Blades of the Sword Coast

Travel South
1st session, on-going campaign, 5/9/2012

The party is hired by a group of nobles who sent their children south to a fortress overseen by priests and paladins of Torm. The children should have returned to Waterdeep three weeks ago, and the party must go see what fate may have befallen the children and return them safely to Waterdeep and their worried families.

The fort is nestled near the woods of the Trollclaw Hills, near the dread ruins of Dragonspear Castle.

Along the way, the party stopped-over in the town of Daggerford to rest and escape the rains. In the town they found a brief welcome in The Lucky Mermaid tavern. That is, until a fierce brawl broke out, in part due to the party meeting and confronting a half-elf named Skyvar. Skyvar seemed to know a little too much about the children and the fortress. Not giving up much information, Skyvar met his ultimate fate, taking whatever secrets he held to the grave.

Clost to the ruins of Dragonspear Castle, the party encountered and routed a group of cave men, savages from ages past. A wizard named Tiberius claims that a magical gate produces strange creatures if something is thrown through it first – and that is where the savage cavemen came from, he says.

The party saw a part of Tiberius’ home in the ruins before venturing further toward the fort.

Once near the woods around the fort, the group met several woodsmen (and a sword-wielding maiden) who tell of a dozen of their children who have been abducted by the priests of the fort.

With one of the woodsmen (Baeron) guiding them, the party comes to the fortress and spot a guard in a tower. And it is clear that this guard has spotted them …

Running Wild ....
2nd session (D&D Basic one-shot)

The 7 year-old son of the wizard Aldath stole some of his father’s powerful magic items and ran amok in the South Ward of Waterdeep.

The party followed him into the sewers of the city and managed to save the lad from a band of pale-skilled thugs led by a cleric who worshiped a dark god.

Returning the errant son to Aldath, most of the group earned the respect of the powerful mage.

(Thud and Zona became permanent members of the group, and Zona gained spells, advice, and magic items from Aldath.)

Adventure in the Ardeep Forest

Description/Plot: In the weeks following the Time of Troubles, strange occurrences still plague the Forgotten Realms. Your trainers and teachers entrust you with a mission that could throw you in the thick of an area of wild magic that has been reported in the Ardeep Forest, a few miles outside of Waterdeep.

The bounds of reality itself are frayed in areas of wild magic, and if there is such a place of chaos in the Ardeep, the dangers it creates could threaten the safety of Waterdeep itself.

Players can create a 1st-level non-evil/non Chaotic Neutral PC using the rules in the AD&D 2nd Edition Player’s Handbook, or use a character created by the DM. Characters used in this game can be used in an AD&D 2nd Edition campaign I hope to run one day during the regular Wednesday NEPA D&D sessions.

For players who have access to the Tome of Magic and/or the Forgotten Realms Adventures hardback book, you can pick spells from them or play an Elemental Wizard or Specialty Priest.


Common rumors about the Ardeep Forest:

Creatures recently reported to be seen in the Ardeep Forest (besides deer, fox, hawks, voles, etc.): wolves, wild dogs, lynx – some as big as a mastiff hound, rattlesnakes, leaping lizards (as big as hunting dogs), will o’ the wisps or “ghost lights”, stirges, goblins, ogres, and one drunken woodsman swears there are talking trees, vines with eyes and mouths, and a unicorn that sings. But nobody believes old Cyrus anyway.

Warring tribes of goblins make their homes near the dark center of the forest. Each is led by ogres (or some say a wise troll rules one of the tribes). One tribe is known as the ghost-tribe, since they make use of costumes and paints to make themselves appear to be undead.

A swirling pool of sparkling magical energy moves about the forest, spreading chaos wherever it goes. Faint gnomish music or the screams of children can be heard from it. Some say the smell of a halfling’s pipe or a black dragon’s breath accompanies the pool. Insanity befalls the man who looks into this pool.

The moon elves who once called this old forest their home abandoned it decades ago, but to protect it they left behind magical protectors who allow only those of good heart and pure Elven blood to pass freely.

Somewhere deep in this forest is the overgrown tomb of Reluraun, a warrior hero
of the elves, who is said to lie in his vault clad in magical elfin chain mail, with
a mighty dragon-slaying sword upon his breast. According to legend, the tomb is
not unattended; magical creatures guard Reluraun’s remains.

“Ardeep” was the name of the western region of the ancient Fallen Kingdom, and now gives this forest its name.


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