A long battle breaks out and hits its’ peak as doors are thrown open and a creature revered by Auril’s cultists is released. He’s partially successful, but they weren’t counting on the two pet cats of the wild man being in the next room. Dropping darkness as a diversion, the assassin tries to move into the chamber under cover. Tables have been overturned, and cultists attack from behind cover. A quick fight ensues, and the party presses into what appears to be a dining hall. Most reveal nothing but storage and useless debris, but they drop their guard at just the wrong moment and barge right into a group of cultists of Auril. Once the heroes recover from the encounter with the verbeeg, they delve deeper into the lair and into a hall with many doors. They return to what’s obviously the verbeeg’s sleeping quarter and take a short rest. When the heroes follow, they are unable to discover where the creature went. This creature is also slain, but not before a small form flees into a curved hallway that ends in a dead end. They can resist the urge and plow straight into another verbeeg giant. The fight is brutal however short lived and at it’s conclusion, the heroes hear a door slammed nearby. It gives them just enough time for a verbeeg to join the fight from an adjoining hallway. Barrels are rolled at the heroes and goblins fire from cover to try and delay the heroes. Eventually after half a dozen are killed, the rest flee into the mountainside shouting, “Biglip! Biglip!”ĭeciding against resting, they pursue the goblins into the lair. It’s very difficult to spot them as they’re using the snow to burrow and for cover. The party reacts and moves to attack when even more goblins pop up at their flanks. Goblins in white furs pop up from the snow and loose arrows at the heroes. They head in the direction of the smoke and eventually to the base of the cairn. Turned around and possibly lost, the smallest plume of smoke is spotted. Their master is nowhere to be found, and they flee into the storm when the heroes put up resistance. A blinding storm blows in and slows their progress, as does the pair of crag cats that we’re out for a hunt. With a warm belly, the party leaves in search of the wild man or smoke marking a nearby lair. They heroes are offered hot stew and warm beer and gladly accept. They speak of smoke from near the old Verbeeg Lair on the side of Kelvin’s Cairn and of some “wild man” that has been seen hunting upon the tundra with his pet crag cats. To their relief, these two of barbarian blood are sympathetic to the plight of the Dale and their own town. They choose to simply knock on the front door and are warmly welcomed into the home. They spot the brothers there, and follow them back to their home after they leave. Drinks are plentiful and tongues are loosened as the heroes try to ascertain more about the cultist activity. While there, they meet a few friendly dwarves who are in town to trade from the dwarven valley for much needed supplies. The weather has taken a turn for the worse, but the heroes manage to make it to the town’s only tavern safely. Having no better lead, the heroes decide to travel there on foot. The speaker mentions that a pair of brothers from Caer-Konig where buying supplies for the hard winter and raised concern about the cult of Auril gaining a foothold there. They all see this as a good sign and that perhaps their luck is about to change for the better. He has elected to work here in Bryn Shander for the speaker and stay away from the adventuring life for now.
#Legacy of the crystal shard dwarven valley full#
It is then that they discover their friend Yew Pouchfilled has made a full recovery from his grievous wounds. Hopes are that allies may have ideas on where Davrick may have gone and what the cultists are planning.Īrriving in Bryn Shander by midday, they meet with the speaker at her office with high hopes. They leave the next morning on a ship to Targos and quickly exit the busy ports en route to Bryn Shander. This gives Davrick a long head start, and they really have no specific leads on where he might have gone. Since it is near impossible to give chase with shards of ice lodged into their legs, the heroes decide to seek shelter nearby and try to recuperate. Unfortunately, they are all pierced with sharp shards of ice and it’s excruciatingly painful.ĭavrick is unharmed by the explosion and as he flees he screams, “See fools?!?!? Auril is unstoppable and soon her child will be released upon Ten-Towns!!!!” Davrick’s maniacal laughter rises and the frozen cultist explodes knocking some on their backs. As he’s speaking and about to give the companions critical information about the cult of Auril, his tongue freezes, then his mouth, head, and so forth until he is encased entirely of ice. Davrick only replies with cold stares, but the other cultist begins to squeal. With Davrick Fain captured, the heroes begin the interrogation.