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Ok, here is the story. My PC's finished Whispering Cairn Sunday night. HOWEVER, they did not get to question Filge, since the Hexblade seperated the talking parts from his torso. So, I need to find them a hook, to get to 125 I would assume. Nobody died, but everyone but the Hexblade was down and bleeding. I made all of Filges potions curing, and it was pretty cool making him actually inject the other PC's to keep them from dying. So, I am gonna ask a few questions:
1) How should I go about getting the PC's the info that Filge had. It seems that it will be hard to get them back on "the ride" without knowledge of Dourstone mine, the Ebon Triad, etc....
2) After killing Filge, and getting everyone back to + HP, they burned the Observatory down. Now, Kullen knows that they went there, to get the bodies. They realize he knows, and expect to be blackmailed. Smenk does not know it was them what killed his friend, and burned down his building. Should I let him find out, then send the "crew" after them?
3) The party Mage has been noticed wearing the Seeker ring by Khellek. Would he call in buddies? The mage failed the password question, and knows he has been found out, and is waiting for the "other shoe to drop". What would Khellek do? 2 party members befriended Tirra. If they decide to tackle Khellek, how loyal are Tirra and Auric to him?
4) And lastly, under the Hungry Gar description, it says that he (the owner) would have some jobs for them. Is this going to be explored in a later issue, or should we do these missions ourselves? Any ideas on what kind of trouble he would want them to cause? Maybe just enough so they have to leave in a big hurry?
Thanks for any ideas y'all throw my way. In all, we have had a great time so far. And Eric, maybe you would be interested in this: We are following the GH calender, and they just entered the last week of Coldeven, which is the Trappers Rendevous. I am using "50 fairs and markets" from an old issue of Dungeon ( the one with the warforged on the cover) and it has been really cool so far.
Again, Thanks
Patrick Capossere

ultrazen |
1) How should I go about getting the PC's the info that Filge had. It seems that it will be hard to get them back on "the ride" without knowledge of Dourstone mine, the Ebon Triad, etc....
2) After killing Filge, and getting everyone back to + HP, they burned the Observatory down. Now, Kullen knows that they went there, to get the bodies. They realize he knows, and expect to be blackmailed. Smenk does not know it was them what killed his friend, and burned down his building. Should I let him find out, then send the "crew" after them?
Smenk's letter to Filge is in Kullen's possession. Filge wrote a note to Smenk on the back with a few interesting bits of information. Perhaps Smenk even wrote something in return, but Filge became acquainted with your Hexblade before it could be delivered. At any rate, with the recent confusion and possible opportunity for blackmail, Kullen has temporarily forgotten about this little piece of paper.
Here's my first choice:
If your players are expecting blackmail, I'd go with it. Kullen shows up with some friends and makes his demands. Here is the tricky part - this will only work if your group is the kind that does not attack everything they see, and they need to gather a bit of information, either skill check or rollplay. Kullen should survive the encounter, and the PCs have several days to 'pay up.' They get some info during that time suggesting Kullen knows plenty of things he shouldn't himself, and if somebody could just find out a few things, they could blackmail Kullen, or perhaps something is so damaging that authorities can't ignore it. They hunt for some physical evidence against Kullen and find the note.
That would probably work for my group.
Otherwise they might find the note on a barely-conscious drunken Kullen leaving the Feral Dog, or perhaps Tirra nicked it off Kullen in the confusion of a recent brawl and is willing to share the info with a new friend, or whatever would work for your group.

LeapingShark |

4) And lastly, under the Hungry Gar description, it says that he (the owner) would have some jobs for them. Is this going to be explored in a later issue, or should we do these missions ourselves? Any ideas on what kind of trouble he would want them to cause? Maybe just enough so they have to leave in a big hurry?
You mean Gansworth at the Rusty Bucket? I got the impression that his jobs were side quests that the DM makes up. I've got some plans for that!
Gansworth is the younger richer manager, the one getting into Lady Perrin's pants. Picture in your mind an italian mob boss who always sits at his "special booth" at the local pasta joint, the Rusty Bucket. He runs his own isolated faction, seperate from the other anti-Smenk group.
As a nasty idea, Gansworth could make your PCs lives really complicated, by tricking them into sabotaging the Tilgast/Perrin coalition. He could hire the PCs to take-out a band of "bandits" hiding in the hills. But unbeknownst to the PCs, the bandits are merely thugs employed by Tilgast, on a mission to raid one of Smenk's caravans. Then, Gansworth could blackmail the party by threatening to tip-off Tilgast and finger the PCs for their deed.

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They already have Smenks original letter. I was really not expecting them to "whack" Filge. I'm kinda stuck. I want to give them all the cool info that was listed that Filge had, because I think it will really creep them out. My players hate undead. But, I want to do it in the context of the story. Anyone who has 125, is there a hook to get them to head into Dourstone, beside what they could have learned from Filge?
I really need to get off my lazy butt and subscribe. I will this weekend...

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"The Three Faces of Evil" has some suggestions on how to start the adventure without this lead-in, but I think one in particular presents itself. The PCs did a number on Filge (Smenk's friend) and a number on the observatory (owned by Smenk). As a result, Smenk's probably pretty angry at them. And at the same time, Smenk feels that he's in over his head with his involvement with Dourstone. Maybe it's time for Smenk to contact the PCs and bully them into checking out the mine? He might hope to kill 2 birds with one stone by subtly tricking the PCs to enter the mine; the PCs might get killed, or they might kill the cultists that have started to get to be too dangerous for Smenk's tastes. As long as Smenk thinks he can keep his public persona clean, that is!

VanDeBeast |

1) How should I go about getting the PC's the info that Filge had. It seems that it will be hard to get them back on "the ride" without knowledge of Dourstone mine, the Ebon Triad, etc....
If they still have, or can get ahold of, Filge's body they could always try to find a cleric of Wee Jas that could cast speak with dead and allow the party to ask a few questions that way.

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Ok, here is the story. My PC's finished Whispering Cairn Sunday night. HOWEVER, they did not get to question Filge, since the Hexblade seperated the talking parts from his torso. So, I need to find them a hook, to get to 125 I would assume.
But, surely, they have all the papers, the letters, the anatomical dissection diagrams...?
After killing Filge, and getting everyone back to + HP, they burned the Observatory down.
Ah.
They already have Smenks original letter. I was really not expecting them to "whack" Filge. I'm kinda stuck. I want to give them all the cool info that was listed that Filge had, because I think it will really creep them out. My players hate undead. But, I want to do it in the context of the story. Anyone who has 125, is there a hook to get them to head into Dourstone, beside what they could have learned from Filge?
I feared Filge could get killed, either in combat, or after, so I added some foreshadowing to cover the link to chapter 2.
I started the first session with the Dwarf cleric of St Cuthbert mopping up lakes of vomit from the crowd of Dourstone's sick miners who had turned up on his doorstep. I'd had them unwittingly breathe in stray fumes from the Ebon Aspect's pool, but there was no way to diagnose this, so it was put down to pockets of mine gas. This let me impress on the PC that Dourstone's mine had an appalling safety record, and he had a reason to confront him about it, if he hadn't been sidetracked by the Whispering Cairn. As it happened, the PCs told their superiors about the problem, which allowed me to send Father Jieran and Melinde to Dourstone's office, to have it out with him, and get taken hostage.
(This kills three birds, since it allows me to deal with the inevitable query "Why do we get stuck doing this? Where are the experienced folk?", leaves a trail to Dourstone, and allows me to plant friendly NPC allies in the Triad's lair, as reinforcements/replacements for the PCs if they get badly beaten.)
One of Dourstone's foremen came to the church, and told the dwarf that the sickness problem had been sorted out, and was due to a moonshine still that the miners had made by pilfering parts from an old smelter, it had been destroyed, and the culprits punished, so there was no reason to ask any more questions.
Needless to say, this c0ck and bull story just made him more suspicious, and the mine was due a visit even if Filge, Kullen, Smenk and all his men died like dogs without spilling the beans.
And if that didn't work, the Greysmere Covenant could have put out an 'honour killing' hit on Dourstone, for bringing their noble race into disrepute. The other dwarf PC would probably have gone for that (LOL).