WARNING: spoilers for Keep on the Shadowfell abound in this post. Stop reading now if you plan to play this module.
Having rescued Douven Staul from ruffians, the heroes return to Ford for a night of rest. The next morning they set out for the keep. They head east down the old dwarf trade highway. The road, little used in the last many years, is overgrown in places and the trees tower over it menacingly. Some miles and a couple of hours east of Ford they come to a narrow track the branches off of the main road to the south. According to their information this is where they will find the keep.
As they head down the track the woodland sounds fade and the area becomes deathly silent. They come to a clearing where lies the ruins of the old keep. In the clearing bare earth lies exposed to the sun. Not a single blade of grass grows in the area, and the fallen walls and towers of the keep look like the playthings of giants tossed aside. Someone or something has cleared a narrow trail through the wreckage to a hole in the ground in the center of the rubble. A set of stairs heads into the darkness below.
History
Moob recalls stories of old about the keep. Centuries ago a temple of great evil stood at this very spot. The temple guarded a rift to the Shadowfell. A cult dedicated to the Demon prince Orcus performed dark rituals to open the rift into a part of the Shadowfell controlled by Orcus. Hordes of fell undead poured forth from the rift and ravaged the land. For months the foul creatures slaughtered without mercy.
Eventually the king of the Oshland Empire sent a legion east to deal with the undead menace and to destroy the cult. After hard fought battles and many lives lost the men of Oshland prevailed. They drove the cultists underground and sealed the Rift. They built a mighty fortress, the Keep on the Shadowfell, over the site to guard it and prevent others from ever opening the Rift.
Some time later, still over two hundred years ago, the Oshland Empire collapsed during the Purge. No one knows exactly what happened, but the Keep on the Shadowfell was abandoned. Over time the place fell into ruin.
Into Darkness
From signs of footprints in the area the heroes discover that some creatures have entered the chambers underneath the old keep. What foul creatures wait beneath the earth, and what evil plans do these creatures have?
The party makes its way down into the ground. Rik sneaks ahead and scouts out the entry chamber. He comes on a large room with great pillars holding up the ceiling. On the far side of the room a lone goblin stands alert. Rik stealthily makes his way over to the goblin and plunges his dagger into the creature's back. The fight is on!
Other goblins approach from the south and east as the heroes charge in to Rik's side. Berro falls into a hidden pit in the center of the guard room and is set upon by a swarm of rats. Stadir quickly pulls Berro out of the pit and the heroes fight a running battle down the southern and eastern hallways. They make quick work of the goblins except one who escapes down a passage to the east.
The Excavation Site
After a quick rest the heroes follow after the fleeing goblin. Down some stairs and farther east they find him and some more of his comrades with guard drakes in a huge chamber that has been dug up.
A dramatic fight occurs as the heroes plough into the enemies. Things look grim as the pair of guard drakes corner Berro and bring him down. A bit of healing and luck gets him back on his feet. Mizz, Rik, and Kahlashtar leap off of the platform at the entry to the room and engage the goblins on the ground. Moob blasts a lot of them with fire. Within a minute or so the goblins and their pets are down.
A quick search of the place uncovers a bit of gold and silver coins, some mining tools and a dirt-encrusted +1 Symbol of Battle that is holy to Bahamut. Stadir takes the holy symbol to aid him in his battle prayers.
Maze of Caves
Heading back towards the entrance, the adventurers make a quick detour to the south, down some stairs and into some roughly hewn caverns. There they encounter a large pack of giant rats and a ghastly ochre jelly. The heroes down the rats with relative ease, but the oozing jelly nearly undoes them. It breaks off into two separate pieces and things look pretty bad. Some well-timed attacks and a masterful Lead the Attack by Mizz saves the day.
The heroes poke around for a bit, but abandon the area, and the keep entirely, after recovering from their wounds. They return to Ford to rest for the night and consider their plans.
The Goblin Chieftain
The next day they return to the keep. As they move into the entrance a goblin guard spies them and runs off to the west. Several of the heroes attack, but only Mizz can land a telling blow. The goblin escapes . . . but to where and to what end?
The heroes pursue can come to a long chamber with three doors going north, east and west. The quickly search what appears to be a trash heap to the west and then head east.
Rik attempts to sneak down the passage east, but he stumbles and alerts the goblin guards ahead. One of them calls out for aid and a fierce fight begins as nearly a dozen goblins, including their chief, Balgron the Fat, spill into the room.
Coordinated action and working together the heroes win the day, but not before Balgron and one of his lackeys runs off farther to the east and disappear. A search of the area turns up a locked chest which Rik manages to open. They recover several hundred gold coins and a +1 Magic Wand which Moob claims.
The Torture Chamber
A search of the chieftain's lair reveals a secret door that leads into a passage south. It makes a great loop back to the guard room. The heroes return to the room with three doors and make their way into a chamber of horrors. Evil torture devices, a massive fire pit and goblins fill the room.
Balgron, the goblin chief, several of his followers, and a big hobgoblin brute await them. Khalashtar and Berro guard the door as the rest of the heroes take shots at the goblins from behind them. Things begin to look pretty bad for the adventurers when Khalashtar falls to wounds from Balgron and the hobgoblin. A bit of healing and some mighty blows win the day. The goblins, including the great chief are slain.
The heroes search the place and discover a bit of gold and magical +1 Bloodcut Hide Armor on the hobgoblin. Mizz takes the armor and they split the gold.
Heading west the heroes find three cells. In one of the cells they find a goblin named Splug. He thanks them for saving him and shows them all about the goblin lair, which the heroes have already seen. He is most impressed with their skills and is gratious for them rescuing him. He tells them of the rats and the ooze in the maze and is further impressed when they tell him they killed the ooze.
Splug also tells the heroes of a man with dark hair, pale skin and pale eyes who came to Balgron and brought him here. The adventurers surmise that this man is a servant of some evil power, most probably Orcus. Splug says the goblins never go deeper into the caverns, but he warns them of undead and hobgoblins who protect and serve the human.
Session ends. We'll resume here next week as the heroes venture deeper into the caverns beneath the Keep on the Shadowfell.
XP Earned: 650 (level up!)
Loot: 175 gold each; +1 Symbol of Battle, +1 Magic Wand, +2 Bloodcut Hide Armor, Potion of Healing.