Two days out from Bryn Shandar you encounter a knight and her squire on horseback. They are members of the order of the gauntlet and are taking strides to combat the giant problems in the area.
Lady Harriana Hawkwinter and her squire recently rescued a couple of children trapped under the wreckage of a barn that had been demolished by stone giants. Lady Hawkwinter asks you to take the orphans to the nearest settlement, Bryn Shandar, while she continues to follow the giants’ path and search for other survivors.
Watching the knight ride off you realise she is heading in the direction of the giants you were ambushed by a few days prior but she is now out of earshot. Shrugging you continue into Bryn Shandar. You track down Sheriff Markham and present him with the heads of the giants. He rewards you with 50 gold per head and proclaims in the market square that you are proud recipients of the title "Defender of Icewind Dale”
The town has a festival feel for the rest of the day as the locals heap food and drink on you and minstrels strike up improptu dances in the streets.
A few hours later you are approached by a pair of freelance bounty hunters named Sorelisa Zandra and Naeremos. The bounty hunters wear thick cloaks over their armor, and Naeremos is missing his left arm. They are searching for a dwarf fugitive known as the Weevil, who is wanted for banditry. Sorelisa shows the characters a crude sketch of the Weevil (a dark-haired dwarf with a mad gleam in his eyes) and asks them if they know his whereabouts. Mirabar is searching for the dwarf for execution, Sorelisa promises that if the characters capture the Weevil and deliver him to her and Naeremos alive, she will match Mirabar’s bounty, offering the party a cache of gemstones as payment.
“It’s from the King of Mirabar. Anyone can claim the bounty. This is the best sketch available for the culprit. Mirabar have placed a 5000 gold bounty on proof of his death. We however represent a group who are more interested in his knowledge and offer the same reward for anyone who brings us him alive.”
This post has potentially manipulated dice roll results.
You leave the next day for Luskan 200 gold richer and on the look out for a dwarven bandit.
The journey to Luskan takes a few days and nothing untoward occurs. Arriving at the docks with Sirac in tow he leads you to a reserved dock. Upon their arrival, the adventurers are greeted by Lord Zelraun Roaringhorn. Having quaffed a few potions of longevity in his lifetime, he has the appearance and vigor of a thirty-year-old despite his being a couple decades older than that. A shield guardian accompanies Zelraun at all times. Zelraun tells the characters (truthfully) that he has no idea where Artus is, and all prior attempts to divine his whereabouts or scry on him with magic have failed. Zelraun offers you free travel on his shipping fleet to move swiftly up and down the coast.
For looking after Sirac Lord Roaringhorn gives you a potion of fire resistance, a rope of climbing, a yellow diamond elemental gem, one sachet of dust of disappearance and a potion of growth
Sirac stops before mounting the plank. "My friends thank you for escorting me this far, hopefully by being in constant motion I won't put anyone else in danger. Good luck in your future ventures."
You head east from Luskan taking the Mirabar trail. Everlund and the wizards rewards lay beyond it. About four days into your journey you hear a low moaning echoing across the hillside. A brief look southwards and you see a ruined windmill in the distance. The moaning appears to be coming from that direction
A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.
You spot a crumbling mill atop a hill less than a quarter mile away. Parts of its conical roof and outer shell have fallen inward, leaving a gaping hole above which four hawks circle.
As you creep nearer a large boulder blocks the tower’s ground-floor entrance, and a horrible noise comes from within — a deep, guttural, dirge pouring from the lips of something big and awful.
65
Two days out from Bryn Shandar you encounter a knight and her squire on horseback. They are members of the order of the gauntlet and are taking strides to combat the giant problems in the area.
Lady Harriana Hawkwinter and her squire recently rescued a couple of children trapped under the wreckage of a barn that had been demolished by stone giants. Lady Hawkwinter asks you to take the orphans to the nearest settlement, Bryn Shandar, while she continues to follow the giants’ path and search for other survivors.
Watching the knight ride off you realise she is heading in the direction of the giants you were ambushed by a few days prior but she is now out of earshot. Shrugging you continue into Bryn Shandar. You track down Sheriff Markham and present him with the heads of the giants. He rewards you with 50 gold per head and proclaims in the market square that you are proud recipients of the title "Defender of Icewind Dale”
The town has a festival feel for the rest of the day as the locals heap food and drink on you and minstrels strike up improptu dances in the streets.
A few hours later you are approached by a pair of freelance bounty hunters named Sorelisa Zandra and Naeremos. The bounty hunters wear thick cloaks over their armor, and Naeremos is missing his left arm. They are searching for a dwarf fugitive known as the Weevil, who is wanted for banditry. Sorelisa shows the characters a crude sketch of the Weevil (a dark-haired dwarf with a mad gleam in his eyes) and asks them if they know his whereabouts. Mirabar is searching for the dwarf for execution, Sorelisa promises that if the characters capture the Weevil and deliver him to her and Naeremos alive, she will match Mirabar’s bounty, offering the party a cache of gemstones as payment.
Leo eyes the bounty hunters with suspicion
Where has this bounty come from? Who issued it? And do you have the bounty with authorising seal to show?
“It’s from the King of Mirabar. Anyone can claim the bounty. This is the best sketch available for the culprit. Mirabar have placed a 5000 gold bounty on proof of his death. We however represent a group who are more interested in his knowledge and offer the same reward for anyone who brings us him alive.”
Leo nods and accepts the bounty
You leave the next day for Luskan 200 gold richer and on the look out for a dwarven bandit.
The journey to Luskan takes a few days and nothing untoward occurs. Arriving at the docks with Sirac in tow he leads you to a reserved dock. Upon their arrival, the adventurers are greeted by Lord Zelraun Roaringhorn. Having quaffed a few potions of longevity in his lifetime, he has the appearance and vigor of a thirty-year-old despite his being a couple decades older than that. A shield guardian accompanies Zelraun at all times. Zelraun tells the characters (truthfully) that he has no idea where Artus is, and all prior attempts to divine his whereabouts or scry on him with magic have failed. Zelraun offers you free travel on his shipping fleet to move swiftly up and down the coast.
35 73 77 85 50
4
For looking after Sirac Lord Roaringhorn gives you a potion of fire resistance, a rope of climbing, a yellow diamond elemental gem, one sachet of dust of disappearance and a potion of growth
Sirac stops before mounting the plank. "My friends thank you for escorting me this far, hopefully by being in constant motion I won't put anyone else in danger. Good luck in your future ventures."
Ackley nods to Sirac and bits him safe journey . “ let’s not waste time friends ! Sirac is safe and our time is short . Let’s get back on the trail “
You head east from Luskan taking the Mirabar trail. Everlund and the wizards rewards lay beyond it.
About four days into your journey you hear a low moaning echoing across the hillside. A brief look southwards and you see a ruined windmill in the distance. The moaning appears to be coming from that direction
Leo casts Pass without trace on the group
A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.
You spot a crumbling mill atop a hill less than a quarter mile away. Parts of its conical roof and outer shell have fallen inward, leaving a gaping hole above which four hawks circle.
Stealth
Leowin 33
Zephyr 25
Stealth 31
Stealth 17
Stealth - 19
As you creep nearer a large boulder blocks the tower’s ground-floor entrance, and a horrible noise comes from within — a deep, guttural, dirge pouring from the lips of something big and awful.
Hawks circle above the mill. Nature checks please
Nature 4