The heroes decide to send an emissary to Bryn Shander to warn the speaker about the plot against her and deal with the undead threat roaming the western halls of the Dwarven Valley.
Your guide leaves you at the tunnel entrance and wishes you luck. The tunnel feels cramped for the taller members of the group but after a short run it opens into a chamber strewn with packs and mining equipment. Overturned mine carts and mining gear lay strewn everywhere in this chamber. You feel the presence of something or someone nearby. You can tell that the miners here had been in a fierce struggle. You locate the presence you felt is under one of the overturned mine carts.
It sounds like someone eating and muttering to itself in dwarven.
Paldrinor is the last member alive from the expedition and barely escaped notice when his fellow kin fell in this room from other zombies. While hidden, he heard them rise themselves now zombies and believes it’s a zombie plague. He knows of a necromancer, but only refers to him as the dark one. He says the dark one roams the halls near the temple but won’t get him!
A granite altar dedicated to Moradin lies against the southern wall. This must be the shrine that Paldrinor told you about. You can tell the shrine hasn’t been used in weeks. As you follow the tunnels near the shrine deeper, you spot what appears to be an arm hanging down from behind a roof support.
Drawing near, your eyes grow wide and your stomachs threaten to upheave as you discover that it’s only a severed arm, you see no sign of the rest of the body.
Moving deeper you come to a junction, the tunnel continued ahead while the left side branch seemed to slope downward as it curves out of sight and the right side branch rises as it to curves. As you ponder your route, you hear movement from the right.
The tunnel leads into a roughly circular chamber and you see half a dozen dwarven figures milling around. As you call to the lost miners, they turn and start to shuffle towards you. It takes a few precious moments to realize that they are no longer living, but zombies!
The zombie hoard swarms the heroes, while the necromancer Akar Kessell taunts the kender into a trap. Being undead, the wight is immune to any attempts the kender makes to enrage him. He’s been encased in ice for more than 100 years, and is not willing to jeapordize his plans of revenge so easily.
The heroes put down the undead hoard and survive the trap sprung by Akar, but the wight escapes their grasp.
As the party is dealing with the zombies and Akar Kessel, the captured spy named Baccha has slipped one of her captors a black ice necklace. With the help of her silver tongue and the trinket, the dwarf has turned traitor and helped the prisoner escape to the halls of black ice. When the group returns, Stokely is pleased that the wight has been ran out of the mines, but is highly upset that one of his closest has betrayed him and joined Baerick. He doesn’t want any more of his kin to die, but concedes that Baerick is probably to far into the black ice’s control to be reasoned with. It will most likely come to blows.
They now have to venture to the halls of black ice to stop the alliance the spy offered with Ship-Rethnor. Baerick of course is paranoid from over exposure to the black ice and accuses the party of being spies and assassins for ten towns. They all want what’s his! Baccha whispers lies into his ears as the heroes try to plead their case. Depending on how well they bluff, the PCs can actually turn Baerick against Baccha in his paranoid state. Even then, he won’t give up the black ice. The guards there will fight to the death if ordered to, as will Baerick. It’s best if the party uses non lethal tactics, but entirely up to them. If they are sucessful, they level up and earn the title of Friend of Battlehammer.
That done, they must stop the plan of Vaelish Gant to take over the speakership. Bryn Shander has called for an election of speaker due to the recent attacks, only accented by Gant’s goons that have stirred up most of the trouble. It’s all part of Ship-Rethnor’s plan to infiltrate Icewind Dale from the inside.
Slim has kidnapped Duvessa and has her captive in Vaelish Gant’s office. With only him left to hear the complaints and “sympathize”, Gant will “begrudgingly” accept the speakership. The sheriff knows something isn’t right. He doesn’t care who’s speaker, but knows that Duvessa wouldn’t simply disappear. He looks for the PCs and tells them he suspects foul play, but needs proof.
Just after they are put on the trail, a courier hands them another of Slim’s forged notes. Depending on what they decide to do first, the PCs may discover the ruse before being led into an ambush by Gant’s agents. A letter is on the speaker’s desk, signed with the symbols they’ve found earlier on a letter to Slim. If they go to the sheriff, he identifies it the symbols on Vaelish Gant’s office door. The markings on the office door also function as a glyph of warding and will explode when they try to enter his office. Inside, Slim and other warerats hold Duvessa. If rescued, she confronts Gant in the open during the special election and is backed up by the sheriff and party. He gives his “concession” taunt and teleports away.
The victory is very short lived however, as this has given the ice witch time to amass an army that marches on Bryn Shander.
With the forces of the Ice Witch coming to bear upon Icewind Dale, will she cover everyone in her veil of frost? Or will the heroes be able to find a way to stop her horde of followers? Is Bryn Shander the only place the witch is attacking?
Find out next time on…