KingdomDurnatel

The TARDIS Effect
When EVERYTHING is Bigger on the Inside

Journeyed through Xonathal’s Tower, Xonathal’s Maze, and then Xonathal’s actual Tower. Fought and killed a blue dragon. Recovered a fake blue dragon mask. Left on a cliffhanger as the Shack had been broken into…

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Out of the Forest and into Thay
Third Council, and more Diplomacy

The party of Chimera’s Bane continued onward, working off of the advice of nature itself in tracking down a green dragon and its rider within the elven Misty Forest. Along their nearly 30 mile journey, the came across spiders, and fortuitously, a druid who tested their heroism. Upon realizing that these adventurers are good of heart, she provided them ea h a boon against the animal spies of the green dragon, who lairs near by.

Cutting through a massive nest of spiders, the party fell upon a waterfall and a pool of emerald hazed water. Working carefully, the party entered into a cave beyond, and attempted to fool the commoners-made-cultists on the inside. After killing tow and capturing two more, the party paladin went off on what some might call roid rage, while in fact he claimed to be holding fast to his own oaths of vengeance — these were cultists that attacked us, and should therefore suffer the judgement of the gods. After some inter-party conflict, it became clear that the noise they were making called forth the entire armed forces of the caverns beyond.

Fighting through, without taking too much damage, a group of ettins, many cultists, a wizard, a knight, and many commoners, the party eventually discovered that Chuth and the Green Wyrmspeaker Neronvain were missing. The green wyrmspeaker however was revealed to be the son of King Melendrach, a fact that Zaen took great efforts to conceal.

The party, claiming for their own the wealth of the destroyed elven cities, left the forest, running quickly back to the city of Altand, for fear of the wrath of Chuth and his allies.

During the night, after exhausting themselves with their march, they spent the majority of the night evacuating the city, which luckily they had prepared paths of escape were this to be necessary.

Nah’Krinn suffered a nightmare, caused by the powerful Chuth, threatening him and his allies until their dying days, forever to plague them and their missions.

In the morning the council and dragons responded by sending the intelligent Brass dragon Illuethra to meet them. He provided them information on Chuth, who is nearly as ancient as he, and a very dangerous foe. Such a foe as to use the rise of Tiamat to his advantage, and to be nowhere near the action if it were to go wrong. Illuethra advised the party to return to Wavemeet instead of waiting for an attack that may never come, as other more pressing matters have arisen. Illuethra agreed to stall Xonthal’s Tower and the dragon and cultists that reside there — keeping the Blue Dragon Mask within reach. He then sent the party off to Wavemeet.

Here the party began their third council meeting. They re-explained the issues of Neronvain to a shaken King Melendrach, who vowed to correct his shortsightedness for the future, as well as hashing out in clever detail the draconic fees. Both apologies were made to some degree, and the placement of dragons determined. Sony revealed that he possessed a singular weapon of great devastation, which would prove useful later in the fight, if it could be protected until then. A message was sent to Kong Ulvar Merzar about the potential of draconic aid.

The party learned of an Iskander, who resided at Xonthal’s Tower, and who was in possession of the Blue Dragon’s Mask. Upset with the cultists, he is willing to part with it if the party can arrive quick enouhg.

So too was the party notified of a potential tenuous alliance with the Red Wizards of Thay, with the arrival of an ambassador by the name Nyh Illmich.

After much conversation, the party hesitantly agreed to follow Nyh to the mesa of Thay by means of transportation. Here they were treated well, although the air of hostility was palpable. Two days were spent here, while the party was first questioned simply enough by the vampire lady, Tharchion of Laprendrar and Guardian of Nethwatch keep Esledra Yeth. From here, they party each felt thier dreams intruded upon, but only Branken suffered further, more invasive interrogation. Luckily however, this seemed to please Eseldra, who sent Nyh to continue to serve as the liason between the two major factions. “Negotiations” seemed effective. Both Rath Modar and Severin were of particular interest to Eseldra.

Brennok left to the White Swords, checking in on the Guild of the Golden Order and their mission to visit Allura Vysoren, an arcanist on the continent of Myryst to the east. Asking Abbadar, Brennok eventually was lead to meet with the Headmistress herself, who said very little other than that they were tackling great evil themselves.

At the same moment, Aur pulled Cain beneath the now rebuilt shop once belonging to Drenomere. Here, with the Harper’s permission, Aur allowed Cain to attempt and inter dimensional scrying, revealing his sister Daea to be somewhere on a celestial world, in the Outer Planes, communicating to a glowing entity.

The party returned, took care of re-equipping their gear, and then chatted quickly with party wizard Aur, who had a few things to share with the party.

In the end, each character found they had advanced in experience (level up)!

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Voyage to the Misty Forest
And killing things along the way

Prepping early in the morning, talking with members of the council, as well as locals, the party prepared their next foray into the wilderness. Notably, Aur decided to be mysterious and anti-social, so long lost Xaen joined the party as an overseer for King Melendrach.

From there, the party set out, eventually stopping inside the town of Daggerford. Here Brennok kindly donated about 300 gold to the local thieves guild, while Branken chatted with Mayor (and Zhentarim leader for the town) Conan. Branken learned of an ambush waiting about a days travel ahead, and that the area was frequently patrolled by a blue dragon.

Deciding to be heroes, the party set out to clear the camp, and succeeded, leaving before the blue dragon was scheduled to arrive. Nah’krinn took a souvenir in the form a kobold.

The party then entered into the Misty Forest alongside the lower portion, and began an investigation of the city of Altland.

First they met with a shifty elven fellow by the name of Galin. Perturbed by his seeming lack of forthwrittedness, the party nevertheless continued onward, gathering intel from the citizens of Altland. Specifically, that the cult has been attacking nearby cities, leaving nothing in their wake. That Altland survived one such attack from the cultists and a green dragon, with Galin being the hero to deliver the fearsome blows, and scare the cult aware, taking not a bit of damage in so doing. Whispers also spoke of a rider of the dragon. When confronted, Galin stuck to his guns, saying that the city was still recovering, and that the event was so quick for everyone.

Following him late at night, the party discovered that he had been working with the Dragon to plot against other cities, in exchange for this city being spared. When again confronted, he denied it all, only being helpful when someone tried a heartfelt attempt at understanding him. Intimidation was doomed to fail.

With new information gained from a commune with nature, the party again set out to find this dragon and the cult, in order to bring news back to the council. A note was drafted to inform the council, and the party set out deeper into the wood.

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Pretension of Security
Split Party Woes and Misty Forest Recon

Returning from Grein Iron, the party almost immediately each went their separate ways back within the city of Wavemeet. From shopping to information deliverance, to meeting with benefactors of the Misty Forest.

Deciding together that the next step would be to liberate the Misty Forest, the party chatted with many people who might have a further clue as to the state of the forest. Meeting with Delaan Winterhound, they learned of a single city and the village elder that would be waiting for their appearance.

The forest had suffered much attack by a Green Dragon and its rider, although no attacks have been reported in nearly a month. Every city attacked now lies in ruins, without a single survivor.


It was at this point the party, either forgetting or displaying arrogance of power, began to stray from each others gaze and protection, opening themselves to the now established assassins that wait for them to do just that… -DM (mentally laughing to himself

Shortly after starting each of their own errands, Brennok retired to the Debt’s Respite Inn inside the Coins. Here he met an aging human man and an elven woman, both seeming merchant citizens of the city. This was quickly revealed to be a farce, however, as they attacked Brennok, quickly petrifying him, though not without much resistance.

Shortly before disappearing, Nah’Krinn appeared, ready to fight them off. Nearly destroyed himself, Nah’Krinn fought back the Elven woman to teleport off with Brennok, while the human man wiped NAh’Krinn’s memory of the situation.

Shortly thereafter, the man vanished as well, leaving NAh’Krinn enraged with the city guard.

Aur, scrying upon this man, found that he had been cornered with few resources left to him. He took his own life along with four guards near him.

They eventually had Alister peer out for the woman, who was in the hastily thrown together process of becoming a Lich. Such a process is usually done with extreme care, although she too seemed to be pressed for time for reasons unknown.

The group, fighting forward with Lady Silverhand and Alister in tow were able to rescue their friend, defeat the last of the Arcanum, discover that a butcher had hired the Arcanum to kill all but Aur, and then return to Wavemeet.

There, along with the help of Arthur the archpriest of Lathander, were able to carve out the phylactery of the elven woman and free Brennok of the evil within it.

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The Path to Grein Iron
Negotiating with Thunder and Ice

The party gather together quickly within Wavemeet for their journey outward, gathering the many supplies they would need, their steeds, and a cart to carry goods.

Seeking last minute advice, the party spoke with both Petlannan and Lady Silverhand. Silverhand spoke to the dangers of looking like traders, as they seem to be the main targets both of the cultists, as well as those along the trade route. Petlannan had little to offer but a pair of steeds.

The group set off for their two week journey, stopping making many stops along the way, seeing many Emerald Enclavists and trade route guards along the way. The group even came across a wandering wood that seemed to terrorize the group’s paladin to the point of immediate immolation of one of the wandering bushes.

The next morning, your group met in Red Larch and witnessing the large group of Order of the Gauntlet and Lords’ Alliance troops stationed there. Meeting shortly with two strange fellows, an older gentleman Xorfire and younger redhead Ladak, the group learned of secret tunnels that run underneath the crossroads city of Triboar to the north, currently under the sway of a large collection of cultists.

While the group took time to prepare for the next leg, a note was sent to Leosin Erlanthar and the Council of Wavemeet notifying them of the significant blockade, as well as what they knew of Triboar. Responding, Alister mentioned that Triboar was indeed under the sway of Maeora Flipple, an accomplished Wearer of Purple and known enchantress. The city supposedly had nearly 40 cultists, with three half-dragons holding up as lieutenants of the captured trade point. The stories of Xorfire and Ladak were vindicated as well, providing a potential tactical entrance. In the end, however, the group decided to avoid the city altogether.

Other encounters included a black dragon flying overhead, tackling a wyvern rider who seemed too preoccupied with the group. A traveling set of forest dwellers were also met, among several other disappointing travelers. Also, a set of caves that whistled musically at night were discovered.

The group finished their two week travel to Grein Iron, encountering as a few travelers mention, an unnaturally large and fixed storm, covering the mountain ranges of Grein Iron in feet of snow. Plowing on took much of the groups strength. Eventually the Blizzard let up, as a monstrous bird descended upon the party.

An extremely decisive battle ensued from a well placed Hold Monster, quickly rending the bowels from the magnificent and terrifying beast. Seconds after their victory, the storms came back in force, with a booming voice originating from Grein Irons tallest mountain, the Ulvar Pinnacle. A bolt of lighting stuck down at the adventurers, as they struggled to reclaim their panicked horses and finish the 10 miles jaunt through 3 foot snow to the city Proper.

When they did, the guards seemed concerned about the feather trophy gained by Nah’krinn, but guided the group to Oret Eternod, the Half Orc Elder of the Half Orc mining city of Grein Iron, Brennok’s home.

Inside the old orc began to spin a long tale of the last month, beginning with cultists attacks upon their trade caravans. From there, deciding to take the more difficult but potentially safer-from-cultists route through the mountains, four half orcs sent (including Gorik, Brennok’s eldest brother), witnessed a most foreboding sight. A contingent of three dozen cultists seemingly conversing with Fruljar, leader of the Frost Giants of the north.

Quickly, a massive shadow covered them as a giant white dragon joined the cultists. Enraged, the Giants began seeping the cultists, but not before the small dwarf and a group escaped, following the terrified half-orcs back to Grein Iron.

There they trapped the citizens, and stole many of their goods for weeks, until at last a majority left in search of whatever lies atop the Pinnacle. But they sent too many. The citizens took the remaining cultists, putting them in cages, while shortly afterward the blizzards began.

Brennok spent some time meeting with his elders and family, learning the secret of Kong Ulvar Merzar, the Storm King of the Pinnacle. The group in turn spent time interrogating the Wearer of Purple Cheela Flagsteel, a female dwarf who seems to be the least effective general of the Dragon Cult. Speaking of the hatred of Dragons that burns at the heart of all giants, the group decided on a plan to court the Giants.

In the morning, gearing up with knowledge gained from the city elders, they set out for the Ulvar Pinnacle. There they met with Frostlord Fruljar. Their strength was palpable, and made explicit as they march out the “Kvit Wrym” Araunthator, now without his wings and terribly brutalized. The conversation rocked between hostile to mildly interested. The show of historic kills (the teeth and scale) seemed to mildly placate these beings, while long conversations in Common seemed to anger the Frostlord. In the end, Fruljar said to return with the place, and only those he saw before him would he consider “Venn”. All else would be considered “Uven” and would be very quickly “Dod”.

Thundering away with their reptilian mastiff, the party began the perilous climb to the top of the Ulvar Pinnacle. Through good eyesight, and extensive use of the Immovable Rod and Aur’s flight, they were able to ascend the mountain, but not before another monstrous Roc began harassing them, eventually seizing Aur and tossing him to the top of the mountain. Quickly following the rest arrived.

At the top of the peak they saw a massive obsidian obelisk, a rock floating hundreds of feet higher, surrounded by a black storm. The storm began to coalesce before the party into a colossal 30 foot tall Storm Giant, adorned in adamant armor, and carrying a sword that arced with the fury of the storm this being embodied.

This being spoke, at time in rage due to the merciless demise of its Roc. For the most part, it listened intently. The party spoke to the need to band together, and in the end the Storm King agreed, speaking to how without more allies, and allies that would work together, they would be doomed to fail.

Surprised they were not interested in his Castle, Skyreach Castle, and the vast wealth that laid inside, he said to have those in tune with nature to send word to the Storm of Ulvar Pinnacle, and Skyreach Castle would again, for the first time in centuries, move across the sky. The blizzard that locked the region of Grein Iron, however, would stay, watched over by his Roc.

The party descended, carried aloft by the uplifting currents of the storm, reaching the base of the mountain.

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Metallic Dragons, Arise
Council with the Biggest Goods of the Realm

Starting from their run in with the run in with the Arcanum assassin, Petlannan Silentread and a contingent of clerics and paladins came to interrogate the adventurers, to ensure they are who they say they were. For the most parry, the party passed without incident, and were lead through a wave of angry citizens.

Insides the palace, shortly a meeting began. Notably, a new lady (Lady Elia), a new man (Sony Tark) were present, and Lord Dagult no longer sat at the head of the table, with the honor now upon Lady Silverhand.

The council chatted about raids in the Misty Forest (King Melandrach said no, while Delaan Winterhound said otherwise, Cain backing up the Emerald Enclavist’s statments). There are many raids on the towns of Faerun, including Citadel Abdar to the north, the Misty Forest, and Wavemeet.

There are assassinations within the council itself, causing concern. A Whitestone aid and a Mithral Hall aid were found dead, one having killed the other and then having committed suicide.

Varram the White has been helpful, providing aid on the five Wyrmspeakers, their location, the purpose of the Masks, and of course the Leader Severin Silrajin.

The Arcane Brotherhood have joined the cause, and Malfurb’s lore has revealed the likely location of Araunthator’s main lair.

A massive hoard is being heavily guarded by cultists as they move wealth from it to the Well of Dragons. Fast moving heroes might have a chance to reclaim the wealth for the nations.

Grein Iron and Citadel Abdar are under siege, and no supplies are making it to the citadel.

Elia then revels her true nature as a dragon, and asks for a delegation to speak with the Metallics.

Following the council, and many smaller discussions, the party fly off with Otaaryliakkarnos to the Nether Mountains. Along the way, the party encountered two adult dragons with red wizards mounted on them, a fight they were not ready for. Knowing time was of the essence Otaaryliakkarnos flew off at double pace, leaving the assailants far behind.

The group drew near to the mountain, took a rest, and then proceeded into the heart of the mountain, where five Ancient Metallic Dragons waited for them all. A Gold, Silver, Brass, Bronze and Copper dragon all sat upon mounds of gold and treasure, as the meeting began.

Introduced was the Metallic Council, each with their wants and desires. In the end, the party conceded two apologizes (one from the dwarves for the dragonmoots and one from the elves for the dracorage mythal), in addition, the silver dragon requested the return of the scales of her niece, now in the form of a set of dwarven armor, handed to a dwarven lord of the Mithral Hall.

The Copper requested the return of an item, long ago stolen from her hoard, but in the end gave the item back to Aur.

The Brass requested the creation of a massive landmark to the dragons who aided. The Silver requested a MASSIVE temple dedicated to Bahamut.

Three shares of the hoard were also promised to the Metallic Council.

From here, the party rested, then returned to the now excited council members, basking in the short glory of having powerful new allies. All of course before seeing the price tag. A small town was liberated very quickly before the adventurer’s returned, however, with the aid of the Silver Dragon.

Lastly, before settling into the Mansion for the night, the adventurers 1) agreed to go to Grein Iron and help the dwarvern citadels, and 2) took out a doppelganger that was wandering the cities, masquerading as an assistant to the magic shop keeper Drenomere.

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Shack Survival
Parrying blows from Assassins

The party, sans Brennok, continued their two day downtime.

Day One
Group: The entire group came back together after the attempted assassination attempt from the Cult of the Dragon.

Aur: Aur continued crafting his new helm, purchasing gems and having them affixed. He also spent some time to chat with Drenomere about inks, although Drenomore had complained that his shipments from nearby supply chain towns were being attacked by the Cult of the Dragon, and made impossible to get materials. He mentioned that the next nearly guaranteed shipment from his hometown of Gladstrom would be perhaps a week or two out still.

From here, Aur traveled to the Ascendant Quarter in search of Branken, who he found talking with Alister within the Harper Office within the Wavemeet Castle. Here Alister provided Aur one of his traveling spellbooks, and provided enough ink to supply him with two 7th level spells. A mysterious new figure to Aur, the High Harper Durst, was sitting in the back of the room, agitatedly allowing Aur’s presence. The smell of dry rot permeated the room.

Branken: Branken continued his meeting with Skippy and Ripley, but also sent skippy out to get two fresh doors, get skilled dwarves, and a few other missions. Skippy said that Lady Dala Silmerhelve (the lady in green) had a new guest over, but she might have a bit of time to get into contact with the masterwork stonemasons in White Stone.

From here Branken went to the Ascendant Quarter, encountering many of the Council men and women, as well as Lady Silverhand and Remalia chatting, with Silverhand pushing papers into Remalia’s hands. Seeing you, she chatting with you a small bit, and impressed upon you the need for secrecy and to reduce the party’s irreverent approach to wandering into town with freshly killed corpses. She then took the papers from Remalia and told you to given them to Rian Nightshade for delivery. Lady Silverhand left to upstairs, while the freshly unburdened Remalia left the castle.

Shortly after this conversation, Leosin Erlanthar appeared, and through some questions, admitted that the 7bag of holding has a second keyed portal that Leosin has within his realm of influence. Although he asked if Branken needed a demonstration, he took the old monk at his word.

Here Branken waited to meet Rian for about half an hour, at which point she made an appearance. Barely speaking, she gestured for Branken to follow into a room, where they began to chat. Here she began folding the papers, while she agreed to answer two of Branken’s questions if he would deliver the letters. First, Branken learned that the assassins who had broken into his house were not Zhentarim, nor could they have been the Rot Kings. The Dragon Cultists, according to Rian, likely were not culprits either, leaving only the Stelhard Syndicate to blame. Through ever her best workers, the Syndicate continuously eludes her, the Harpers, the city and royal guards, and even Lady Silverhand or Taern Hornblade. Second, Branken learned that the fishmonger was the one to place the hit with the Syndicate. A fishmonger that was supposedly already dead. She gave a free question as well, speaking about death on the council. The Lady Silverhand’s aide, a young man from Whitestone, was found dead (having hanged himself) with the dead corpse of the dwarven aide from the Mithral Hall in front of him. Much death has been coursing through the city, and she informed Branken that they are doing what they are able to to remove the problems. Lastly, she warned that the Syndicate, as far as she knew, had at most three or four agents within the city, but even one agent was dangerous enough for any organization. The agents were likely part of the Arcanum, one of the three major organizations that fall under the umbrella of the Syndicate. The other two, the Feral (stupid and easily manipulated brutish barbarians) and the Blackhands (skilled swordsmen, gladiators, and a few worthwhile assassins) also fall underneath the occult Syndicate. She warned that the Arcanum and their death mages were perhaps the most dangerous, with magic practitioners honing their spells for the profession of insurrection, coups, and of course contract fulfillment. She said if it were her, she would never stay in one place long, never use her real name, never be seen, and never show her true face, all while tracking down the heart of the Syndicate, rumored to have spread like a cancer from the east, in a human outpost called Gladstrom.

From here, Rian made her way out, directing Branken to place each letter on the corresponding councilperson’s desk, upstairs. This Branken did, encountering Silverhand again. She spoke of the spells Scrying and Speak with Dead, and the ability of those who work for the council to perform each, given the right components. She took her letter, and Branken continued, with the exception of Remalia, who’s room was locked. Descending the stairs, Branken encountered Alister and Aur, both of whom were making their way back upstairs. Inside Branken saw Durst, the Mummy Lord from the Court of Bones, apparently a High Harper and important leader within the Harpers guild. Branken placed his letter down, and bit the group farewell, after asking Durst a bit more about himself (apparently betrayed by the Mages of Saruun many years ago. His friends entombed within gems, which Branken turned back over).

Branken left from here to continue investigating for assassins before his appointments with Ripley and Skippy. Finding many Zhentarim agents and boundary runes who now acknowledge Branken’s gaze, he also saw one figure vanishing within the very shadows, dressed in a black cloak. Branken however was unable to follow.

Cain: Cain did a bit of shopping, ensuring his sword was etched, his armor was commissioned, his robes were brought back to wearable conditions, and his other orders were taken care of. He also purchased and constructed half a barrel worth of black powder, which he stuffed into four vials, and had Nah’Krinn create a few metal containers, which also were likewise stuffed with pebbles and black powder.

Cain also went to visit the White Swords in look for Daea. The entire area of the White Swords was absolutely packed, with many, many new adventurers swarming the area, both inside and outside the building. Here Cain asked to see Daea, but was unable to get a hold of her, as Abbadar the contract broker explained she had been gone for at least a month now on one of her hunts, and nobody except she knows about her business. Cain left behind a letter for her to get into contact with him upon her arrival back into Wavemeet.

From here, Cain looked though the contracts, found one asking for a Nightmare heart and Basilisk eyes, and decided to find Nah’krinn to get ready to do the basilisk mission. They together spent the evening getting prepared, with a polymorph spell in his ring of storing, and some book knowledge gained from the likewise filled library of the Ivy District.

Nah’krinn: His first day was spent seeking out the temple of Bahamut in the northern part of the Ivy District (the Wise District specifically), making a huge (3,000gp) donation to the church, and asking the clergy on staff if he could start sending his order aspirants this direction. Spending a bit of time creating a job posting outside the White Swords, also taking in the sudden surge of adventurers, both healthy and seemingly recuperating, Nah’Krinn placed his final draft on the board. Skippy was hired at 7gp a week, and would become Nah’krinn’s runner. Together, he and Cain began their mission of gathering materials required for their journey out, while later that night forging the first of Cain’s makeshift ‘bombs’.


Day Two:

Group: The entire party were woken up early the following day by a knock at the front door, as a typically early Skippy entreated them to look towards the sky. Here, the party could just make out a large blot just visible through the early rays of sunlight. Walking out of the shack, other merchants and guards had taken notice too, pointing it out, with many guards making their way to the gates. Here there was a crowd of guards around a single Harper agent, who was trying to explain that all was alright, and that they should return to their homes. Nah’krinn, using his official badge, climbed the tower and took a good look at the now looming blot upon the sky. Here he made out what appeared to be a floating vessel, a ship borne aloft in the air, with a headway directly for the city of Wavemeet. The Harper agent, nearly hysterically was trying to get guards back to where they were needed, as the ship’s enormous shadow passed over the city, a minute later followed by the massive flying skyship. Standing at the bow of the ship, a foot raised up upon a railing, was a very confident and charismatic fellow, a blond goatee and mustache and rich red colored finery and a red cape. ‘Behold, Sony Tark , Dragonslayer of Gladstrom and Savior of this City HAS ARRIVED!’ he shouted out, as the ship made its way, descending all the while, towards Castle Wavemeet. The ship itself seemed manned by massive 10-12 foot tall crew members, all at the ready at nearly a dozen massive arbalests on the ship. The party, curious, nevertheless went about their own duties, with the Harper agent making the wry comment while shaking his head (“THAT is certainly worse that wandering in with a dragon’s head on your shoulders”).

Aur: Like the rest of the party, Aur saw Cain and Nah’Krinn leave the city,m making their way north to White Stone to kill some basilisks. Purchasing a bit more ink and getting more work done on his helmet, Aur disappeared back into Castle Wavemeet, to continue inscribing his spells, now alone entirely. Part way through his inscribing, Branken barged into the room, looking worried. He asked Aur to send a message to Cain and Nah’krinn that they were going to be beset by assassins, and that they should turn back to town immediately. Aur chose to comply, and then went back to his inscribing. Returning back to the Shack late at night (6pm).

Branken: Early in the morning, Branken saw Cain and Nah’Krinn leave for their mission, while the dwarves appeared. Branken quickly set them about their mission as Skippy’s installer came by with the two big doors, installing them both. Branken continued his work with Ripley and Skippy, but also came across more Zhentarim agents as well as two more black robed figures. These two were chatting, and Branken was able to gather that they were plotting to kill the two party members that separated themselves from the group. Branken attempted to give chase, but the two now disguised assassins vanished into shadow before any real damage could be dished out. Worried for their well being, Branken ran to find Aur, and have him send a message to Cain and Nah’Krinn. Again Branken came across Rian, this time looming over the balcony as below Sony Tark was greeting/singing/discussing with many guards, council members, and other royal people (flanked by two massive stone automatons) about his great feats and stories. Rian spoke more about the Syndicate, providing Branken with one of the guilds’ magic cloaks, and warning Branken that she had seen him speaking with Skippy the other day before being swallowed into shadow, just like the Syndicate members…

Cain and Nah’Krinn: Setting out together, Cain purchased himself a horse and Nah’Krinn summoned his regally named steed, and together they set out, accompanied for a while by other adventurers who were out on a mission as well. The first four hours went by without too much trouble, with only occasionally some birds and wildlife making an appearance, the adventurers long since turning east away from the path of Cain and Nah’Krinn. Nah’krinn however received a whisper from Aur, carried aloft on an arcane wind, warning them of incoming assassins. Not too long after that, both Cain and Nah’krinn caught two unknown figures attempting to scry upon them. Spooked, they began to formulate ideas of a counter-trap, keeping along the path they came in on (but off a ways to see if anyone might have been following), they became more and more anxious. Cain, finally, spotted a figure hundreds of feet off, but only just before a series of three whirlwinds began slamming into Nah’Krinn and Cain. Later identified as Invisible Stalkers, the two adventurers fought in vain as the elementals tore into them, with the assassins not too far off, closing in as well.

Deciding that running was by far the best choice, Cain polymorphed himself into a giant owl and took flight, while Nah’Krinn took the moment of distraction to run away. The three wizards hurled spells at the two, but their speed eventually put them out of reach, the stalker turning Cain’s horse into blood soup within seconds.

Arriving out of breath into Wavemeet, the two regrouped with their friends.
Aur created a magnificent demiplane mansion for the group to rest in for the evening, protecting them from any unwanted intruders.


Day Three — Council Meeting Day

The entire party woke up together within the mansion, carefully leaving it. Darmok was waiting outside, and quickly enchanted the entire building, bringing the defenses of the place back into line, and also providing a partial days protection from Elementals entering the building.

Skippy did some running for the group, Darmok finished his work, the dwarves made their leave, and eventually the party prepared for the council meeting later today.

A knock was heard at the door, and behind it a concerned looking Skippy, acting a little oddly. He asked if he could see Branken outside for a moment. Producing a gem, he asked Branken if he knew anything about it, or if he had asked Skippy to place it in the coffers. In that moment, Branken felt a terrible sucking feeling that he was able to resist, but that left Skippy in shock. Opening the door to see what the commotion was, Nah’Krinn too felt the sucking feeling. Standing there a little dazed, Nah’Krinn told the party he was fine.

Nah’krinn quickly told the party they should destroy the gem, and agreeing, the party sent Skippy to hand the gem to Remallia Haventree — the Harpers. He made his way on out, as Aur became suspicious, recognizing the effect of the spell. BRanken began to make his way out, as he had things to do, as did Nah’Krinn. Aur balked thier attempts, asking each where was the first time they had seen Aur. Nah’Krinn then misty stepped out of the room.

Not to be left behind, the party gave chase. Onto the roof of the shack. There Nah’krinn stood, a terrible smile upon his face. Aur’s spells glanced off this foe, as Branken leap put him within a grapple on the foe. Cain climbed the building, while the foe in Nah’krinn’s body misty stepped to Cain. Reaching out with a finger of Death, Cain felt his life force drained, but luckily not snuffed. The party continued their fight, trying to incapacitate Nah’Krinn, but each time he teleported away.

The fight poured into the streets, alerting the guards as Aur came into possession of the ruby gem again (recovering ti from Skippy, who quickly kept running off to Remallia). Nah’krinn, turning away from the flying Aur, ran instead into a nearby building filled with a family.

The party surrounded Nah’krinn- Aur at the window, Branken in the door, and Cain gliding through the wall to flank Nah’Krinn. With a terrible laugh, the foe launched an overcharged fireball into the room, incinerating the family and badly wounding everyone in the room.

Aur tossed his final hold person spell, succeeding at immobilizing Nah’Krinn. Cain shortly after felt a terrible sucking feeling at his soul, but succeeded. Nah’Krinn now, spoke out ‘Its me!" but the party was understandably cautious, with Aur again asking questions only Nah’Krinn would know.

Branken grabbed the gem, and saw its magic wink out. Aur saw a guard tear away from the crowd, running toward the center of the city as fast as his armor would let him. Branken brought his hammer down onto the gem, shattering it. Aur saw the guard stumble, and fall flat to the ground. A moment passes, and the guard, dizzy, picked himself up, looking around confusedly.

The party did their best to explain the situation to the guard, who said they would be sending for the royal guard to deal with this scenario, putting the entire group on arrest within the Shack. From there, the party found their trap for the Invisible Stalkers had worked, with the Stalkers easily dispatched at range.

Healing with a short rest, the council is only an hour away…..

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Capture of a Wyrmspeaker
And visiting the Tomb of Diderius

The group, finishing their chats with Lady Silverhand and Dagult Neverember, were made aware that two of the cults chieftest, Varram the White and Rezmir the Black were at large. Varram particular was search for a stolen artifact, the White Dragon Mask, a powerful and important relic for the ritual to summon Tiamat and the cults mission.

Varram was last known to be traveling to the northwest to the Serpent Hills, to Boareskyr Bridge, a small settlement in the area. Negotiating for horses – a limited resource within the city for the time being – the party set out.

Along their way they encountered lizard folk and undead, as well as some scouts. They eventually found themselves in Boareskyr Bridge, both a bridge and a tent city, over-watched by paladins from a theocracy nearby.

The townsfolk had heard of the dwarf indeed, as he became a sort of local legend to the people. Asking about, they pointed the group in the direction of The Tomb of Diderius.

Two days more travel and they arrived, seeing the used camp of the cult of the dragon. Making their way to the Tomb entrance, two guarding statues begged the question (wisdom or knowledge) to which the party replied.

Entering the beautiful Tomb, though it smelt of rot and decay, they bang their fight inward.

A series of arcane traps barred many of the ways, from insanity spells to tile chimeras to bound undead. Even a distraught ghost who provided some knowledge. Wrote being set free were here.

The party discovered the divination pool, a powerful natural location that Diderius used to show his immense power. In front of it a betrayed cultist.

Continuing forward, they came across the Tomb of Diderius, who acted kindly toward the adventurers who disturbed nothing they did not need to. The voice, rumbling from the earth, opened a secret door to the yuan-to enclave. Inside an infested enclave fought back at first, but quickly realized they did not possess the force to push back.

They offered Varram in exchange for the adventurers quick departure, claiming they
had to return Varrams soul first.

Not eager to start another fight, the adventurers agreed, soon receiving Varrams beaten and broken (yet still alive) form an hour later. Shortly after the departure of the yuan-ti, however, a figure standing in a broken tower made its presence known.

Standing high above the group, and barely speaking though his voice carrying was a man in deep crimson robes, skin a sickly grey, head shaved bald with black runes emblazoned in his skull. A red wizard looked down upon the group.

He called for their attention, as a individual he knew had mutual interest he hoped to share.

The wizard, mounting a horse, led the group to a tent in the wilderness, guarded by undead warriors and Devils. Inside, was a powerful entity called Lord Volmer. He asked that any red wizards that belong to the cult be made known to him, as well as Devils serving the cult. These defectors belong to and insurgent band within the Hells, which the devil king himself (Asmodeus) wishes to punish. The defecting wizards will be made known to the Lichlord Szass Tam, ruler of Thay. They all will be made examples of.

The party tentatively agreed.

Upon arriving back, the news of Varrams capture was taken well. The party began to unwind, but Aur learned of an individual seeking their attention. The party followed, being led into the forest, where they were assaulted by assassins from the Cult.

Surviving, many cultists fled.

The Shack upon returning, had signs of forced entry, with one of the wards having been triggered.

In two days, another Council will be held.

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A Brief Reprieve
3 Days in Wavemeet

The morning after returning to Wavemeet, the adventurers each have business they take care of.

Aur: After meeting with the various people upon arriving back in Wavemeet, Aur retired back to the Shack. In the morning, he shipped out to Darmok’s, bumping into Branken as he purchased inscribing inks and reagents, reviewing Darmok’s book of magical goodies he has seen over the course of his many years as a dungeon planner and creator.

Aur shortly thereafter, dropping his items into his room at the shack, departed to the ascendant quarter to speak with the Harpers, seeing if anyone had ever seen his race before, to which Remallia had disappointing news in that she has not, and that Aarakocra are very rare in the Prime Material Plane.

A little disappointing, but leaving with a promise to expand the Harper network to search for his people, Aur bumped into Cain before he departed on his own strange and urgent mission. They traded to Aur 10 sq’ of dragon hide, which Aur took to a green tiefling in the Ivy district, commissioning black dragon hide armor for 500 gp, requiring 20 days to craft. His purse a tiny bit lighter, he spent the noon hours resting at the shack before returning to Darmok to re-read the book and take some notes. Making plans for the following day, Aur retired to sleep.

On his second day, Aur traveled about the city making many purchases, even visiting with Drenomere the newly establish magic dealer in the city. He also arcane locked all of the Shack’s windows.

The third day consisted of commissioning a iron helmet for 75gp, taking about 3 days to fully create. He also met with a very,very tired Alister, with bags under his eyes, asking about where to find magical recipes, and was told that the place the group was to go to next would have a few items “if he asked nicely”.


Branken: unlisted


Brennok: Took a mission from the White Swords, investigating a stalker for a fish monger. He however walked right in on a murder scene. Alerting the guards, Brennok went to ensure the gold reward was returned to Derrick the fishmonger for his funeral.

HE went to chat with Ziza, although the interaction seemed to go poorly, with Ziza calling Alister an ‘Ugly’ gnome, and that she wanted nothing to do with him or his guild. On mentioning the Greater Good, Brennok seemed to reach to Ziza’s sensibilities, although the mention of the Harpers again brought her fury to the forefront, and she stormed off.

Instead Brennok went off to the ivy district center and chatted to Connor, an eager adventurer, about life.


Cain: Cain left quickly from the party, disappearing after receiving a letter from Alister. Cain mentioned briefly something about his own issue, and made preparations to leave. He did not follow the party on their next mission, instead leaving town later that very same day.

Cain was present at the shack when the party returned, having waited in town for many days. He was however oddly missing from the fight that would later take place in the woods against the Cult.


Nah’Krinn: Polished his armor, bought room things, started setting up a forge.

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The Crimson Connection
Finding Maccath and Defeating Araunthator

Chimera’s bane, still invisible thanks to Aur’s magic, and the concentration of Cain, snuck deeper within the iceberg of Oyaviggaton in the Sea of Moving Ice. Their mission, to find more about the Draakhorn, and recover it if possible. The person who might know anything about it, Maccath the Crimson, was known to be in the Sea of Moving Ice three years ago, before she went silent.

Descending the icy stairs, the group, led by Branken and Brennok (as they alone could see in the darkness), they wandered into many rooms, perfectly stealthily.

The avoided a coughing ice hunter, kobolds, ice trolls, and more. Though the ice below them was slippery and there were many slopes and hills, their crampon boots served them well.

Two treasure / trophy rooms were discovered, the first with treasure that the Dragon Araunthator grew angry when Branken disturbed it, and another filled with nearly a dozen Giants, (8 frost, two fire, a hill and a cloud).

The party found a kobold warren, another exit to the tunnels, and very intelligent ice toads, who seemed very busy cataloging everything they could find.

Continuing further, they stumbled into a wandering Maccath, who they followed to her hut.

There Branken followed her inside, still invisible, as Maccath spoke to the darkness, asking if Branken was there to save her or kill her. Upon the agreement to save her and her things, the kobold assistants bolted off to warn their god Araunthator, while the lurking invisible party stuck them and the guarding ice troll down.

Maccath told the party quite a bit about the Draakhorn, its appearance, its function, and where it vanished off to. She provided knowledge on Araunthator, as well as some of the draconic lore. She gave them an understanding of the lower areas of the iceberg, and told them of the rather friendly ice toads. She then provided aid in the form of two Arrows of Dragon-slaying, a Ring of Cold Resistance, as well as ten ‘temporary’ scrolls they could use to fight the Old White Death.

The party, readying themselves after a bout with more ice trolls, were guided to the lower portion of Oyaviggaton.

There they descended into the darkness. Walking and spreading out somewhat, Araunthator eventually made his presence known, using to his advantage mutliple times throughout the fight the party’s desire to stay grouped near their paladin and only source of light.

The fight continued for almost 24 seconds, before the great hunter decided to make his hasty departure. Soon, the party found his guards were upon them, no less than 5 more ice trolls.

Emboldened from their won battle versus the great dragon, the party annihilated the tolls without much pause.

They spent a good two hours melting what small portion of the treasure from the walls and floors, leaving a sizable chunk remaining. Not wishing to push their luck however, the party made their way out of the iceberg, with ice toads and sorceress in tow. Kobolds flinging themselves in a suicidal fit of mourning as they saw their god defeated in a battle, quickly met their end to the party’s swords and magics.

The trip back to Wavemeet was overall uneventful. As the week at sea ended, the group stepped off the boat in the mid afternoon. With the evening to discuss their findings, introduce the right people, and gather information (we’ll do this together next time), the party agrees that the next three days are downtime (I’ll work with each of you this week to hash this out).

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