Borderland of Adventure #14: Return to Ironwolf Keep

At the end of last session, we left the PCs lurking in Perrin’s  Bluff as they reflected on their experiences and trained to become more proficient in their respective professions. In the five weeks that they rested and trained, the weather had got steadily colder and although it had snowed a fair amount of the time, travel was still possible (although difficult and slow).

BoA

 

With that in mind, after some discussion, the party decided to head back to Ironwolf Keep to continue their assault upon the goblins. Preparing for possibly a long stay at the keep, they purchased many essential supplies before setting out.

Their journey was slow and cold but uneventful and two days later they arrived at their destination. They immediately discovered that something had ransacked the tower in the intervening time even though they had barred the door before returning to Perrin’s Bluff. The door showed signs of being smashed open by an incredibly strong creature.

The party quickly searched the tower and set about securing it once more as their base of operations. They rested overnight and the next morning dared to explore some of the donjon. Much of the donjon was uninhabited and had obviously been looted several times. The party did slay some giant rats and several venomous snakes but Krorz was badly poisoned in the process. After slaying two gigantic spiders nesting in the donjon’s Great Hall, the party decided to once again invade the cellars beneath the keep. However, Krorz, seriously weakened in his poisoned state, vetoed the plan and so the party retired to their tower-lair to rest. A few days later, with Krorz restored and as sleet blanketed the region, the party again discussed their plans. Ignoring the upper level of the donjon, they decided to attack the goblins once again.

They easily surprise the goblin guards (who were arguing over a game of chance) and slew the watchers without loss or incident. More importantly, the goblins failed to alert their  brethren to the appearance of intruders. Determining the outer reaches of the cellars were now free of goblins, the party briefly discussed their next plan. They decided to ignore a set of steps (from which very cold air flowed) leading further down into the hill and instead advanced down a corridor up which many of the goblin reinforcements had issued during their previous exploration.

Still without being noticed by the goblins, the party skirted a largish chamber containing a sinkhole leading to a  natural cavern below and continued onwards. A passageway to the left seemingly led to an area containing many goblins (as evidenced by the hubbub of conversation and general noise emanating from it) so the party chose another corridor that remained silent. Before long they discovered three doors. Behind one, Krorz could make out the sounds of conversation within…

Published by

Creighton

Creighton is the publisher at Raging Swan Press and the designer of the award winning adventure Madness at Gardmore Abbey. He has designed many critically acclaimed modules such as Retribution and Shadowed Keep on the Borderlands and worked with Wizards of the Coast, Paizo, Expeditious Retreat Press, Rite Publishing and Kobold Press.

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