Heroes of Barrows Edge

Side Quest: Pest Control
Jan 29 2017 Session

On a quiet day in the frontier town of Barrows Edge, Lia Siannodel, Sola, Quiply Galanodel and Grim are hanging out in the inn’s common area while Penelope ’’Pennie’’ Tealeaf has made it abundantly clear she locking herself up with Al for some un-interrupted canoodling time. Sola, playing darts (“It helps my focus”), Quiply rather haphazardly eating soup (with her hands in my imagination), Grim at her feet, gnawing on a treat. Lia is playing chess with Mallie March the innkeeper, when they interrupted by a frantic man bursting into the inn, eyes darting around looking for someone or something. While Lia stays focused on her game, Sola engages the stranger, Farmer Caneton.
“There you are! I thought I’d find you at the tavern, but Ginger said she couldn’t even get Al for me…”
We then got sidetracked briefly by dirty jokes…before learning the reason the man has come to you is for help solving a problem of a mystery creature attacking the outlying farms of Barrow’s Edge livestock. Including a cow, at which we discover Lia’s (possibly meta) obsessive love for cows…also she accuses Mallie of cheating at chess after losing her 5sp in a bet.
You go with Caneton to investigate the affected farms, (I imagine Quiply messily slurping the last of her soup) and Grim abandoning his bone [Pennie: hehe, bone. That’s what I’m doing too!]
Lia is initially worried they will have to take horses, but is only partially reassured by the pony pulled cart and our heroines pile into it with Grim awkwardly on top of them (still no word on who got the fluffy butt).

you know how whenever a group of people are sitting (close) together, and a big dog wants to be a lap dog, someone always gets stuck with the butt…

As the 2 elves and half-elf are bopping around in the cart, seeing as there isn’t a proper road, with a fluffy (albeit with an odor) Grim on top of them, Caneton happily chatters about our heroes past help to the farmers of the territory. [BTW: This could be an another out-of-chronology side quest in case of further scheduling conflicts.] We also learn that apparently, other than her insane bovine love, Lia always remembers a good man and a duck. They passed through Caneton and Lavande Agneu’s farm plots, down the dirt path between two brick walls dividing the roaming sheep and chickens. Arriving at the beginning of Pomelay’s cow pasture, Caneton and Peaches let the heroes off to investigate. Standing just outside the pasture they can see a farmer kneeling in the distance in the pasture with two cattledogs keeping the rest of the cows away from that particular section of the enclosure, to the other side of the enclosure they can see a pristine apple orchard, full of fruit. When meeting Farmer Pomelay, you find next to him a mangled cow corpse, partially eaten and fresh.
Investigating the scene, Lia is absolutely useless and wanders off to hug confused cows. Quiply meanwhile, immediately recognizes all of the signs of a wolf attack, even able to determine a rough estimate of size and age due to the tracks and fang imprints.
Quiply and Grim are able to confidently track the lone wolf through the wild woods, the still untamed frontier, to a makeshift den. Quiply manages to befriend the lost wolf – identified as Bloodfang, the animal companion of a goblin shaman they defeated on their way to Barrows Edge, and she joins you as one of Quiply’s companion (your pack is growing, wolf herder!).
They return with Bloodfang to the village.

Lia, Sola, and Quiply gain 1gp2sp10cp and a canned apple preserve jar each, and a fresh baked apple pie.

Sunless Citadel Part 1

Having settled in as the official heroes of Barrow’s Edge, our three adventurers have made themselves quite comfortable in the small frontier town. Returning to Barrows Edge Inn after helping a local farmer with a runaway cow they find themselves met by a severe woman and elvish cleric.
Kerowyn Hucrele is the matriarch of a prominent merchant family, and she is looking to hire our heroes to find her missing niece and nephew, Sharwyn and Talgen. They were part of an adventuring party that had delved into the nearby ruins a month past and was never heard from again. She offers salvage rights if they can find and return the two lost members of her family – or atleast return the gold signet rings worn by the missing brother and sister. She also offers a reward of 125 gp per signet ring per adventurer. If they bring back the Hucreles siblings in good shape (of good mind and body), she offers to double the reward.
Her companion is the elvish sun-cleric Sola, from an elvish monastery in the mountains who has left her home to explore the world and search for new arcane knowledge. Upon learning of the rumors of an ancient, arcane history of the ruins she decides to search the ruins herself and manages to convince Pennie, Quiply, and Lia to let her join the party.
Pennie then splits the party, going to – ah – get some luck from Al at Left Hook Tavern. After getting some, she tells Al about the impending adventure and he informs the party of three things about the ruins.

  • The Old Road ran right past the nearby ruins (the Sunless Citadel), but fell into disuse because of goblin banditry. No one knows for sure what the Sunless Citadel once was, but old legends hint that it served as the retreat of an ancient dragon cult. The Old Road also skirts the Ashen Plain, a lifeless plain.
  • Cattle herders don’t graze their stock too far afield these days. They’re frightened of stories of new monsters that maraud by night. No one has seen these creatures, nor do they leave a discernable trail; however, cattle and people who have been caught out alone have been found dead the next day, pierced by dozens of needlelike claws.
  • Al also introduces them to Garon, the drunken geezer he bought the tavern from who now lives above the Blacksmith’s Shoppe. You manage to get out of him that he does recall that 13 years ago and grim wild-looking man came asking about the ruins with a large pet frog.
    Without much coercion necessary, Pennie convinces Al to join the party and leave Ginger to run the tavern.

The overgrown Old Road winds through rocky downs, near strands of old-growth oak, and past abandoned farm shacks. The lonely road is empty except for our travelers. Having begun the 7 mile journey late, but not wanting to wait, they rest on the side of road. Luckily, Lia from her treetop perch sees the movement of the Twig Blights descending upon them and sounds the alarm to her sleeping companions. Upon being defeated the blights look like loose bundles of snapped and broken twigs.

By early dawn, our heroes continue following the Old Road passes to the east of a narrow ravine. At the road’s closest approach to the cleft, several broken pillars jut from the earth where the ravine widens and opens into something more akin to a deep, but narrow, canyon. Two pillars stand straight, but most of them lean against the sloped earth. Others are broken, and several have apparently fallen into the darkness-shrouded depths. A few similar pillars are visible on the opposite side of the ravine.
They notice a sturdy rope tied to one of the leaning pillars. The rope hangs down into the darkness below. Judging by its good condition, the rope couldn’t have been tied there any longer than two or three weeks ago. They also saw older and weathered hand and footholds carved into the cliff face, making treacherously thin steps.
While our humanoid heroes descend easily using the rope and steps, Grim has more difficulty being on all fours and without opposable thumbs but Quiply convinces the whimpering wolf to go with them. They make it to a sandy ledge overlooks a subterannean gulf of darkness to the west. The ledge is wide but rough. Sand, rocky debris, and the bones of small animals cover it. A roughly hewn stairwell zigs and zags down the side of the ledge, descending into darkness. But before they can continue, three dire rats come expecting an easy light meal to have fallen into the ravine.
Sola, with the lit torch, and Al lead the way into the darkness, with Quiply and a struggling Grim in the back. At the edge of their sight, a fortress top emerged from the darkness. The subterannean citadel, though impressive, seems long forgotten, if the lightless windows, cracked crenellations, and leaning towers are any indication. All was quiet, though a cold breeze blows from below, bringing with it the scent of dust and a faint trace of rot.
The narrow steps led into a small courtyard, apparently the top of what was once a crenellated battlement where are heroes nearly fall into a trap. The buried citadel had sunk so far into the earth that the battlement is now level with the surrounding cavern floor. The floor stretches away to the north and south, and it is apparently composed of a layer of treacherous, crumbled masonry, which reaches to an unkown depth. To the west loomed the surviving structure of what the Sunless Citadel. A tower stands on the west side of the courtyard.
Investigating the tower, Lia reads some deep-set impressive dragon runes that read “Ashardalon” that was hidden behind a speared goblin carcass. They also find a hidden room off the tower filled with the skeletons of three long-dead archers who’s eyes become pin-points of red fire as they rose upon being disturbed.
Exhausted, from fighting the unexpected animated skeletons, our heroes rest, wondering what they got themselves into.

. ..::| to be continued |::.. .

Enter Heroes
our first session summary

Three adventurers made their make their way to the frontier town of Barrows Edge at the request for heroes. The enthusiastic halfling bard, Pennie Tealeaf, the feral half-elf druid, Quiply Galanodel, and her faithful lupine adopted family, Grim, and the arrogant aristocratic elven wizard Lia Sianodel answer the call.
On their way there our heroes find a wagon being attacked by goblins. They saved the local halfling merchant, Sten Godseller, and escorted her and her fallen elven guard into the town – though not before being accosted by yet another ambush by a goblin druid and his wolf. They defeated the druid and the wolf ran.
Upon arriving at the town, our band of adventurers learn that it is the goblin guerrillas themselves that have provoked the call for heroes. Our intrepid trio then go to find out: whats the goblins deal?
Befriending a formidable goblin female, the three topple the current leader and replace him with their new ally. She then leads them to the heart of the problem – the Black Dragon.
To be exact, Noak the very confident and very greedy baby black dragon.
Our heroes survive the encounter by paying her off with the unconscious Lia’s looted gold coins and convincing her that there are more profitable and ambitious places for such a grand foe.
Returning as town heroes and forging a new, hopefully healthier, goblin relations the company is declared the heroes of Barrows Edge and are invited to stay as long as they like (the fine print to this arrangement is being the towns go-to for help, which as it turns out is less dragons slaying and more holy-shit that is a lot of literal shit you want me to clean up.)

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