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19th Kythorn, 1481 DR

Dead End for the Red Bands

by Morthos Art

The deed is done - and we all lived!
 
Toblens young son told us about his friend Carp, who stumbled across a cave mouth within the forest to the southeast of the town. Therefore, we went to visit the Alderleaf farm, home of the most endearing halflings, I ever had the pleasure of meeting. Before any questions were asked, we were already seated in a cosy, even though rather small, living room and offered beverages and food. Miss Alderleaf was not the happiest when she heard, what her son had come across or where he went for his games, but gladly nothing had happened to him. So, we quickly were given a description of what he had found and the path that would lead us to said cave. To our question, what or where Craigmaw Castle might be, she said she had never heard the name. But she hinted at an old druid, Reidoth, who dwelled to the north in Thundertree. This wise man might know the place we were seeking. Hopefully he can be of help, although I suspect Grum to be excited to meet his fellow confrère regardless of how he can support our immediate need. For one of her statue and usual roughness, I must admit to some surprise in the way Nysqwen talked with the family. Beneath her scaled skin beats a loving heart, although she may not be the quickest of wit. One can only marvel at such persons, who would give everything to protect weaker or quieter folk then themselves. Have I mentioned already that within our small party I begin to think I have found friends for life? And so, in turn, I swear to do my best in taking care of our fellowship.
 
After a very tasty second breakfast, we set out to find the assumed secret entry into the red bands' hide out. With the description we were given it was an easy task and soon we found ourselves into the darkening gloom of a cave. As quiet as our gear would allow, we snuck forward. Ever deeper into the tunnel. Suddenly, before any visible change was apparent, all of us were overcome by a certain sense of dread and... being watched. After a couple of more careful steps, a cackling voice started to whisper in our minds, addressing our thoughts and feelings. There was a hunger to these words that seemed to know no satisfaction. Turning back was not an option if we wanted to keep our promise and cleanse the bandit threat and so, against better judgement, we continued our path. The sinister presence grew ever stronger, a chill rippled down my spine that had nothing to do with the temperature. We entered a large cave and finally saw, what seemingly was tormenting us so far. behind a rock pillar, one single, large eye was almost glowing in the murky cave. Light came only from a few torches, set in iron mounts on the walls.
 
I have heard of such creatures as we faced now before, they are commonly known as notics. His psychic presence was overwhelming, yet he made no initial move to attack us or interfere in some other way. Following a subtle notion, we asked the beast what brought or held it here and what it wanted from us. It seemed driven by the single notion of hunger - how exactly it feasts or what it consumes, I do not want to even guess. It sensed Archies thoughts of harming him, which resulted in a minor assault on the poor lads’ nerves. After some more conversion we learned however that the red bands apparently provided the notic with sustenance. As we had heard on the day before that the bandits killed a local wood cutter and captured his family, we feared for the worst. As it did not yet harm us directly, we offered a deal to the creature. In exchange for letting us pass unobstructed, we promised to feed it any corpses we might have to leave behind. This seemed to please the notic enough to withdraw into a crevice that cut the cave in two. A quick glimpse into the darkness below revealed some kind of old necromantic magical force covering the ground and what looked to be surprisingly intact bodies.
 
We backed off this horrible scenery and set forth to explore the cave we had found. The lit torches already had given away that it was frequently used and suggested, we were at the right place. Also, on all sides of the cave old walls and other building structures were visible. While venturing through the tunnels we faced several groups of the bandits, none of them proved to be a match for our combined skills. Working together, we quickly learned how to help each other out in the struggles we faced down there. In the niche of an old storage room to the north of the main cave, we found a secret passage, leading to further rooms. These seemingly belonged to the "real" basement of the manor. Here we found rooms that served as sleeping quarters for the scoundrels. We quickly came up with the idea to dress up as new recruits to their band, so we slipped into some clothes we found there. In their obviously very busy days of harassing citizens, not once it could have crossed their minds to do so much as wash their rags, for they reeked worse than the cave the notic disappeared into. As we continued, we found old sarcophagi that must have retained the remains of the original landlords of this manor. For every sarcophagus, there was one skeleton. But not eternally slumbering in their stony beds as would be expected from a heap of bones but standing in the room, watching us!
 
They did not move, while we went through the room. On the wall opposite of us, two doors led to different rooms, one of them imbued with magic. Carefully we stepped through the room. But only when touching one of the tombs, the skeletons broke their staring and went to attack us. In the skirmish that enfolded, we also stumbled into the next room, where we ran into the arms of two red band guards. The room was a makeshift prison with two cells, one holding a young boy, the other a mother and daughter. I wish we could have spared them the sight of slaughter, but we had to defend ourselves. I got badly injured by one of our bony opponents, never try to poke a skeleton to death! I still feel the wound even though it was quickly taken care of with a small potion and the skills of Grum. A wolf seemed to be not the only new form, Grum was able to adopt. A formidable bear wreaked havoc among the humans and skeletons alike. His oneness with nature grows stronger every day now. And nature seems to be a good companion to help in watching out for others!
 
With a previously found key, we could free the imprisoned family that turned out to be the widow and children of late wood cutter Dendra. We accompanied the poor souls to the entrance of the cave, from where Nysqwen took them back to town while we rested a little and mended our wounds. After her return, we continued our excavation of this lair. In one of the tombs we found a sword that once must have been in the possession of the Tresendars. It has a magical hue to it and counts under the most beautifully forged weapons I have ever seen. Such irony, to make a grizzly thing like death one with the beauty of excellent craftsmanship...
 
In the western part of the cave system, we encountered a room in which three bugbears harassed a small goblin. Their animalic language was nothing we could comprehend but it was apparent that they were in league with the red bands. A first, very odd sign, given that the last bugbear we encountered was tied to this black spider... Our experience of former battles and the newfound gifts - I bless you again, Mystra - had their time to shine. Very quickly we dealt with the reeking goblinoids, astounding after our struggles against Skarg in his cave only days back. The Goblin seemed to have been held captive as a servant by the larger bugbears. He could not tell us anything with regards to Craigmaw castle but ensured us that Glasstaff would be in one of the two rooms to the north. We pitied the poor creature and let him go - to leave the cave and be on his way. We may regret it one day if he turns on us, but kindness is a gift to rarely given in this world anyway. So, if we can spare one more poor soul, it is only for the better in my books.
 
So, we turned north, knowing that a decisive battle with this leader and apparently magic wielding foe could only be minutes away. To prepare as best as possible, Archie proposed to rig the hallway we came down with some kind of trap that would automatically fire an arrow at a person triggering a certain hidden wire. As he went about his trap making, once more it was hard to believe how skilled one so young was with his craft. From seemingly thin air he built in minutes a deadly trap to anyone unaware of it and told us the exact place where not to step, else we would kill ourselves. Thusly primed for our next encounter we opened the next door - only to find a handful of bandits gambling over some card game. Trying to play our masquerade of new recruits, we faced the men with a smile and open arms. But the previous hours of battle and exploration must have left us in a state that was no longer deserving of being called disguised. The only way out was yet another battle. Grums powers are virtually ground shaking. An earthquake knocked the scoundrels from their feet afore they could get their weapons out, the rest was an easy, although bloody and saddening task.
 
If previous noise had not already alarmed everyone within the manor, by now they sure noticed us and so must have Glasstaff himself, thus we rushed to the last room in the north-western corner of the cave. Only to find it empty. It looked to be an alchemist’s workshop, by the ingredients and apparatuses standing around, Archie concluded Glasstaff was trying to brew invisibility potions. It seemed to have been without success so far and we could not detect any magic hinting at some invisible fifth person in this room. The only living being was a small rat, watching us curiously. Something strange was going on with this rat, Archie felt more then saw some kind of linking band emerging from the animal and disappearing in the opposite wall... The rat was being used as a spy, a magic familiar! As this revelation dawned on us, we tried to find a way through the wall, finally finding some hidden passage. But it was too late. the band emerging from the rat in Nysqwens pocket became thinner and thinner.
 
When we came back out into the main cave, we were surprised by further bandits drawn to our position due to the noise we made by now. And in their company also was the notic! Showing no signs of keeping to our previously made agreement, he fought us together with the lot of at least five more bandits. At long last, we prevailed from this battle as well, Grum in his bear shape simply mashed the head of the notic against a pillar until an arrow from my crossbow ended its life and with it the horrible voice and laughter in our heads.
 
We hastened through the tunnels but without luck. Glasstaff had escaped. The hunt led us through a final set of rooms in the eastern part of the basement of the manor, where we came upon a clean pool of fresh water, a staircase leading out into the open at the front of the old ruin. Nothing was visible or otherwise perceivable anymore of the leader of these bandits.
 
Frustrated we returned down below, Archie had some specific interest in how this spring worked, as no drainage was visible, and it stayed perfectly clean through the ages. Its architecture hinted at it being from a time when an old elven realm was located in this place, forgotten magic fuelling the spring. In order to find the source of the water, Archie worked on the fountainhead protruding the wall only to later realize that he destroyed whatever secret might have been there in the attempt. For the constant flow of water stopped. We went back to the alchemist’s abode and found several letters documenting trade between Glasstaff and neighbouring villages, apparently to assemble all ingredients for his potion brewing and to feed his men. And we found another letter. One that was addressed to a Lord Albrik. And instead of a signature it featured a drawing of a black spider. So, it was all connected! The disappearance of dwarves in the area, goblins raiding travelers and these red bands terrorising Phandalin! And this name Albrik... Sildar mentioned he was searching for another member of this Lords' Alliance, Iarno Albrik - a wizard! That could only mean he was in league with the ominous mastermind behind the recent events. Yet what was the whole picture? What was this black spider up to? And if Albrik was part of it, what about the Lord's Alliance and especially Sildar?
 
We returned to the town and were greeted merrily by the people who had heard about our success. It was good to be at fresh air again and to see all these happy, smiling and relieved faces. But Albrik’s disappearance was gnawing on our minds and we quickly confronted Sildar about his acquaintance. He convincingly displayed that he had no idea about these entanglements and was furious that the name of the Alliance was besmirched in such a manner. He promised to help us in our upcoming search for Gundren and the black spider, to end all these crimes. Now I have seen him talking to Nysqwen quietly, I am wondering what is going on there... But that is her business for now.
 
Lady Dendra spoke to us once more to thank us for our help. As a token of her gratitude, she told us about an old heirloom, hidden in the former town of Thundertree that shall be ours as she can find no use of it anymore – not even speaking of the dangers of acquiring said trinket from the perilous ruins. While we only did what had to be done, it is hard to neglect her points about the dangers of getting there and she insisted to offer it to us. So maybe we can put it to good use in the future to honour her family keepsake.
 
I am also still pondering upon what Sildar told us about the lost mine, the dwarven brothers claim to have found. This Wave Echo Cave not only used to be a wellspring of all sorts of minerals and metals but also brimmed over with magical energy. The dwarves that found it over five hundred years ago made a pact with the local gnomes and crafted in it a forge, the Forge of Spells, where magical items could be crafted with their immense knowledge, skill and the channelling abilities of human sorcerers. This period of wealth also led to the prospering of Phandalin until hordes of orcs, reinforced by some dark magic, presumably by one or a few chaos-driven wizards, attacked the place. In the emerging battle, most of the caves were destroyed as humans, dwarves and gnomes faced the threat head on. Only few survived this battle, no one knows if any of the dwarves from this time might still be alive or what happened to the wizards behind the orc forces. If Grum’s friend and his brothers have indeed found that forlorn place, who knows what forces we are dealing with here. If this black spider longs for knowledge about the mine enough to capture dwarves from the street, nothing good can come from this. It’s support or even order for these bandits to terrorise Phandalin casts a very dark shadow on it’s intentions. Ever more incentive for us to put an end to this wrong doing!
 
Tomorrow we will have to speak to Harbin about the cleansing and deliver the letters we found to Halia Thornton. She seemed to be quite eager to get her hands on these, so we must play this carefully. I'd rather gain information than give it away too freely. In the wrong hands, that might cause more harm than good. And we will have to think about how to proceed with our journey later. We have to find Gundren and trust that he is still alive! We will not abandon him!

Continue reading...

  1. The Backstory
    10th of Myrtul, 1481 DR
  2. The Gathering of the Four Misfits
    15th Kythorn, 1481 DR
  3. Straight into the Adventure!
    17th Kythorn, 1481 DR
  4. On a Quest - For Quests!
    18th Kythorn, 1481 DR
  5. Dead End for the Red Bands
    19th Kythorn, 1481 DR
  6. On the Road Again
    22nd of Kythorn, 1481 DR
  7. A Truly Horrible Experience
    23rd of Kythorn, 1481 DR
  8. Dealings with Death
    24th of Kythorn, 1481 DR
  9. A Killing Word
    25th of Kythorn, 1481 DR
  10. Wand’ring and Trading
    29th of Kythorn, 1481 DR
  11. A Flying Visit in Neverwinter
    3rd of Flamerule, 1481 DR
  12. Of Small Trees and Large Spiders
    4th of Flamerule, 1481 DR
  13. An Attempt to End Them Rightly
    5th of Flamerule, 1481 DR
  14. Finally - Charge!
    5th of Flamerule, 1481 DR
  15. A Twisted Rescue Mission
    6th of Flamerule, 1481 DR
  16. How to Clean a Castle
    7th of Flamerule, 1481 DR
  17. The Return to Phandalin
    8th of Flamerule, 1481 DR
  18. The Eluding Spider
    11th of Flamerule, 1481 DR
  19. Two Hangovers and a Funeral
    12th of Flamerule, 1481 DR
  20. The Flame Rekindles
    12th of Flamerule, 1481 DR
  21. Reclaiming the Forge
    13th of Flamerule, 1481 DR
  22. When Past, Present and Future Meet
    19th of Flamerule, 1481 DR
  23. Riddles and New Friends
    20th of Flamerule, 1481 DR
  24. Midsummer Carnival
    21st of Flamerule, 1481 DR
  25. Investigations in the Dark
    23rd of Flamerule, 1481 DR
  26. Whatever, We’re Still Standing in Shit!
    25th of Flamerule, 1481 DR
  27. The Haunted Marshes
    26th of Flamerule, 1481 DR
  28. Dismembered Corpses – and a Cauldron
    28th of Flamerule, 1481 DR
  29. Arising Tensions
    29th of Flamerule, 1481 DR
  30. From the Dungeon to the Sewers
    30th of Flamerule, 1481 DR
  31. The Ritual
    Midsummer, 1481 DR
  32. A Devil and Repercussions
    Midsummer, 1481 DR
  33. How to Civilise an Orc Tribe
    1st of Eleasis, 1481 DR
  34. Towards Unknown Caves
    5th of Eleasis, 1481 DR
  35. Of Pacts and Mushrooms
    7th of Eleasis, 1481 DR
  36. The Dragon
    13th of Eleasis, 1481 DR
  37. The Birth Of The Green Scales
    16th of Eleasis, 1481 DR
  38. Forth To New Adventures
    19th of Eleasis, 1481 DR
  39. The Madness of the Dark
    24th (?) of Eleasis, 1481 DR
  40. Fishy Business
    30th (?) of Eleasis, 1481 DR
  41. Out of the Dark
    8th of Eleint, 1481 DR
  42. Into the North
    13th of Eleint, 1481 DR
  43. Everything Is On Fire!
    16th of Eleint, 1481 DR
  44. Ever North Goes the Road
    25th of Eleint, 1481 DR
  45. Always Keep A Door Up Your Sleeve!
    27th of Eleint, 1481 DR
  46. First Steps in Mirabar
    1st of Marpenoth, 1481 DR
  47. On The Search For Quercus
    2nd of Marpenoth, 1481 DR
  48. Reunited
    4th of Marpenoth, 1481 DR
  49. The Hyenas of the Forest
    6th of Marpenoth, 1481 DR
  50. Family Reunion and Ill Omens
    8th of Marpenoth, 1481 DR
  51. The Path of Darkness
    9th of Marpenoth, 1481 DR
  52. A Fateful Return
    11th of Marpenoth, 1481 DR