Kythorn 6-7, 1358 DR.
Encounter 1: Zhents at the Gates! (Zhent Wizard and his Shield Guardian, 4 Zhent Guardsmen)
Encounter 2 : Evil Death Bees (Hellwasp Swarm)
Key to Greythorn Tower
The fires in Hill’s Edge smolder. The cries of the wounded and dying are drowned out by the cheers of the victorious defenders of the Vale. The Great Wolf and what remains of his army flees before the griffons of House Mannen’krig.
Blood. Great pools of boiling blood ooze from beneath the body of Balariax. She stares at you, her golden eyes burning with hatred as her broken body heaves its last breathe. You hear a faint, draconic voice behind her. “Well done” says Guldrhein. “The Vale is safe, for now. But I have left so much undone. I fear I am unable to carry this burden any further. Destroy the horn… Beware the fang… Find the claw… the horn… the fang… the claw……the horn……the fang……the claw………” His voice fading into silence as his once brilliant scales fade, becoming dulled by death. You are left to ponder Drey’s last words as you hear the marching feet of the king’s entourage approaching.
As the body of Guldrhein begins to sublime you see beneath his hulking frame a strangely shaped key. It is grey in color and crooked like a dagger from some bygone age. You pocket it as the king arrives.
“Hail and well met.” he says. “The bards will sing of your deed for ages to come. Kneel, brave souls.” The king pardons you of all past offenses against the realm and proclaims that you rise Barons of the Woedland Wilds and protectors of the realm. As he prepares to leave he invites you back to Iriaebor. Wen the time is right there will be a tournament in your honor.
Lynn Kodhammer and Lord Kole Ryttermarg, Margrave of the North, remain behind. “We have much to discuss, my lords. I would have you ride with Lynn and I to Redwater. I have made Lynn Jarl. Your Jarl. And we ride to honor her father’s honorable death and send him to the gods.”
You accept and ride to the Village of Redwater and witness for yourselves the devastation that the Great Wolf’s army wrought. Most of the village is razed and Hammer Hall is badly damaged. A large contingent of the northern army has come and they pay homage to Lord Kodhammer as he lies on his pyre. As night falls, Friar Aramar Blackroot leads the service.
“Brothers and Sisters
Lord Kodhammer has spent his last breath
He spirit poured out like a libation,
and the time of his departure is at hand.
He competed well; and has finished the race;
He kept the faith, and served his lord faithfully.
From now on the crown of righteousness awaits him,
which Tyr, the just judge,
will award to him this day, and not only to him,
but to all who have longed for judgment.
His suffering has ended.”
“In the name of the Triad.”
Afterward you join Kole for a feast in his command tent. He gives you and Lynn your first orders. You are to rebuild the ancient Vale outpost of Taendarval, the teeth of the Vale. Lynn will lead this, as well as rebuilding Vaggarguard, Hammer Hall and ease the plight of the peasants at Redwater. As you discuss the details, Kole pauses as he looks up to see a giant man, suited in black plate and mail with a troll skull for a helmet entering the tent. His visor closed, he walks forward noiselessly, carrying a bloodstained sack.
“Good evening, Lord Ryttermarg”. says a well dressed, bearded man who enters behind the armored warrior. Next to him, a beautiful elven woman. “I hope that you will forgive the late hour and our intrusion.” Kole, barely concealing his anger and contempt, replies. “Of course not, Lord Sememmon. Though had I known you were coming I would have prepared a more appropriate feast. I fear there are no crows here for you to eat.”
“They have all gone to the ford of Lerig’karr, my lord. We have made a great feast for them. Pereghost.” He gestures and the hulking man unties the sack. He pulls out the head of a Woeden warrior. “We present to you a gift, great lord.” says the elven woman, whom you can only assume is Ashemmi, Sememmon’s consort. “The head of your enemy, the Great Wolf.”
“And what of the Woeden?” Kole asks, surprised. “They will trouble you no more, great lord.” replies Ashemmi. “We greatly apologize for the actions of the rogue agent, Markuth Hilmaster. We trust that this will make ammends for the trials he has put you through.” With that they leave. Kole is insensed. By killing the Great Wolf and pinning it on Markuth, the Zhents have covered their tracks.
In the morning you make your way to Greythorn Tower, the lair of Drey Guldrhein. As you approach you hear a great booming sound, like that of a battering ram. You see a small group of men trying to break into the tower. The stand behind a great towering hulk. It is a massive suit of armored plate slamming against the door with its mighty fists. By there look and manner you believe that they are Zhent agents. You attack, while you have the element of surprise. You fell them quickly, but the armored hulk proves resilient. Kaldur figures out that the wizard’s amulet controlled the creature and stops it.
You open the main gate with the key and explore. You make your way upstairs. You come to the alchemy lab. Inside you see the figure of a woman, hooded and cloaked. She moves toward you and as you approach you see her hideous but somehow familiar face. It is Az’heema, the priestess of Bane that you fought beneath the Zhent warehouses. Her face erupts as she screams. A swarm of Hellwasps pours from body and attacks. You fight them off and they retreat into the cracks and crevices in the stones of the lab. You begin exploring the lab.