Ensemble of Evil Exterminators

Temple of Howling Hatred Pt. 2

PCs

  • Fairafel (Kaitlyn) – Half-Elf Sorcerer 6
  • Idra (Paul) – Human Monk 6
  • Indica (Hannah) – Air Genasi Druid 6
  • Kronk (Katie) – Tiefling Barbarian 6

Named NPCs Encountered

Temple of Howling Hatred
  • Aerisi Kalinoth – The head of the cult who was in her throne room. When cornered, she ordered those loyal to her to attack and fled to a lower level.
  • Kaz Hanar – Second in command within the Temple of Howling hatred, he’s a bully riding on a wyvern. Now deceased.
  • Ahtayir – A djinni summoned to cover Aerisi’s retreat. The party destroyed the horn that bound him before he could kill them, and he thanked them and gave gifts before departing for his home plane.
  • Windharrow – Apparently the air cult’s minstrel. He beat a hasty escape when the fighting started.

Events

  • The party decided to try and sneak in to the pyramid to find and assasinate the cult leader.
  • They were met by Kaz again. It devolved to fighting, which he fled from.
  • Continuing to sneak, they heard Kaz gathering reinforcements and ducked into the pyramid.
  • In the pyramid were a number of cultists who said the area was off limits to initiates. The party successfully claimed that they were sent to get reinforcements for a fight. All but one Skyweaver left.
  • The Skyweaver insisted they leave, which they did, but found themselves surrounded by cultists.
  • Kaz spotted them and a fight started!
  • Kaz got to fly over the waterfall like the emperor. The party found that wyverns hurt a lot. (Fairafel dropped.) Blasts of lightning were exchanged, and giant eagles were summoned to tear into the wyvern. In the end, the party stood victorious.
  • After a lunch break and a couple healing spells, the party headed up the stairs to the top of the pyramid.
  • They found Aerisi there looking bored. A fight broke out. Fairafel tried to lightning bolt Aerisi (not terribly effective), Kronk traded blows with an invisible stalker, the Djinni Ahtayir was summoned to cover Aerisi’s flight, the minstrel Windharrow fled, and general chaos ensued.
  • Idra got the horn that bound Ahtayir and Kronk managed to destroy it. After that Ahtayir helped the party cut down the cultists.
  • The party asked Ahtayir about the cults. Ahtayir answered as best he could and gifted them with flasks of bottled breath and a rejuvenation of health and magic. Then he departed for his home plane.
  • DING LEVEL UP

XP Log (14000, 3500 each)

  • Confronting Aerisi (1000 xp)
  • Freeing the Djinni Ahtayir (4875 xp)
  • Foes Defeated (8125 xp)
    ○ Howling Hatred Initiate x17 (CR 1/8)
    ○ Hurricane x2 (CR 3)
    ○ Invisible Stalker (CR 6)
    ○ Kenku x2 (CR 1/4)
    ○ Skyweaver x3 (CR 3)
    ○ Wyvern (CR 6)
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Temple of Howling Hatred

PCs

  • Fairafel (Kaitlyn) – Half-Elf Sorcerer 6
  • Idra (Paul) – Human Monk 6
  • Indica (Hannah) – Air Genasi Druid 6
  • Kronk (Katie) – Tiefling Barbarian 6

Named NPCs Encountered

Temple of Howling Hatred
  • Aerisi Kalinoth – The head of the cult is said to be in the throne room at the top of the pyramid. She is likely the one who appeared to Indica in the vision.
  • Kaz Hanar – Second in command within the Temple of Howling hatred, he’s a bully riding on a wyvern.
  • Ahtayir – A djinni seen in the distance.

Events

  • The party, having recently fled Scarlet Moon Hall, found a place to rest.
  • During the last watch, Indica had a vision of a shadowy figure appearing as a woman with wings, who threatened to destroy Beliard in two days.
  • The party made great haste, riding horses Indica summoned and marching until midnight to go north, cross the stone bridge, and get between where they expect the cult is and Beliard.
  • Once past the hill where they expected the cultists were making preparations, the party collapsed for a well deserved rest.
  • In the morning, the cultists came down the road with a suspicious looking box on a horse drawn cart.
  • The party prepared to ambush the cultists, lashing out with spells once Kronk was spotted.
  • Fairafel’s fireball blew the crate open along with burning the enemies. Within the crate was a grey stone orb that started glowing with a blue light and shaking.
  • Kronk started running while the other party members took down their opponents and then followed suite.
  • A couple of the cultists tried to put the crate back together before it was too late, but to no avail.
  • The orb exploded in blasts of lightning (which clipped Kronk) and a sudden tornado that tore through the area.
  • After the tornado dissipated, the party regrouped, told the approaching Beliard town guard what was happening, and then rested in town.
  • The next day they rode for Red Larch to deliver a warning, while Beliard sent out runners to the other settlements in the regions. The Dessarin Valley was clearly not a safe place to be.
  • After delivering the message to Red Larch, the party headed to Feathergale Spire to see what remained of the air cultists who were clearly at fault.
  • Feathergale Spire was abandoned, but after a night’s rest the party headed down into the canyon, and found the winding trail leading underground.
  • They approached an ancient dwarven ruin, in which they could hear screams and bad music?
  • The screams turned out to be Kenku, mimicking what must have been some unfortunates within the cultists’ grasps.
  • Some initiates were trying to learn to “survive on air alone”. They were left to continue wasting away.
  • Gold was spotted in a moat. Indica went swimming and gathered some of it, leaving the water before a stone golem could crush her.
  • Circling the pyramid, the party caught site of a djinni doing something, but a man named Kaz swooped in while riding a wyvern. The party convinced him they were new recruits.
  • Kaz told them to head to another room for manual labor and twenty lashes each. They went that direction until they were out of sight.
  • Going through a different door, the party surprised a monk who was making copies of prayers to the Prince of Evil Elemental Air. They claimed Kaz sent them. The monk made them start making copies.
  • After getting bored with this sharade, Idra snuck up when the monk was turned and beat him unconscious. The other monk in the same room was struck down by Fairafel and Kronk.
  • Once hog tied and awake, the monk was questioned and the party learned where Aerisi was.
  • The monk was locked in a trunk, and another hall was explored. They heard someone yelling at “Walter” to get the voice their tea.
  • The party decided to go the other way, heading to the pyramid.
  • END SESSION.

XP Log (8000, 2000 each)

  • Reaching the cultists before they got to Beliard. (1000xp)
  • Dealing with the bomb and it’s escorts. (350xp)
  • Getting a warning out to the surrounding towns. (1000xp)
  • Finding the Temple of Howling Hatred. (1000xp)
  • Bluffing past multiple cultists. (300xp)
  • Finding out where Aerisi is. (1000xp)
  • Foes Defeated (3350xp)
    ○ Bugbear x5 (CR 1)
    ○ Skyweaver (CR 3)
    ○ Hurricane x3 (CR 2)
    ○ Feathergale Knight x2 (CR 1)
    ○ Hipporgriff x2 (CR 1)
    ○ Kenku x2 (CR 1/4)
View
Scarlet Moon Hall Assault

PCs

  • Fairafel (Kaitlyn) – Half-Elf Sorcerer 6
  • Idra (Paul) – Human Monk 6
  • Indica (Hannah) – Air Genasi Druid 6
  • Kronk (Katie) – Tiefling Barbarian 6

Named NPCs Encountered

Scarlet Moon Hall
  • Lytin – Eternal Flame priestess trying to recruit at Scarlet Moon Hall. Now deceased.
  • Gariena – Druid who plays a fiddle. Was waiting for induction into the rite of the wicker giant.
  • Flix & Afid – Sprites who accompany Gariena.
  • Elizar Dryflagon – Head of the cult at the Scarlet Moon Hall. Now deceased.

Events

  • Fairafel is back!
  • Fairafel, having hung back to assist with the Red Larch relief work, arrived just after the patrols searching for the rest of the party stopped.
  • She met the druids who looked nervous, but directed her to Lytin.
  • Lytin was interested in Fairafel as a recruit due to her affinity with fire spells and offered a couple camping spots.
  • Fairafel camped with Gariena and the sprites. They played music, Fairafel doesn’t sing well apparently. Everyone was friendly though.
  • Idra looked around a bit, realizing there were hostiles nearby and spotting Fairafel.
  • Indica turned into a cat and carried Fairafel a message saying to sit tight.
  • Everyone got some sleep.
  • In the morning, Lytin started leading potential recruites into the tower, saving Fairafel for last. No one came back out.
  • Idra snuck over to talk briefly with Fairafel, going with the plan that she would go in the front, and the rest would try to go in the back.
  • Idra snuck back, and planned a climbing assent to a window 50 feet up the tower. Kronk and Indica climbed into the bag of holding, and up he went.
  • Hanging just outside the window, Idra witnessed a water cult spy getting kicked down the stairs and put into magical sleep. The unconscious spy got hauled outside and added to the wicker giant.
  • Lytin came for Fairafel and lead her into the tower. Fairafel saw the new wicker giant being built for the fire, but she failed to see a number of other “potentials” unconscious inside it.
  • Fairafel got marched up the tower. When she got to the floor Idra was peering into, he chucked the bag of holding into the room. Out came a Barbarian and Druid. Initiative!
  • Idra vaulted in and ran to pummel a priest. Noticed the floor was weak.
  • Indica went full polar bear.
  • Kronk put Helga to good use.
  • Fairafel started blasting EVERYTHING with magic missile.
  • Lytin and goons started dropping.
  • Elizar started down the stairs to investigate, Idra blew up the stairs under neath him. (Shatter) Elizar fell into the weak part of the floor, collapsing it but catching the edge.
  • Indica pushed him into the 50 foot fall.
  • Everyone fought, Fairafel noticed the fall didn’t kill Elizar.
  • Elizar fireballed the room. 4th level, didn’t care which friendlies he hit.
  • Fairafel magic missiled him, didn’t drop.
  • Kronk pinned Elizar to the floor with a Javilin.
  • Fighting continued, more goons and an Azer joined the fray.
  • Idra dropped.
  • Indica, badly hurt, used healing word on Idra and dived out the window.
  • Kronk tried to toss a guard down the hole, got shoved into the hole himself and missed the grip on the ledge.
  • Kronk hit the next floor down and managed to grab hold, just to see more goons at the door.
  • Fairafel also ran for the window, saw Indica now looking at another guard and two hellhounds heading her way.
  • Idra dropped again.
  • Indica turned her staff into a tree and rode it up to the window. Healed Idra again.
  • Kronk dropped the remaining 30 feet. It hurt. Found himself surrounded by curious magmin. Gained their friendship through the sharing of a cheese bun.
  • Fairafel used her staff to Command the remaining combatants to flee.
  • Kronk found a way out, but it led underground. Used Darkness on the door with the enemies to buy some time.
  • Idra tied a rope to the staff/tree and lowered it. Dangling above Kronk’s head.
  • Indica, sitting in the tree, blasts the guard who is trying to climb up after her with the wand of magic missiles. Fairafel follows that lead.
  • Kronk jumps up, grabs the very end of the rope, and tries to muscle up the rope. Fails.
  • Idra ties a second rope to the first and re-lowers it.
  • Indica starts calling lightning.
  • Fairafel makes an impressive leap from the tree to the wall below. Uses Crown of Madness on the guard.
  • Guard and Hellhounds start trying to kill each other.
  • The staff/tree starts to smolder… uh oh.
  • Kronk is meanwhile climbing the rope, slowly.
  • Another guard starts taking pot shots with a heavy crossbow.
  • Idra starts catching bolts.
  • Hellhounds and maddened guard are all killed.
  • Indica and Fairafel are trying to keep the staff/tree from burning.
  • Kronk finishes his climb, then climbs down the tree.
  • Indica reclaims her staff.
  • Everyone piles into the bag of holding as a hord of enemies round the tower.
  • Idra clicks his heels, jumps the wall, and runs.
  • They all get away!
  • Smoke rising behind them indicates the wicker man is burning… sadly that makes it likely the sacrifices were sacrificed. This noticeably dampens the “We cut the head off the snake!” vibe.
  • Next Time: Visions from the air cult, and the start of the temple dungeon crawl!

XP Log (8000, 2000 each)

  • Decapitating the Scarlet Moon Hall Leadership (1000xp)
  • Befriending Magmin (300xp)
  • Getting Away (300xp)
  • Foes Defeated (6400xp)
    ○ Eternal Flame Guardian x4 (CR 2)
    ○ Eternal Flame Priest x2 (CR 3)
    ○ Elizar Dryflagon (CR 5)
    ○ Hellhound x2 (CR 3)
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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)
View
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)
View
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)
View
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)
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