Ensemble of Evil Exterminators

Between Debtors and Dragons

PCs

  • Idra (Paul) – Human Monk 6
  • Indica (Hannah) – Air Genasi Druid 6
  • Kronk (Katie) – Tiefling Barbarian 6

Named NPCs Encountered

Waterdeep
  • Alfons Wands – Norman and Gretchen’s uncle (the late Norman Wands Sr.‘s brother) is in charge of the magic item trade. He runs the warehouses, acquisitions, and sales. He’s far more interested in collecting magic items than money or power, and boasts a considerable personal collection separate from the warehouses.
  • Lady Laeral Silverhand – The “Open Lord” of Waterdeep, Laeral is the figure of authority and rule within the city-state. She is a 700 year old elf with a gift for creating magic items. She mysteriously disappeared for a period, but has recently returned and re-taken her position on the council.
Scarlet Moon Hall
  • Druids – Iniri, Mahoon, Fariya, and Varigo are druids waiting to be initiated in the Rite of the Wicker Giant.
  • Rough Looking Men – Storol and Wiglaf are unfriendly barbarian types camping outside the hall.
  • Eternal Flame Guardians – Biart (Dead), Orm (Dead), and Malin (Not dead!) are Eternal Flame Guardians disguised as rangers. They were providing muscle for Lytin.
  • Lytin – An Eternal Flame Priestess / Druid, Lytin is a half-elf woman interviewing prospects for the Rite of the Wicker Giant.
  • Elizar Dryflagon – Individual running the show at the Scarlet Moon Hall. Haven’t met him yet.

Events

  • Fairafel was unable to attend and will likely not be present for the next couple sessions.
  • We used Roll20 again, this time not using vision cones which was a lot less fiddly.
  • The party returned to Waterdeep and went to give Alfons the bad news. He accepted the Guard Drake Egg as a consolation prize.
  • Next they went to tell the city guard about the dragon, and were dragged to the main keep and a meeting with Lady Laeral Silverhand.
  • She met them in the garden, where she was doing a tarot reading.
  • After the party turned down her ask for them to take up dragon slaying, they asked her about the situation in Red Larch.
  • While Laeral was unwilling to provide military support, lest her neighbors think Waterdeep was looking to expand it’s territory, she did promise some relief workers for Red Larch.
  • Laeral also provided the location of Scarlet Moon Hall, as well as some information that druids were gathering there and she thought it was the cult’s doing. She sent the party back to Red Larch with an escort, and a contact in Amphail if they need further “descrete” assistance.
  • The party cleaned up, traveled to Red Larch, and then marched out to the Scarlet Moon Hall. They arrived just after dark.
  • They first ran into a group of druids that the Rite was a mystery cult initiation. They seemed friendly, and directed the party to Lytin for more information.
  • Indica mostly took the direct approach walking around, while Indra and Kronk did their best to sneak.
  • Met a couple of rough looking barbarian types camping, there is something off about them…
  • Indica had a chat with Lytin. Lytin initially wanted to recruit Indica, but started to suspect she wasn’t a good candidate. Insisted that Indica needed to come with them to meet Elizar for “further information”.
  • As Indica passed through a shadowed area, Idra snuffed her torch with ki.
    A fight broke out. The party got fireballed and beaten. Indica got to use the Wall of Thorns spell from the new staff. (DM forgot about that.)
  • Party ran and hid in the darkness to the north. Idra and Indica hid in the bag of holding while Kronk crept around in the dark and avoided the patrol.
  • Next time the fight begins for real!

XP Log (2100, 700 each)

  • Settling up with Alfons. (300xp)
  • Meeting Laeral, reporting the dragon, and getting a tip. (300xp)
  • Chatting up the druids and realizing there are innocents at Scarlet Moon Hall. (300xp)
  • Getting in a fight and managing to retreat to a hiding place. (300xp)
  • Foes Defeated (900xp)
    ○ Eternal Flame Guardian x2 (CR 2)
View
The Waterdeep Job Pt. 2

PCs

  • Idra (Paul) – Human Monk 5
  • Indica (Hannah) – Air Genasi Druid 5
  • Kronk (Katie) – Tiefling Barbarian 5

Named NPCs Encountered

Kobold Layer
  • Azhi – A young green dragon, about a century old. Almost killed the party. They didn’t actually catch his name as they ran from the breath weapon.
  • Meepo – A kobold scale sorcerer with a considerable talent for alchemy. He was cut down mercilessly.

Events

  • Fairafel was unable to attend and will likely not be present for the next couple sessions.
  • We used Roll20 with Dynamic Lighting and Line of Sight for the first time. It went well!
  • The party crept deeper into the kobold’s layer and spotted a sleeping guard.
  • Idra watched the guard while Kronk and Indica explored side passeges.
  • They found a mimic. Indica managed to not get stuck, but there was a fight and Idra killed the kobold before it could wake up.
  • Kronk got TWO axes stuck in the mimic before it was killed. (Natural 1s.)
  • The party continued exploring, finding water with gold pieces shimmering in it. Indra also spotted some kobolds and nests, so the party backed up and tried a different route.
  • Indica fell in a spike pit. It hurt.
  • The party continued to creep through the tunnels eventually finding Meepo’s alchemy lab/quarters.
  • Meepo only had time to scream before he was killed at range.
  • Meepo’s Guard Drake attacked the party. Kronk grabbed it by the tail. Indica turned into a bear and fell off a cliff. Kronk and Idra beat it to death.
  • Indica tried carrying a torch in her mouth in bear form. It worked well enough provided she was very careful.
  • Meepo’s quarters were raided. 8 potions (1 Heal, 2 Greater Heal, 1 Diminution, 4 Flight) were found, a decent purse of tarnished silver, 3 green dragon scales, and a guard drake egg.
  • Starting to explore again, the party found a door with mining sounds muffled but audible. They went the other way.
  • Spotted piles of gold. Then a “sleeping” young green dragon’s head. (The party wasn’t stealthy enough, but Azhi wanted to see what they would do.)
  • Indica tried to take some of the gold. Azhi indicated that would be a bad idea and asked why he shouldn’t kill them.
  • Despite the sardonic patience of the dragon, the party couldn’t really come up with a good answer, and let slip that they had killed Meepo. Azhi considered Meepo useful.
  • Breath weapons HURT. (Indica dropped. Kronk and Idra realized they needed to run.)
  • Kronk pulled himself and the unconscious Indica into the bag of holding. Idra chugged a healing potion, clicked his boots of speed, and ran with the bag. (Azhi’s attack of opportunity took Idra down to 1 hp.)
  • Idra tore back through the area the party had came. Azhi gave some chase, then roared a command to the remaining kobolds and returned to guard his gold. (It would be helpful if any of the PCs knew draconic.)
  • Not knowing where Azhi was anymore and afraid to get caught in the open with a dragon, Idra ran back to the mimic room. It was a dead end, but a good bottleneck on the way in.
  • Having a minute for a couple cure spells, but not enough time for a rest, the party readied for a last stand.
  • A horde of kobolds swarmed them, as well as another guard drake. The party held the doorway, but Kronk dropped.
  • Idra managed to get the Kobolds to back off with a well placed sweeping cinder strike.
  • Indica healed Kronk a bit. Out of identified potions and low on spells.
  • Kronk crept forward to scout the hall. Saw both ways out of the hall were guarded with kobolds. It appeared the larger number were between them and the only known exit. Retreated back to the group.
  • Group heard a metallic clatter like a handful of coins dropped.
  • Indica decided to blow a last spell on thunderwave to try and clear the way out through the larger mass of kobolds. She ran for the kobolds, but collapsed unconscious when she embedded several poisoned caltrops in her feet.
  • Kronk switched to shield and axe and charged the other direction, trying to cut through the smaller number of kobolds and head for the previously found flowing water, hoping to get out wherever it was comming in.
  • Idra grabbed Indica and followed hot on Kronk’s heals while dodging spears and being pelted by slings.
  • They outran the kobolds, sprinting through ankle deep tidal seawater with gold coins scattered about but no time to retrieve them.
  • The party found where the water was comming in (clearly Azhi’s entrance) and could see faint daylight, though they would have to dive under to get out.
  • Swam for it. They got out and found a place to hunker down, stabilize Indica, breathe, and identify the potions.
  • Next, they need to figure out what they are going to tell Alfons…
  • DING, LEVEL UP!

XP Log (3900, 1300 each)

  • Explored most of the Kobold layer. (250xp)
  • Determined the likely location of the deck of many things. (800xp)
  • Pissed off a dragon and still got everybody out. (1000xp)
  • Foes Defeated (1850xp)
    ○ Mimic (CR 2)
    ○ Kobold x12 (CR 1/8)
    ○ Kobold Scale Sorcerer (CR 1)
    ○ Green Guard Drake x2 (CR 2)
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The Waterdeep Job

PCs

  • Idra (Paul) – Human Monk 5
  • Indica (Hannah) – Air Genasi Druid 5
  • Kronk (Katie) – Tiefling Barbarian 5

Named NPCs Encountered

Waterdeep
  • Bob the Dwarf. – Courier responsible for delivering a magical artifact (Deck of Many Things) to Alfons. Drinking himself stupid in the Yawning Portal. (Yes, the name is terrible. DM hates making up names.)
  • Toby & Jeremy – Thieves who were identifying targets for Kenku to sneak in and steal jewels and gold.
  • Alfons Wands – Waiting mostly patiently for the return of his property.

Events

  • Fairafel was unable to attend and will likely not be present for the next couple sessions.
  • The group learned that Alfons’ courier had an artifact stolen from him. A bejeweled box was taken, but the Deck of Many Things within it was the real valuable.
  • Bob was tracked down and interviewed while drunk. He had been knocked out upon returning to his room at the Yawning Portal. He didn’t see anything, but he found a “Raven” feather after the robbery.
  • The party investigated Bob’s room, found evidence of forced entry through the window and another feather. There were also scratch marks that seemed to indicate a giant bird’s feet.
  • Upon asking the bartender, there has apparently been a rash of burglaries with a raven feather left behind as a calling card. The thief is being called “The Raven”, which is descriptive if not particularly creative.
  • Next was an interview with the town guard. In which the party learned “they were doing everything possible to catch the thief”. More usefully, it was said that most things stolen were highly visible objects, like ostentatious jewelry.
  • Returning to Bob, who was now even more drunk, the party learned he had showed the box to a shiphand named Jeremy on the “Give it a Chance”.
  • Visiting the dock ward and the dock master, the party learned that Jeremy had come into some money and liked to drink at the Dripping Dagger.
  • The party found Jeremy at the Dripping Dagger talking to his friend Toby. Kronk tried to join them, and they left in a huff.
  • After following them to another dive bar, Idra sat at the table next to them, and overheard that Jeremy was being paid well in “tarnished silver” for targets who had gold or gems.
  • Indica got a gaudy piece of costume jewelry, pretended to be drunk, and flashed it in front of Jeremy and Toby. They escorted her back to the party’s room at the Yawning Portal. They didn’t try anything, but cased the joint and left. Kronk followed.
  • Jeremy and Toby killed time until dusk, then went to climb up a trail on Mount Waterdeep. Part way up they met with a robbed figure standing in a tree.
  • Kronk accidentally made a loud noise, and the near-do-wells all scattered.
  • Taking a fake gem from the necklace, Indica went to bed and feigned sleep.
  • Idra watched from a neighboring rooftop while a figure in dark robes expertly scaled the inn wall and entered through the window.
  • The thief left with the necklace, and Idra tried to follow, but lost him in the dark. Indica’s scrying using the fake gem was much more effective. They learned it went up the mountain to a large nest.
  • In the morning, the party climbed the mountain guided by a squirrel Indica bribed.
  • They found a nest with 4 figures standing around it. The thief wasn’t “the Raven”, it was a group of kenku.
  • The kenku heard the party and Indica cast fog cloud. The kenku crept into ambush points, but didn’t strike.
  • Idra rushed the nest, and was surprised to find several kenku eggs and a winged kobold clutching the necklace. There were also some vials that weren’t identified.
  • The kobold used those little wings to jump off the cliff.
  • Idra threatened to break an egg and the Kenku’s response was to try and drop him with an arrow. Idra batted it aside and delivered on his promise.
  • All of the kenku rushed the nest in horror. Kronk grabbed one by the throat and Idra threatened to break another egg. They dropped their weapons in surrender.
  • There was a brief interrogation of the weeping kenku. They were apparently stealing gold and gems on contract for kobolds to curry favor with “The Great One”.
  • The party left the nest feeling more than a little bad about breaking that egg, and scryed on the necklace again. Saw a secret entrance to a tunnel outside of town that the kobold used.
  • Traveling to the tunnel, the party entered. They tried the first fork and found a 20 foot drop to a tunnel below, doubling back they took a tunnel that angled more downward.
  • Kronk didn’t step into the waiting gelatinous cube, but was quickly engulfed. Battle with a gelatinous cube!
  • After cursing that particular passage and stopping for lunch; they moved on to find a latrine, the mines (which appeared to go deep down), a caltrop trap, the hatchery (no kobold eggs were hurt in the making of this adventure), food storage, and finally the common sleeping area for the kobolds.
  • There was a merciless slaughter of 12 kobolds.
  • We had to pause as they crept down the next passage.

XP Log (2520, 840 each)

  • Following the clues to find out that “The Raven” is a group of Kenku. (1000xp)
  • Finding the kenku nest and finding out who they were giving the goods to. (300xp)
  • Finding the kobold layer. (270xp)
  • Foes Defeated (950xp)
    ○ Kenku x4 (CR 1/4)
    ○ Kenku Egg (CR 0, You Monsters)
    ○ Gelatinous Cube (CR 2)
    ○ Kobolds x12 (CR 1/8)
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Amphail, the Dark Lady, & Waterdeep

PCs

  • Fairafel (Kaitlyn) – Half-Elf Sorcerer 5
  • Idra (Paul) – Human Monk 5
  • Indica (Hannah) – Air Genasi Druid 5
  • Kronk (Katie) – Tiefling Barbarian 5

Named NPCs Encountered

Amphail
  • Norman Wands Jr. – Wastrel young noble of a magic item dealing house. Stuck in Amphail due to some indiscretions.
  • Nurvureem, The Dark Lady – A shadow dragon who presents herself as an attractive female drow and primarily layers in Rundreth Manor. Nurvureem has been “courted” by the elemental cults, but she has chosen to eat most of them and allowed a few to flee in terror to discourage further visits.
Waterdeep
  • Gretchen Wands – Executor of the Wands’ estate and sister of Norman, Gretchen is the sensible member of the family. She’s responsible for the family’s wealth, status, and making sure her little brother doesn’t ruin everything.
  • Alfons Wands – Norman and Gretchen’s uncle (the late Norman Wands Sr.‘s brother) is in charge of the magic item trade. He runs the warehouses, acquisitions, and sales. He’s far more interested in collecting magic items than money or power, and boasts a considerable personal collection separate from the warehouses.

Events

  • Went into Amphail, bought nice clothing, went to the bathhouse, and otherwise made sure that they didn’t look like wandering murder hobos.
  • Indica bought tight leather pants at a children’s store?
  • Idra gambled in a tavern. Wound up down 5 gold, but gained some information.
  • Kronk got Ezema groomed.
  • Fairefel found our skeezy young noble, Norman, and got him to tell them what he needed to do to go home. (Convince the “Dark Lady” not to join some weird religious cults for his sister’s Lord’s Alliance contacts. He was fuzzy on the details.)
  • The party met up with Norman the next day and headed to Rundreth Manor. It was oddly swampy, overgrown, and misty.
  • The party found the ruins and a starecase leading into a large basement.
  • Idra almost fell 40 feet due to the trapped collapsing stairs.
  • The party lit torches and decended to find what looked like it was an enormouse kitchen and storage space.
  • They were approached by Nurvureem’s drow projected. Everyone chatted while trying to keep Norman from hitting on her.
  • The party learned that the keeps are over entrances to a dwarven ruin that sits over a drow shrine that is corrupted by the Elemental Evil Eye.
  • They also learned that there are four magical weapons that were forged there, each has a connection to the evil princes.
  • They learned who the evil princes are and got descriptions of them. It can be summed up with “big and very bad”.
  • The party departed when told to go by Nurvureem. Glad they didn’t pick a fight.
  • Norman hired a carriage and guards for the trip to Waterdeep. The party got a taste of the good life.
  • They arrived in Waterdeep after an uneventful trip, and were immediately introduced to Gretchen.
  • Gretchen clearly had mixed feelings about her brother not being eaten by a dragon, but she took them to the warehouse and told Alfons to give them “the family price”.
  • The party sold off magic items they didn’t need, and bought ones they wanted.
  • They didn’t have quite enough gold to cover everything they wanted, so they agreed to another small job for Alfons. (Next session you will be “liberating” something from one of his rivals. He might throw in a couple other items if you do it with discretion.)

XP Log (4000, 1000 each)

  • Finding a young noble and negotiating a deal. (1000 xp)
  • Meeting Nurvureem, having a nice chat, learning a lot, and NOT getting into a fight with an adult shadow dragon. (3000 xp)
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Roaming the Dessarin Valley

PCs

  • Fairafel (Kaitlyn) – Half-Elf Sorcerer 5
  • Idra (Paul) – Human Monk 5
  • Indica (Hannah) – Air Genasi Druid 5
  • Kronk (Katie) – Tiefling Barbarian 5

Named NPCs Encountered

The Long Road
  • The Unnamed – A group of bounty hunter/assassin wights that have a reputation for messy work with the Zhentarim. They killed a rancher homestead off, used the zombies to assault the party during the day, then tried attacking on their own in the dark of night. The party killed them, and cut off the heads just to be sure. This bounty may be a problem.

Events

  • The party decided that they should use the wealth acquired while fighting the cult to try and purchase some magic items to improve their odds of success.
  • Waterdeep was the place most likely to have someone selling magical items, however the party expects they will need some kind of noble sponsor to have the opportunity to spend their coin on the fairly heavily regulated trade.
  • The party set out South on the Long Road, planning to stop in Amphail for provisions and to see if they could get a noble’s wastrel child out of whatever trouble got them sent away and hopefully gain a sponsor.
  • The first day of travel was uneventful.
  • On day two a raven from Kronk’s Zhentarim contact showed up with a message warning of Shoalar’s sizable bounty on the party and a lot of interest from cold blooded killers. (500gp a head for the party members.)
  • On day three, the party hid as air cultists flew overhead towards Amphail, spotted fire cultists on the road ahead of them, and in the evening had a water cult group come up from behind them. Apparently a few groups wanted to head this way.
  • Kronk was spotted by the water cult and tried to claim his name was “Steve” and he was recently robbed. It wasn’t a very good lie though, since he was still clearly heavily armed, supplied, and relatively uninjured. There was a fight.
  • Water cult priest had some kind of magic trident. Cool.
  • Camping spaced between the fire cult’s camp and the dead water cultists on night three, the party heard what they thought were scavengers eating the bodies of the water cultists. They decided to sleep in trees.
  • While they slept, four ghouls and a ghast (the scavangers) crept up and pulled them out of the trees. The party killed them, but have a healthy respect for ghoul paralysis now. (Fairafel almost died.)
  • The party hid further off trail to avoid the fire cultists investigating the commotion. They decided to sleep in the next morning to give some extra space.
  • In the late morning of day four, the party set out again, noting the fire cult should be several hours ahead of them.
  • In the evening the party spotted a camp for three bugbear bandits planning a highway robbery spot. The party eavesdropped and then left, deciding they didn’t want to fight any more.
  • It was raining day 5, and the party came across a rancher homestead. The fields were full of dead horses and the house had signs of a fight but no bodies. The house had also clearly been robbed and showed the mark of a Zhentarim assassin, but Kronk couldn’t remember who.
  • While stopping for lunch, the party was charged by four people on horses. Idra flying kicked one off the horse, and the group found that the riders and horses were zombies.
  • At any time, three of the zombies had glowing eyes, and they attacked with more coordination than was normal.
  • Fairafel theorized that they were being remotely controlled by individuals seeing through the glowing eyes.
  • Lightning blasts, axes, and other implements brought the zombies down, but not without remembering what a pain it is to make a zombie drop. They were decapitated and burned just in case.
  • This jogged Kronk’s memory enough to remember that there were a group of three bounty hunter/ assassins known as “The Unnamed” with a reputation for messy work and refusing live bounties. The recollection that they are never seen and payment is usually collected by the zombie corpse of the person the bounty was on was really what sealed it.
  • The party stopped to make camp for the night.
  • Shortly after midnight, the Unnamed attacked, it turns out they were wights. The party was victorious and cut off the wights’ heads in what is now becoming a tradition. Looting the bodies turned up some gold, a magic ring of X-Ray vision, and some kind of scrying stone.
  • Late morning of day six, the party noticed the fire cultists’ trail broke off from the road and headed east. They decided to press on to town.
  • Arrived at Amphail. Currently camping outside of town, as they don’t want any would-be-bounty-hunters recognizing them.

XP Log (6000, 1500 each)

  • Getting Confirmation on the Bounty (100xp)
  • Avoiding Air Cultists (200xp)
  • Spying on Fire Cultists (200xp)
  • Avoiding Bugbear Bandits (100xp)
  • Investigating Ruined Homestead (100xp)
  • Reaching Amphail (400xp)
  • Foes Defeated (4900xp)
    ○ Crushing Wave Reaver x7 (CR 1/2)
    ○ Crushing Wave Priest (CR 2)
    ○ Ghoul x4 (CR 1)
    ○ Ghast (CR 2)
    ○ Zombie x4 (CR 1/4)
    ○ Zombie Horse x4 (CR 1/4)
    ○ Wight x3 (CR 3)
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Assault on Rivergard Keep
That is quite the body count.

PCs

  • Fairafel (Kaitlyn) – Half-Elf Sorcerer 5
  • Idra (Paul) – Human Monk 5
  • Indica (Hannah) – Air Genasi Druid 5
  • Kronk (Katie) – Tiefling Barbarian 5

Named NPCs Encountered

Rivergard Keep
  • Shoalar & Pike – Last seen sailing south in the small sloop that wasn’t burned. Apparently they are going to offer a sizable bounty to the Zhentarim for killing the party. Also in the market for a ship.
  • Reash – Fathomer in the water tower. Sick from poison and killed quickly.
  • Holger – Thug in guardhouse. Sick from poison and killed quickly.
  • Drosnin – Crushing Wave Priestess endlessly preaching at two poisoned acolytes. Made Fairafel listen to part of a sermon. Got killed for her efforts.
  • Urshnora – Fathomer in the keep, calmly attending to Jolly. Not poisoned, but still killed quickly.
  • Jolliver “Jolly” Grimjaw – Wereboar who was the keep’s commander. Enraged about the poisoning and was fireballed mid-rant. Turned into sizzling bacon fat by a fire elemental.
  • Anya, Berd, Nayreen, Lathna, Oric, Gorm, Herek, & Shadnil – Kitchen staff and servants. Most were captives, though some were loyal to the cult. All booked it as soon as they could get out the door.

Events

  • Party split up to watch both approaches to the keep for a couple days. Kronk and Fairafel watched the road, Indica and Idra watched the river.
  • Shoalar and Pike were seen boating South and bickering loudly.
  • Pirates came via ship to drop off supplies and cart off loot. They were talking about how Shoalar was going to put a big bounty on the party with the Zhentarim.
  • A large force of cultists marched to the keep with captives. Left without the captives.
  • Kronk and Fairafel heard a group approaching their hiding spot from the North. Found it was 8 fire cultists and they looked capable.
  • Found out the fire cultists were looking to kill a caravan, steal the cloths, and try to infiltrate the keep.
  • Kronk and Fairafel got the cultists to agree to “join forces” with the party. Went back to tell Indica and Idra. The fire cult sent three “guards” with them.
  • Idra dropped out of a tree onto one’s head. Indica thorn whipped one up into the tree and let him fall. The fight was 4 on 3 and very decisive.
  • Looted them. Found a red corundum elemental gem. (Break it to summon a fire elemental under your control. Don’t loose concentration if you don’t want to burn though!)
  • Desecrated the bodies with water cult symbols, left covering their tracks.
  • Indica turned into a rat and snuck into the fire cult camp. Followed them as they went to investigate what was taking so long. Saw them get enraged at the murder site and head back north.
  • Party decided the fire cult’s infiltration plan was a good idea. Set up along the road for an ambush.
  • Cart of supplies came through escorted by eight bandits and their captain.
  • Faerafel fIreballed half the bandits and their captain. (And the poor horses too.)
  • Some fighting.
  • Fireballed the other half of the bandits.
  • Killed the captain.
  • Party found a lot of food supplies and ale in the cart. The party saw an opportunity. Indica poisoned the supplies with nightshade.
  • Indica convinced the poor horses to run to the keep with the cart and dead commander still on the seat.
  • Desecrated the bandit bodies with fire cult symbols.
  • Followed the cart at a distance. Saw the cart taken inside and a search party come out.
  • Avoided the search party, got some sleep, and watched the keep for guards that weren’t looking too good.
  • Saw the guards on the wall were clearly ill. Safe to assume that if those on duty looked this bad, the idea must have worked. (Most cultists had the poisoned condition and had half health points.)
  • Assaulted Rivergard Keep (This was a calculated slaughter.)
    ○ Indica and Fairafel swam in.
    ○ Quietly killed the sick guard on the South wall, lowered a rope down for Kronk and Idra.
    ○ Kicked in the door to the river tower. Burned and beat a poisoned Reash and companions to death.
    ○ Snuck to the second level of the guardhouse. Burnt and beat a poisoned Holger and his guards to death.
    ○ Three sick guards in the lower level of the guardhouse wobbled their way upstairs to be torn apart by a flurry from Idra. One tried to stagger off to raise the alarm and was magic missiled by Indica.
    ○ Killed the sick West wall guard.
    ○ Went into the stables and found the poor burnt horses. Indica spent a couple healing spells on them and gave them apples.
    ○ Found the armory.
    ○ Kronk pinned a sick man on the privy to the wall with a javelin.
    ○ Fairafel fireballed the barracks full of sick soldiers. None survived.
    ○ Kronk shot the sick East wall guard with a crossbow bolt. He lived and tried to raise the alarm. Was killed by magic missile before he could get any attention.
    ○ Listened at the Northeast tower door, heard the bugbears apparently enjoying the “pleasant high” of the poisoned ale. Left them alone for the moment.
    ○ Fairafel went into the chapel and got told to sit down and listen to the sermon. She did briefly, then roasted them.
    ○ Assault the keep! Fairafel fireballed the main hall as an opener. That pissed Jolly off.
    ○ Kronk found out that greataxes don’t really do anything to a lycanthrope. Also, found out Jolly is a lycanthrope.
    ○ Jolly shifted into hybrid form. Watch the wereboar tusks!
    ○ Idra used the recently aquired elemental gem to summon a fire elemental.
    ○ Urshnora tried to use Vampiric Touch on Kronk and failed. Ran for the kitchen door.
    ○ Kronk killed Urshnora.
    ○ Idra had the fire elemental continue the porkchop cooking process.
    ○ Jolly was smart and charged Idra. Sadly did not connect, much less infect him with lycanthropy.
    ○ Indica went upstairs and got in a fight with four sick cultists.
    ○ Fairafel started telling the commoners to get out.
    ○ The fire elemental roasted Jolly. Sizzling bacon fat.
    ○ Kronk and Indica killed the cultists upstairs.
    ○ Idra turned the fire elemental loose on the bugbears. There was much screaming in goblin.
    ○ Secret passage to an underground stream was found.
    ○ Fire elemental was dismissed. Looting commenced.
    ○ The party packed up the loot and headed out the front door like they owned the place.

XP Log (9000, 2250 each)

  • Spying on River Traffic (50xp)
  • Encountering Fire Cultists and Avoiding an 8 on 2 Fight (300xp)
  • Seizing the Water Cult Cart and Poisoning Provisions (200xp)
  • Clearing Rivergard Keep (1500xp)
  • Foes Defeated (6950xp)
    ○ Eternal Flame Guardian x3 (CR 2)
    ○ Bandit x28 (CR 1/8)
    ○ Bandit Captain (CR 2)
    ○ Fathomer x2 (CR 2)
    ○ Crushing Wave Reaver x13 (CR 1/2)
    ○ Thug (CR 1/2)
    ○ Crushing Wave Priest (CR 2)
    ○ Wereboar (CR 4)
    ○ Bugbear x3 (CR 1)
View
The Cult Strikes Back

PCs

  • Idra (Paul) – Human Monk 5
  • Indica (Hannah) – Air Genasi Druid 5
  • Kronk (Katie) – Tiefling Barbarian 5

MIA

  • Fairafel (Kaitlyn) – Half-Elf Sorcerer 5 / Potted Plant

Named NPCs Encountered

Red Larch
  • Harburk – Informed the party about the storm in Red Larch, and the cultists seen fleeing their strange device.
  • Survivors
    Lymmura Auldarhk (Sune priestess)
    Tanturs (Smiths)
    Ironhead (Arms Dealer)
    Mangobarl Lorren (Cheese Buns)
    Endrith Vallivoe (Curio Shop)
    Justran Daehl (Cellarer at Helm at Highsun)
    ○ Misc Unnamed Extras
Womford
  • Pike – Halfling ruffian, introduced them to Shoalar.
  • Shoalar Quanderil – Pirate captain and cult member. Smooth liar; said he would pilot his ship to chase the cultists. Instead he sent men to assassinate the party in a dark alley and set sail without them. (The cultists were below deck when you were there…)
Riverguard Keep
  • Shoalar & Pike – Playing cards in the boat. Yelling obscenities after it was lit on fire.
  • Reash – Turned into a water snake thing and attacked Indica. Not actually introduced.
  • Drosnin – Priestess. Stuck her head out of the chapel to see what was going on, decided she didn’t care and went back in.
  • Jolliver “Jolly” Grimjaw – Mercenary lord, seen at a distance.
  • Urshnora – Jolly’s lacky, also seen at a distance.

Events

  • Fairafel tried out her nifty new spell, there was a surge, she spent the game as a potted plant strapped to Ezema. (Excuse for her not being there.)
  • Party decided to return to Red Larch to shop and regroup.
  • On the way back, an unnatural rainstorm set in at sunset.
  • Trekked through knee deep mud to Red Larch, found the drowned corpse of Phaendra Chansyrl (leather vendor) and that most of the town had collapsed or been washed away.
  • Found Harburk, he said a group in leather and seashells brought a cart into the center of town. They opened a container on it to reveal a glowing blue orb, and ran. Identified earth and water cult as being the group. Shortly after fleeing, the orb burst in a flash of light and a storm descended that ruined the town and killed most of the population. Said that the cultists fled on the Cairn Road SE towards Womford.
  • Party decided to pursue and spent four days traveling to Womford. It was an eventful trip.
    ○ Attacked by an Ankheg.
    ○ Met some dwarf miners who were prospecting in the Forlorn Hills. They confirmed that a group was heading to Womford in a hurry. Were warned about Ankheg activity, and decided to cut west to the Long Road.
    ○ Attacked in the night by gnolls.
    ○ Stumbled across a group of bugbears trying to set up their highway robbery ambush point.
    ○ Saw a human homestead, decided not to bring trouble to their door.
  • Party reached Womford and met Pike, a halfling, who recognized them from descriptions and introduced you to captain Shoalar. (Uh-oh, not so anonymous now.)
  • Negotiated passage north up the river in “pursuit” of the cultists. (The cultists were below deck.)
  • Went shopping. Kronk has a greataxe again!
  • Indica hung out in a tree. Kronk and Idra were ambushed on their way back to the boat in a dark alley.
  • Kronk and Idra killed two bandits, captured one, and the other fled.
  • Interrogated the bandit. He told them Shoalar hired them. The party tied him to a tree with 1gp and a warning that after he got free they better never see him again. (I wonder if he’s still stuck at that tree…)
  • Found the ship had left. Started walking up the east bank of the Dessarin River.
  • Spent four uneventful days walking up the river until they spotted Rivergaurd Keep on the west bank.
  • Knew there was some kind of ruin to the north that had a ford (Vale of Dancing Waters), went to find it.
  • Found a almost collapsed bridge that was still passable. Didn’t see a ruin, but there was a pretty waterfall.
  • Headed back south to scout the keep. Found it with walls and guards.
  • Tried to scale the wall in the night, was spotted on the approach and the alarm was raised. Wall guards tripled for the night and a search party came out and failed to find our heros.
  • Next night Indica held her breath while walking along the bottom of the river (Hey, that racial ability actually got used!) and lit a boat (Shoalar’s) on fire inside the keep walls.
  • Kronk and Idra scaled the west wall and took out the one guard keeping post while the others ran to the fire.
  • Indica got in an underwater fight with a water serpent thing. Turned out to be a shapeshifter.
  • Kronk and Idra ran to help, found themselves in a hornets nest that had been pelted with rocks. (26 enemies came out to see what was going on and help repel intruders.)
  • Fought their way to the river and swam for it. Got away. (Session end.)

XP Log (4000, 1000 each)

  • Visiting Womford for the first time. (100xp)
  • Bandit Interrogation (125xp)
  • Finding Riverguard Keep (800xp)
  • Finding the bridge at Vale of Dancing Waters (100xp)
  • Evading capture on the first entry attempt. (100xp)
  • Entering and lighting Shoalar’s boat on fire. (600xp)
  • Realizing your in over your head and successfully retreating. (300xp)
  • Foes Defeated (1875xp)
    ○ Ankheg x1 (CR 2)
    ○ Gnoll x3 (CR 1/2)
    ○ Bugbear x3 (CR 1)
    ○ Bandit x5 (CR 1/8)
    ○ Crushing Wave Reaver x4 (CR 1/2)
View
We Hate the Feathergale Knights

PCs

  • Fairafel (Kaitlyn) – Half-Elf Sorcerer 4
  • Idra (Paul) – Human Monk 4
  • Indica (Hannah) – Air Genasi Druid 4
  • Kronk (Katie) – Tiefling Barbarian 4

Named NPCs Encountered

Feathergale Spire
  • Apparently the scout killed was named “Kyle”.

Events

  • Exploiting Idra’s hermit backgroud; the dead members of the party were brought back as revenants. They are now set on destroying the heads of the elemental cults. (1 hp lost permanently for every 24 hours spent not pursuing this goal. Evaluated/tracked by players.)
  • The party tried to hide in a cave to take a long rest. Kronk went scouting and found it had a bad infestation of griffons. They left that alone.
  • While seeking a new hideout, one of the low-flying cult members spotted the party. The first volley killed the giant vulture mount, the follow up killed “Kyle”.
  • Bodies may have been tossed into the canyon.
  • The party had a quiet night’s sleep for once.
  • Before dawn a plan was hatched to enter the spire again. Indica floated across the chasm and secured a rope to avoid being spotted by the bridge guard.
  • Idra demonstrated why even monks should wear a climbing harness. He now knows the particular discomfort of having to grab a hastily cast thorn whip spell.
  • Fairafel didn’t do so well at picking one of the stable locks or being quiet, so a guard came out while they all scrambled around the bend of the tower.
  • Using gust of wind to knock the guard off the cliff was a great idea, but it wasn’t meant to be. A brief fight broke out.
  • Indica bribed the mounts into quieting down with extra food and a casting of speak with animals.
  • The party snuck up the stairs listening at doors. They stopped at level 3.
  • Kronk broke a set of picks in Thurl’s quarter’s door.
  • Idra tried knocking on one of the other doors. Found a knight struggling to get into armor. (Scale shirt stuck around head. A piece of comedy the DM is unfortunately familiar with.)
  • Tried to knock the knight out. Didn’t quite do it. He screamed for help. (Still unable to see anything and with his arms stuck over his head.)
  • A nearby knight and priest came to his aid. There was a fight!
  • Fairafel panicked a little and blasted the hell out of the helpless knight. (This party may not be good aligned by the end of the campaign.)
  • Kronk managed to stab Indica with a longsword for max damage. (I know 5e isn’t supposed to have crit fails, but I enjoy them too much.)
  • Indica turned into a bear and mauled several things.
  • Two knights charging up the stairs were greeted by burning hands, then added to the list of things mauled.
  • The knight charging down the stairs had a moment of clarity and turned around to run back up the stairs.
  • Kronk grabbed his cloak.
  • Turned around and stabbed Idra? Yay, death saves. (And a 1 no less.)
  • Added to the mauling list.
  • Kronk used a healing kit charge.
    *Epilogued the eagle battering ramming of the bridge guard and the cowing of the kitchen staff.
  • Found Aerisi Kalinoth’s note to Thurl. We have a tie to a cult leader!
  • Since we all had to run, DM is hand-waving the looting and liquidating treasure for the party.
    ○ 1000gp (250 each)
    ○ Potion of Heroism
    ○ Scroll of Beast Bond
    ○ Scroll of Skywrite
  • DING (Level up.)

XP Log (4000, 1000 each)

  • Not Being Eaten by Griffons (100xp)
  • Silencing the Patrol (150xp)
  • Clearing Feathergale Spire (1000xp)
  • Getting Aerisis Kalinoth’s Name (500xp)
  • Foes Defeated (2250xp)
    ○ Giant Vulture (CR 1)
    ○ Feathergale Knight x8 (CR 1)
    ○ Howling Hatred Priest (CR 2)
View
Tragedies Abound
We are gonna die.

PCs

  • Fairafel (Kaitlyn) – Half-Elf Sorcerer 4
  • Idra (Paul) – Human Monk 4
  • Indica (Hannah) – Air Genasi Druid 4
  • Kildrack (Paul) – Hill Dwarf Cleric 2 / Fighter 2
  • Kronk (Katie) – Tiefling Barbarian 4

Named NPCs Encountered

Red Larch
  • Harburk Tuthmarillar – Talked with the PCs for a bit.
  • Bruldenthar – Explained what happened to the delegation and was generally grateful for rescue.
Feathergale Spire
  • Savra Belabranta – Greeted the PCs, looked unhappy about what was going on, and died in the fight at the meal.
  • Thurl Merosska – Invited the PCs to dine, had their food laced with a sedative, and died in the fight that followed.

Notes

  • Dropping all xp penalties for dying. (People are being reasonably cautious.)
  • New characters can get an uncommon magic item and extra 200gp if their old character’s gear was not recovered.

Events

  • Bruldenthar explained what happened to the delegation.
  • B – Ambushed by the earth cult 15 miles south of Beliard. Defenders were killed quickly.
  • B – Forced to bury their dead, the cultists “blessed the sacrifice”.
  • B – Marched SW to the river and met up with some water cultists in skiffs.
  • B – Traded a captive and my books to the water cultists for passage.
  • B – Mentioned some kind of alliance against air and fire.
  • B – Trekked further west, got a little lost I think.
  • B – Stopped after dark for a brief rest.
  • B – Ambushed in the morning by a group that were clearly Feathergale Kngihts.
  • B – Feathergale made off with some captives, Deseyna Majarra among them.
  • B – Remaining people were marched to the Sacred Stone Monestary.
  • B – Put to work in the mines. Teresiel and Rhundorth were taken “below”. I think they have been relocated or killed.
  • B – After a number of days, hard to tell how many, we heard fighting. Eventually you came and let us out.
  • After escorting the captives to Red Larch, the party set out for Feathergale Spire.
  • When stopping for lunch, the group was assaulted by a considerable earth cult force.
  • Kildrack sacrificed himself to give the other characters time to get away.
  • The earth priest almost got Kildrack’s soul. A last moment awakening (20 death save) and shiving of the priest disrupted the ritual enough for him to go to Tyr.
  • The party returned to Red Larch to drink their sorrows. They were met by a monk investigating the unbalanced elemental energies in the region.
  • They set out for Feathergale Spire again.
  • Reaching the spire, they met Savra and Thurl, who invited them to a meal.
  • The food was laced with a sedative. Fairafel ate some, but stayed awake.
  • A fight broke out.
  • Kronk lost his greataxe out a window.
  • An air monk went out a window, looked like he would live. (Feather fall.)
  • Fairafel and Indica were both killed.
  • Savra and Thurl were killed.
  • Some cultists fled, some were killed.
  • Kronk and Idra grabbed their friend’s bodies and ran.
  • Got to use the eagle battering ram to get rid of the door guard on the way out.

XP Log (3600, 900 each)

  • Finding out what happened to the delegation (450xp)
  • Heroic sacrifice (200xp)
  • Not getting put to sleep (100xp)
  • Foes Defeated (2850xp)
    ○ Thurl Merosska (CR 3)
    ○ Savra Belabranta (CR 1)
    ○ Feathergale Knight x3 (CR 1)
    ○ Hurricane x2 (CR 2)
    ○ Howling Hatred Priest (CR 2)
View
Sacred Stone Monastery Take Four
No seriously, we are going to save those halflings.

PCs

  • Fairafel (Kaitlyn) – Half-Elf Sorcerer 4
  • Indica (Hannah) – Air Genasi Druid 4
  • Kildrack (Paul) – Hill Dwarf Cleric 2 / Fighter 2
  • Kronk (Katie) – Tiefling Barbarian 4

Named NPCs Encountered

Sacred Stone Monastery
  • Julie Meadowfoot – Continuing to search for her family in the Sacred Stone Monastery.
  • Renwick Caradoon – Convinced to outfit the party with magic items so that they will clear out his home.
  • Jurth – Orog commander who was killed without any real conversation.
  • Bruldenthar – Dwarven scholar who was captured from the Mirabar delegation. He was the missing Harper.

Notes

  • Players whose character dies will take a 10% xp penalty for the new character.
  • To mix things up when a PC is hit by a critical attack, the player will have the choice between taking extra damage, or normal damage and have some kind of negative impact or injury. (I still need to make a table for next time.)

Events

  • Minotaurs and a sacred stone monk located the party’s cave hideout.
  • Indica created a fog cloud, threw some caltrops, and the party ran for their lives.
  • The slowest member of the group (Kildrack) actually managed to outrun the bear (angry minotaurs bleeding from their hooves).
  • The party traveled through the river banks for a while to hide their trail, then doubled back through the hills.
  • Air cult scouts spotted the party and talked to Kronk. Apparently “trying to kill minotaurs at the monastery” is a good way to get them to leave you to your business.
  • The party approached the monastery from the back, repelling down the cliff and sneaking in through the garden again.
  • Fairafel convinced Renwick to lend aid, even though he wouldn’t act directly.
  • Kildrack and Renwick did not get along.
  • Kildrack refused Renwick’s pass on going through the crypts, so the party split.
  • Fairafel stole some rings from the dead. No one noticed her new bling.
  • The party quietly opened a door to spot a caged umber hulk. They closed it again just as quietly.
  • Kildrack tried to bluff his way past an ogre. The ogre was dim, but not that dim.
  • Ogre and orog fight happened. The party won!
  • The Meadowfoot family was found!
  • Bruldenthar and other slaves were found!
  • Everyone snuck out and went back up the cliff face.
  • The minotaurs are going to be pissed.

XP Log (4000, 1000 each)

  • Evading the Minotaurs (200xp)
  • Talking Past the Air Cult (100xp)
  • Convince Renwick to Help (100xp)
  • Avoid Fighting an Umber Hulk (200xp)
  • Freeing the Meadowfoots and other Slaves (600xp)
  • Finding Bruldenthar, a Survivor of the Delegation (1000xp)
  • Foes Defeated (1800xp)
    ○ Ogre (CR 2)
    ○ Orog x3 (CR 2)
View

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