Northward

The northern route between Verdwood and the Mudclan

This was an RP-heavy session. We reviewed the PC’s goals and motivations and reestablished some storylines. The adventure started with the PCs confronting Uldor about his growing power and questionable morals. The PCs then struck out for the North – toward Thunderwind Plateau and the Quenya Eladrin. On the way, they stopped by a much-expanded Verdwood, taking on a job to clear a trade-route to the Mudclan village and battling two ancient worgs in an icy-cold cave. Finally, we ended the session with the PCs accepting a contract as caravan guards.

Meta-gamey stuff

  • Mr. White hit level 7
  • Updated map is available here
  • Current XP
  • Cloudreach Treasure Tracker
  • Cloudreach is all heroic tier – the most powerful creatures and NPCs will never be above level 10. The area is further subdivided, with 40 North in the low-mid heroic and greater challenges as the PCs move farther out.
  • Getting to Thunderwind Plateau is the “main quest” – whereas Verdwood and the other areas are “side quests”

Players and Characters

  • Nick: Lucan the half-elf Paladin (level 7)
  • Chris: Jon the human Artificier/Wizard hybrid (level 7)
  • Brian: Mr. White the Githzerai Avenger (level 6)
  • Kirk: Ward the Warden (level 6)

NPCs of Note

  • Ugarth: Half-Orc Companion Character returned to 40 North where the PCs can recruit him again if they wish.
  • Zangor Oaklord: Human priest of Erathis stationed at the Verdwood Trading Post
  • Walros Killcraft: Half-Orc Mudclan merchant at the Verdwood Trading Post. Offers the Mudclan Cloak among other items.
  • Hortence Woodthorn: “Mayor” and financier of Verdwood. Made a deal with the Erathinians but is starting to feel they have gone too far in their quest to “rebuild society”
  • Priscilla Hammer: Head of the Church of Erathis in Verdwood.
  • Crazy Larry: Sole survivor of the last attack on a trade caravan. Lives in the alley behind the Temple of Erathis in Verdwood
  • Armando Hammer: Dwarven Runepriest – brother to Priscilla. Companion character based in Verdwood.
  • Onithorn Farwalker: Githzerai pirate of the Astral Sea. Rightful owner of Mr. White’s current body. Soul is currently trapped in the sword.

Dealings with Uldor

The PCs returned from Subduing the Goblins and met Uldor by his outdoor firepit. After they were paid for their work, the PCs informed Uldor that they would be leaving Ratchet Tower.

Key plot points

  • Uldor is a little aspergery and his obsession with Artisanal technology got him cast out from the Dwarven kingdom under the great mountain far to the south. He knows the effect his choices have on his reputation. Though not evil, he is happy to have that reputation if it keeps him safe.
  • Despite speaking of their relationship as all business, it’s clear that Uldor considers the PCs his friends. When they confronted him, he was afraid it would lead to violence and was extremely relieved that they only intended to leave Ratchet Tower.
  • Uldor’s power is growing quickly. His mastery of Artisanal magic continues to improve. He’s in a mild professional competition with Jon – mentoring him, but always keeping the best knowledge for himself.
  • Uldor has been in contact with the TINKRs (the runes spelling out New Order of Artisanal Research and Development).
  • The sword formerly known as Greafling is now now called Farwalker. Onithorn Farwalker is the proper owner of the body Mr. White now inhabits.
  • Binding spirits to items is a key aspect of Artisanal magic. Uldor was going to use Farwalker to gain admittance to the TINKRs. Instead he traded Farwalker for Jon’s broken portal-magic lenses. The sword is equivalent to a +3 short sword and has enough magical energy to be enchanted to an Uncommon or Rare item. However, any enchantment will be modified by the nature of Onithorn’s spirit.
  • Uldor warned that Onithorn was extremely pissed about Mr. White stealing his body. The sword is dangerous to keep near to Mr. White. The PCs wrapped it in heavy skins and gave it to Lucan to carry.
  • Uldor asked the PCs to bring back two rituals if they happen to gain access to the Quenya library. The first is anything that can help control the magic of the pylons surrounding Ratchet Tower. The second is a specific ritual, the name of which Uldor wrote in dwarven runes and gave to Jon.
Uldor's Ritual

Uldor's Ritual

Rewards

Verdwood Expansion

About 50 miles north of Ratchet Tower, near where they first met the Mudclan, the PCs discovered a trading post. The road was in good repair and there was a well-built stone tower to the side of the road. The post offered a collection of Verdwood and Mudclan goods. Zangor Oaklord informed the PCs that there were two main routes between Verdwood and the Mudclan village, but both were problematic. Caravans on the south route are constantly raided by the Rainwander Tribe – orcs who don’t support the trading relationship. The north route has been plagued by attacks by some kind of shadowy beast.

The PCs continued on to Verdwood, where they met with Hortence Woodthorn. She agreed to pay them 5000 gold if they could clear one of the trade routes. They were directed to Crazy Larry, one of the only surviving caravan guards from the last attempted run. He babbled about a dark beast and kept muttering the word “Nevrath”.

Key plot points

  • Verdwood has expanded massively in the past six months. The village is now a walled town surrounded by fields and farms. The style is of natural uncut stones mortared together, with thatch or wood shingle roofs. The surrounding land is being cleared at the rate of several hundred yards a week. This land is divided up by the Erathinian government and dolled out in lots to petitioners. Once the petitioners have land they are considered Verdwood citizens.
  • Petitioners come from all around and wait to be allowed to work for the church. In the mean time, a large collection of well-organized homeless camps have sprung up.
  • The Mudclan traders are less-than-enthusiastic about sitting in a booth all day hawking wares.
  • Hortence feels that the Erathinians are growing out of control. She has become obscenely rich as a result, but she also feels trapped by her role in the expansion of Verdwood.

Mongrel and Grim

The PCs found a trail heading west out of Verdwood that ran along a line of foothills to the north. The trail eventually petered out and the PCs found a series of natural caves scattered throughout the moss-covered rocky ridges that twisted trough the forest. In one of these caves, they encountered Mongrel and Grim, two ancient Worgs that had been hunting Cloudreach for several hundred years. The PCs slew the worgs and brought their heads back to Hortence. While she acknowledged that these were probably the creatures responsible for attacking the caravans, she asked the PCs to verify that the northern route was safe by escorting a caravan through to the Mudclan. As caravans usually have at least five guards, Armando Hammer, brother to Priscilla, offered to go along.

Key plot points

  • Before it died, Mongrel chuckled and whispered the word “Nevrath” in Ward’s ear. The only thing the PCs learned about the word was that it is in Abyssal.
  • Mongrel and Grim have many legends about them throughout Cloudreach. They were two of the most powerful creatures in the region.
  • The PCs will receive 40 more platinum (4000 gold) when they successfully escort a caravan to the Mudclan and back to Verdwood, clearing any threats encountered along the way.

Rewards

  • 400 xp each (1600 total) for killing Mongrel and Grim (level 9 elites).
  • 150xp each for Verdwood RP and completing a minor quest.
  • 10 platinum from Hortence as downpayment for clearing the route.
  • 10 platinum for bringing the worg heads and agreeing to escort the caravan.

 



This entry was posted on Sunday, November 14th, 2010 at 3:58 pm and is filed under Sessions. You can follow any responses to this entry through the RSS 2.0 feed. You can leave a response, or trackback from your own site.

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