The Trouble with Trollclaw Ford

Zombies! Run!
In which the party builds up the settlement and experience the unpleasant curse of Trollclaw Ford

1486 DR, 16&17th of Flamerule

The first month in Trollclaw ford passed quickly as the party reinforced a building, trained, communed with their gods and patrons and practiced their crafts. The bard Andros brought back some moral boosting and profitable hirelings to help entertain guests at The Myserious Spirit Tavern and Inn. Marigold Morning-glory honed her skills and studied the pathways to magic wanting to combine the sword with spell. She also made a tidy sum gambling with caravans curious to see who was once again setting up shop in Trollclaw Ford.

Things were going good until the night of the 16th day of Flamerule. That is the night when a horde of zombies came forth from their final resting place. Andros protected the inn while the remaining heroes dispatched the undead in an exhausting fight. Father Den, too confident of his abilities fell in the fight. His strong will and Splinters remedy helped him to fight on though.
After beating back the horde Father Den stayed awake through the night with spell and symbol in hand in case of a second wave which never came.
The next morning Father Den stayed behind to heal and protect their home and business while the rest of the party entered the ruined tower.
Entering the tower they found it had been taken over by grey ooze and rust monsters. Through careful battle they managed to slay their foes without losing their weapons and armor. A narrative unfolded as they made their way through the fallen tower. They discovered that it was the last resting place of the High Helms, the last adventuring company to successfully defend the ford, however they were lost in a magical explosion. The company eventually found the source of the Zombies, the High Helms commander had become a vengeful wight. The party was able to slay the foul creature but a letter and a locket on his body told the rest of the story.

He initially lived after the blast, driven mad by the bodies of his dead company around him, he buried them in the shallow tomb that he realized would take his life as well. He detailed that a mysterious wizard with a serpent like face attacked the tower, leveling it and killing them all. There was a second letter to his wife in Elturgard. The Valiant elven warrior Marigold took the locket and letter and tucked them away for a later time. The letter to his wife is dated 1457DR

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Session 1. The Trouble with Trollclaw Ford
In which an unlikely party take the wrong road

An unlikely group of companions met for the first time on the Boareskyr Bridge. They were contracted or lead there by various sources in Baldur’s Gate, Elturgard and elsewhere. There mission was simple make it to Triel as soon as possible to meet a convoy heading to Baldur’s Gate. The job was first come, first serve so they had to be there as soon as possible.
And then things went wrong. Not only did they go the wrong way, the may have gone to the wrong time. Travelling south and west they come upon the doomed town of Trollclaw Ford. A small stone inn sits along the banks. Entering the tavern they are propositioned by the bartender, dressed in long outdated clothing , to clear a nearby cave of kobolds.
The money is good, better than what they would have received from the convoy job so they agree.
In the morning they head out to location of the cave only to find it long abandoned and covered over with shrubby growth. The shrubby growth is actually twig blights waiting to attack unweary prey, but the groups sharp eyed ranger notices this before it’s too late. Weapons draw and spells slung the group quickly dispatches the blight.
Entering the cave they find it long abandoned, a cluster of kobold skeletons and some rotting leather sacks are all that remains. Several party members reach out to grab the leather sacks, as all adventures do and were attacked by the kobold skeletons. Another fight broke out, this times the skeletons got off several powerful hits before being dispatched.
Bloodied and confused the party returns to Trollclaw Ford only to discover it looks nothing like it did when they set off. They do spot a thin line of smoking coming from a ruined building and approach with caution.
Inside the building is a dwarf slowly going about rebuilding a wall and drinking heavily. The group confronts him with suspicion but the dwarf shrugs it off and offers up strong drink and a warm welcome. He introduces himself as Father Den, a cleric who has tasked himself with protecting and rebuilding Trollclaw Ford. He offers the group of proposition, offering them partnership in the town in exchange for their help. Trollclaw ford would not only give them a base of operations to adventure in the surrounding countryside but if they could build it back up it would supply a separate source of revenue.
Before the group can agree they hear the horrible howl of a death dog outside. Running to meet the danger the group manages to swiftly defeat the foe. After some reluctance the group agrees to father dens proposal and the new founding of Trollclaw Forge begins.

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