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Strange Aeons
Previously, in Strange Aeons...
As you were finishing breakfast at the Sleepless Detective Agency, the group heard a commotion. Investigation revealed that some townsfolk were upset/scared/freaked about the artwork of a abandoned city showing up around town. Being logical, they assumed that Lelwyn Hasok (ed. I spelled it Hasik in previous notes, but it is Hasok), a half-elven painter recently hired to renovate the temple to Pharasma, was responsible. The adventurers broke this up (Lelwyn's argument that the art wasn't his style or medium was having no effect) then talked to Lelwyn.

Lelwyn got excited when he realized that the adventurers who had "rescued" him were in his dreams and he had been painting a portrait of them in a triptych as a side project. He wants the group to come back so he can use models instead of hazy half-remembered dreams. In return he gave the group a bag of holding (type I) and 500 gp. The sharp-eyed and insightful among the group realized that this was all that Lelwyn literally owns, except for his paint, brushes, and clothes.

The group did some rumor gathering and learned the following:

1) At night, when the clouds hide the moon, strange humanoid figure dance in strange eldritch lights around the Star Stelae that lie around town. No one knows what the dancers are doing or worshiping, but any who see the dancing get caught up in the forbidden music and dance with the others through the night and have no memory but bruised and bloody feet the next morning.

2) Just before the kidnappings started in Thrushmoor, a local fisherman named Toli Remsatter noticed a glowing light in a small cave along the shore a mile out of town. Caught up in the fear sown by Elgrior Nasmeth (see below), the fisherman realized that the Briarstone Witch has returned to once again take everyone in Thrushmoor into the waters of the bay like so long ago. Toli recounted this theory over drinks and cards at the Stain, spreading the fear to other patrons and thus throughout town.

3) The Star Stealae are a pair of ancient, 12-foot-tall, semicircular menhirs atop Thrushmoor's hills. Each stone is etched with unidentified, non-Kellid runes and a misshapen star. The runes seem to face a common point in the town's center

4) Elgrior Nasmeth is a well-known figure in town, and has always been eccentric. He is obsessed with the Thrushmoor Vanishing, and is convinced the recent disappearances in Thrushmoor point to a coming recurrence of the event that led to the town being depopulated overnight. He is usually clad in shoddy clothes and wearing a signboard across his shoulders, Elgrior walks through town during the day shouting, “Doom is coming! The second vanishing is upon us! Pray for your salvation that the Briarstone Witch doesn't take you!” Elgrior can be found in numerous places in town as he wanders about spreading his frightening propaganda. Most often, he wanders near places where many people gather, such as the Silver Wagon, the Stain, or one of Thrushmoor's markets; something that most shopkeepers hate but put up with. (By the way, talking to Elgrior is a frustrating activity, as the man tries to link anything said to him to the idea that the Briarstone Witch is going to come back to Thrushmoor at any moment and take everyone away into the depths of Lake Encarthan.)

5) The Thrushmoor Vanishing happened long ago, in the first decades of 4000 AR. It occurred on the night before the Band of White, a mercenary company overseen by one of Ustalav's infamous Royal Accusers, planned to attack and subdue the rebelous town. (Thrushmoor was the centyer of a fledgling rebelion that happened as Ustilov was being unified). When the Band of White found Thrushmoor empty. Only a few gory spatters suggested what the ancient magic had wrought. The village's structures, though, were untouched. Not a single survivor was found and, their work complete, the mercenaries hurriedly withdrew. Almost immediately, Thrushmoor gained its reputation as a cursed place, and rumors began of something lurking in the nearby waters, a legend that would come to be known as the Watcher in the Bay (which actually has nothing to do with this adventure, so don't get sidetracked here).

6) Dark rumors, always whispered and never spoken aloud, claim that the Smokehouse's proprietor, Lysie Brilt is a green hag and is responsible for many of the disappearances. Depending on the alcohol level and depravity of the person relating the story, Brilt either seduces them and then either eats the victims, or uses them as brood mares in the swamps east and north of town. Lysie Brilt is a goggleeyed 50-year-old woman who started working in the establishment at the age of 10 and never left. Brilt arrived in Thrushmoor from Illmarsh as an orphan, but she was found in the streets by Count Haserton III and has been on good terms with the Lowls family ever since. She is, however, a very harsh boss for her young subordinates. In general, she is not a well-liked town figure.

Deciding to investigate the lights in the cave, the group headed out along the lake's shoreline. This lead to finding a cave, guarded by an assassin vine, an invisible fungus, and several fungus-invested wolves. After dealing with those threats, exploration found a wooden worktable holding a wide selection of containers and vessels to aid in cooking all manner of concoctions. Jars and tins held reagents and materials to produce various poisons, drugs, and potions. A small tin pot sat cooling on the edge of table, and was filled with a nearly complete batch of id moss. Additionally, the equipment on the worktable can treated as an alchemist’s lab. The crate near the worktable holds six potions of cure light wounds, three potions of barkskin, two potions of hide from animals, 4 doses of belladonna, 6 doses of bloodroot, 10 doses of flayleaf, and 1 dose of malyass root paste. A folded note also sat on the table: a request for “more of your dreaminducing brews, as well as more of that oil,” signed by a person named Melisenn.

A backdoor was found in the lair, and following that trail, led along a path through the countryside. The path passes an abandoned house, and into a pumpkin patch where you were attacked by several jack-o-lanberns and a scarecrow.

The group continued on and then met three people along the road (who you later found were carrying unholy symbols of Hastur), Conversation was had where they said that they were out for a walk and got lsta dn were now trying to find their way back to Thrushmoor. Someone started to cast a spell, and one of them paniced, and combat happened. Afterwords you found the holy symbols and they also had nightdrops, which for whatever reason they were using instead of a torch despite the fact that they were considerably more expensive (and only granted low light vision, rather than darkvision). We have no idea what they were doing.

Tracking the three back you found another cave, this one a lot more "developed" that the lakeside cave. Investigation found more fungal wolves and a female druid, who were not at all friendly and attacked. Exploration of this cave found that it had a more shop-like quality to it than a living quarters feel. The group headed upstairs (or rather Pace did by himself), where he was attacked and munched on by a carnivorous plant. The group rushed to support, and Mina was killed in this battle. (The plant was supported by a druid/hunter leshy.)

Negotation allowed the group to leave, the leshy and his plant letting the group go.

The adventurers returned to town, where they let met Keldrin Mon, a stevedore who works the fishing docks of Thrushmoor. Apparently Pace was once friends with Keldrin. Though Pace doesn’t remember Keldrin, Keldrin and Pace used to meet once a week for a few mugs of ale, a game of cards, and casual conversation. Since Keldrin was running late for work, he offered to buy Pace an ale that night at the Stain. Keldrin rushed off. The perceptive among the group realized that Keldrin was a bit weirded out by the strange behavior, but not so much that he would avoid Pace and his companions.

As the group learned either from talking to people in town and Cesadia Wrentz, Magistrate Padgett has been missing for days, and many of the mercenaries protecting the fort defected after not being paid for weeks. In response to the lack of protection and the missing magistrate, second-in-command Constable Barawyn Cesyll ordered the fort closed and hasn’t allowed in any visitors. Wrentz has urged the group to look into that, as it is exceedingly odd in her opinion.

The only entrance to Fort Hailcourse is a set of 10-foot-high double door located on the south side of this large stone building. Tarnished brass door knockers carved into the shapes of perching birds hang on the doors, and the hatch for the spyhole remains shuttered. The first knocks on the main doors don’t immediately draw a response, but after a few moments of persistence the spyhole opens, revealing a harried-looking Constable Barawyn Cesyll. She tried to politely settle any of the concerns, but when she was asked what’s going on and why the fort is shuttered, she stated she’s just following orders from Magistrate Padgett, and only a command from Count Lowls could supersede that.

When pushed father, she went on to explain that the fort can no longer perform its duties after the mercenaries defected, and Magistrate Padgett left her in charge when he left town. She also claimed the disappearances in town have everyone on edge, including her and the few retainers left in Fort Hailcourse. Exasperated, she continued, explaining she has spent sleepless nights trying to come up with a plan to deal with the situation, and that she sent messenger pigeons out days ago seeking reinforcements, but as of yet no one has replied. Eventually, she grew agitated and slammed the hatch closed after shouting, “Look! I’m taking care of it the best I can. Why don’t you go talk to the Sleepless Agency and see what they’re doing about all this?”

As a side note, a person skilled in knowledge (local) (I dont remember who, I think Samuel), realized that Cesyll was right-handed, but the person who answered the door closed the spyhole with her left hand.

So I think that's it. Its a lot, but I probably included information you didn't know already. So once you read this, you should be set to go tomorrow. Let me know if you have any questions.
Session: The Thrushmoor Terror, session 2 - Sunday, Nov 12 2017 from 12:00 AM to 8:00 AM
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Out of the Dragon's maw... into another's !?!
So we can add 'Dragonsbane' to our list of honorifics - although, I got a strange sense of Deja-vu about that. The gargantuan white beast took out many of Draven Thornbolt's fine crew, though Varis and I were able to bring two of them back from the brink with a little Divine intercession. That eases my mind to some degree - this isn't their fight, though I noticed their cook acquitted himself quite heroically.

We continue on, and the lookout yells ‘sails’ - this turns out to be a a wrecked ship (the 'Wander', apparently - a whaling ship). We pass close enough to hail the ship, and get no response. We notice marks of a dragon attack, and no lifeboats left on it. As discuss whether there's anyone left to rescue, Blackwolf smells human & chickens on ship.

We grapple onto the ship, head to the front with ropes, and my blade quickly de-ices the doors. We open the passenger area, and find no one - it was looted (by giants, no doubt), but they left behind an emerald (worth 300gp), 20 silver pieces, and two pieces of scrimshaw (worth 10gp each).

Continuing on towards the back of the ship, in the hold, we find chickens, 4 goats, and the cook (Bor Medred). He is unconscious, and suffering from hypothermia. Varis is able to cure this, and we take him back to our ship. Apparently his vessel was having some difficulty with their hunt, due to giants in the area also taking whales. They must've ended up too far afield in their search, because they encountered a giant longship with a shackled dragon (sounds familiar) which wiped them out & looted them. Bor heard in bits and pieces that the dragon apparently didn't come back to the ship after the fight, much to the giants consternation.

We keep going, and were able to get in a long rest unhindered. On a sleety day, we again get a call of ‘Sails’ - a giant longship! They pass us by (possibly aided by some impromptu magic to hide us), and seem to be following a guiding device parallel with the shore to deeper waters (looking for another of Aramil's family?) Further out, we see a bigger iceberg, with a huge hole down to the water-line (with a giant black chain hanging out from it, and a giant frosted face above it). Our ship anchors at an iceberg and lets us off. Draven is only willing to stay for 24 hours - if we're not back by then, we'll have to find our own way home.

We come up with the following plan to surprise the giants: Anton casts water-walking, and we head straight there single-file (behind a minor illusion I keep up, of the area behind us) As we get closer, we see large arctic owls - might be dangerous if hostile. We get a better look of the giant face - a depiction of a giant ocean god. We get a bit of a scare about the possibility of giant sea creatures swimming below us (the area is known for them), but we make it safely to the iceberg (off to the side of the opening)

Around this time, a SECOND huge white dragon flies out of the cave in the direction we came from. We hear signs of battle, and then see it come back with Draven in its claw. I'm not optimistic about the rest of his crew, but it looks like we've got someone else to save. We use two upscaled Invisibility spells along with a Locate Object (targeting Aramil's signet ring), and then head into the cave (using ropes to stay together).

Peering around the edge, we see a large harbor inside with five giant longships and 1 normal ship (possibly of elvish make?). A giant staircase of ice seems to lead up to a huge ice castle, and below that is a wide, bloodstained beach (covered with whale bones). We cut across the bay inside the harbor, up the beach, along the edges and up the ramp towards the castle.

Peck squeezes under a door on the ramp, and finds three people frozen solid against the wall (no one we know). With a combination of Wildshape, Polymorph, and Dimension Door, we're all able to make it through the door quietly. We replace the invisibility spells and pass through another door, narrowly evading an axe-wielding Giant sentry. He seems to hear us, but we're able to sneak past him and then flatten up against the wall.

We make it to a 4-way intersection, leading to a kitchen and various shut doors. With our options seemingly limited, we continue straight (following the locate spell) to a locked door.
Peck picks the lock, which attracts the attention of the giants inside (note to self - good time for a Silence spell). We decide that the time for stealth is past, and engage the pair of giants in the room. The fight seems to be going well, but their yells of pain are attracting further attention. I square my shoulders and prepare for a long fight.
Session: Did that iceberg move? - Wednesday, Dec 13 2017 from 9:00 AM to 12:00 PM
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DM Jon
Posted by the GM
The Stalwart Six
Episode 009: Falcon's Demise
Campaign Date: 19 Mirtul - 28 Mirtul, 1489 DR
Adventure Date: 2017 12-09

Session Notes:
  • (19 Mirtul) Varis met with Sildar at Townmaster’s Hall and told him everything he’d learned about the Redbrands. Varis explained the Redbrands held 3 prisoners in their hideout beneath Tresendar Manor and their leader, a short, dark-haired wizard in his thirties was called “Glasstaff” because he carried a staff that was apparently made of glass. The information regarding Glasstaff seemed to agitate Sildar.
  • Sildar insisted that Varis accompany him to the Redbrand’s Hideout to rescue the prisoners. Varis suspected Sildar’s agenda involved more than just saving some captives.
  • Later that evening, Varis and Sildar snuck into the Redbrand’s hideout and freed Mirna Dendrar and her two teenage children, thirteen-year-old Nars and eighteen-year-old Nilsa. Mirna later told Sildar that the Redbrands murdered her husband, Thel, the local woodcarver, and abducted her family from their home in Phandalin. She believed the Redbrands were planning to sell them all to slavers.
  • Once the captives were safely outside the hideout, Sildar told Varis “Now we go after Glasstaff!”
  • Sildar and Varis found the wizard’s laboratory and sleeping chamber but not before Glasstaff disappeared through a secret door! They chased the wizard and when they caught up with him, a fierce battle ensued. During the fight, Varis learned that Sildar’s motivation stemmed from the fact that Glasstaff was actually Iarno Albrek, Sildar’s friend and fellow member of the Lords’ Alliance!
  • Sildar and Varis subdued the wizard and brought him, along with Mirna, Nars and Nilsa, to Townmaster’s Hall.
  • Before leaving the Redbrand’s hideout, Varis quickly searched the laboratory and found a journal written in dwarvish. He put it in his pack thinking either Eynas or Belgium might find it interesting.
  • Next, Varis searched the wizard’s sleeping chamber and discovered a letter that read:
  • Lord Albrek,
    My spies in Neverwinter tell me that strangers are due to arrive in Phandalin. They could be working for the dwarves.
    Capture them if you can, kill them if you must, but don't allow them to upset our plans. See that any dwarven maps in their possession are delivered to me with haste. I'm counting on you, larno. Don't disappoint me.
    The letter was signed with an image of a black spider.
  • Varis finished his search by rifling through Iarno’s chest. In the bottom, hidden beneath neatly folded garments, the rogue discovered Glasstaff’s spellbook!
  • (20-22 Mirtul) Sildar questioned Iarno “Glasstaff” Albrek and learned that when he arrived in Phandalin, he was contacted by a dark elf known as “The Black Spider”. This drow paid him handsomely to organize and use the Redbrands to keep any do-gooders away from town.
  • Sildar and Varis escorted Iarno and the Dendrar family to Neverwinter where Iarno was turned over the Lords’ Alliance for punishment. The Lords’ Alliance also promised to assist the Dendrar's and to reestablish their lives in Neverwinter.
  • (23-26 Mirtul) Sildar and Varis returned to Phandalin and chased out any remnants of the Redbrands. Nicky, however, hasn’t been seen again!

  • Fast forward…

  • (29-30 Mirtul) The heroes spent the next couple of days resting, reequipping and reconnecting with Varis. The rogue’s story about the wizard’s laboratory piqued Eynas’s interest so Varis led him to it. Eynas spent the better part of a day going through a massive bookcase filled with a variety of tomes. Unfortunately the dragonborn found nothing of any use to him.
  • Varis sold Glasstaff’s spellbook to Eynas for 20 gp!
  • (1 Kythorn) The adventures met Reidoth at daybreak on the outskirts of Phandalin. The druid confirmed recent activity near the entrance to Wave Echo Cave and expressed his concern with this development. Reidoth led the companions 15 miles east of Phandalin, into the Sword Mountains to where two small streams converged. The druid told the heroes the entrance to Wave Echo Cave was atop the cliff north of the streams. Reidoth, his promise fulfilled, wished the adventurers well and departed.
  • The companions scaled the cliff and found a crevasse atop the rocky outcropping. A heavy rope tied securely to a large boulder disappeared into the darkness which indicated to them someone had recently been here.
  • The adventurers descended into the crevasse and discovered a campsite stocked with food, water and mining supplies. Lying amongst the supplies was the body of Tharden Rockseeker, Gundren’s brother and Belgium’s uncle.
  • Once Belgium quelled his sorrow and calmed his anger, he recalled stories about how proud Tharden was of his boots. Belgium asked Eynas to see if the boots possessed any magical properties so the wizard cast Detect Magic and confirmed they did. Eynas proceeded to cast Identify and discerned they were Boots of Springing and Striding.
  • While Eynas and Belgium investigated the boots, Varis and Jael thoroughly searched the campsite while Riven and Falcon explored the tunnels exiting the cave. Riven rejoined his companions at the campsite and after about a half hour had passed, the heroes noticed Falcon hadn’t returned. Unsure of what had happened to the half-orc, the companions followed the monk’s trail into an adjacent cave. Lying on the floor, covered by a swarm of feeding stirges, was Falcon’s shriveled body. Eynas dashed forward and breathed dragon fire on the blood-sucking scavengers. The creatures withered and fell to the ground, their charred bodies unmoving. Belgium looked to the ceiling and noticed two bloated stirges roosted there. The companions were stunned as they stared at the lifeless body of their friend. The realization that there was nothing they could do to help Falcon slowly sunk in. They carried their companion to the campsite and laid his body next to Tharden’s. Now there were two to bury.
  • The somber heroes ventured back into the cave where Falcon had died and determined it was the original entrance to Wave Echo Cave. Belgium vengefully took care of the remaining stirges while the others cautiously investigated the area. The walls were covered with relief engravings of dwarves and gnomes hard at work mining and the floor was littered with the skeletal remains of dwarves and orcs alike, all dead for many centuries. Eynas and Belgium took note that many of the dwarven armor scraps bore a common clan symbol; that of Clan Melairkyn.
  • The heroes discovered a barracks with the skeletal remains of dwarves and orcs scattered about the floor. As the companions investigated the room, some of the skeletons stitched together and attacked! The undead were easily dispatched and one skeleton was entirely obliterated by Jael’s Thunderous Smite, which shook the entire complex!
  • Inside another room, one they believed to be an assayer’s office, the adventurers discovered a heavy, iron lockbox. Varis attempted to pick the simple lock but failed embarrassingly. However, when the elf picked up the lockbox, the jingling coins inside helped restore his injured pride.
  • The companions followed a passage to the east that opened into another natural cavern filled with giant mushrooms, large puffballs and a floor covered with a thick carpet of weird fungi. Eynas examined the subterranean flora and decided against trying to navigate this cavern. “Poison” the dragonborn stated matter-of-factly.
  • The heroes came upon another barracks strewed with more bones. This time, the skeletons didn’t spring to life. Instead, a trio of hidden ghouls was the threat. Jael stepped forward, presented her holy symbol and uttered words of condemnation at the vicious undead. One of the creatures fled through a door near the opposite end of the room and the others were quickly defeated once Riven, in the form of a giant spider, entangled one of the creatures within his webs.

Character Notes:
  • Belgium, Eynas, Jael & Riven earned 337 XP
  • Varis earned 450 XP

Session: Episode 009 - Sunday, Dec 10 2017 from 1:00 AM to 7:00 AM
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DM Jon
Posted by the GM
The Stalwart Six
Episode 008: The Hunter's Blade
Campaign Date: 22 Mirtul - 28 Mirtul, 1489 DR
Adventure Date: 2017 11-18

Session Notes:
  • (22 Mirtul) Belgium carefully studied the old rusty battleaxe taken from Venomfang's lair and discovered it was of dwarven manufacture. Runes in Dwarvish on the axe head read, "Hew" (a +1 battleaxe that deals maximum damage when the wielder hits a plant creature or an object made of wood).
  • The heroes traveled to Neverwinter and made their way to Candle Road where they visited a number of interesting shops.
  • Eynas and Riven went to Jorge's Apothecary when Eynas purchased a variety of alchemical supplies. Next, the wizard purchased a blank journal at Rosa's Quill.
  • Belgium and Falcon discovered Guetor's Armaments, a shop owned by a half-elf named Guetor that sold all types of weapons and ammunition. Guetor offered Belgium 500 gp for Hew but Belgium didn't accept.
  • Next Belgium and Falcon visited Vaclav's Fine Leather Goods, a shop owned by a human named Hamon Vaclav. Hamon offered to craft a suit of fine leather armor from the green dragon hide, potentially with poison resistant properties. However, the leatherworker was unsure how long it would take for him to complete his work. Belgium agreed to pay 5,000 gp for the armor once it was completed and should he not pay in full within 1 year, the armor would be Hamon's.
  • Belgium sold the set of four moonstone goblets to Myles, the owner of the Rotten Crate pawnshop for 35 gp each.
  • The heroes secured rooms at The Hunter's Blade, an inn of ill repute. The companions retired for the evening, except for Falcon who instead lingered in the common room. A sleazy dwarf approached and asked Falcon if he'd be interested in fighting another dwarf named Delg for the entertainment of the other patrons. Falcon agreed and the sleazy dwarf went to work taking bets on the match; 2 to 1 odds in favor of Delg. The half-orc and dwarf didn't disappoint! The two combatants battled fearlessly and when it was over, a battered Falcon stood victorious. He was also 50 gp richer as a result of his 25 gp wager on himself.
  • (23 Mirtul) The heroes left Neverwinter and made their way back to Phandalin.
  • (25 Mirtul) Belgium paid another 30 gp toward his breastplate to Linene Graywind at the Lionshield Coster
  • The heroes reunited with Varis who had been helping Sildar with his search for Iarno.
  • (26 Mirtul) With time to waste before Reidoth's return, the adventurers decided to head for Wyvern's Tor to hunt orcs.
  • (27 Mirtul) They found a band of orcs in a cave atop the tor and defeated the savages there, including an ogre brute. Their spoils included 750 cp, 180 sp, 62 ep, 30 gp, and three vials of sweet smelling perfume.
  • A single orc managed to escape but not before falling victim to Belgium's hunting trap. The heroes tracked the injured orc to a small grove of trees near the base of Wyvern's Tor.
  • Eynas sent his familiar into the grove to deliver a spell but the orc crushed the bat in his hand when the spell failed.
  • Belgium went in after the orc, Hew in hand. The injured orc and ill-equipped dwarf battled clumsily for what seemed an eternity. Eventually and with great difficulty, Belgium prevailed.
  • (28 Mirtul) The weary heroes returned to Phandalin where the townmaster, Harbin Wester, rewarded them with a 215 gp bounty for the orcs they vanquished.

Character Notes:
  • Belgium, Eynas, Falcon, Jael & Riven earned 325 XP
  • Varis earned XP
Session: Episode 008 - Sunday, Nov 19 2017 from 1:00 AM to 7:00 AM
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Epic × 2!
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DM Jon
Posted by the GM
The Stalwart Six
Episode 007: Thundertree
Campaign Date: 18 Mirtul - 22 Mirtul, 1489 DR
Adventure Date: 2017 10-28

Session Notes:
  • (21 Mirtul) With their attention focused upon Eynas and Jael, the companions didn’t notice the 6 figures watching them from edge of the clearing surrounding Venomfang’s tower. The figures wore black cloaks cut to resemble dragon wings, and black leather masks with stylized dragon horns. The leader glowered at the adventurers and after a few tense moments, he turned and walked away. The other masked men did the same.
  • Falcon followed the strangers for a bit and once he was confident they were gone, he returned to his comrades.
  • Reidoth appeared and it was apparent that he disapproved of the way the heroes dealt with the young dragon.
  • Belgium harvested a tooth from Venomfang as well as its scaled hide.
  • While Belgium worked, Reidoth pressed Riven regarding their interest in Wave Echo Cave. Riven explained there were two reasons they needed to find it; locating Belgium’s uncles was the first and ensuring the Forge of Spells didn’t fall into the hands of evil was the second. Riven elaborated on the second reason by telling the druid they believed someone called “The Black Spider” was searching for it as well. Reidoth reaffirmed his promise to lead them to Wave Echo Cave.
  • Eynas collected himself after his brush with death. The wizard then cast Detect Magic and entered the crumbling tower that served as Venomfang’s lair to search for treasures he believed it held. Eynas was not disappointed. Inside, the dragonborn discovered a large chest containing 800 sp, 150 gp, a set of four silver goblets set with moonstones (worth 60 gp each), a scroll of Misty Step, a scroll of Lightning Bolt and a battle axe he sensed was magical.
  • Reidoth invited the companions to rest and recover in the safety of his cottage.
  • (22 Mirtul) The following morning, Reidoth told the heroes he’d meet them outside of Phandalin at first light in a tenday to lead them to Wave Echo Cave. The druid then transformed into a wolf and bounded off to the southeast.
  • The adventurers decided to investigate a few of the intact structures within Thundertree. The first two buildings they explored, a brewery and a barracks, housed zombies that emitted noxious ash when wounded. The third structure appeared to be where the masked figures they encountered the day before resided. The final building contained a pair of ash zombies as well.

  • Meanwhile…

  • (18 Mirtul) Varis was assigned guard duty with another Redbrand named Tenes. After a very boring and uneventful day watching over a trio of prisoners (a 13-year-old boy, an 18-year-old girl and her mother), Jestan, Varis and Tenes spent the next 6 hours in the taproom of The Sleeping Giant.
  • Jestan and Tenes had too much to drink while Varis inconspicuously tempered his consumption of ale. When Grista closed the taproom, the two inebriated Redbrands and Varis retired upstairs. Jestan and Tenes were soon snoring loudly so Varis pieced together his plan to escape. The rogue dispatched Tenes and used his skills in disguise to make the dead Redbrand look like Varis. Varis then cast Disguise Self and changed his appearance to match that of Tenes. He then snuck out of the room, down the stairs and through the taproom where Grista sat alone by candlelight drinking a mug of ale. The rogue exited The Sleeping Giant and disappeared into the darkness. When he was confident no one was following him, Varis dropped his disguise, buried his tattered red cloak and sword and returned to Stonehill Inn.

Character Notes:
  • Belgium, Eynas, Falcon, Jael & Riven earned 185 XP
  • Varis earned 150 XP
Session: Session 007 - Sunday, Oct 29 2017 from 1:00 AM to 7:00 AM
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Epic × 2!
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