The Lost Mine of Eastpointe Mills

PART I: ADVENTURE AWAITS! HUZZAH!

THE GAPING TAVERN

In the year 905 Post Sundering, two competing adventuring parties joined their strength to complete a bounty for the Stagshead Lawmasters. The six adventurers resolved that their methods compliment each other and strength in numbers may make each of their lives easier. In celebration, the six entered the Gaping Tavern in the Forks borough of Stagshead. There, they met an old acquaintance of Clonkerbonk "Plip" Tunnelroller named Gundren Rockseeker, along with his Dragonborn escort, Sildar.   Gundren offered the party a job: transport a cart of mining supplies up the Triboar Trail to the town of Eastpointe Mills. Gundren and Sildar were to ride ahead and make arrangements for the sale of supplies once they arrived to Eastpointe Mills. The party accepted the contract in exchange for a sizable chunk of gold.  

TRIBOAR TRAIL AMBUSH

After a night of drinking and celebrations, the party took the cart up the Triboar Trail. A few hours of travel later, they came upon two dead horses strewn in the middle of the road in what was easily identified as an ambush. Five goblins lying in wait jump out to attack the party. After a quick dispatching of the attackers, the party identified the horses in the road as Gundren and Sildar's horses.   A trail of blood and tracks led into the trees to the north of the road. The party wasted no time in hiding their supply cart and following the tracks north in an impromptu rescue mission. The way ahead led through thick brush, treacherous snares and other traps. With the help of Jujubee Jenkins' experience in tracking, the party found themselves at the mouth of a cave complex, guarded by a few goblins.  

A GHASTLY RESCUE

 

by Allan Kaku

  Here, Flynn Einrider stepped forward, casting an Illusion that appeared to be one of the goblins from the ambush. The deception worked only momentarily as the other goblins spoke out to the figure in goblin, which Flynn does not know. The party quickly kills all but one of these guard goblins. The sole survivor, Barry, was tied up and made to believe that the party had the ability to trap and control the souls of his goblin friends, as Flynn made images of spectral ghost-versions of those guard-gobins.   The party snuck through the dark caverns just inside the cave entrance. It was a slaughter. Jujubee Jenkins lead the way as Zen Miles picked off most goblins with his bow. Before knowing the stakes, the party defeated the Bugbear captain running the encampment. On their way out, the party found and freed Gundren's bodyguard, Sildar. Allegedly, the goblins had taken Gundren even further along to an old wizard's tower named Cragmaw Keep.  

A WIZARD, HIS ZOMBIES AND HIS ORC PROBLEM

With the Goblin Barry and Sildar in tow, the party moved north through the woods until they approached the ruin of some stone mill structure. Within, a number of zombies or ghouls stood in a formation, out of the way. As the party was about to make a move and enter the ruins, a Red Wizard of Thay reveals himself and informs them that these are his infieri that he is doing experiments on. The party treats with the Red Wizard, who asks them to clear out a band of Orcs in the hills nearby.   Thanks to the wild shapes of Plip and LlauLlau, the party got the upper hand on the bandit Orcs and were able to defeat them, driving the Orc and their Ogre out of the region.    

CRAGMAW KEEP

With Barry's help, the party was able to finish the travel to Cragmaw Keep without issue. Once there, Sildar took the young Swan aside, informed him that the path ahead through the keep will be very dangerous and implored him to take a message and a locket to Eastpoint Mills to get the message sent out to his wife. After Swan's departure, the five remaining adventurers and Sildar snuck into the front doors of the keep unnoticed. Their stealth would only last so long... as before long, the party was engaged in a battle on two fronts. To the north, LlauLlau, Plip and Jujubee fought valiantly against several goblins and three hobgoblins. To the south, Zen Miles spun into a ball of scimitar and wrath. Zen singlehandedly held the south line of the attack against a force of goblins.   Once the entrance to the keep was clear, the party pushed forward, clearing a small chapel of sorts before enraging a hiding Grick. A harrowing combat led to the party slowing down and measuring their next move. Plip wild shaped into a spider and took a long look into the various areas of the keep ahead of the party. Upon Plip's return, she was able to inform the party of Gundren's location. Rather than try to take on the entire keep, the party devised a plan to distract the creatures guarding Gundren and simply kidnap him back into their own custody.   The plan worked and went off without a hitch. The party made a full and swift retreat to Eastpointe Mills with Gundren in tow.  

PART II: EASTPOINTE MILLS

 

 

THE MISSING MAP

Although the party successfully rescued both Sildar and Gundren, Gundren was livid to find out that they had not recovered all of his items from his captors. On his person at the time of his kidnapping, he had a map to a legendary mine at Wave Echo cave. He told the party that he and his brothers had recently come into possession of a map showing where this legendary mine was. Gundren stressed its value as the Wave Echo mine held a spell forge, where one could craft magical items.   The party and Gundren made their way to the Mining Supply company, where Gundren and his brothers had previously registered the map and their claim. The purveyor of the shop, Halia Thornton, refused to reproduce a map, as it was against guild policy. However, Halia agreed to produce a copy of the map if the party "took care" of the gang problem that has come to Eastpointe Mills. A local group of thugs and thieves have taken over an old estate on the hill just outside of town. Halia asked the party to remove the bandits from Tresendar Manor in exchange for a new copy of the map. The party agreed and began asking around town for more details on the bandit group, the Redbands. As they left, Halia asked if Plip could stay behind and assist with some duties around the store, and perhaps offer some security against the Redbrands as the rest of the party moved against the gang. Plip agreed to stay behind.  

TOWNMASTER'S HALL STANDOFF

The rest of the party went to the town hall to speak with the Townmaster regarding the Redbrands. The Townmaster was visibly distressed but would not acknowledge any issue with the Redbrands. Once the party was able to convince the Townmaster of their abilities, he broke down and revealed that the Redbrands had taken his wife hostage. The party agreed to rescue the Townmaster's family. As they stepped out of the hall, four Redbrands waited outside, having had been made aware of the party's snooping.   The party made a mess of the Redbrands in the street, making them look like fools in the process. Interrogating the final survivor of the fight provided the party with the necessary details to sneak into the manor through a cave entrance below. They also learned of the Redbrands leader, Glass Staff, a spellcaster with a rare staff.  

ATTACK ON TRESENDAR MANOR

The party rolled through the cave-like basements of Tresendar Manor, defeating the Nothic that lurked across the caverns below. The party posed as Redbrands to get up close and personal with groups of guards before slaughtering them. Their deception allowed the party to move their way throughout the entire lower levels and free all of the prisoners in the dungeon, including the Townmaster's wife.   Ultimately, the party found their way to Glass Staff's chambers, where they learned his true name: Iarno, a missing Wizard of the Lord's Alliance. He had become corrupt, leading these Redbrands for money and power. The party engaged in combat with the wizard. Iarno proved to be a difficult foe, as his staff imbued him with a magical protection. Flynn thought perhaps he would be able to put this staff to a better use once the party dispatched this foe once and for all, but it was not meant to be. Jujubee landed a staggering blow with his longsword, slicing and shattering Iarno's staff into pieces in the process.   With Glass Staff defeated, the party found that the Redbrands had in fact captured their companion, Swan. Glass Staff appeared to have been experimented on or at least made a particularly interesting subject as he was locked in a small cage within Glass Staff's chambers. After freeing Swan, the party swept through the remainder of the lower levels of Tresendar Manor and cleaned up the remaining Rembrands before returning to the Townmaster's Hall.  

AN OFFER OF SERVICE

Upon return to the center of Eastpointe Mills, the full party reunited. Sildar approached the party and revealed that he was in fact, an agent of the Lord's Alliance, an organization that upholds the rule of law across Talevir. While they are not quite soldiers, they see themselves as hero warriors or sheriffs of sorts. Sildar, a knight of the Lord's Alliance, offered membership to each of the party members. The members all thought about it, but agreed that they must finish the job Gundren has hired them for before officially swearing themselves to the Lord's Alliance.   Gundren, armed with the re-drawn map from Halia, informed the group that his brothers should already be out at the Wave Echo cave, waiting for him. He asked that the six adventurers accompany him to their claim and ensure that his brothers are safe. Together, the party departed for Wave Echo cave...

Dungeon Master

Allan K

Adventurers

Clonkerbonk "Plip" Tunnelroller
Flynn Einrider
Jujubee Jenkins
Llaussaphi "LlauLlau" Udroidu
Swan
Zen Miles

Adventure Location

by Robert Smith

Northeast of Stagshead, in Talevir

Adventure Summary

  • The party is contracted to bring supplies from Stagshead up the Triboar Trail to Eastpointe Mills.
  • Their employer and his bodyguard get kidnapped by goblins on the road.
  • The party slaughters five goblins waiting to ambush them along the road.
  • The party saves the bodyguard from a cavern full of goblins.
  • The party traumatizes one surviving goblin, Barry.
  • The party encounters a Red Wizard of Thay, hosting many zombies. They agree to clear some Orcs out of the region for him.
  • The party fights several Orcs and successfully wards them away from the area.
  • Swan is sent to Eastpointe Mills early to deliver a message on behalf of the party.
  • The party invades Cragmaw Keep, successfully rescues their employer, Gundren.
  • The party safely sees the supplies, Gundren and his bodyguard to Eastpointe Mills.
  • Plip agrees to provide extra security and service to the purveyor of the Mining Supply Co.
  • The party agrees to deal with the bandit problem at Eastpointe Mills and slaughters all Redbrands and their leader at Tresendar Manor.
  • The party discovers Swan had been kidnapped by the Redbrands and frees him at Tresendar Manor.
  • The party fully reunites, follows Gundren to check on his brothers progress at Wave Echo Cave and serve as protection as they investigate the caves...

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