank much to the amusement of the mysterious Taliriana. Uncomfortable as her comments were, he was grateful at least that she pointed out his Sword of Vallandar lying in the shallows.
 
Having had enough of the dell, the group climbed back over the fence to walk back round the outside of the perimeter to the horses. They were riding along a narrow cut in quiet retrospection when they heard voices around a corner ahead. Creeping up over the edge of the ravine Nah'ban spotted Sir Beorn and two henchmen waiting for the party. He crept back down to the others and reported on what he had seen. Isembard and Elowyn presented the sword to Beor, who immediately checked the contents of the hilt. Finding it empty, he demanded that the party subject themselves to a thorough search. When Isembard refused, Beorn ordered the attack.
 
It didn't take too long to take out Beorn and one of his henchmen, Seeing that his chance was gone, he gave up.
 
To say that Lord Karick and Baron Aldred in turn were pleased with their efforts would be an understatement.

NPCs Met:

 

Places Visited:

Karickbridge, Gully's Inn, Igham, Axbridge.

Items Gained:

Shiny Sword (Isembard)

Items Lost:

Elathan's Armour

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Grimm's Meisterwerk
Turning the tables on a blackmailer

Grimm's Meisterwerk

Isembard's uncle, Grimm, is being blackmailed by some local lowlives who stole a magical suit of armour that he made; his Meisterwerk as an apprentice allowing him to become a weaponsmith on his own.

The blackmailers are threatening to reveal that Grimm has had dealings with magic unless he paid them a regular sum.

One evening Isembard discovered a blackmail note addressed to his uncle and decided to take matters into his own hands to rescue his uncle from the situation.

Enlisting the help of Nab'han, they set a trio of urchins from the bottom end of town to watching Grimm whilst Nab'han kept his eyes open in town for any signs of organised crime.

Whilst Nab'han managed to spot a bit of protection racketeering at the market place, he couldn't work out who the king pin was. Meanwhile, one of the urchins notified Isembard that Grimm was leaving the castle under cover of dusk one night. Nab'han just managed to catch up with him as he ducked into a courtyard off Rose Hill Street.

After waiting for an hour or so, Nab'han was surprised to see Jack, one of the urchins from the Tar and Feathers appear furtively and take the small sack of coins that Grimm had deposited. Although Jack wasn't aware that he was being followed, he still managed to give Nab'han the slip through the back streets and alleyways. Giving up, Nab'han went back to his lodgings at the Tar and Feather only to arrive just in time to see Jack handing the pouch to Scunlock, one of the local roughs.

Nab'han tried to confront Scunlock on the open street only to be laughed off. After reporting the failed encounter to Isembard, he returned to his room at the tavern to find his stuff rifled through and his staff and crossbow broken.

Deciding to take the direct approach, Nab'han and Isembard jumped Scunlock and Cadman, one of his henchmen, out the back of the Tar and Feathers. Cadman fell after two blows and after a critical miss, Scunlock gave up without further fuss. 'Questioning' him down the road at an empty warehouse, he revealed that the armour was with Guildsman Goode. Having seen Cadman cut down, he was genuinely concerned for his own skin!

They left Scunlock tied up in the warehouse and came out onto the darkened streets to hear the sound of the watch being called; Cadman's body had been discovered in the privy behind the inn. Sneaking round to Crown Lane, the front door was locked. For the first time in the whole story they decided that discretion was better than valour (maybe they'd simply lost all their valour), they'd try the back door. Although this was closed as well, Nab'han managed to secure entry via a first floor window.

After scouting around downstairs, the pair of them decided to try their luck upstairs. Unfortunately a 100 kg dwarf in full mail armour and a creaky old wooden staircase don't mix well and they managed to wake Guildsman Goode, who promply came out of his bedroom to investigate what was going on.

Cutting a long story short, Isembard and Nab'han left the Goode residence with a suit of armour in tow and the Guildsman tied up in his own cellar. Waking Grimm they told him the whole story. He arranged to have the armour hidden in the cellar of the Gryffon Inn with his friend Tunny Oakstock.

In the meantime, he worked hammer and tongs (literally) to produce a 'fake' suit of mail, looking the same but without the empowered rune. After letting this armout be accidentally seen it was only a matter of time before Goode brought the accusation against him. Too bad that the armour turned out not to be magical after all. Goode ended up discrediting himself before Lord Karick.

The good thing was that Isembard got to keep the real armour and Grimm offered to help repair Nab'han's crossbow and at the same time teach Isembard a little about rune-working.

Isembard and Nah'ban eventually confessed what had happened to Elathan and Elowyn, who in turn informed their father Dromeir about the criminal gang working at the bottom end of town. Lord Karick ordered Scunlock's arrest, but when he sent a patrol down to the Tar and Feathers, he was nowhere to be found.

Breaking into the warehouse, the party found an underground passage leading to a stream where there had recently been a boat moored. When they informed Lord Karick, they were instructed to undertake a mission to hunt Scunlock down and bring him to justice. They did't catch up with him until Helfax Wood, the other side of Axbridge. They made the best of the opportunity when they found Scunlock and his associates embroiled in a battle with some strange woodland creatures. Taking out first the criminals, the party were then attacked by the thorn demons when they refusd to relinquish the coffer of silver that Scunlock had absconded with.

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King Under The Forest
In search of an ancient king's tomb

Characters:

Elathan, Elowyn, Isembard Ironfist, Nab'han

Summary:

The canonical Dragon Warriors "The King Under the Forest" adventure. The village priest in Axbridge recruits the party to help him find Vallandar's tomb in Fenring Forest.

After excavating the tomb entrance, the five intrepid adventurers entered, encountering tapestry warriors, riddling dragons, animated stone statues, skeletons, a gorgon, a spectre and ultimately King Vallandar's shade.

Unfortunately, the only character to fail to answer a riddle and hence receive a coin from the dragon's hoard was Isembard the dwarf.

Thanks to Elathan's ingenuity, the North Wind was safely stowed in a leather sack. Unfortunately for him, dipping his (left) hand in  the acid fountain before the light curtain was not the cleverest of plans. Just as well they had some of the salve that Alric had prepared from the Falsifal roots – turns out it works as well on acid burns as fire burns.

Isembard choice of the grey liquid meant that he was immune to most attacks, but also sent him through the plank bridge after the statue. Foresight is a wonderful weapon and the rest of the party were able to haul him out to the other side using the rope that they had tied round his waist.

His toughened state enabled him to survive the drop into the pit north of the chapel without a scratch or dent and his foresight in progressing carefully along the passage by Vallandar's tomb prevented him from meeting the Gorgon's gaze. Having all four adventurers and the gorgon fight without meeting each others' eyes was entertaining – Elathan found a use for the mirrored helm after all!

Entering the tomb chamber the party was surprised by Morgrin's spectre and decided that discretion was the better part of valour, deciding to beat a hasty retreat to see whether they could find any other means of defeating the foul monster.

The seven skeletal warriors proved to be  no challenge for the party whatsoever. Opening the chest they were lucky to take the arrows first before being thrown across the room by the chest's magic. Returning to the king's tomb, Elathan, Elowyn and Nab'han decided to try to hold off Morgrin's shade whilst Isembard tried his luck with Elowyn's bow and the enchanted arrows. Three opponents turned out to be too many for the specter, who failed to land a single hit, allowing Isembard to dispatch him with three consecutive hits.

All were of course amused by the contents of the chest. Where they expected riches beyond their wildest dreams they found a silver crown, a ploughshear, a cross and a book of the law. The real treasures of Vallandar's Albion!

Elathan hastily revised his decision to take the crown as loot as he met Vallandar's stern gaze. Instead he swore fealty to the ancient king, promising to come when Albion's need brought him back from the grave.

Elowyn similarly impressed Vallandar with her sincerity, purity of heart and thirst for knowledge. She too gave her oath to come to defend Albion should she be called.

Whether Nah'ban and Isembard's oaths to Vallandar were born of a desire to serve Vallandar, greed or simple commitment to the storyline remains to be seen…

The biggest challenge turned out to be getting back across the underground river; against Bretwald's advice Elowyn had used the last charge of the wand of fire and ice trying to defeat the spectre (after the bag of wind proved to be of no use). The bag turned out to be useful as Isembard decided that he could walk across the bottom of the river with a rope round his waist, after all this was how he got over in the first place!

Leaving the tomb, the group were surprised to find snow on Fenring's floor; although it seemed that they had been in the tomb mere hours, three months had passed in Albion.

NPCs Met:

Bretwald, village priest in Axbridge.

Places Visited:

Axbridge, Saxton, Vallandar's tomb in Fenring

Items Gained:

Elathan and Elowyn both aquired Vallandar's swords.

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Fiend or Friend?
Introducing a new character

Fiend or Friend?

Characters:

Elathan, Elowyn, Isembard Ironfist, Nab'han

Summary:

Dromeir sent the party to Pillaton whilst he takes a patrol out to deal with some goblins. Their task is to bring back a prisoner for a fair trial avoiding local lynch-justice.

Getting there, they found an irate mother, Lianne, demanding that Father Bentram released the prisoner to them in order to determine where her daughter was.

The party managed to smuggle Nab'han out of the village by distracting the villagers with an illusion. Following Father Bentram's advice, they returned to Karickbridge cross-country only to encounter the goblins that had stolen Lianne's child. Having rescued the baby, the party was nearly anhilated when the witch Alianor cast a command spell on Elathan.

Finally the witch was defeated and the baby returned to her mother.

NPCs Met:

Dromeir, Captain of the Guard at Karickbridge

Lianne, distraught mother in Pillaron

Father Bentram, village priest in Pillaton

Alianor, witch (dead?)

Places Visited:

Karickbridge, Pillaton (stayed in The Red Dragon inn), ruined fort north east of Pillaton

Items Gained:

Lianne's baby

Potion of Healing (Isembard)

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In Search of Falsifal
Starter adventure

In Search of Falsifal

Characters:

Elathan and Elowyn

Summary:

Alric, the  castle physician in Karickbridge sent Elathan and Elowyn off in search of a fresh supply of Falsifal root in order to make a salve for healing burns. Directing the twins to an area of marsh on the edge of Fenring Forest, they first spent the night in the inn in Saxton.

The following morning, Elathan and Elowyn ventured into the forest, encountering two riddling gnomes. Taking the wrong path, they encountered and defeated Morthyr, a giant spider (who nearly defeated them with her webs). Heading into the swamp, the party successfully harvested the Falsifal roots whilst dispatching three skeletons.

On the return journey between Saxton and Karickbridge, Elathan and Elowyn rescued Brother Thomas from the brigands Tarnosh and Jerrick, whom they defeated in combat and delivered to Lord Karick. The bandits had a bounty of 150 Florins on their heads.

NPCs Met:

Alric, castle physician at Karickbridge

Brother Thomas, wandering monk and friend of Alric

Places Visited:

Karickbridge, Saxton (stayed in inn), outskirts of Fenring Forest

Items Gained:

Mystic's Circlet (add 1 to rank when making psychic fatigue roll)

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