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Session XXII – Intermission

27th of Mirtul of the year 1492

With a long walk ahead of them, the party used the time to go over some of the things that have happened to them and to think about the contents of the different dreams, visions, and prophecies that they had received.

Dancer started off the conversation expressing concern about how the constable handled the capture Ilmeth. He thought that it was suspicious that Harburk and his deputies were not able to subdue and capture the combative Wheelworks owner.  There was some agreement, but Avery was the primary defender of the law in Red Larch and that he felt they were doing the best they could.

This was also when Avery brought up their relationship with Dhelosk, and that it would be very bad for all of them, especially him if they irritated the wizard anymore. This led to them discussing about how to better approach him in the future and be clearer with their communication, as well as not going back and forth with him on objects of interest.  It was also brought up that he might be one of the few sources of information related to the wider scale of things that are happening, from being able to give them some history, and general conversation on things related to the arcane. It was also brought up that Dhelosk is powerful enough to take away anything he might want if he truly wanted to. Vladimir suggested that they be much more deliberate in their discussions with him and come to an agreement on the topics before approaching.

Regarding Dhelosk, Vladimir expressed that they needed to find people that they could trust.  The constable and Dhelosk seemed to be the only two that they could approach. Dancer continued pushing more suspicion on to Harburk since he was still dissatisfied with the constable’s performance and aggressiveness with chasing the elders and the issues at hand.

They also discussed the statue and even though it has been helpful, they had some concerns because of the things that Dhelosk had warned them that could be happening. ISAC strongly defended the usefulness of the statue and that it has helped them survive more than once. Avery was concerned about the amount of power it had and was not sure if they should even be using it.

Ideas and concerns were being shared among the group when the cults were brought up.  They wondered if the cults were somehow connected or operating independently of each other, and that either option was equally valid. Vladimir brought up that the concept of elements is not only wrapped up with the cults, but also the prophecy they had found on the wall in Lance Rock. Their concern that all of that might be related and connected somehow and that they will need to investigate it further.

With what has been happening, then they needed to find the heroes that were mentioned in the prophecy. Since no one had copied it down they would need to go back to make sure they would be able to review the words more closely. Angelica brought up that they did not know if the prophecy meant them or someone else. ISAC asked about the dream Angelica had from her god, and she recited it to the group:

You stand at the edge of a vast, tempestuous sea. Dark clouds loomed overhead, casting an ominous shadow upon the horizon. The air crackled with electricity, and the sound of distant thunder resonated through the air. Istishia, appearing as a colossal figure wreathed in stormy clouds, reached out to you with a hand that sparked with lightning.

“Angelica,” the deity’s voice boomed, carrying a sense of urgency. “A tempest approaches, a tumultuous storm of great magnitude. It gathers strength, threatening to engulf all in its path. Heed my words, daughter of the tempest, for you are chosen.”

You feel a mixture of awe and trepidation, your scales tingling with anticipation. You bow her head, showing reverence to your deity.

“Seek shelter, Angelica,” Istishia commanded. “Gather your friends, those who have stood by your side in times of trial. Together, you must weather the storm that looms on the horizon. Trust in each other’s strength and find solace in the unity of your bond.”

As your deity’s words faded, the vision shifted, revealing Angelica standing among her loyal companions, their unwavering support evident in their eyes. They stood together, backs against the wind, bracing themselves for the impending storm.

“You are not alone, Angelica,” Istishia whispered, his voice gentler now. “Harness the power of water and ice that flows within you, for they shall be your shield against the coming tempest. Stand firm, weather the chaos, and emerge stronger on the other side.”

With those final words, the vision dissipated, and you awaken from you dream. You knew that your path was set before you, and that your destiny intertwined with the approaching storm. Determination surged within your heart as you vowed to gather your companions and prepare for the challenges to come. For in their unity, you would face the storm and emerge victorious, guided by the whispers of the storm god, Istishia.

She attempted to interpret the dream for the group.

“This seemed like a direct message from my god Istishia. It was more than a dream, more like a sending. That I needed to gather friends and allies to survive the upcoming storm and strengthen their bonds. I also saw the entire party together, minus Dancer standing together, and I should harness the water and ice elements to fortify herself.  Basically, gird our loins and get ready for the shit coming to us.”

When coming up with goals that each of them had, Dancer reminded them that they still potentially had bandits to clear out. When he was told that they also had a treasure map, Dancer was excited to go after those places and was confused why they had not already gone there. There was some argument about the party not really pursuing coin when Dancer reminded them of their loot aggressiveness in the tombs. ISAC guided the discussion to answer the question, “What is Evil”.  Vladimir was a bit unsure how to best define it, when Dancer asked if what they are facing is out to hurt friends and family, and if so, then it is evil.

It was also questioned about what the statue wanted, or if it had wants.  It seemed to be of an element source same as the cultists but was perfectly able and maybe even willing to operate against them implying that the entire situation might be more complex than they thought, or that there were multiple agendas that they were facing.

In parallel to these discussions, Dancer finger talked with Fwoosh about going into Ilmeth’s house later tonight and not let anyone know until their mission was complete. Fwoosh was ready for action later once everyone had gone to sleep. With everyone opening up about their personal thoughts, the different members started sharing what each of them had for personal goals. This led them reviewing what they should be doing in the near term, as well as determining where they should set up a base of operations.

Finally getting back to town and to the Blackbutter Inn, Dancer and Fwoosh headed off to bed early intending on getting up early for some undercover reconnaissance. Fogo and ISAC also headed to bed while Angelica, Avery, and Vladimir went over to the Helm at Highsun. The group that went to the Helm met the distinguished Garlen Harlathurl who was bartending there.

Garlen Harlathurl

Enamored with the menu, everyone ordered their drinks with Angelica and Avery ordering full bottles for themselves. There was some small talk around the Elders in town and their actions. Garlen seemed surprised about what they had done.  When asked about the constable, Garlen had only good things to say about him. He did bring up his failed business in Waterdeep and that he had done poorly there as a merchant and moved here as a retirement job.  A few times during the conversation a much larger man came from the cellar to bring up casks, bottles, and other things and would have a short quiet conversation with Garlen each time.

Justran Daehl

With the long day coming to an end, they all headed back to their rooms at the Blackbutter Inn for evening.  Winding down a bit, the three of them all chose to read and work on their journals.  Vladimir read his romance novel, Avery made notes in his journal, and Angelica continued reading about Mirabaran Dwarven lineage and the convoluted way that dwarves wrote about their hereditary connections was quick to put her asleep.  It did not take long before they all finally went to bed.

28th of Mirtul of the year 1492

Waking early and before sunrise, Dancer and Fwoosh met at Ilmeth’s Wagonworks to scope out the place and see if they could find anything important left behind.  Leaving Fwoosh outside as a lookout, Dancer went in and moved through the building looking for an office and perhaps a bedroom.  Going through the workers bunkroom quickly and heading upstairs, it did not take long for Dancer to find the office.  It had already been ransacked with papers strewn all over the floor, the drawers dumped open, and the bookcases emptied on onto the floor.  

While looking around carefully, Dancer did notice that there was a spot under the desk that looked a bit odd.  When he was not able to open the spot, he moved the bookcases in front of the windows to hide any light they might need and brought Fwoosh back to get it open, and he did so easily.  Inside was a small chest, and a pair of books. They took the items and before closing the hidden spot, Dancer filled it with a bunch of the papers from the floor.  They then headed back to their rooms to get some more sleep, but before Fwoosh headed to bed, he snuck over to ISAC and stole the dagger they had found in the tombs and hid it in his bag.

Later in the morning as everyone was getting ready, ISAC approached Fwoosh and asked what he had been doing in his bag.  Fwoosh in a very convincing tone said he was looking for ISAC’s maker’s mark and that he thought that ISAC might have put it in his bag. Before heading down, Dancer looked at what he had collected from Ilmeth’s.  The two books appeared to be some sort of accounting books but were written in such a way with abbreviations and summaries that it was impossible to figure out quickly. He failed to open the chest and would have to wait for Fwoosh to open it for him.

With everyone downstairs they got a breakfast, and with some whispered words from Dancer, they went back up to Dancer’s room to investigate what they had found.  Avery took the two books to see if he could inspect them more closely, and Fwoosh opened the chest quickly.  It contained two pouches of coins, a small silver emblem of the Drow Earth symbol, and a note which read:

“Shipment came through fine, material passed. Payment coming soon as well.”

It did bring up the topic of if the elemental cults were related to each other or not.  The fact that they had multiple coins with different Drowish elemental symbols.  Even though all the representations were different, they thought they were probably related. The group went to check out the tannery to see if Fogo could recover any of his material he had left there to be processed.

No amount of knocking seemed to get Ulhro Luruth’s attention, nor get him to answer the door. With that failure on hand, he went back to the Blackbutter Inn to work another kitchen shift with Xaasz. Stopping into the Sundries store looking for some more notebooks, Endrith was quick to point out that they had bought them all yesterday, but did have some new romance novels that had come in.  Promising to buy more later, they went to their Inn waiting for Dancer.

Endrith Vallivoe

Once everyone was together again, minus Fogo who was on kneepads learning cooking from a Goblin, everyone else headed out to Lance Rock and copy down the blood written prophecy. The trip was uneventful as was copying the scrawl on the wall. Nothing seemed to have changed since they had been here last.

In the realm wh’re destiny int’rtwines,

a bodement f’retold, through ancient signs,

of elemental l’rds and prophets four,

at which hour chaos awakens, the w’rld to expl’re.

The elemental l’rds, fi’rce and unbound,

earth, air, fireth, and wat’r, profound,

with allies by their side, prophets of might,

seeking dominion, to vanquish the lighteth.

Air l’rd’s prophet, with partisan hath raised high,

earth l’rd’s prophet, war picketh to defy,

fireth l’rd’s prophet, dagg’r ablaze,

wat’r l’rd’s prophet, trident’s gentle gazeth.

Togeth’r those gents gath’r, darkness their guideth,

their weapons, unknowing, holdeth secrets inside,

keys to the gateways, wh’re chaos is b’rn,

to saveth the w’rld, a quest might not but beest sw’rn.

But h’roes shalt riseth, their spirits untamed,

to visage the prophets, their destiny unclaimed,

with courage and val’r, those gents’ll hurlyburly the odds,

to reclaim the keys and confronteth the gods.

Through treach’rous battles, those gents’ll striveth to succeedeth,

to slayeth the prophets and fulfill the decree,

to seize the weapons, the keys those gents conceal,

unlocking the pow’r to mendeth and to healeth.

With each fallen prophet, a key is revealed,

a grise clos’r to vict’ry, the darkness repealed,

sealing the gateways, wh’re chaos runs deep,

rest’ring the w’rld from et’rnal catch but a wink.

The h’roes, chosen, their hearts int’rtwined,

unit’d those gents standeth, their purpose defined,

harnessing the weapons, the keys yond ignite,

those gents sealeth the gateways, rest’ring the lighteth.

And so, the bodement shalt cometh to passeth,

a testament to the h’roes’ val’r and class,

f’r those gents possesseth the strength to defy,

to safeguard our w’rld, until the endeth of timeth.

Rememb’r this bodement, etch’d in l’re,

a tale of triumph ‘gainst the elemental roar,

embrace the h’ro within, alloweth thy spirit ignite,

to protecteth our w’rld, pres’rving its lighteth

Looking over the writing that was now flaking off the wall, they began discussing some of the content as well as some of their other experiences. Vladimir pointed out that they seem to be looking for four prophets, and they had some kind of magical weapons.  The priests that they had already met were probably working for these prophets.

Deciding that what was left of the cobbled together dragon skeleton might have some value, they used an old ratty carpet to carry the skull back. The skull was proved to be very fragile and continued to crack a little with each step they took, but they were able to get it in some condition back to their Inn.  When asking Gwendolyn about it, she suggested that they store it themselves until Dhelosk was available in the morning.

Gwendolyn Venelli

Dropping it off in one of their rooms so they would be able to attempt to sell it to Dhelosk in the morning. Wanting some dinner, everyone except Dancer headed to the Helm. Dancer stopped into the bakery to meet with Jepos. Asking about what has been happening in town and about some of the people they had encountered, Jepos seemed open in sharing.

“It was an interesting thing.  I am newly arrived and so it was not something we were aware of. In talking to Mangobarl, the town has been changing in the last several years. Things have been getting more suspicious and people acting out, but with a small rural community that happens sometimes.”

When asked about the Zhentarim in Red Larch.

“Oh, I am only here because of the group you are with. We had known the banditry was happening more, and I was sent out to look it over, which was that Ruined Moathouse.  Your group seemed kind of interesting.  The Zhentarim did not really have anything here.  Mangobarl is just a local contact, almost every town has a contact, it does not mean he does anything. He’s not a thief, he’s not a thug, he’s nothing, he is just a baker that owes us a favor.”

“No, I came to town to follow that group.  They seem to be doing some interesting things and I suggested that we learn more about it.  You here were a surprise to me, and the other one, I was not expecting him here either. Neither one of you were assigned here.  Now there are many of us, which is sort of interesting.”

Dancer, ever ready to pick on the constable, asked about him as well.

“I have not dealt with him directly but from Mangobarl and some of the others, he is just a part time law man here, who does not have much of an official position and is the husband of the butcher. The town sees him as the law, but his authority is limited, most of these small towns are run a group of elders, which are those that got caught. His authority came from them.

When asking about the constable morals and competency.

“Well, I think they made sure he did not involve him, because you can look at his actions around the sinkhole.  He argued against them and allowed your group to go in the sinkhole, which they did not want at all because it exposed the crimes they committed.  I think he is just busy and does not have time.  He is not an investigator.  He is just the local law and reprimands those get drunk in public. He is just a small-town sheriff that he has not been trained for this and was just selected because he is former military. He is probably one of the more honest people in town.”

And looking to see if there were any missions for him, Jepos revealed something interesting.

“No, but I think that the Zhentarim will be moving in little more heavily into this town.  That weird things are happening here usually means an opportunity for money. In fact, we will probably buy a business here or something. Give us more chances.”

Dancer shared his concern about Dhelosk.

“Oh, he is an interesting one. I have been trying to do research on him and it has not been an easy thing. But I do know that Dhelosk is not his real name. There is a lot of magic around the Blackbutter Inn. They all came into town three or four years ago.”

Checking in about the tanner.

“He has not been out of his house since the sinkhole, but I did hear that Albaeri ran away sometime last night or this morning. So, the tanner is the only one left, well, except the storage guy.  But there does not seem to be any evidence, and he has seemed to have avoided it all. He has been trying to help the constable gather evidence against the others.”

Dancer expressed his concern about keeping the Zhentarim presence from the party, especially with Fwoosh and wanted to know how bad it would be if they were revealed.

“Well, one of them has links to the Harpers, one of them has links to the Lord’s Alliance, and one to the Order of the Gauntlet. Two of the three are goody-two-shoes and would not appreciate us and would probably try to burn us out of town.”

“Fwoosh is an interesting thing.  He met one of our executives in town, and for whatever reason took a liking to him, and gave him his ring, and if Fwoosh comes by we are supposed to assist. I do not know what the executive’s thought was. Fwoosh has told the rest of the party that he was just given the ring on the way out of town, and that he does not even know what the symbol means and if they have not done anything at this point, it is unlikely they would in the future if he does not talk about us too much. If the baker gets burned, I can always find a new place.”

“We will be expanding our presence here soon; I am just waiting for word to come back from Waterdeep. In fact, I think a team has already gotten to the Bargewright Inn. The concerns have been the bandits, they are not ours. If you could capture some, that would be great.”

“The Ruined Moathouse, I just got a report about that. It seems to be completely covered with ghouls and giant lizards at this point. Something about an extra-large spider living in the main courtyard and filling it completely with webs.  There seems to be a huge ghoul warren underneath it.  Without whatever was keeping them from it, they seemed to have flooded the entire basement area.”

“But the bandits, there seems to be something guiding them and we just do not know what it is, some force.  They have proved to be a bit more organized than bandits should be, and there have been far too many of them.  Taking out some of the wagons they have was more like a military exercise than bandits. I had seen some of the soldier types at the Ruined Moathouse, but your friends did not really share much about them.”

Jepos Copperhand

The remainder of the party headed to the Helm for drinks and good food. As usual, the Helm was filled with local Red Larchers. It was there that Vladimir shared more about his past and family, that he was the fourth of nine children and some about his least favorite sister Olga.  He also talked about how he joined the army and met Benny. With Dancer joining them, Avery went back to the Inn to work on the ledgers and study them in greater detail. The rest ate, drank, and attempted to listen in on what the locals were talking about.

There was a lot of discussion about the elders, and that two of the elders had run away.  Some grumbling about Ilmeth having gotten killed. Gaelkur ran off the same day the sinkhole showed up, as if he knew it was going to be bad.  Everyone is wondering what is in the sinkhole.  They have heard that there is Dwarven Tomb.  There was some talk of bandits along Cairn Road. There were several complaining about the Iceshield Orcs and Uthgardt barbarians attacking farmhouses and that the Samular knights were attempting to defend as well as they could. There was also a lot of local gossip that had little relation to what they were interested in. There was an odd rumor about Thorsk Thelorn, that he had been a mercenary and has treasure buried under his house.

With what they knew, they started planning their next set of actions, and where they should be heading to.  Hunting bandits seemed high on several of their lists, but as long as there was loot, everyone was interested, especially Dancer and Vladimir. They planned on hitting the haunted tomb first and work their way around Red Larch through the different locations keeping Red Larch as a safety point, they could run to if needed.

With their next sets of days planned, out the group went back to the Blackbutter Inn and went to bed for the night. Before getting to bed, Avery informed them of what he had found after spending several hours on the ledgers.  It seemed that Ilmeth had been using some type of cypher on the ledgers and it was beyond what Avery could figure out.  He would need something more to go on to work it out.  This surprised everyone since they had only thought of Ilmeth as a drunken and poor woodworker.  They did not expect this level of sophisticated work from Ilmeth.

Before Fogo got off his shift, he did see the goblins making something several times that was not meal related.  They seemed to be working on herbs and plants and then taking those results to Xaasz where he did something else with those components. Fogo was not sure what they were doing because he had never seen anything like this previously.

29th of Mirtul of the year 1492

Before anyone got up, Dancer went to the bakery to get his bear claw baking lesson.  While not a complete failure, his bear lumps were tasty, if only for the first inch until you got to the raw dough.

Later in the morning, they met with Dhelosk at the front desk and brought down their dragon skull for him to examine. He did not seem to be very impressed, nor seemed to have some for it, but he did bring out Xaasz who did offer up some platinum for the skull and mumbled something about grinding it up for something he was working on.  Xaasz did comment that it seemed that all the magic in the skull had already been consumed which is why it had such little value and why it was so brittle.

Dhelosk Quelbeard

Xaasz

While negotiating with Dhelosk about the skull, they party also checked in to see what magic items and potions Dhelosk might have one hand.  Fwoosh bought a pair of googles that would also him to see in the dark as well as a cloak that is able to change its color and form to almost anything.  Fwoosh was very excited about having a color changing clock. Avery was convinced to purchase a hat of wizardry giving him something a little more than he had. Fogo somehow resisted the magical staff of birdcalls.  It was a very tough internal battle Fogo went through, but somehow managed to convince himself he did not need it right now.

When asked about what kinds of things he was interested in for his research, Dhelosk answered that he would more things related to inter-dimensional space.  Putting big things in small spaces. He seemed disdainful of Dwarven magic but was interested in Drow magic much more.

Wanting to head to the haunted tomb, they realized that they did not really know where it was and that they should probably go ask for directions from Minny’s daughter. Heading to the poultry store looking for Pell and find out more about what they might be facing.  They convinced Minny to allow them to speak to her daughter about the tomb.

Minthra “Minny” Mhandyvver

Her daughter had found a stone door in the side of a hill, and that door was cracked open.  She had gone inside and there was a ghost inside that talked to her. It was a glowing person in there, but she was not able to tell if it was a human or not.  There was another stone door within and when she went to look at it, the ghost told her she was not allowed to go there and that she should go home. She had a nice conversation with the ghost and then it shooed her on her way.

Before departing, they took a quick peek at the tannery, and they found a deputy guarding in front of the door.  When asked about what had happened, they were told that Ulhro Luruth had committed suicide in the last day or two.  Still wanting his stuff Fogo asked the condition of any of the work inside and was further told that Ulhro had spiked all the tanks, and anything left there had been ruined.

And this is where the session ended.

History Lesson

Here we are with another session of the history of the savage frontier.  This is your host David Bourgh-Ettin, and this week we will be looking deeper into the Kryptgarden Forest.  Last week we talked a bit about the creatures making history, and this week we will investigate the forest that old Gnawbones resides in. It has a history that goes back at least to the minus 230rd century.

Summary

Named after Southkrypt, this small forest is believed to be the second-most-powerful source of the evil that pervades the dwarven ruin, the first being the Sword Mountains lying just north. The eastern outskirts of the forest are often used by the inhabitants of Westbridge for hunting purposes, even they don’t delve farther than a few hours walk into it.

Description

Kryptgarden Forest, also known as Tsordvudd, was a small but ancient and foreboding forest on the Sword Coast North in northwest Faerûn and one of the so-called the Moonwoods of the North. It was a site that once housed long-lost realms of the elves and dwarves.

“Dark times have come to Kryptgarden. May gods and heroes end the corruption on this day!”

Dala Silmerselve

Name

The name ‘Kryptgarden’ arose from the dwarfhold known as Southkrypt Garden, which stood in the north. The forest was itself sometimes called Southkrypt Garden. The name also seemed to originate in the orc realm called Uruth Ukrypt, meaning “Home of Uruth” in Orcish, that rose in the Sword Mountains in the 10th century DR.

Geography

It was located east of the Sword Mountains. It lay just west of the Long Road and the village of Westbridge and north of Waterdeep.

Description

It was an old-growth forest and local humans knew little of what lay within as of the mid-1300s DR. Kryptgarden was a hilly woodland was covered in a thick layer of foul-smelling fog. Parts of the wood had an unexplained reddish hue about the forest floor and the bases of the trees in the late 1400s DR. The forest contained many ruins of bygone dwarven civilizations.

Geographical Features

A portion of Kryptgarden south of Phandalin was known as the Crooked Forest because some of the trees there had been bent by ancient creatures that dwelled there to indicate paths through the forest. Following the passage of Volothamp Geddarm through the area, the forest received more visitors than it had in decades, disturbing several treants and blights.

A deep hole in the ground—known to some as “the orifice”—in the red forest east of the Sword Mountains led to the Underdark and a passage to the Hanging City of Dolblunde.

Flora & Fauna

Small game animals lived in the forest, but few larger creatures dwelled within, as they were readily eaten by Kryptgarden’s most fearsome predator, the dragon Claugiyliamatar.

Activities

Folk from Westbridge hunted animals along the eastern edges of the forest during the 1300’s DR but did not dare go deeper than a few hours on foot. They’d stopped by the late 1400’s DR after some of their fellows went missing. Some logging also went on around the edges in the mid-1300s DR.

History

During the era of the First Flowering, the forest that later came to be known as Kryptgarden was a part of the ancient elven realm of Illefarn, which was founded circa −22,900 DR. The surface-dwelling dwarves of the briefling flourishing realm of Besilmer, from −4420 DR to −4160 DR, also had borders reaching Kryptgarden Forest. When Illefarn fell circa −1100 DR, the elf realm broke up into several smaller states; of these, Rilithar encompassed Kryptgarden Forest.

The green dragon Claugiyliamatar established her lair within the Kryptgarden Forest in the Year of the Evening Sun, 1303 DR.

In the Year of the Warrior Princess, 1489 DR, the Five Factions all gathered in the forest to deal with the rising threat of the renewed Cult of the Dragon. The cult’s Green Dragon Mask was recovered from the lair of Claugiyliamatar in Kryptgarden Forest. Old Gnawbone herself was injured while blows were struck against the Red Wizards of Thay, the Cult of the Dragon, and the Zartruss hobgoblin clan.

Rumors & Legends

Kryptgarden Forest was reputed to be one of the sources of the evil that lurked in the ruined dwarfhold of Southkrypt, and only the second most powerful of them after the Sword Mountains. In the mid-to-late 1300s DR, rumors swirled of another dwarven citadel in the hills at the heart of Kryptgarden, but these were unconfirmed.

At that time, a crazed adventurer was discovered in the plains west of Red Larch, on Kheldell Path. Supposedly the only survivor of a nine-person adventuring company, he rambled on about a strange citadel in Kryptgarden, one that housed insectoid creatures that walked upright, wielded powerful magic, threw weapons that slew a man at 500 paces, and could camouflage themselves so well they could only be detected by smell and tracking, suggesting it was a supernatural power. Moreover, he had unexplainable burns on his arms and back and had no possessions on him. However, this man was a known to be a lair by 1370 DR.

In the 1300s DR, King Witchthorn had a relationship with the Adarbrent noble family of Waterdeep. For decades, the family sent its firstborn child of each generation to pledge an oath to Witchthorn. The children performed an unknown service to the king by their eleventh year and in exchange the family businesses and their homes were protected by secret fey guardians. This arrangement was unknown to all but the eldest son and daughter of each generation.

Campaign Notes

A fairly low impact session, and the characters finally started to compare notes on the things they have seen, like the dreams and other portents that have fallen on their heads.  Consequences are still impacting some of the members of Red Larch and the town has still not settled down.  The group has begun to discuss setting up a base, whether it is in Red Larch, Lance Rock, or even the Ruined Moathouse, they have not yet decided what might be best for them.  Planning on finishing off any lingering items around Red Larch seems to be next on their agenda.

Session XXI – Intermission

26th of Mirtul of the year 1492

The afternoon started off nicely.  After a little sacrifice on the altar of Dwarven gods, and now this.  A cranky old dead Dwarf wielding dual axes seems to be angry at the party and he is competent for a dead guy, seems to be yelling curses, assuming you understood teeth chatter Dwarvish, and can move around tactically like there was a brain left in the skull pan, and the worst part was that he seemed to be immune to all piercing attacks.  

The combat lasted longer than anyone wanted and made a mess of most of the characters involved in it, but everyone survived and were mostly wounded, but no one died, and until they found a small onyx mirror everything seemed normal.  Looking into it showed a death that had been avoided sometime in the past.  No one really looked more deeply into the mirror for any additional clues since what they did see was horrifying to each one.

Vladimir:  You see yourself dead in the mirror – at the sight of the ambush – your body chopped by Iceshield orcs, your head next to Benny’s.

Fwoosh: It is very fascinating – You see yourself in the mirror, but you are dead – it looks like you are at the collector’s house and have been captured and tortured.

ISAC: You see yourself disassembled, a pile of parts on a table, everything is covered in dust and abandoned

Onyx Mirror

ISAC, not afraid, looked into the mirror a second time to see if he would get something new.  Instead, it seemed to start sucking his soul out as the party just watched him freeze in place. Eventually managing to get the mirror away from him and smashing it on the ground seemed to have been sufficient to free ISAC from whatever had kept him captivated.

ISAC: In your mind you are swirling in the void no body, but something is pulling you into the distance – you seem to be moving faster and faster.

Moving back to the safe shrine room, the party took a short rest.  While resting, Vladimir shared the Dwarvish book he had bought from Endrith at the Sundries store with Angelica.  The books were beautifully illuminated manuscripts written in Dwarvish. They contained a genealogical history of the Dwarf clans of Mirabar. ISAC and Vladimir also discussed death and life in general. And the fact that Vladimir was concerned about turning into a creepy skeleton dude after he dies.

At the end of that rest Fogo went back to the Blackbutter Inn so that he could complete another cooking lesson with the chef there.  The rest kept looking around and keeping to themselves, however, it seemed that ISAC’s and Vladimir’s cat killing curiosity needed to be scratched and off they headed back to the room of sarcophaguses to inspect, open, and loot as many as they could get to.

It did not take long for the rest of the party to realize that they had left, and probably where they had gone.  Joining the two wayward looters, the whole party got into the game of checking for traps and opening the sarcophaguses.  With everyone ready, they started moving on to the rest.  One in a corner released a spore cloud of yellow mold almost poisoning ISAC and Vladimir.  That only seemed to give them strength to start moving faster. In another one they found it filled with nothing but skulls, all from orcs and Drow. It did not warrant a second look, and off they went again.  They were surprised when the second to last one had nothing but a huge mirror in it that did not seem to cast a reflection when someone investigated it.  Unwilling to remove it after the last experience they continued their exploration.

In one of the sarcophaguses, they did find a note written in Dwarvish.

Note Found in the Tombs

When translated by Angelica, it stated:

“gods forgive us — we could not stop th”

The party finally got to the last one. If it was by luck or just random chance, this one was trapped and activated all the carved reliefs of Dwarves and creatures along the walls and ceilings to open their mouths and to spew out poison gas.  It was slow enough to allow everyone to escape with only a few being affected by the poison. It was at this point they decided that their looting, or as they called it retrieval exploration, had come to an end, and off to the Blackbutter Inn they went.

Angelica and Avery had headed to the Inn a bit before the rest and managed to get themselves hammered and started singing nonsensical songs made of mismatched tunes and syllables that sounded like words but was not. While in the kitchen getting yelled at in Goblin, Fogo did notice that several times during the different meal preparations, occasionally Xaasz seemed to be working on something that was not meal related.

Xaasz

To be prepared for the next morning, Vladimir went ahead and bought two Dhelosk’s special Hair of the Dog drinks so they would be ready in the morning for the two that were still attempting to sing with their foreheads pressed against the table. Fwoosh inquired about the clock on the mantel and Gwendolyn Venelli told him that it had been a gift to Dhelosk from a Gnome Workshop, and that there were several Gnomish workshops in Waterdeep.  

Gwendolyn Venelli

Being that it was late, the group bought food and drink to fill their pie holes with something that was not rations and stale water. The discussion eventually came around about what Fogo was doing in the kitchen.  Dancer who had witnessed the glorious chaos of the Blackbutter Inn kitchen explained about how the whole kitchen was being run by Goblins and that all the counters were about a foot and a half high, therefore explaining why Fogo needed knee pads to work within there.  Some things suddenly made a lot more sense the group.  Although when Dancer described that the Goblins used all their limbs, including their very nimble toes to cook, Vladimir’s stomach seemed to have some difficulty.

When Vladimir asked Gwendolyn about the Goblins, he was informed that they all had been working for Dhelosk for over 40 years, and probably longer based off the stories she had heard from Xaasz.  When thinking about it, Vladimir realized that something was not quite right, since Goblins tend to only live 30 years at best, maybe 35 in captivity. That was when Gwendolyn also revealed that Dhelosk himself is almost 300 years old.

She continued to talk about the Goblins and explained that they were almost like small green Gnomes, but instead of tinkering, they much preferred playing with chemicals, usually poison. At some point, Angelica started burping something fierce and let loose an explosion of thunder and lightning as her Dragon’s Breath was belched out point blank into the table destroying it completely. ISAC was quick to pay for the damage and everyone decided it would be best to head to their rooms and rest for the evening.

27th of Mirtul of the year 1492

In the morning, Angelica and Avery felt like there were 50 little Dwarves hammering inside their heads and a pair of Elves with lances poking the back of their eyes.  Heading down, they were quick to quaff their Hair of the Dog. Fogo was surprised to see their normal table missing and a small burn mark on the floor in its place, but they all settled down for some breakfast and conversation. Before much time went by, Fwoosh went over to Dhelosk and gave him the book that contained a copy of all the runes that were on the floating stone in the shrine room from the tombs.  He seemed surprised and happily took it promising to investigate it and get back to Fwoosh in a week or so. Dhelosk did mention that some of the runes looked like they had come from the fifth and seventh century.

Dhelosk Quelbeard

When Fwoosh brought up the Golden Statue, he mentioned that the statue seemed to be absorbing some sort of elemental energy from specific types of creatures. The group had mostly decided to show him the current state of the statue, but ISAC seemed very reluctant in letting Dhelosk examine it. When the conversation had a lull, Dancer ran off for more Bear claws, and so Fwoosh filled the gaps asking Dhelosk about the clock.  He told Fwoosh to go and look at the back of the clock, he would be able to see the maker’s mark on it, and that there were many Gnomish workshops in Waterdeep. Once Dancer was back, the conversation once again came back around to the statue.

“So, the statue, you said that it has changed.  I did say before that it seemed to be awakening in some way, has it awakened?”

“It seemed to have awakened at least a little bit. Now it can produce fire.”

“Can I see the statue?”

“ISAC has it.”

Fwoosh went over to ISAC and tried to convince him to allow Dhelosk to examiner it, but ISAC just was not willing to let it go, even at a distance. Fwoosh ran over to Vladimir with a concerned and questioning look.

“He won’t come, something is not right with him.”

The group began trying to figure out why ISAC was not willing to show Dhelosk the statue.  No matter the argument, ISAC was not willing to take it out.  The more they argued, the more stubborn he become became. Trying a new direction, they asked Dhelosk on where they might find more information on their own.  Being told that they would have to go to the Wizard Academy in Waterdeep or go to one of the Drow kingdoms in the Underdark.  Neither location was easily accessible, and the Underdark a place of great danger.

“The Underdark is not a place for the weak of heart, it is dangerous, even me going there was a perilous situation. I would not advise attempting it anytime soon. When you are powerful enough to go, you will figure out how to get there, if you do not know how to get there, then you are probably not powerful enough to do it.”

“But you might even find an entrance in the valley somewhere. There are Drow ruins under the Sumber Hills, so there used to be entrances, or should have been entrances to the Underdark.  Although the old Dwarven ruins are sitting on top of them. If you follow the ruins deep enough, you will probably eventually find an entrance.”

“Is it normal for Dwarven ruins to be on top of Drow ruins?”

“No, there is at least a thousand years between the two.  The Drow were here, and then went away for some reason, and then the Dwarves came afterwards.”

“And the Dwarves went away for some reason?”

“The Dwarves did not last more than two or three hundred years. It was not one of the troll wars, but trolls and orcs invaded and destroyed the Dwarven areas.”

A few other questions came forth from Fogo, and he continued to apologize to Dhelosk about them keeping it back at this time.

“I have already handled it once, but now you seem reluctant to allow me to examine it again.  Is it awakening more?”

“Yes, that is what we understand.”

“When artifacts awaken, they can sometimes influence your thoughts. Just be aware as it awakens, if it is an artifact, who knows what it really is, it could be further influencing what you think and do.”

“How will we know when it is fully awakened?”

“Well, it will probably talk to you. If I can examine it, I might be able to tell what kind of awakening it is. Sometimes artifacts get more powerful and sometimes smarter.”

“Is there anything we should look out for in an awakening artifact?”

“As long as your directions align, there should not be any problems.”

“How do we know if they align?”

“It will probably tell you or attempt to influence you in a direction it wants you to go.  It could be anything.  It could just be gathering power.  It could be broken and gathering power to fix itself.  Without examining it, I cannot tell you which direction it is going.  There are a hundred possibilities.”

“Do you think it might be influencing me right now.”

“Hard to say.”

“If it has moved from one of you to another, it has potentially identified you as a group. So, it got whatever it needed from the first, and now it is getting something from the second.  This is not to say it is a bad thing, there are more good things than bad things out there when it comes to these things.  You did say it has a multitude of functions that are beneficial to you.”

With those heavy thoughts weighing them down, they then brought up the effects of the onyx mirror they had found. Dhelosk did not know much about, nor was able to help them much, but did let them know that many times that magic items that showed you the possibilities of alternate realities was something that each person was only allowed to investigate it once, but a second look, it might try to consume that person. They also brought up the second mirror and Dhelosk expressed interest in that one as well.

Bringing Fogo up to speed since he missed the last part of the exploration, and described all the things they had found, as well as a lot of coin. One point of interest was the staff they had found which and they had Avery Identify it in the public room of the Inn.  With an audience of everyone there as well as the party, he was able to determine that staff was in fact magic, but only contained some residual magic and no longer had any functions.

The conversation finally got around to the party collecting their wagon and horses from Ilmeth Waelvur.  They found the constable yelling at Albaeri Mellikho who was still hiding in her home and refusing to come out.  Harburk Tuthmarillar was not having much success with her, and was happy to be moving on somewhere else, although confronting Ilmeth was not going to go well.

Albaeri Mellikho

Harburk Tuthmarillar

Collecting his deputies, the constable and the party all went to the Wheelworks.  When approaching, Ilmeth started yelling at them to go away and to stop bothering him.  The party wanted their wagon and horses, and he refused to allow access. It went back and forth with Dancer pushing the hardest on Harburk to act.  The constable was not looking for a violent confrontation and knew that Ilmeth would calm down eventually, but Dancer just kept pushing and pushing.  Finally, the constable had enough of it all, and told Dancer to back off, and then instructed his deputies to kick in the door to Ilmeth’s place.

Ilmeth Waelvur

Ilmeth was waiting for them inside with a short sword and as the deputies tried to secure him Ilmeth cut at them and wounded several of them.  Harburk was trying to help but due a quick movement by Ilmeth catching Harburk by surprise, the constable inadvertently stabbed Ilmeth in the heart killing him.  The owner and proprietor of Ilmeth’s Wheelworks was now dead.

Ordered to head around to the side by Harburk, the party were able to get into the back area and find their wagon and horses.  The horses were in poor condition, clearly not haven eaten in several days nor had much to drink.  Their wagon on the other hand had no wheels.  A quick search only exposed broken wheels and broken wagons around the yard.  Heading over to Thelorn’s Safe Journeys, they were able to convince Thorsk to get their wagon with his large flatbed wagon and bring it back, replace the wheels, repair any damages, and add in windows on to their wagon.

Thorsk Thelorn

Now that the wagon was settled, they needed a safe place to store the horses.  Avery negotiated with the Farrowvale family, the parents of the two girls Isabella and Sophia that had been rescued from Lance Rock, to store the horses at their farm.  The family agreed and eventually the whole group joined them out at the farm dropping off the horses.  The girls were happy to see Dancer, somewhat horrified with the naked riding cat of Avery’s, but happy to see the party.  After dropping off the horses, the group had dinner with the family and afterwards they headed back into town since it was getting late, and it had been a long day already.

And this is where the session ended.

History Lesson

Once again this is David Bourgh-Ettin bringing you history from around Faerûn.  Again, we will be continuing form last week covering more of the history of the Savage Frontier.

History is not just about a place and time, but many times it is about the people, or in today’s case a creature.  A creature that has lived for several millennia. The great ancient green dragon named Claugiyliamatar. It is unknown how old she might truly be at this time, since anyone attempting that inquiry only ends up as a pile of melted goo.

Some ballads call Claugiyliamatar “Old Gnawbone” for her habit of carrying a corpse dangling from her jaws to munch on absently from time to time, just as some humans suck on unlit pipes or chew cigars. She is cunning, paranoid, and possessed of a cruel sense of humor: trapped victims have been known to escape her because she played with them to watch their pain and suffering instead of slaughtering them outright.

Claugiyliamatar lives alone, driving away male green dragons who come courting, but she has always been rumored to employ several dozen loyal human and halfling agents to work behind the scenes for her in the less savory side of business in Neverwinter and Waterdeep. These agents make profits on goods made scarce by the dragon’s attacks. Old Gnawbone seems to enjoy manipulating affairs in the cities for the sake of wielding secret power, not for the wealth it brings her.

Claugiyliamatar is fascinated by human and elven women who wield power, and she spends hours watching them from her lair through her array of crystal balls. This collection of scrying spheres marks the second thing that fascinates Claugiyliamatar: magic, especially items that allow her to take human form and participate in the things humans do (knifings in alleyways, for example, and passionate courting, and, well, drinking). Her personal spells are too weak to enable her to take human shape, so she watches the nobles of Waterdeep and the sorceresses of Neverwinter for hours at a time, learning who has magic and where it is hidden, before sending her agents forth to steal it. Woe betides an agent who tries to cheat Old Gnawbone out of even the tiniest scrap of magic: he will find himself nailed to a tree deep in the forest, drenched with blood, and left for the wolves (or other hungry forest denizens).

Having her own way is everything to Claugiyliamatar. Among other dragons, her reputation for trickery makes her best avoided. Balagos, for instance, considers her a twisted, crabbed thing given to petty silliness and, as such, beneath his notice.

She is a tireless foe who goes to ridiculous lengths to cause even small harm to someone she regards as an enemy, and this “worry-all-the-bones” trait has made most other dragons leave her alone. This is just fine with Old Gnawbone, as it leaves her free to pursue her schemes wrapped in the presumption of her own supremacy over other dragons. It also leaves her great Waterdeep as part of her territory. That there are more than a dozen steel dragons and were-dragons’ dwell in the city under her very nose, and generally regard her activities with amusement, is something she serenely ignores, even when one of her agents is imprudent enough to point it out to her.

Claugiyliamatar’s Lair

Old Gnawbone lairs in a cavern in Kryptgarden Forest, at the end of a deep ravine that runs from the base of one of the mountains that bounds the old, thickly grown woods on the north. Several tombs and abandoned dwarfholds pierce the mountain walls nearby, including the infamous monster-haunted complex known as Southkrypt. Claugiyliamatar employs both human agents and woodland creatures as guards around her lair, to lead intruders astray (sometimes with the aid of audible glamers and other spells she casts herself) into waiting traps or into one of the waiting perils of another cave.

The green dragon doesn’t seem to have a name for her abode, but to humans it’s the Deeping Cave, a name of forgotten origin that it possessed long before Claugiyliamatar arrived the early 14th century.

The cave gapes at the end of a gloomy, vine-crossed gully overhung by gigantic old oaks and duskwoods. Within, Old Gnawbone’s lair is a weird place of creeping phosphorescent lichens, giant toadstools, and hanging mosses draped over statues of imperious human women (warriors, mostly) looted from a dozen tombs.

At the back of the cave, Claugiyliamatar slithers about in the gloom from her bed of coins to the alcove where her crystal balls glow and flicker. She often spends hours sprawled before them, watching what befalls far away, while a servant (always a man clads only in manacles and chains, though these are a decorative costume he can remove whenever desired) oils her soft scales with tree-sap and ointments made to the dragon’s own formulae from crushed and boiled forest leaves, fungi, and roots.

Claugiyliamatar is vain and believes she will stay youthful and supple if her scales are tended daily, polished with these healthy substances to a deep, almost blue, emerald hue. Those who anoint her are allowed to scoop up as many coins they can grasp in one hand (only!) from her hoard-bed as payment when they leave. Thus, attending the dragon is a popular duty among her servants — though one must be careful to do nothing to make Old Gnawbone suspect treachery; she’s been known to roll over with sudden, deliberate speed and crush a servant beneath her bulk.

Claugiyliamatar’s Domain

From Deeping Cave, Claugiyliamatar holds sway over a dominion that stretches from the southern bank of the River Mirar down the Sword Coast to the north bank of the Dessarin, and along the western fringes of the High Forest to about Dead Horse Ford, where it swings north and west in a wide arc over the Evermoors to take in Nesmé, Longsaddle, and Grunwald, to reach the Mirar south of Mirabar. If all the borders of her territory are disputed by other dragons (particularly northern Neverwinter Wood and the land between the Dessarin and the High Forest) and her ability to waltz into Waterdeep is more fantasy than something she dares do, Claugiyliamatar cares not. She rarely flies anywhere east of the Long Road and seldom leaves her lair in any case, preferring to watch through her scrying-crystals and have agents work for her.

Lance Rock, a landmark west of the Long Road south of Red Larch, looks as if a gigantic boulder were hurled down from the sky to strike deep into the ground — and that’s just what happened. A brash young adult red dragon, Smergadas, liked the look of the lands around the Dessarin. After flying about unchallenged for most of a day, he filled his belly with roaming deer and curled up for a nap — whereupon Old Gnaw- bone, who’d been watching him through one of her crystals, emerged from her lair, plucked a loose boulder almost as large as herself from atop the mountains, and flew over to drop it on him. Then she landed to fill her own belly with foolish red dragon.

Conclusion

Yes, ladies and gentlemen, this ancient green dragon has been kicking around for a long time, hates being interrupted, and fundamentally is a vain, ill-tempered, vindictive creature that claims dominion over a large area of land including the Dessarin Valley, and not many dragons are willing to contest her in her claims. Wander not the northern areas of the Kryptgarden Forest lest you incur her wrath, one that she will happily fester on for decades.

Campaign Notes

The Tomb of Moving Stones has been completed.  Waking up the cranky dead Dwarf and the not so quick killing of him did not really reveal anything new.  One more of the Believers dies, this time in a fit of fury. What will happen with all those businesses that now have no owners?  When will those Dwarves arrive?  They party seemed to have been in a hurry to loot because of the worry that the Dwarves would arrive and take it all before them.

Session XX – Intermission

25th of Mirtul of the year 1492

 After completing their discussion and reviewing of what they found and a tour of the tombs with the constable, the tired party wandered their way back to the Blackbutter Inn. The constable had run off to fetch his deputies to gather in the those involved and start interrogating them on what they had been doing.  As they passed near the sinkhole, they could see that most of the crowd had wandered off.

A small barricade had been built around to prevent any more mishaps with additional children falling in. Most of the preventive measures seemed to be set up ten to 15 feet from the sinkhole, obviously fearing more of a collapse.

Arriving at the Blackbutter Inn, they were immediately directed by the server to head to the back by going around the building and to wash off before entering the building.  With all the mud attacks, exploding mud devils, and having a corridor explode around them did cause all of them to far dirtier that any sane person would prefer. Gwendolyn Venelli came out with a tray of ale and offered a free meal to the team for their hard work in rescuing the children in the sinkhole.

Gwendolyn Venelli

Quickly washing up and reentering the Inn they all decided it was best to get a meal, especially since it was going to be free. Before eating, they all went to their rooms for quick clothes change. They reconvened in the main room except Dancer who wanted a warm bath in his room. Vladimir seemed a bit jealous of the individual bath and individual room that Dancer had, but he still had warm dreams of large teddy bears.  Everyone collected back and ordered food and since Dancer had not come down, Fwoosh being friendly, had ordered a large bowl of clotted cream and a spoon for the Tabaxi. Dancer’s only comment was that he liked meat too.

Vladimir started a discussion about the friends that all had escaped with Fwoosh from the Collector.  Fwoosh described their names and their specialties. Which led Dancer to ask about who was Benny. Vladimir explained more about how he knew Benny and as well as a little about the ambush that led him out of the army and eventually to Waterdeep. With the different soul baring stories coming out, ISAC explained a bit more about his awakening and that he believes that his name might be an acronym.

This brought up something that Fogo was interested in, which was if anyone belonged to any factions as he was a member of the Emerald Enclave.  Vladimir was a part of the Lord’s Alliance, Angelica was with The Order of the Gauntlet, and Fwoosh was confused if he belonged to the baker’s guild or something else.  This caused a lot of Thieves’ finger-talk with Dancer about their relationship with their faction and Dancer convincing Fwoosh to not disclose their relationship with the bakery and their faction.

With Fwoosh talking about his past and his home a clocktower, Avery noticed that there was a small clock on the mantle of the main fireplace.  This also led Fwoosh there who seemed fascinated with it. Dancer gave a little more information about his past and the source of his name and everyone shared a bit more with each other.  The group was opening a little more and becoming closer to each other.

It seemed that the party had opened enough and felt like they trusted Dancer sufficiently such that they showed him the Golden Statue and some of its capabilities.  He was enamored with the fact that once it was about ten feet away from ISAC it would disappear and reappear in ISAC’s hand. It was also mentioned that it seems to be growing in power and was awakening in some way. ISAC also explained that every time they killed an elemental type of creature the statue seemed to absorb something from them upon their death.  Dhelosk, the owner of the Blackbutter Inn is a wizard, and had identified the symbols on the statue as the four drow symbols for the elements, and that it was very old, maybe as much as 5,000 or 6,000 years old.

Golden Statue

The group continued to talk about some of their previous adventures and opened it up for Dancer to join them. He was very amenable to joining the group and adventure along with them. They did mention a little of some of the odd dreams they had but did not explain much to Dancer. He told them to consider that they had ingested something that might have caused that because it was just crazy.

Moving the discussion along, and ensuring no one was close enough to listen in, they decided to try and decipher the text they found on the door with the dwarven carving.  Angelica who had been studying Dwarven in her seminary work was able to figure out the exact words for everyone. Before working on a solution Dancer suggested that they just sell what they knew to the Dwarves and not tempt themselves with the Tomb since it was scary for Dancer since he feared the undead, curses, traps, and all the possible combinations of those.

The conversation went into circles a bit as they tried to figure out what it meant.  Fogo pushed that it could represent the four elements and might be related to the other elemental objects they had found, while Angelica suggested they might want to think about what the known attributes of Dwarves are. This seemed to have given them several new ideas.  In the next few hours, they were able to come up with a plan and items they needed to purchase the next day to enact what they thought was the solution. With what they thought to be a solid plan everyone headed up for a much-needed rest.

26th of Mirtul of the year 1492

After rising in the morning, they found Constable Harburk Tuthmarillar waiting for them already drinking some ale.  He complained that he had not yet gotten to bed while working on the investigation and there were already issues.  It seems that someone had murdered Baragustas Harbuckler last night by dismembering him, pinning the parts on a wall, and gouging out his eyes and replacing them with some small stones.  Sometime while the sinkhole was being explored by the party, Marlandro Gaelkur had closed his shop and ran off somewhere.  This morning Elak Dornen stole all his business’s coins and valuables and snuck away leaving his very angry wife and several children behind.  The town is concerned that she will have some difficulty in being able to keep the business running without the gold to pay the workers.

Harburk Tuthmarillar

Baragustas Harbuckler

Marlandro Gaelkur

Elak Dornen

Albaeri Mellikho was arguing that she had nothing to do with it, Ilmeth Waelvur was stinking drunk and acting overly belligerent, and Ulhro Luruth was just hiding in his shop. When asked about Braelen Hatherhand and his father, Harburk explained that Rotharr had been kicked out of his house by his wife.  He had come into town, drank a bunch, and then swore vengeance on the those that did this to him before departing for parts unknown.

Albaeri Mellikho

Ilmeth Waelvur

Ulhro Luruth

All the elders implicated that were still in town were attempting to blame Baragustas for everything, but there was little evidence except a lot of finger pointing.  While Aerego Bethendur had been implicated, there was even less evidence about him participating.  What was interesting was that Aerego started helping the constable with finding some evidence and reporting in on what he knew to prove the guiltiness of the other elders.

Aerego Bethendur

While the Harburk was explaining, Dancer and Fwoosh decided that they needed to run to the bakery for some bear claws. Continuing to explain what had been happening, he finally got to Grund who just seemed guilty of being bullied into helping.  Grund was released but did not seem to be normal happy-go-luck attitude and in fact was no longer tolerating anyone stealing his pickles and had even beaten two men this morning when they came by. ISAC was curious if any of the bodies or the suspects had any tattoos, ones that matched any of the drow elemental symbols.

Grund

Arriving at the bakery and looking for Jepos, it turned out that only Mangobarl Lorren was there while Jepos was out doing something. Not waiting around, they ran back to the Blackbutter Inn.

Mangobarl Lorren

As the party described the things, they had found such as bandits having castles, the possibility of there being different four elemental cultists, that the bandits and the cultists organizations and that they might be working together, and that the elders might even be involved in all of this since the earth symbol was found in the tombs too.  Going for a stronger drink, Harburk fortified himself before asking clarifying questions about all of that. Before Harburk could depart, Vladimir suggested that the constable reach out to the military commander in Amphail. Leaving less happy than he arrived, the constable left to search for tattoos and anything else.

Jumping in, Avery went over to talk to Dhelosk before getting riled up by Fogo shortly. He purchased a spell and a lot of magic ink to allow him to copy spells into his spellbook and therefore making himself more universally useful. Once completed, it was Fogo’s turn who took advantage of Dhelosk’s kindness by getting a bunch of items identified and priced, although for some reason not the dagger with the dried blood they had found in the tombs.  Dhelosk was happy to help, especially when Fogo brought out the Lantern of Equivalent Exchange and his Ring of Free Action.  The wizard was very interested in purchasing both, but Fogo was not selling anything except a cheap magic mace, and then headed back to the table and leaving the disgruntled Dhelosk behind.

Dhelosk Quelbeard

After a small discussion with the rest of the group Fogo came back and asked about purchasing some Bags of Holding.  After admitting there were a couple available at a now premium price, Fogo relented and sold the lantern to help cover the cost of buying those useful bags.

Deciding to visit many places in parallel the party split up visiting different locations.  Fogo went to the smithy to fetch his newly made knives.  That proved to be a quick jaunt and then joined Angelica and Avery at the Allfaith’s Shrine to pick up some healing potions and fondle the dead body of Baragustas’s body to look for tattoos. Dancer, Fwoosh, ISAC, and Vladimir visited Ironhead Arms to sell all the excess arms and amor they had collected.

Laefra Tantur

At the shrine Angelica and Avery purchased a large pile of healing potions and convinced Imdarr and Lymmura to allow them to go through and inspect Baragustas’s body.  Before their search, they inquired about having Imdarr perform a remove curse if they encountered one when attempting to identify the magic dagger they had found in the tombs. They were instructed to head in the back with their discission on whether Avery would identify the dagger or not and that they should take the box with the body parts to the back of the building for their searching. Once the search was completed, the three of them headed back to the Blackbutter Inn to wait for the rest except Avery who went to his room to start copying spells.

Imdarr Relvaunder

Lymmura Auldarhk

At Ironhead Arms, the four of them sold a pile of armor and a few weapons while Dancer filled up his almost empty quivers and Fwoosh picked up some daggers. Finishing up their business they headed back to the Sundries store.

Feng Ironhead

At the Sundries store Fwoosh was surrounded by children all looking for more sweets, especially those bear claws, but they were all disappointed when all Fwoosh delivered was a pair of sourdough bread loafs. It was disappointment all the way around. Purchasing some charcoal and checking in on some better-quality rope, they were able to buy everything except the non-hemp rope. Fwoosh was able to pick up an interesting toy top that was spun using a string. Just before departing, Vladimir bought some blank books, a couple of Dwarvish books, as well getting one of the romance books (The Bard and the Rising Tower) secretly from Endrith while no one was looking.

Endrith Vallivoe

Seeking some fine wood, Dancer convinced them to head to Thelorn’s Safe Journeys so he could acquire some higher quality wood for his carving fetish. Meeting Thorsk, a large and scarred man, Dancer had a nice set of selections to choose from. Vladimir attempted to convince Thorsk to take care of his horses and wagon but was continually rebuffed. Dancer suggested they use the farm of the old woman they had rescued, but it was not something Thorsk knew about.

Thorsk Thelorn

Finished with their business and shopping the last of the wayward group headed to the Blackbutter Inn and meet up with the rest. Going over their tomb raiding plan once again, they started checking to make sure they had everything that was needed. Vladimir picked up a cask of Dwarven Ale and remembering that they still needed some tobacco and a pipe, everyone except Avery ran back to the Sundries store to fetch those.

After collecting Avery, the party headed out to the northern quarry to gain access to the Dwarven Tombs and finish looting the spaces they had not done previously. Getting the name of the old woman they saved before heading down, the group all headed into the Tombs. They made their way to the locked Dwarven door and got ready to execute their plan on opening it. Reviewing the plan once again they began executing what they thought was the solution.

Starting off with putting the coals in the eyes caused an immediate reaction which almost caused Vladimir to fall over.  A loud chunking noise started coming from the door with the loud sound occurring once a second. In a more of a panic mode, they lit the coals on fire, poured ale into the saucer, dropped a gold piece into the slot, and with the lit pipe blew smoke into the mouth.  A different noise started from within the door, and it unlocked and opened itself.  Their careful planning and discussions of the solution had paid off.  The door was open.

Stone Door with Dwarf

Description of the door: The door is a dark grey granite that still has remains of faded paint upon it.  The stone dwarven warrior stare outward at those in the hallway.  Its eyes are holes large enough to fit a small hand while there is a hole leading into the mouth, the left hand is holding a stone saucer with a small hole on the bottom of it, and finally the right hand is held out as if waiting to hold something. It is at an angle that will cause whatever is in the palm to slide into what appears to be a pouch that has a slot on the top of it.

Surrounding the carving in Dwarven on the door is the following:

Aundra e eth hallanaryr wundstr avor corruption

Jert eth vjakr avor ljef

Grasp eth murmal avor temptation

Ynsta eth aldrorz anzjon

Which translated to:

Breath in the heavenly air of corruption

Drink the water of life.

Grasp the metal of temptation.

Feel the burning sight.

Wandering down the steep ramp and a turn, they came to a large domed room that had another large floating glowing stone in the middle and the room was filled with some sort of mist that obscured the vision. When attempting to see magic, the mist blocked all of it.  Going into the room, they found three 20-foot-tall statues of Dwarves.  Each of the Dwarves had a different symbol in front of them.

Symbol of the Northern Dwarf Statue

Symbol of the Western Dwarf Statue

Symbol of the Southern Dwarf Statue

Angelica was not able to discern what gods they might have been from but speculated that these might be very old representations of the Dwarven gods. Wandering around and looking for magic more closely, the floating rock was radiating as well as all three statues, but nothing more could be discovered. She was able to determine that this room must be some sort of shrine to the Dwarven gods.

The rest of the party convinced Angelica to cast Gust of Wind in the room to attempt to get rid of the mist, but it had no effect that they could see. They next all surrounded the floating stone and started turning in a circle clockwise and back to see if that changed anything, but again, nothing seemed to change or happen.

Wondering what to do, Fwoosh stepped forward to the northern statue and offered his Pick mask as an offering.  The mask vanished and a small tattoo of a mask appeared on his hand. Excited to partake of any boons, Vladimir tried by sacrificing his old personal battle axe to the northern statue, and it too was accepted.  Vladimir felt he was stronger if he faced certain types of creatures.  

Now everyone else was in a bit of a frenzy and did not want to be left out of anything special happening.  But anything they placed on the third statue’s base caught fire and turned into ashes.  Maybe they should not have started with Grund’s old grungy and beaten and bloody studded leather. They tried a couple of other items but all of those caught fire and turned into ashes.  Thinking they needed something more expensive; Dancer ran back into town to buy back one of the armors they had sold as well as a side jaunt to pick up a couple romance books (A Fairy and his Paramour and The Dragon Mounting the Knight) that attracted his attention.  But when placed at the base of the statue, the chainmail also went up into flames and then ashes.

They were going to continue when Avery offered some advice. He stated that if this was really a shrine that gave boons, they would be very limited and if you pushed too hard, you would very likely get an anti-boon. Deciding that a new curse would be bad, they moved on to the rooms where the sarcophaguses were, but leaving Fwoosh and ISAC behind so Fwoosh could keep copying the runes on the floating stone.

Deciding that they should first using Fogo’s Detect Trap since this was a tomb, and according to Dancer, everything was probably trapped.  Moving to one end to see as many of the coffins as possible he cast his spell.  While he did notice one of the coffins trapped, it also seemed that casting the spell in a firm loud voice also awoke something they were not expecting.  In the alcove at the very end, the top was tossed off and a medium sized skeleton looking much like a dead bearded dwarf holding a pair of axes leaped out and glared at them.

Dwarven Skeleton Champion

And this is where the session ended.

History Lesson

This is David Bourgh-Ettin bringing you history from around Faerûn.  Today we will be continuing form last week covering more of the history of the Savage Frontier.

This week we will start talking about Dessarin Valley.  While most of the current west coast scholars and cities call this the savage frontier, it is equally ancient as any other area on the Sword Coast.  There are many stories of Drow, Dwarves, Orcs, and the Uthgardt.  There are many ruins and old buried secrets there, most of which we still have not found, mostly due to the danger involved with the different barbaric folks that inhabit the valley.

The earliest known inhabitants are the drow who had created an underground city and temples sometime around minus 52nd century Dalereckoning, usually shorten to DR. Not much is known about them since any records are buried very deeply in those hills, and most likely into the Underdark. It was not until about the minus 43rd century that we finally have more written records, although even those are somewhat sparse from the subsequent orc invasions.

The dwarves built a magnificent metropolis and fortifications all under the Sumber Hills called Tyar-Besil.  It was said to not only completely cover the underground of the Sumber Hills, but all the way to the Sword Mountains and the High Forest.  It was a crowning achievement for the dwarves and said to have been something so stunning with its engineering and construction that artisans came from thousands of miles to see it.  It is unfortunate that it only lasted a mere two hundred some years.  Their king Torhild Flametongue was killed in one of the many battles with giants and trolls, who both still infest the Sumber Hills to this day.

We can still find many fortifications and old ruins around the valley, but these are not usually part of Tyar-Besil.  These instead belong to a much later generation of dwarf and explorers.  In the 9th century Dalereckoning a group of adventurers settled in the valley building several strongholds.  They managed to entice several groups of dwarves at the same time who also then build different settlements and defensive works to help them old out against the constant invasions of orcs and other creatures.

Campaign Notes

Some elders ran, some are sticking it out, and at least has been murdered. The party heads back down into the tombs to try and finish off what they found before Dwarves show up and take the party’s soon to be well earned loot.  The Dwarven Shrine was a nice find a couple of boons might be helpful later. Waking the Dwarven Skeleton Champion?  That was just a bonus.

Session XIX, Prelude

25th of Mirtul of the year 1492

After the combat, they decided that they need to keep moving quickly.  Heading east through the last room they had cleared, it led to a hallway and at the end of the hallway was an old man whittling sitting on a bench. Baragustas Harbuckler, a retired carpenter was quick to start begging for mercy even before the party got to him.  After some interrogation they were able to determine that he was not only a believer like many others, was quick to name many of the other believers, and was somehow involved with the murder of the men from the other room. He attempted to convince the group to not go further east into the tomb of the delvers.

Baragustas Harbuckler

“Aerego, Albaeri, me, Braelen the boy who is over there, Elak, Ilmeth, Marlandro – but he is kind of shifty, think he has been, well, donno, Rotharr who is Braelin’s father, and Ulhro the tannery guy.”

He did mention that when the stones move, they would cause bad luck and the earth would move.  He also let them know that the stone masked men and the mephits had just come by a couple of minutes ago and had instructed him to say stay where he was found. He also talked about the Earth Priest gave them instructions on the interpretation of when the stones did move.

“From time to time, the great stones change position when no one is watching. That is how they talk to us. They show us signs of coming danger and warn us when we make bad choices.”

“The believers sneak in at night, they take the tunnel in and wear the cloaks to hide themselves, they just come in and worship at night and talk about things like how to keep others out.”

Dancer was convinced that he was not telling them all the truth that he had and had lied in several places when telling his stories. Stealing all his wealth and even his wedding ring from his dearly departed wife, the party imprisoned him in a cage near Grund, who was still sulking naked in his cage. Moving forward the opened the last door to the east finding one of the largest rooms so far filled with large stones all covered in runes much like they had seen previously.

It did not take long for four stone masked men to run and engaged them.  With some sort of sorcerer taking potshots at them, the group was quickly at a disadvantage.  Just when they seemed to have gained some control of the combat, the sorcerer ran forward and created some sort of seismic ripple that shattered the floors, walls, and ceiling of the hallway they were fighting from.  It was only some quick action by the few outside of the hallway that allowed them to kill the earth priest.

Stone Masked Men

Earth Priest

Searching around did not discover anything, so they collected their prisoners and moved back to the first room where their attention was gathered to the hole in the ceiling and Harburk yelling down asking what had happened.  They had been down in the hole for a couple of hours at this point.  He had instructed Braelen to head down the tunnel and the deputies had collected him and had left a guard at the end of the tunnel. The party exited the tomb out of that same tunnel.

Harburk Tuthmarillar

Trying to explain what they had found, they brought Harburk down while giving him details that had found out, especially about the elders in town and that they had been responsible for several murders.  Dispatching his deputies to gather those named as well as Grund and Baragustas back to the constable’s office.  Harburk took off to take care the investigation.

And this is where the session ended, and the Prelude has been completed.

Campaign Notes

The Tomb of the Moving Stones has been completed, although there are still a couple of areas that still need to be explored.  The Earth Priest has been killed, and the elders rounded out.  The Prelude is completed.

Session XVIII – Prelude

25th of Mirtul of the year 1492

Having run out of the Swinging Sword with Harburk Tuthmarillar they were greeted by the sight of a large sinkhole over 30 feet across having opened in front of some buildings across the street from them. They could hear the screaming of children in the hole and as they watched, an old woman ran to the edge, and had it crumbled further, and she slid in as well. All the screaming was quick to draw the attention of other villagers including some of the elders.

Harburk Tuthmarillar

Albaeri Mellikho, Ilmeth Waelvur, and Ulhro Luruth were attempting to push the other villagers away from the edge and seemed to be trying to keep everyone away from the sinkhole.  Dancer noticed that the three of them seemed to be nervous about something related to the situation. There were many calls for rope, ladders, anything to help.

Albaeri Mellikho

Ilmeth Waelvur

Ulhro Luruth

The three of them could be heard yelling at the villagers that everything was in control, and that they should just go home, and the problem would be handled.  Harburk went over to assess the situation. Albaeri came over to intercept the party.  She tried to push the characters away and told them simply that they were not needed and did not need to be involved.

While she was confronting the party, Dancer and Fwoosh were finger talking that they felt there was an issue there, or that she might know more about what had happened.  As the group started ignoring Albaeri, the other two elders came over and blocked the group as well.  They were saying things like.

“The Stones should not be disturbed.”

Fogo stepped forward and strongly stated that they were involved and were going to rescue those that had fallen. As they argued with the three, they noticed that there were a few more notable people were missing from the crowd.  No one from the Blackbutter Inn, but more interestingly was that Grund was nowhere to be seen. The party attached a long length of rope to a building for a secure hold and Dancer was quick to head on down to check out the situation and the room that everyone had fallen into.

Switching his position with a child, Dancer allowed a child to go up and Fwoosh came down following that.  This started them bringing the kids up while different members slowly made their way down. While this was occurring, Ilmeth stepped forward and started a much more aggressive stance and stood up to Fogo.

“The Delvers should not be angered.”

When pushed for answers, they only got more push back and that this was a town problem, and they should just go somewhere else.  The elders will handle this. This did not stop the rescuing of the children and finally the old woman who had sprained her ankle and needed assistance. Questioning her it seemed that the town, or at least many of them were not aware of this space under the town.  Harburk had come back over where the group was working on getting everyone up from the hole and stepped in and shepherd the elders further away from the group.

Those that were in the room at the bottom of the sinkhole began investigating the space finding a large stone door to the east and a narrow passageway to the north. Dancer and ISAC struggled with the stone door but did not have the physique to open it up.  It was heavy and difficult for them to open. As the details was shared with the party members, Fogo became much more aggressive and attempted to push Ilmeth for answers but becoming very belligerent Ilmeth only continued to push back strongly.

Harburk once again pushed the three away from the party so that the group would be able to do something while the elders were arguing against any action. It did not take long with the assistance of the villagers; the rest of the party was all able to get back together in the large room under the sinkhole. Analyzing the hole above them and room itself, it occurred to them that the recent heavy thunderstorms had saturated the ground and the tremors shook enough of the dirt and rock loose to have caused the sinkhole to open.

Exploring the tunnel heading north a bit more, it reminded them of the escape tunnel from the Ruined Moathouse.  They surmised that it might heading upward and toward the Mellikho Quarry. The fact that Albaeri had been running interference, and the issues with the quarry workers might all be related. Finding some human sized footprints in the muddy passageway that were going in both directions.

Angelica and Vladimir were able to easily open the stone door opening to long corridor where they could see another pair of stone doors with Dwarven warriors carved upon them. All the corridors were all masoned stoned.  It was all crafted and well made. Using Dancer as the forward scout everyone moved forward. The southern passageway only went a short distance before ending in a dead-end. Having a choice of further east to another stone door, or to the north.  They decided to take the northern route.

Moving slowly and carefully via the northern route and a couple of turns they eventually got to a room that had several dead bodies and many greater giant rats.  Slaughtering the rats did not take long, although Vladimir did suffer several bites reminding him of his time in the Middens in Amphail only a few weeks ago.  Once the rats were dead, they were able to move forward and inspect the dead bodies.  These bodies were all in a rough shape, and someone had carved a symbol in all their foreheads that was deep enough to crave directly into the bone.

Symbol Carved into Skulls

The symbol was very recognizable to all of them except Dancer.  It was the Drow symbol for Earth. Moving forward again they found another room with a large floating stone.  Learning to be more paranoid Dancer was able to determine that there was something waiting for them in the next room.  Sending in Benny to fool anyone inside, Benny was quickly covered in some sort of Mud Breath revealing their opponents.  A set of Mud Mephits.

Mud Mephits

The battle only held a few surprises which was the Mephit abilities to breath out an immobilizing mud breath, but the worst part was that once killed, the Mephits would explode causing damage, restraining those in range, and healing the other Mephits close by. After taking care of three of them, the other two fly away much faster than what the party could easily pursue.

With the battle completed, they moved into the room with the large floating stone but seemed to be very reluctant to touch or have anything to do with it.  The strange runes on the stone glowed softly and to the party was only a nightmare waiting to pounce upon them. Moving down the southern corridor they found another larger room with a very life-like broken statue of a dwarf.  It had a small plaque attached to the frame holding it together.

“Petrified Ironstar (?) dwarf, found 1459 DR in Red Larch West Quarry in broken condition.”

Around the statue was a ring of gravel and between the two nearly a thousand coins and a dagger covered in dried blood.  Convinced this was another trap that could send them to one of the many planes of hell, they avoided crossing the thin and beckoning stone barrier. While inspecting the room, the noticed that there was a secret door on the southern wall. Deciding that it was safer than taking one of the two doors in the room, off they went.

What they discovered was that this door had not been opened in at least several hundred years, meaning that the current inhabitants of this place had not found it.  Excited with the prospect of unlooted treasure they quickly moved down the steep ramp that led downward. The passageway left to a tomb area with 19 alcoves, each one containing some sort of stone sarcophagus.  Lights appeared on the tall ceiling as they entered, and they were able to see the reliefs of many different images.  Dwarves fighting different creatures, from humans, orc, elves, and even dragons.

Suddenly afraid that all the dead things might get up and attack them, they decided it was best to not touch much here or pay consequences that they were not ready to face. Although a lengthy and healthy discussion about looting the dwarven tomb later came about. Deciding that since it had been previously undiscovered, they could close the door again and come back later when they had more time. Heading back up to the previous room and moved to the western room.  Getting everyone ready for combat, and a difficult door, Vladimir was surprised when it easily swung into the room.  They were greeted by a very large obelisk in the middle of the room with a small boy held down by rocks un front of it, and Grund looking through something through the west door on the other side of them, keeping his hands on a set of chains waiting for something.

Grund

Braelen Hatherhand

The sudden entrance seemed to have surprised him and the party. Grund did not seem to be very happy to see the party.  He was worried that the others would come back and punish him.  He continued to argue with the party that they should leave.  Trying to fool him, Fogo disguised himself as Albaeri which seemed to work for a bit, but as the arguments continued, he seemed to realize that something was not quite right since Albaeri who always seemed to yell at anyone and everyone, was not willing to say anything. If anything, it was the multitude of people talking that really caused the confusion and exposed them more than anything else. Even with calming and logical arguments, eventually Grund was not convinced which caused ISAC and Dancer to attack Grund.

While large, he was not a difficult foe for the party.  He was quickly knocked down and only because of Vladimir yelling about not killing him, Grund was only knocked unconscious, although heavily wounded. After removing all the stones from the boy, they attempted to chat with him, but the bloody and heavy-handed takedown of Grund right in front of him caused him to clam up and refuse to talk.  They had managed to completely intimidate and nearly frightened him to death.

Avery being the smallest and least threatening of the party took the boy away from Grund’s beaten and bloody body.  Feeding him some food and water, Avery was able to get him to start talking if the rest of the party was nowhere near them and out of sight. Braelen Hatherhand shared that he had been put here by his father as a punishment, and that his father is one of the believers that worship down here. He was able to name a few more of the believers and that they were concerned about the movement of the stones in the room to the far east and that they were concerned about the stones moving which seemed to cause bad luck and might be related to the tremors that have been happening. Convincing him to go back to the starting large room where the sinkhole fell into and wait for them there.

Again, while figuring out the caging system in the western hallway, Dancer was wandering around the room and once again found something on a southern wall.  Caging Grund in one of the ones in the hallway, the found another secret door, this one a bit different.  It still appeared to have been unfound by those here, but when the door was opened, it revealed a second door.

The door was a dark grey granite that still has remains of faded paint upon it.  The stone dwarven warrior stared outward at those in the hallway.  Its eyes are holes large enough to fit a small hand while there is a hole leading into the mouth, the left hand is holding a stone saucer with a small hole on the bottom of it, and finally the right hand is held out as if waiting to hold something. It is at an angle that will cause whatever is in the palm to slide into what appears to be a pouch that has a slot on the top of it.

Stone Door with Dwarf

Surrounding the carving and written in Dwarven on the door was the following:

Aundra e eth hallanaryr wundstr avor corruption

Jert eth vjakr avor ljef

Grasp eth murmal avor temptation

Ynsta eth aldrorz anzjon

The party was amazed and completely clueless since no one was able to read Dwarvish. After a short discussion, the closed the door and pretended it no longer existed. After getting the door closed, some of the members heard something on the other side of the door to the east.  Pushing the door open were the two mephits that had flown away with four men in stone masks.

Stone Mask Men

In melee the Mephits were not very difficult, but the four stone masked men proved to be much tougher.  After nearly a minute and surviving the exploding mephits, all were vanquished. After the combat, Angelica offered a prayer to her god and healed everyone in the party all at once.

And that was the end of the session.

Campaign Notes

They are finally in the Tomb of the Moving Stones.  They found two secret doors and were only able to open one of them.  Too bad no one spoke Dwarvish.

Session XVII, Prelude

24th of Mirtul of the year 1492

Evening was rolling in quickly and no one wanted to be wandering around outside while dark, however Fogo’s insistence on poking dead bodies would be causing a delay. With many skeletons and a few zombies standing up and starting the assault, it did not take long for Fogo and ISAC to run screaming for help away from the room.

Skeleton

Zombie

The rest of the party was able to respond with Vladimir taking the lead to block the hallway and bottlenecking the undead from coming further down.  Deciding that retreating and with the prisoners should be smarter than trying to fight the creatures in place.  The three former prisoners with Dancer grabbing the children they quickly ran outside the cave. When having retreated halfway outside the cave, the party back around and started engaging the undead once again.

Grafaerd Ulamoira

Alfred

Gef Rilisk

With Dancer repeatedly asking what was happening, and left unanswered, but the weak and slow undead were easily killed off and reduced to moldering piles. Reuniting outside they started making their way back to Red Larch. Halfway back to town tremors started up again shaking the ground and everything around them.  This time it was a bit more severe as they could hear the slight roar of the earthquake around them.

On the way back Grafaerd was chatting with the group.  He had been out here seeking his fortune using an old map he had found in a book hidden in a library in Waterdeep.  Realizing that he was over his head and should pursue a safer profession, he handed it over to the group as a reward for saving him.

Map from Grafaerd Ulamoira

Vladimir started briefing Dancer about some of the things they had faced, especially the Bleeding Eye group and their connection with bandits.  He included his favorite enemy, the Iceshield Orcs and that they were detestable in general.  The bandits have been preying on merchants, the orcs and Uthgardt on smaller undefended settlements, and that there were some other cult groups in the area. When Fwoosh started explaining about their golden statue, everyone, especially Angelica tried to shush him from speaking about it too much. Fogo was quick to talk about the unnaturalness of the weather and some of the odd microhabitats. Dancer was happy to let the party know that he was a bounty hunter and sent out to collect a bounty of 1000gp on Oreioth, the necromancer’s heads.

Oreioth (Necromancer)

The merchant was also forthcoming about the different vendors in Red Larch.  The Wheelworks was run by a drunkard, Grund was a great pickler, but not too smart, the Swinging Sword was the nicest Inn, and that the Helm was the place where all the locals hung out at night. Continuing their way back to town, the tremors did not seem to have damaged anything and they made their way to Harburk Tuthmarillar office. The two little girls were reunited with their parents which made the family whole once again and much happier than before.

Harburk Tuthmarillar

The group started describing what happened but once he got to the Ruined Moathouse, they decided that it might be better to talk among the party first and explain everything tomorrow to the constable, especially since Harburk seemed to be a bit frustrated and unhappy that bandits have a castle nearby.

Funding Grafaerd some gold, both he and Dancer were able to rent rooms from Gwendolyn Venelli.  The entire group sat down for a meal getting a little rest and good food before heading to bed. Delillia was as surly as usual, but it did not take much long for the food to arrive.  Fogo headed to the kitchen for his training with Xaasz.  He put on his knee pads and headed on back.  Consumed with curiosity Dancer followed into the back and was greeted by the small group of goblins in the kitchen making all the meals.

Gwendolyn Venelli

Delillia Quelbeard

Xaasz

While at dinner, the party began describing more about themselves and they got a little more information about Dancer himself. He explained that he was tired of adventuring alone and waking up on top of zombie piles.  Giving some background information of each other Dancer as he shared a little more about his history. Heading up to bed, Dancer left for the night.  Gathering everyone in one of the rooms, Vladimir had an internal discussion with the party about Dancer and how to have him involved.

The discussion veered toward some of happened in the caves.  That the statue seemed to have swallowed a ball of light that had flown out of the image of the eye after the vision they all had.

25th of Mirtul of the year 1492

With everyone in bed, Dancer made sure he got up before sunrise and head to the bakery in town.  Knocking on the door he was able to gain access with a certain amount of finger talk with Mangobarl Lorren.  Bringing him back and having him speak with Jepos, dancer informed them of his task completion. Requesting his reward, Jepos suggested that Dancer come back at sunrise to collect the reward. Jepos also offered a chance to shop at the black-market store that they were running in the bakery.

Mangobarl Lorren

Jepos Copperhand

Departing for a few hours Dancer went back to the Blackbutter Inn.  In the morning, Dancer went back and collected his bounty as well as a dozen beaver tail buns.  Passing Fwoosh heading to the same direction to purchase some bear claws, they all eventually met in the dining room of the Blackbutter Inn. A struggling tired Fogo wandered down still wearing his knee pads and his apron, which was covered with blood and fruit juice. He decided to head out to the bath at Haeleeya’s and then come back once clean. When Angelica came down, it seemed that she was a bit out of sorts since she had been disturbed by a dream that consumed her.

You stand at the edge of a vast, tempestuous sea. Dark clouds loomed overhead, casting an ominous shadow upon the horizon. The air crackled with electricity, and the sound of distant thunder resonated through the air. Istishia, appearing as a colossal figure wreathed in stormy clouds, reached out to you with a hand that sparked with lightning.

“Angelica,” the deity’s voice boomed, carrying a sense of urgency. “A tempest approaches, a tumultuous storm of great magnitude. It gathers strength, threatening to engulf all in its path. Heed my words, daughter of the tempest, for you are chosen.”

You feel a mixture of awe and trepidation, your scales tingling with anticipation. You bow her head, showing reverence to your deity.

“Seek shelter, Angelica,” Istishia commanded. “Gather your friends, those who have stood by your side in times of trial. Together, you must weather the storm that looms on the horizon. Trust in each other’s strength and find solace in the unity of your bond.”

As your deity’s words faded, the vision shifted, revealing Angelica standing among her loyal companions, their unwavering support evident in their eyes. They stood together, backs against the wind, bracing themselves for the impending storm.

“You are not alone, Angelica,” Istishia whispered, his voice gentler now. “Harness the power of water and ice that flows within you, for they shall be your shield against the coming tempest. Stand firm, weather the chaos, and emerge stronger on the other side.”

With those final words, the vision dissipated, and you awaken from you dream. You knew that your path was set before you, and that your destiny intertwined with the approaching storm. Determination surged within your heart as you vowed to gather your companions and prepare for the challenges to come. For in their unity, you would face the storm and emerge victorious, guided by the whispers of the storm god, Istishia.

She relayed parts of it to the rest of the party. Given that still had time before needing to visit Harburk, Avery was able to go through and identify all the different magic items they had collected but were just using a baggage until now.  The most interesting item was the Lantern of Equivalent Exchange.

Lantern of Equivalent Exchange

Once all of that was complete, it was time to go see Harburk at the Swinging Sword to meet breakfast so they could explain what has happened more leisurely and in greater detail. The constable was waiting for them with his six heavy-set part-time deputies and butchers sitting nearby.  As they approached Harburk they were greeted by Kaylessa Irkell the owner of the Swinging Sword. Ordering some drinks, they settled down to finally have their conversation with Harburk.

Kaylessa Irkell

Taking time to describe and explain that they had discovered a swamp southeast of here and as they entered, it started to freeze over.  In the middle was an old dwarven fortress, the Ruined Moathouse.  Within were many bandits and other creatures allied with the bandits even including an ogre. There were some thoughts considering the possibility that the necromancer and the bandits were working together since there were zombies in the Moathouse, although there were also bandit zombies in Lance Rock.  Their story only got stranger when they described the Ice Hag, and finally that there were what appeared to be soldiers in the Moathouse.

Harburk started to describe that there were stories, rumors that there was a giant dwarven city complex underneath the Sumber Hills, but there was not any proof. They also informed him that they still had not visited all the possible bandit locations and that there might be more. They also updated the constable about the changes in Amphail, and that there was now a Lord Warder in charge who had brought a unit of soldiers with him. They also expressed their concern about the hippogriff riders they had seen. He mentioned to them that there was something about a place called Feathergale Spire in the hills somewhere, but he did not know exactly where that was.

It was then that the building began to shake.  A loud roaring could be heard with creaking and groaing of buildings here and around them.  Harburk jumped up and ran to the door.  They could hear all the screaming outside, and people panicking.  A giant sinkhole had opened out outside in the street.

“The children, they fell.  Someone please help us.”

And this is where the session ended.

Campaign Notes

They thought that with the rescue of the children their adventure was coming to a point where they might get some rest, but now there was a sinkhole in town and more children to rescue.

Maps

Session XVI, Prelude

24th of Mirtul of the year 1492

“You dare to pit yourselves against the Lord of Lance Rock? Death is your reward!”

Necromancer

As the party stared horrified, the hooded figure looked up with its sunken and rotting features and shambled toward them when the two large buckets erupted with a mass of hands and limbs and swarmed to the party.  

Zombie

Swarm of Limbs

The robed figure in the back with the four skeleton archers waited for the group to move further into the cave before ordering the archers to start firing and he retreated further into the depths of the caves. One interesting point was when Avery ran to the front of the combat to unleash his burning hands on the undead and incidentally included Vladimir within the area of effect. Vladimir was able to enjoy the pinching swarm of hands all over himself.  It seems that he is becoming more comfortable being swarmed by creatures and chewed upon. The rest of the combat did not take very long for the party to finish off the dead creatures and make their way to the end of the large cave.  Waiting for them at the end of the cave was a large armored ogre skeleton.

Armored Ogre Skeleton

It did not seem inclined to move from its guarding position and seemed like it was waiting for the party to make the first move.  While this was going on, some of the others explored the remainder of the cave.  There was a long set of stairs to the east that led up a wall to a peephole and a lever.  Behind that peephole was a small room that contained a pair of stone boxes.  Not being able to resist the urge, Avery pulled the lever which turned out to completely collapse the room behind the peephole.  There was some concern that the little girls might have been hidden in the boxes and that their mission might have already ended in failure.

Deciding to not worry about it, they moved forward and Fogo engaged the giant skeleton without much preparation which caused a lengthy and almost deadly combat since the large skeleton was one of the toughest foes they had faced and was able to do tremendous damage knocking our Angelica bounding her away from it.  But once again, once the party was fully engaged, they were able to take it out suffering only a little more than normal.

Before heading deeper into the tunnels, a tremor started shaking the grounds, nothing severe, but enough to make everyone concerned. Worried the lever at the peephole might have done something to the cavern, everyone prepared for the worst, but nothing more occurred.  Finally moving forward down the corridor to pursue the necromancer, they finally arrived at a room.  It contained a couch, several chairs, a bed, and what appeared to be a dining room table and chair.  The necromancer was pacing back and forth muttering expletives about the intruders and how they did not give him his proper reverence.

Moving in to start the attack, Fogo placed a spike growth in the room to attempt to lock down the necromancer and allow everyone else to attack.  Most of the group moved into the room preparing to engage, when their opponent cast a spell.  A spell that created a spinning jagged crown on top of Vladimir’s head.  As everyone tried to get some sort of advantage on their foe, Vladimir started attacking and pursuing Fwoosh. Shortly afterwards, the necromancer pulled back the curtain at his back and misty stepped away from the fray leaving the party to deal with the charmed Vladimir.

It only took a few rounds before everything was sorted and Vladimir came back to his senses.  Chasing after the wizard, they found a secret door with a corridor that headed down and south of their location.  It led to another larger room which had a huge stone slab as a table with what appeared to be a dragon skeleton upon it.  Once the necromancer saw the party he yelled.

“ARISE!”

Incomplete Dragon Skeleton

Which caused the skeleton to stand up and begin to attack the party.  ISAC and Vladimir moved into to attack the dragon while everyone else stuck to the north side of the room to continue chasing the wizard into the last room. The wizard gave them another point to consider.

“Can’t you see it? It’s the Eye! It sees your every move! Don’t you fear it?”

Within the room at the center stands stone covered in runes and a pedestal fashioned of severed arms arranged to clutch one another in a cone. Cradled in the uppermost hands is a glowing crystal sphere. A dark sigil with an eyelike slit floats above the sphere.  Bloody script covers one wall.  It is messy and difficult to read.

Evil Sigil

Again, combat was quick, the necromancer was a wizard, wizards are like tissue paper, he died quickly, but when he died, he burst into a black flame completely consuming him causing his to scream in great agony as he vanished. Fwoosh being ever inquisitive and no longer having a target, poked the eye with his rapier. This immediately caused the entire party to fall into darkness and all saw the following dream.

You see before you a bountiful field rich with wheat. A Bird’s cry startles you then is silent, the bubbling of a nearby brook babbles secrets you do not understand, the earth beneath your feet groans in protest and gives way. You fall deep beneath the field, the rich warmth of flame reaching out to embrace you.

You are standing on a hilltop staring at the clear night sky, a cool breeze nipping at your bare chest. There is a thunderous roar as the sky rips itself apart and the stars fall to the ground. In the skyless night the stars plummet into a nearby ocean and its water turns scarlet and still. Other stars fall on an unsuspecting town, but no one notices. The mountain erupts in black fire and silver smoke, but no one notices. A Voice calls out for them to flee, to seek shelter, to fend for their lives, but no one notices.

A Feather. A Scale. A Golden Mask. A Wicker Doll.

The village is silent and still, smoldering in the skyless night sky.

Laughter. Unrestrained laughter echoes across the silent scene, pure and guttural. A single lidless eye stretches across the sky from horizon to horizon, staring down at you as the laughter builds on itself, as though you are part of a great cosmic joke.

Once the sequence was complete everyone awakened stunned briefly, but not sufficiently to stop the destruction of the dragon skeleton.  With all immediate danger gone, they moved back to the room where the eye had been, and all that was left was some sort of floating blue globe.  It was stashed in Angelica’s vault shield and everyone started reading the bloody writing on the wall.  It read.

In the realm wh’re destiny int’rtwines,

a bodement f’retold, through ancient signs,

of elemental l’rds and prophets four,

at which hour chaos awakens, the w’rld to expl’re.

The elemental l’rds, fi’rce and unbound,

earth, air, fireth, and wat’r, profound,

with allies by their side, prophets of might,

seeking dominion, to vanquish the lighteth.

Air l’rd’s prophet, with partisan hath raised high,

earth l’rd’s prophet, war picketh to defy,

fireth l’rd’s prophet, dagg’r ablaze,

wat’r l’rd’s prophet, trident’s gentle gazeth.

Togeth’r those gents gath’r, darkness their guideth,

their weapons, unknowing, holdeth secrets inside,

keys to the gateways, wh’re chaos is b’rn,

to saveth the w’rld, a quest might not but beest sw’rn.

But h’roes shalt riseth, their spirits untamed,

to visage the prophets, their destiny unclaimed,

with courage and val’r, those gents’ll hurlyburly the odds,

to reclaim the keys and confronteth the gods.

Through treach’rous battles, those gents’ll striveth to succeedeth,

to slayeth the prophets and fulfill the decree,

to seize the weapons, the keys those gents conceal,

unlocking the pow’r to mendeth and to healeth.

With each fallen prophet, a key is revealed,

a grise clos’r to vict’ry, the darkness repealed,

sealing the gateways, wh’re chaos runs deep,

rest’ring the w’rld from et’rnal catch but a wink.

The h’roes, chosen, their hearts int’rtwined,

unit’d those gents standeth, their purpose defined,

harnessing the weapons, the keys yond ignite,

those gents sealeth the gateways, rest’ring the lighteth.

And so, the bodement shalt cometh to passeth,

a testament to the h’roes’ val’r and class,

f’r those gents possesseth the strength to defy,

to safeguard our w’rld, until the endeth of timeth.

Rememb’r this bodement, etch’d in l’re,

a tale of triumph ‘gainst the elemental roar,

embrace the h’ro within, alloweth thy spirit ignite,

to protecteth our w’rld, pres’rving its lighteth

Blue Floating Globe

As they pondered the meaning of these words, ISAC reminded them that they were here to rescues some little girl, not ponder the odd things written in blood on a wall by a necromancer madman. Moving on to the last hallway to the west, they came to the prison.  There were four men chained to the wall, and they could see the two girls huddling and tightly gripping a bundle of fur.  Within the room, was a half-elf ranger, a human merchant, a human guard, and an Iceshield Orc.

The half-elf was named Grafaerd Ulamoira, the merchant Alfred, the Mirabaran Guard Gef Rilisk, and no one cared about the orc.

Grafaerd Ulamoira

Alfred

Iceshield Orc

Gef Rilisk

It turns out that the guard had been part of a caravan coming from Mirabar and he had gotten separated some place to the north of Red Larch.  The merchant had been kidnapped by zombies, and no one really cared how the orc got there.  The child clutched bundle of fur turned out to be Dancer, a Tabaxi.  All the prisoner’s gear was in a large box near the entrance where everyone except the orc gathered up their stuff.  The orc?  Vladimir had private business with him with his weapons.  A quick one-sided duel had Vladimir coming out of the prison area covered in orc blood.

Wanting to get the girls back home, the larger group retraced their steps back to the entrance where they realized there was a short corridor that they had no yet explored.  Fogo and ISAC went forward leaving the rest in the bloodstained front room.  There was a combination of over 20 corpses in both skeleton and full body condition.  Not satisfied with their state, Fogo decided it was best to start poking dead bodies in a necromancer’s cave complex. Several of them stood up and started engaging the two in the room.

And this is where the session ended.

Campaign Notes

The Lord of Lance Rock has been killed, the girls rescued, the new party member Dancer has joined the party, and not willing to leave anything behind, a small beehive of undead have been awakened on the way out.  The Prelude is quickly coming to an end, but not quite yet.

Map of Lance Rock

Session XV, Prelude

23rd of Mirtul of the year 1492

Given that it was only about 3am, nothing was open including the Blackbutter Inn.  The front door was locked and all lights out.  There was not a single light in the town that could be seen.  The storm had just ended, and everyone was huddled inside their homes. Deciding that it would be better to seek some shelter nearby than to try and waken someone at the inn.  Moving the wagon and horses to the edge of town and off the road, they camped attempting to catch up on their rest.  It was snug in the wagon with everyone cuddling everyone else except. ISAC who did his sentry’s rest outside on the driver’s seat. Vladimir seemed very comfortable when using Fogo as his furry pillow.

With such a deficit of sleep the group slept in just past noon awakening to the sound of dogs barking and the general noise around rural farming and cattle areas.  Fogo started up the meal making while ISAC and Vladimir harnessed up the horses and got the wagon ready for departure back into town. Vladimir suggested they head to Waelvur’s Wagonworks and store the wagon and horses there while they are not needed.

While on the way to the Wagonworks, Fwoosh dropped out of the back of the wagon in such a stealthily manner, that everyone was able to notice and see him go.  It did not seem that anyone was worried or cared, so they continued to the Wagonworks leaving Fwoosh to his own errands.  Arriving at the Wheelworks, the place was not very busy and had several wagons in different conditions of repair.  None of which looked like it was excellent work, just marginal.

Chatting up the very drunk proprietor Ilmeth Waelvur they were able to rest some space for the wagon and horses for the next tenday.  Vladimir was able to do some quality bonding and was awarded some of Ilmeth’s prized drink, he homemade moonshine which doubled as paint remover.

Ilmeth Waelvur

While Vladimir and Angelica were wooing Ilmeth, the rest scattered into different directions.  Fwoosh had headed to Lorren’s Bakery, Avery, Fogo, and ISAC all headed to the Blackbutter Inn to secure rooms for the evening.

At the bakery, Fwoosh seemed to pass some sort of secret handshake and finger symbols such that Mangobarl Lorren recognized Fwoosh as belonging to the same organization that he did.  Asking Fwoosh to wait, he brought out his new assistant to work with Fwoosh directly.  Someone that Fwoosh new well and had seen somewhat recently.  After a little discussion, they parted ways, but not before Fwoosh bought a baker’s dozen of the bear claws.

Mangobarl Lorren

Jepos Copperhand

From here, Fwoosh went to Vallivoe’s Sundries for some miscellaneous gear.  It was a crowded shop run by a shy little man who seemed to employ many children as his helpers.  Sharing some of his bear claws, Fwoosh was able to make a very good impression.  Endrith Vallivoe was very friendly and seemed to enjoy his time chatting with Fwoosh as much as the children enjoyed getting some sweet pasties.

Endrith Vallivoe

While at the Blackbutter Inn, Fogo immediately went over to talk to Gwendolyn Venelli. He began trying to negotiate being able to talk to the chef of the Blackbutter Inn to get some cooking lessons to be able to improve on the camp meals he has been cooking.

Gwendolyn Venelli

Eventually, Gwendolyn led him to the kitchen where he was very surprised since all the counters in the kitchen were not even up to his knees.  Everything was at just over a foot and a half high. While he was looking around, he was greeted by four goblins.  Goblins dressed in white chef uniforms all wearing little white chef hats. After an introduction and some back-and-forth Xaasz agreed to teach Fogo cooking but required that Fogo go purchase a nice set of kitchen knives, a leather apron, and some knee pads, since everything in the kitchen was at goblin height and not built for the seven-and-a-half foot tall Fogo. At the end of the conversation Fogo departed, mentioned to his friends that he had errand to run, and then left the building to acquire what he needed to start his lessons.

Xaasz

Avery and ISAC stayed behind to check into the Inn for the evening.  Some attempted flirting by Gwendolyn was missed by ISAC, but they were able to secure two rooms they needed for the night. It did not take long until Vladimir and Angelica arrived and joined these two.  They then started waiting for everyone else to arrive.

Focused on his errands, Fogo visited the Chansyrl’s Fine Harness shop.  The person handling the front room was Phaendra Chansyrl and it did not take long for Fogo to express his needs, be given a price and that it would be available tomorrow.

Phaendra Chansyrl

Heading off to Luruth’s Tannery to see if he could find a buyer, or at least someone who could be able to experience dealing with odd skins that Fogo might collect.  Within was Ulhro Luruth, and older heavy man who clearly was not able to smell a thing anymore. Attempting to sell the giant lizard skin, giant poisonous snakeskin, and the heavy skin of the ogre. Ulhro agreed to attempt to work the reptile skins but did not promise anything would come out of it.  He took the ogre skin for the efforts and promised a discount if anything could come out of it later.

Ulhro Luruth

Moving on to the Tantur Smithery, Fogo was on his last errand, acquiring some nice kitchen knives. Surprisingly he met up with Fwoosh who was attempting to apologize for his previous behavior and was offering bear claws to Laefra to help with that. Both took care of their business and together went back to the Blackbutter Inn to meet up with the others.

At the Inn, Vladimir seemed to keep seeing things and after a bit of fun and time, they realized it was most likely Kieran the previously invisible friend of ISAC’s.  At least that is who they hoped it to be, otherwise they were all haunted.

Kieran (Glowing Spheres)

Kieran (Old Man)

Eventually the shenanigans ended and everyone except Fogo headed to bed.  Fogo headed to the kitchen instead to work the afternoon and evening in the kitchen.  Late that night after everyone was already asleep, Fogo slipped into one of the rooms, climbed into bed, and ended up being the big spoon to Vladimir’s small spoon.  Everyone slept very well that night.

24th of Mirtul of the year 1492

Sometime in the morning, the slightly exhausted crew got up, ate some breakfast, and Fwoosh purchased a much-needed magical hair of the dog to help with his pounding head.  Fogo took the opportunity to start a conversation with Dhelosk Quelbeard.  What little the party could hear; it seemed that Fogo was having a deep conversation about the nature of magic and the goddess Mystra. It lasted about half an hour before he seemed to be somewhat satisfied with where the chat ended.

Dhelosk Quelbeard

Avery and Fogo stayed behind so that Avery could have a short conversation with Dhelosk.  Avery wanted to purchase some spells to help fill out his spell book a bit as well as some magic ink to be able to copy the spells to his book.

Everyone else headed to the Allfaiths Shrine to collect some additional healing potions for Vladimir who has an addiction to them. Both Imdarr and Lymmura were engaged in attending to heavily burnt men and women.  The thunderstorm had managed to set on fire several of the buildings on the edge of town.  Those that could not be healed completely were brought here for care. Angelica finally received a letter from her sister. Avery and ISAC arrived shortly afterwards. It did not take much negotiation to acquire the things that were needed, and then everyone headed over to the butcher’s shop and hopefully the constable.

Imdarr Relvaunder

Lymmura Auldarhk

Arriving at the Butcher’s shop everyone filed in and waited for Jalessa to notice them. After a period of everyone just staring at each other, they finally asked for Harburk.  Buying some salted meats to placate Jaleesa, she directed them to the last building to meet her husband Harburk.

Jaleesa Orna

When the party arrived at the last building, they could hear a woman wailing inside.  Rushing inside to see what the source of the noise was.  Inside was a woman kneeling on the floor wailing and crying with another man keeping his tears back but attempting to placate the woman.  While difficult to understand, she seemed to be worried about her two daughters for some reason. Harburk stood in front of them speaking in a low voice to them.

Harburk Tuthmarillar

When Harburk saw the group come in, he told them that the woman’s daughter has been missing since early this morning.  They were last seen heading to the berry patch to the southwest of town, about an hour away.  The children had been excited about getting out since the storm had ended. He asked the group to go search for the little girls, one six and the other eight years old.

Running out in the direction directed, they were able to find the tracks of the little girls with a little help from Kieran.  Within an hour they had gotten to the berry patch, and it was evident that the girls had been here.  Their small baskets were overturned on the ground near the berry bushes, and many adult human sized shuffling prints were on the ground near them, and then leading further to the southwest. Concerned for their welfare, the group moved quickly following the obvious shuffling marks on the wet ground.

Within another hour, they had arrived at Lance Rock, a huge jutting stone from the ground, and straight to a cave entrance into it.  As they moved in, they could see some dead bodies near a passageway leading north.  When approaching, the dead bodies stood up and they were faced by some zombies.  They were dispatched somewhat readily, and the group moved further in.

Zombie

They were concerned with the shuffling marks and the zombies that the girls might have been harmed, or worse, been turned into some undead like those they have been facing. While inspecting the zombies, they realized that some of them had clothing that resembled some of the bandits they had fought at the Ruined Moathouse. Before moving into the next room rocks were dropped upon them from above as zombies dropped from a ledge to ambush the party. Such low numbers of zombies were quickly killed off, but not before ISAC managed to use his golden statue to set off an explosion that covered the zombies as well has, he and Angelica. One of these besides having bandit and commoner clothing, one had a tattoo on his chest.

Tattoo

Moving deeper into the tunnels they came to a large room with a stone that was almost ten-foot square covered in wet as well as dried blood. It appeared that many people had died on that rock, and not for any obvious reason. Just a bit further, within another room they were shocked to see four zombies dressed in costume.  A bear, a trollop, a clown, and a tiger. It was such a shock that the zombies were able to close in and attack them in surprise. But four zombies were little effort for them to clear out. Continuing once again, one of the passageways lead to a much larger room, one with 40-foot ceilings and decorations only a sick and demented person would enjoy.  As they entered, a voice rang out.

“You dare to pit yourselves against the Lord of Lance Rock? Death is your reward!”

And this is where the session ended.

Campaign Notes

They finally got a little rest but have already been tossed into the next adventure.  The Lord of Lance Rock is looking at them right now.

Istishia

Titles: The Water Lord, King of the Water Elementals, God-King of Undines

Portfolio: Elemental water, purification

Domain: Destruction, Ocean, Storm, Travel, Water

Worshipers: Bards, elemental archons (water), sailors, travelers

Istishia (pronounced: /ɪsˈtɪʃiɑː/ is-TISH-ee-ah[1]) was the neutral primordial deity of elemental water and purification. While other powers governed oceans, pools, streams, storms, or simply those that had business with the water, Istishia was far more abstract. The Water Lord was mutable and dynamic, representing constant change with an essential constant at its core, the god not of any specific body or state of water, but the water itself.

Istishia is the elemental embodiment of water, but not any specific formation or body of water (unlike Umberlee who governs the oceans and ocean storms, Eldath who has dominion over pools, springs, and waterfalls and Valkur who strives to protect those who travel the waves). He represents the essence of water itself, the nature of slow change over time, and the ability of water to enact change.

He is one of the four elemental deities worshiped in Faerûn but, like all but Kossuth, has a very small following. He cares only slightly for his followers and is almost predictable in his incomprehensible and alien unpredictability. Most mortals consider his actions incomprehensible and like the other elemental lords he is almost indifferent to his own worshipers.

Description

Istishia was depicted in a wide variety of forms ranging from a drop of rain or ocean wave to a water weird or gigantic water elemental. When he manifested, it was as a 40​ to ​60 feet (12​ to ​18 meters) tall, 20​ to ​30 feet (6.1​ to ​9.1 meters) thick, column of water. This form maneuvered effortlessly over or through any obstacles in its path, its movements sounding life the surf pounding on the shore and was known to divide into several parts in an effort by the Water Lord to confuse his enemies. When he spoke, his voice was at once the sound of rushing water, a babbling brook, and a gentle rain.

Personality

Istishia was a slippery, dispassionate power whose reasons and logic were incomprehensible to most. He provided an atmosphere for life and provided a vital resource yet would not grant the life itself and cared not how his gifts were used. He was relatively aloof towards his own followers, ignoring and favoring them seemingly on a whim, so alien, uncaring, and utterly random that his unpredictability was itself predictable.

Divine Realm

Though Istishia did not have a court in the conventional sense, and despite his follower’s belief that he encompassed the whole Elemental Plane of Water, he did maintain a distinct divine realm on that plane within the Great Wheel cosmology called Sea of Timelessness.

Relationships

Istishia had ties to deities with a relation to water, but no strong relationships. These included the likes of like Deep Sashelas, Eadro, Eldath, Persana, Shekinester, Surminare, Trishina, Umberlee, Valkur, and the Water Lion. Of these, he worked loosely with Sashelas, Trishina, and Eldath to maintain the life cycles of the sea. Conversely, he had no interest in Umberlee’s storms of Valkur’s sailors.

Istishia opposed Kossuth in every way. He sat back and watched the struggle of the archomentals of water, Ben-Hadar and Olhydra; presumably he would intervene if one would achieve a real chance to get control of elemental water.

Worshipers

Istishia was worshiped by sailors, pirates, water Elementals, water genasi, some aquatic elves, and others who felt a bond with the ocean’s destructive power.

Centers of Worship

Calimshan had several important shrines and temples to Istishia. The city of Keltar had a shrine known as the Steps of Istishia that was built thousands of years before the 14th century DR. The city of Calimport had the massive, seven-story Palace of the Cresting Wave.

Worshipers, Clergy & Temples

Istishia is worshiped by Sailors, Pirates, Water Elementals, Water Genasi, some Aquatic Elves, and others who feel a bond with the Ocean’s destructive power. Like all the elemental lords, Istishia is relatively unfeeling toward his followers on Abeir-Toril. His reactions are utterly unpredictable and thus, in an odd way, predictable in their unpredictability. The reasoning behind Istishia’s actions is incomprehensible to most of Faerûn’s inhabitants, including his worshipers. The alien and uncaring stance of Istishia and the other elemental lords has led to the mistaken impression in the Realms that they are only lesser powers and their followers merely oddball cultists.

The Water Lord’s faith has four major sects: the Church of the Magnificent Storm, the Church of the Sacred Sea, the Church of Watery Paths, and the Church of the Eternal Transformation. These sects work together with each other, though disagreements have been known to occur. In general, the Istishian faith is constantly evolving, and new sects are diverted from or absorbed by old ones as the decades pass. The church uses a unified ranking system so even members of different sects know their relative positions.

The Church of the Magnificent Storm believes in the cleansing power of Istishia. In its eyes, Istishia washes away the impurities of both the land and sea and purifies the air. “Stormers,” as they are known, always try to be present during thunderstorms and other severe weather.

The Church of the Sacred Sea believes that large expanses of water represent the body of Istishia. Its members pray for calm seas and to protect both ships and port from the Water Lord’s power, but they also call upon the oceans to deliver Istishia’s wrath against those who oppose the church.

The Church of Watery Paths believes that the rivers and streams of Toril represent the far reach of Istishia’s power. Its members view rivers and streams as the veins and capillaries of Istishia and point out that no place on Toril is not shaped in some way by water, even if it is shaped by the absence of water.

Finally, the Church of the Eternal Transformation believes that just as water moves from one state to another yet remains eternally present, so life moves from one state to another yet continues. Life exists on terrestrial bodies like Abeir-Toril on the Prime Material Plane and across the many planes of existence, and when life ends on one plane it is merely transformed to a form more suitable for its existence on another. All the universe is therefore symbolized in the water cycle.

Most Istishian priests minister to the needs of the faithful in one region or are attached to a particular shrine, temple, or holy site. However, the church believes that those who remain in one location and are immersed in the same company for too long become stagnant, so all Istishian priests move on to new postings on a rotating basis (so that all priests are not traveling to or learning new positions at the same time). In general, a priest serves in one locale for five years and rotates to a new posting at the anniversary of the closest major holiday (Midwinter, Greengrass, Midsummer, Higharvestide, or the Feast of the Moon) to the date at which she or he became a full priest. Postings may be extended by petition from a priest or his or her congregation for year-long periods until 10 years of service at one locale is reached. At that point, a priest must move on to a new post. Postings are overseen by the prestigious Elder Oversight Committee, and most of the church politics in the Istishian faith surround the actions of the Oversight Committee or attempts to influence its future actions. The life-long appointments to the committee are fiercely fought over—when such positions open due to death or retirements.

Keeping waterways pure and clean is one major goal of the church, and this responsible long-term goal has made the Istishians one of the more easily accepted elemental “cults” to visit a town. Wantonly polluting rivers, streams, seas, and oceans is considered an insult to Istishia, as well as likely offending several other nature and water deities.

Other ongoing goals of the church are better communication among the aquatic races and between the aquatic races and surface dwellers. Many Istishian priests dream of a day when all water dwellers can be united in their goals and efforts underneath the benevolent guidance of the church. That this goal is utterly unachievable and presupposes the extinction of numerous major faiths seems not to sway them from clinging to it nonetheless—nor does it mean that they hold any malice toward other primarily aquatic faiths.

Istishian temples are well-known for crafting excellent pottery. Using water, Istishians priests mold clay to a desired form, dry the new pots in the air, finish them with fire, and (often) use them to carry water or other liquids. The interactions of the elements are demonstrated in making pottery, as is the mutability of water and its final triumph.

Worship in Zakhara

On the continent of Zakhara, Istishia was called one of the cold gods of the elements. As those were seen as uncaring for human affairs, they were considered opposed to the Land of Fate’s pervasive culture of Enlightenment. Few Zakharans were willing to worship a cold god to gain power.

Vestments

Priests of Istishia dress in blue-and-green robes with coral decorations for ceremonial occasions. Exact decorations and garment construction are not mandated by the faith, but shaded or rippled dying, graceful embroidery or bead work, or layered construction are often employed to convey a water theme. The wave of Istishia is usually carved into a gemstone incorporated into a medallion, a brooch, or a ring. Often the gemstone is jade, emerald, malachite, aquamarine, or water opal.

Adventuring priests are free to wear whatever clothes they deem appropriate, though they are fond of wearing items in white, blue, green, and blue-purple hues. The use of armor heavier than chain mail is frowned upon by the church and forbidden to water walkers.

Hierarchy

Novice Istishian priests are called Searchers. After completing a series of at least three one-on-one courses of learning (a sort of apprenticeship in the faith) with Istishian senior priests, novice Istishians become full priests. In ascending order of rank, the titles in general use by the priesthood are Essential Servant (full priest), Spring of the God, Tidal Messenger, Cephalin, Full Flood (senior priest), Monsoon, Oracle (head of a temple or large shrine), Grand Oracle (senior or elder head of a temple), Stratus Primae (leader of a region’s temples and shrines) and Delphine Regent (hereditary leader of the faith). A priest who has slain or soundly defeated an enemy of the church (usually a high-ranking priest of Kossuth or a fire-based creature of power) may add the honorific “True” to the beginning of his or her title. Specialty priests of Istishia are known as Water walkers.

Temples

Priests of Istishia tend to establish shrines on the shores of bodies of water. Large temples exist primarily in port towns and cities. Other Istishian houses of worship are entirely under water and so inaccessible to most surface dwellers and uncommented on in their history or lore, though such Istishian holy sites have figured prominently in the oral and written histories of the aquatic races. The typical Istishian temple is of quarried sandstone or marble in clean, elegant lines and usually sits out on a pier or next to the water or incorporates a great many streams, ornamental pools, and fountains to make water a vital part of its landscaping.

Rituals

Each morning priests begin their day with a quiet prayer said in Istishia’s name over a drink of water, and each night ends the same way. Spring tide and neap tide are celebrated with festivals by the church. During these festivals new members of the faith are dedicated to Istishia by being boisterously tossed into the sea or a lake or by diving into fountains or pools. Surface-dwelling communities of the faithful are often visited by water-dwelling emissaries from Istishia’s aquatic churches during these fetes, and underwater churches in turn host surface-dwellers through magical accommodations.

Waveriding is the ritual that Istishian specialty priests celebrate upon reaching a level of skill great enough to summon a water elemental from the Elemental Plane of Water. This ceremony is preceded by an hour-long responsive reading and chant, after which the elemental is summoned. The elemental then carries the celebrant on a long ride on the waves of a large body of water. When it returns with the priest celebrating the ritual, the elemental is tossed garlands of flowers, gifted with drafts of fine wine, and given beautifully crafted pieces of jewelry, pottery, or sculpture to carry back to Istishia’s realm as it leaves. While giving thanks for a drink of water. Spring tide and neap tide are celebrated with festivals that involve the boisterous tossing of new converts into water and a great deal of diving. Visitations between surface-dwelling churches and aquatic branches of the faith are common at such festivals.

Orders

The order of Istishian crusaders is known as the Cavaliers of the Seven Seas, whose members are natural water-breathers, and the Cavaliers of the Ever-Changing Truth, whose members are natural air-breathers. Istishian crusaders guard holy sites, escort emissaries of the faith, and pursue the ongoing feud against the church of Kossuth on a personal level.

Mystics of the faith belong to the Order of Cryptic Transformational Purity. The symbol of this order is a human shape changing into a fish. Because this symbol looks somewhat like a merman and the name of the order itself is so lofty, mystics of this order are often referred to colloquially as “fishtishians” or “the Water Lord’s fishmen”—much to their chagrin.

Dogma

Everything is interconnected and cyclical. Water always triumphs, for earth dissolves through water, fire is extinguished even by steam, and air becomes clouds and then rain, completing the eternal cycle. The Water Lord is the great equalizer and leveler of the elements, acknowledging change but holding to his essential nature. Do not try to be what you are not; rather, excel at what you are and carry this message of personal excellence to the world. Be flexible but not unreasonable. As the rains flow down to the ocean in the folds of earth and not up mountains, so do the truths of Istishia spread throughout the land through their natural routes, not through rank force. The mysteries of life are to be enjoyed and puzzled over but realize that some answers do not come in this world, but rather in the next. Realize that the cycles of life are mirrored by the cycles of fate; be prepared to pay the price or reap the reward for the actions of your past or your future.

Appearance, Manifestations

Istishia has manifested many more times than he has sent an avatar to the Realms. Any significant source of water is viewed as a manifestation of the Water Lord by his faithful. Rivers, lakes, and streams are all viewed as sacred, as are the oceans and seas, fountains, rain, and even puddles. Istishia sometimes sends servant creatures from the Elemental Plane of Water such as water elementals, nereids, marids, and tritons to do his bidding or aid followers. He also sends water creatures such as fish, dolphins, whales, octopuses, or even the leviathan. The discovery of water when drilling for a well or when in a barren land is viewed as a sign of Istishia’s favor.

Relationships & History

Istishia is one of the four elemental lords who seem to stand apart from history, unchanged by the passage of time. He has ties to other gods concerned with the element of water, including Deep Sashelas, Eldath, Valkur, and Umberlee, but no strong relationships. He opposes destructive Kossuth at every opportunity.

Mystryl/Mystra/Mystra (Midnight)

Titles:

  • 1st Incarnation: The Lady of Mysteries, The Mother of All Magic, Mistress of Magic, Our Lady of Spells, The Mother of Mystery, Lady Magic, Lady of Magic, Lady of Might, One True Spell, Goddess of Magic, Derogatory: The Whore, The Harlot
  • 2nd Incarnation: The Lady of Mysteries, Lady of Mystery, Our Lady of Spells, The Mother of All Magic, The Muse, The Hidden One, Controller of the Weave
  • 3rd Incarnation: The Lady of Mysteries, The Mother of All Magic, The Lost Goddess

Portfolio: Magic, spells, the Weave

Domain: Arcana, Good, Illusion, Knowledge, Magic, Rune, Spell

Worshipers: Elves, half-elves, incantatrixes, mystic wanderers, sorcerers, spelldancers, spellcasters, spellfire channelers, wizards

First Incarnation (Mystryl)

Mystryl (pronounced: /ˈmɪstrɪl/ MISS-trih), the Lady of Mysteries, was a greater deity and the first incarnation of the goddess of magic. Later incarnations of the goddess were named “Mystra”. Mystryl was most notably known as the being who embodied the Weave, the primary source of magic in the cosmos. She supplied and regulated magical energy to all, making possible spells and magical effects. But her portfolio also included knowledge and energy, invention and creativity, song, time, and the season of spring.

Description

Mystryl manifested herself in many ways through many conduits, but her followers usually described her as a beautiful human woman with intense blue eyes that wore gracefully refined blue-white robes of fine, thick silk. Her skin glowed and her hair was every color of the rainbow.

Manifestations

When being mysterious, she was depicted as a swarm of rainbow-colored will-o’-wisps in the vague shape of a humanoid female, but usually a subtle manifestation was all that was necessary: her trademark blue-white aura pulsing on the person, place, or thing she wished to illuminate. Occasionally this aura would coalesce into a point of light that she used to lead her faithful in a particular direction, write a message, or even cast spells.

Mystryl’s followers and those who used magic for good or ill were sometimes made aware of her approval or disapproval by a gift, a message, or aid in some form. Gifts were often blue or clear gemstones (perhaps containing an agathinon), multicolored tourmalines, beljurils, shieldstones, or a rogue stone. Messages, aid, or warnings were usually delivered in the form of small, translucent, magical creatures or normal creatures such as blue jays; sparrowhawks; pseudodragons; white cats; dogs; beasts of burden (horses, mules, donkeys); unicorns; pegasi; selkies; and mephits from the Quasi-Elemental Plane of Radiance. For more exigent circumstances, the goddess might send hollyphants; gem or metallic dragons; guardinals of any kind; incarnations of hope, faith, or courage; einheriar; light aasimons; devas; or a dreaded marut. All Mystryl’s incarnations, messengers, and servants had blue or mismatched eyes.

Personality

Mystryl had a mercurial personality that reflected her chaotic nature. She could be coldly serious one moment and laughingly boisterously the next. She could be blushingly innocent or sagely wise, blithely unfocused, or relentlessly dedicated, but in all her capriciousness she tried to do what she thought best for the Weave and practice of the Art in Toril. If she had a flaw, it was that at times she seemed naïve and too trusting.

Abilities

Being the embodiment and consciousness of the Weave, Mystryl could wield magic like no other being. She had no practical limitations on how many spells she could cast, how powerful they were, how often she could cast them, or what form they could take. Unless she willed otherwise, she was immune to all spells except those that bypassed her control of the Weave and drew on the raw magic from which the Weave was woven. She could withhold magic from any entity, making spellcasting impossible, and even prevent them from using magical items if she so desired. She could block other deities from accessing the Weave, but she could not prevent them from granting spells to their priests through prayer.

Activities

One of the aspects of her portfolio that Mystryl paid particular attention to was time and the continuity of the timeline. To prevent abuse of time travel, she created the time conduit spell and made its restrictions binding on all other attempts at traveling back in time. She was aware of anyone attempting time travel and caused all research into circumventing her rules to lead back to her time conduit spell as the only solution. Her awareness even extended to other planes of existence, preventing reentry to the Prime Material Plane for those that attempted anachronistic mischief.

Relationships

Mystryl distrusted Shar, who was one of her progenitors, because Shar constantly sought to usurp her power and role. She regarded her other progenitor, Selûne, as overly maternal and sometimes acted contrary to her motherly advice. Mystryl was an eternal enemy of both Kozah and Moander, whom she saw as trying to corrupt or destroy all that she and her worshipers sought to build and accomplish.

Worshipers

Mystryl’s relationship with her worshipers and followers was open and welcoming to members of all alignments. Most of her venerators were human, but all seekers of arcane lore were accepted.

History

Legend has it that at the dawn of time Lord Ao created the universe, and out of the early chaos came twin deities: Shar of the darkness and Selûne of the light. Together, these two beings created the spheres in the firmament, one of which was the world of Abeir-Toril and its spirit, Chauntea. Chauntea desired new and more abundant life for her world and asked the sisters for light and warmth to nurture it. In this, the two beings could not agree. Selûne eventually acted on her own and gave Toril a sun, which Shar immediately sought to put out, thus beginning the battle between light and darkness that raged for eons.

At some point the Dark Goddess got the upper hand and doused many of Selûne’s motes of light. In a desperate move, Selûne tore a piece of magical essence from herself and hurled it at her sister. When it hit, Shar also lost a portion of her essence and was cast into the void for centuries. From the blending of dark and light energies, Mystryl was born as a being of pure magic inextricably tied to the Weave. Both twins were diminished as a result, with the Moonmaiden’s wound being graver. However, Mystryl was ideologically closer to Selûne, and being created from both light and darkness, Mystryl (and later goddesses of magic) acted as a balancing force between Selûne and the Lady of Loss.

In −339 DR (3520 in Netherese reckoning), the Netherese archwizard Karsus took it upon himself to defeat the phaerimm that were threatening the Netherese empire. He had spent years researching Karsus’s avatar, the only 12th-level spell ever created, which was designed to temporarily rob a deity of their power and grant it instead to the spellcaster. Karsus chose to rob Mystryl, and when her godly essence poured into him his mind and body were overwhelmed and he found that he was incapable of wielding such power. Mystryl’s hold on the Weave was weakened and it began to unravel. Magical effects doubled in power briefly, then became wild and chaotic. To save the Weave from permanent damage Mystryl chose to sacrifice herself, which broke Karsus’s connection, killing him, and stopped all magic for a short time. In the time it took for the mother of All Magic to reincarnate herself, most of the floating cities of Netheril crashed to the ground.

When the goddess of magic was reborn—this time as Mystra—she used as a vessel a beautiful peasant girl who was just learning cantrips but who had the capability of one day becoming an archwizard. She immediately took control of the Weave and magic returned to Toril. In the aftermath of the Fall of Netheril, the new goddess took a much more lawful view of magic use and laid down some rules, including a decree that the most powerful of spells would fail utterly.

Rumors and Legends

  • It was believed that the newly reincarnated goddess either destroyed Karsus’s notes on his ultimate spell or sent them flying off to the far corners of the multiverse.
  • Ancient Mystrylan tomes spoke of three-time gates—permanent edifices that were imbued with the time conduit spell. One was believed to be buried in a cave in the Spine of the World; another was atop Misken’s Peak north of Novularond, which was sheared off by the Great Glacier ages ago; the last was on Andrus Peak near the city of Cedarsproke in the Vilhon Reach, which has seen many volcanic eruptions over the centuries.

Second Incarnation (Mystra)

Mystra (pronounced: /ˈmɪstrɑː/ MISS-trah) was a greater goddess of the Faerûnian pantheon and the second incarnation of the goddess of magic after her predecessor Mystryl sacrificed herself to protect the Weave from Karsus’s Folly. The Mother of all Magic was destroyed by Helm when she defied the will of Ao the overgod and attempted to leave the Prime Material Plane during the Time of Troubles. At the conclusion of the Godswar, Ao offered the position of Goddess of Magic to the wizard Midnight, who reluctantly accepted and took Mystra’s name to smooth the transition after so much chaos.

I am Mystra. I am the Lady of Might and the Mistress of Magic! I am Power Incarnate! Wherever magic is worked, there am I – from the cold poles of Toril to its hottest jungles, whatever the hand or claw or will that work the sorcery! Behold me and fear me! Yet behold me and love me–as all who deal with me in honesty do. This world is my domain. I am magic, mightiest among all those men worship. I am the One True Spell at the heart of all spells. There is no other.

— The Mother of All Magic to young Elminster Aumar

Description

The only known description of the mortal that became Mystra was of a “beautiful peasant girl” who was just beginning her studies of the Art.

As a goddess, Mystra could shape change at will and mortals who saw her reported she changed constantly. Others described her appearing in a form resembling a multicolored will-o’-wisp. When Mystra revealed herself to Midnight just before the gods were forced to walk the land of Toril, she was at first just a dark figure surrounded by an aura of blue-white light. As she created the pendant that held some of her power, the glow revealed the face of a “beautiful, willful young woman, with hints of a long-borne pain.” Mystra’s avatar at the time was a slim, young girl named Caitlan Moonsong who had a graceful bearing, large, dark eyes, and short-cropped blond hair. Caitlan went barefoot and wore plain ankle-length robes of a dark hue. When possessed by Mystra, she appeared taller, and her hair moved as if it were alive.

Personality

This incarnation of the mother of All Magic was quite the opposite of her predecessor, Mystryl. Whereas Mystryl was quixotic and quick to change, Mystra was said to be a manifestation of the Cosmic Balance—maintaining order in the world of magic by correcting great inequalities if things went askew. Indeed, in the wake of the Fall of Netheril, one of her first acts as the Lady of Spells was to ban the use of all magic greater than ninth level. Among sages and historians this was known as Mystra’s Ban. She was not as concerned with the ethics of Good versus Evil if the laws of magic were upheld.

Early in Mystra’s tenure, she chose a champion, called the Magister, to wander the Realms, applying the Art as he or she saw fit, choosing enemies that would bring glory to the title. She fully expected that her representative would be challenged and eventually defeated by other mages, only to be replaced by another spellcaster worthy of the office. It was her belief that in this way the Art would be strengthened and improved through conflict and adversity.

Toward the end of her reign as the keeper of the Weave, she had grown tired and bitter, fed up with the schemes, maneuverings, and blatant attacks that her preeminent position attracted from every power-hungry being, sycophant, and fawning parasite, for century after century. Her pride in her status, and the kindness and respect she received from those that aided or worshiped her for other than magical gain, kept her hopes alive.

Abilities

The Lady of Spells could cast any spell ever known at maximum level, one offensive and one defensive spell per minute. The only exceptions to this were if she cast wish, time stop, alter reality, or gate, which required enough concentration that no other spell could be cast in combination. She could shape change at will and could grant other creatures spell knowledge by touching them. She controlled and provided the Weave, allowing (relatively) safe access to the power of raw magic to mortal spellcasters and magical craftsmen.

Activities

Mystra kept watch over magical research and regulated the advancement and dissemination of magical knowledge throughout the mortal world.

Relationships

The first Magister was Azuth, a powerful and brash young wizard who found joy and beauty in works of Art. Eventually, she sponsored him to godhood to serve her and he became a demipower, the Patron of Wizards, passing the mantle of Magister on to his successor. Another strong wizard, this one efficient and methodical, caught Mystra’s eye and she also sponsored Savras the All-Seeing to godhood. Azuth and Savras both sought the favor of Mystra (some say romantically as well) and the two fought for many years, both gaining in power, becoming lesser deities in the process. Eventually, Azuth defeated Savras, reducing him back to demigod status and imprisoning him in a jewel-encrusted staff, the Scepter of Savras. Azuth grew to be Mystra’s friend and adviser and they had great affection for each other.

The Lady of Mysteries was known to work with Oghma and his cadre (Gond, Milil, and Deneir), although she had some sort of rivalry with Gond. Bane attempted to wrest power from Mystra at some point and he captured and tortured her avatar during the Godswar. Talos was another deity that did not get along with Mystra.

In the 8th century of Dale Reckoning, Mystra possessed a powerful sorceress named Elué, and in seven years she had seven daughters known collectively as the Seven Sisters. As a result of Mystra’s presence at conception and birth, all seven daughters were strong immortal spellcasters. They each served Mystra in their own unique way. Outside of Realmspace, Mystra was an ally of Wee Jas from Oerth.

Mystra’s Chosen

Mystra also had powerful unaging servants among her ranks of followers, including Elminster, Khelben Arunsun, the Seven Sisters, and the necromancer Sammaster.

The Church

All manner of spellcasters (clerics, crusaders, druids, monks, paladins, rangers, shamans, and wizards) were included in the hierarchy of Mystra’s church. Wizards who primarily followed Azuth or other deities would usually show some devotion to Mystra as well.

History

Moments after the Fall of Netheril, a peasant girl with rudimentary magical training but an aptitude for spells became the new Goddess of Magic and managed to catch three of Netheril’s floating cities as they plummeted, bringing them to rest on the ground and saving thousands of her people. Being of a more lawful disposition than her predecessor, she laid down new rules for all spellcasters, banning spells above 10th level, limiting who had access to magic, limiting how many spells of each level could be held in the mind, increasing the time it took to cast spells, and forcing long periods of memorization or prayer each day to replace spells cast previously. Arcanists no longer had to specialize in a form of magic but could generalize. This eventually led to arcanists being called wizards.

Little is known of the acts of the Lady of Mysteries except through the words and works of her church and her Chosen. Her known deeds are:

  • She established the title of Magister to be granted to one master of the Art at a time and let them do as they willed for good or ill.
  • She sponsored Azuth and Savras to godhood, asking them to help her govern her rather deep and vital portfolio.
  • In 240 DR, she made Elminster Aumar one of her Chosen.
  • In 292 DR, Aloevan of Ardeep became a Chosen of both Mystra and Sehanine Moonbow
  • In 464 DR, Mystra rewarded the self-sacrifice of a wandering wizard tutored in Myth Drannor by rescuing him from death and making him the Nameless Chosen, later known as Khelben “Blackstaff” Arunsun.
  • In 761 DR, Mystra schemed to create the Seven Sisters by possessing their sorceress mother Elué. All seven grew to be powerful in their own ways and became her Chosen.
  • In 851 DR, Sammaster the necromancer accepted the offer to become a Chosen of Mystra.
  • The House of Wonder in Waterdeep was dedicated to Mystra in 1215 DR.
  • In 1358 DR, in the last hour before the gods were banished to walk the land as mortals, Mystra entrusted Midnight with a portion of her power in the form of a pendant and asked her to keep it safe for a time.

As the centuries passed, Mystra grew tired of the ceaseless grasping for power through pleading, flattery, or treachery. She and her portfolio were the target of gods and mortals alike and that took its toll on the mother of All Magic. Being thrown down to Toril with all the other gods and then being captured and tortured by Bane was apparently the last straw; Mystra sought dissolution. After securing a portion of her power with Midnight, Mystra disappeared. Days later, Caitlan Moonsong pleaded to a group of adventurers (Adon, the mortal Kelemvor Lyonsbane, and the mortal Cyric) to rescue her mistress from imprisonment in Castle Kilgrave in northern Cormyr. Midnight accompanied the band of heroes on the rescue mission and with her help they succeeded in freeing Mystra from the clutches of Bane.

Immediately upon being freed, Mystra possessed Caitlan as her avatar and retrieved the pendant from Midnight, regaining much of her power. She then opened a gate to the Ethereal Plane and took the group to the Celestial Stairway, which was guarded by Helm. Mystra argued with Helm saying she had nothing to do with the theft of the Tablets of Fate and to let her pass so that she might speak to Lord Ao and regain her rightful place as keeper of the Weave. Helm steadfastly refused to let her pass and gave her fair warning.

Furious, she attacked him with bolts and beams of energy, fire and ice, mystic blades and magical hammers, and dread creatures with fangs and claws, coils and maws, wings, and tentacles. Helm held firm, absorbing, or brushing off each of her assaults. Weeping blue-flame tears of anger and frustration, she grappled with Helm and fire leaped from her mouth. Helm held her off with one hand and raised his visor. As their gaze met, Mystra let out a terrible scream heard across the Realms as she saw her doom written in his face. Helm drew back and punched his gauntleted fist through her chest and Caitlan’s body exploded in a blindingly hot flash of devastating power.

When the heroes regained their sight, they were standing on a circular stone foundation; all that was left of Castle Kilgrave. The landscape around them was charred and blasted for a half-mile (800 meters) in every direction. Helm had lowered his visor and stood in the mouth of the gate. He admonished the group to seek out the Tablets of Fate with more wisdom than the former goddess. He then vanished through the gate as it closed behind him. Midnight looked down to find Mystra’s pendant lying at her feet.

Rumors and Legends

  • Those who thought Mystra was eternal said that she gave the races of the Prime Material Plane the first lessons that unlocked the secrets of magic. Those with a wry wit said she regretted this ever afterward.
  • It was a widely held belief among practitioners of magic that Mystra adjudicated success in magical experimentation to create new potions, spells, and magical items, and with good reason.
  • It was believed that the newly reincarnated goddess either destroyed Karsus’s notes on his ultimate spell or sent them flying off to the far corners of the multiverse.

Third Incarnation (Midnight)

Mystra (pronounced: /ˈmɪstrɑː/ MISS-trah), formerly known as Midnight, was once a greater goddess who guided the magic that enveloped Toril and its surrounding space. The Mother of all Magic tended to the Weave constantly, making possible all the miracles and mysteries wrought by magic and users of magic. She was believed to be the embodiment of the Weave and of magic itself. Mystra’s symbol was a ring of seven stars surrounding a rising red mist, spiraling to the heavens.

You think that magic is a tool, like a hammer, something that you pick up when you need it, swing it around for a while, and put down again when you’re done with it. Not so. Magic is a living thing—part of the Lady of Mysteries, a deity to whom you only pay lip service. You can’t just grab onto her when you need magic, squeeze the power out of her, and discard her when you’re done. That sort of treatment comes back to you. There’s a reason why most old mages are obsessed or insane— Mystra punishes them for their lack of respect.

— Khelben Arunsun, a Lord Mage of Waterdeep

Powers

Mystra’s secret was that she was more powerful than any god, save for Lord Ao, but therein lay the secret. Roughly half of her power lay in her Chosen and in the lesser power Azuth, as planned by Ao so that Mystra did not rule all Realmspace. After the Second Sundering, being spread across the Weave on Toril made Mystra much harder to find, and even harder to target. As the Lady of Spells, she was the source for other gods’ spellcraft, making her normally immune to the direct effects of such spells, though not its after-effects.

Activities

Dracoliches such as Daurgothoth would become her targets only now they stepped beyond gathering magic (which she encouraged), and onto restricting it from others. Azuth and Mystra were likewise wary of Ioulaum and his attempts at controlling the Weave. They allowed him only minor successes, to keep him away from his more nefarious plans. Mystra and Azuth punished egregiously deceitful auctioneering of magical items, such as when an item was covertly exchanged for another or was not magical to begin with.

Divine Realm

Mystra ruled over the divine dominion of Dweomerheart. However, no mortal was aware that after the Second Sundering, Mystra abided within the Weave. In this way, she was ever-present & hidden across Toril, able to create other-dimensional spaces for mortals or servants seeking audience. Mystra’s failsafe ‘echoes’ resided in Azuth’s divine realm (also called Azuth), within a royal castle and surrounded by blue mists.

Relationships

Mystra’s customary adviser was Azuth, and she was also served indirectly by Savras and Velsharoon. Other allies of hers included Selûne and Kelemvor, whom she knew as a man when she was a mortal. Mystra’s greatest enemies were Shar, who created the Shadow Weave to oppose Mystra’s Weave, and Cyric, who was a mortal along with Mystra and Kelemvor.

Worshipers

The church of Mystra preserved magical lore so that magic would continue and flourish in the future even if the dominant races of Faerûn were to fall. Its members also sought out those skilled in magic or who had the potential to use it, keeping a close eye on those who were likely to become skilled. Her clerics were encouraged to explore magical theory and create new spells and magic items. Sites dedicated to the goddess were enhanced by the Weave to allow any spell cast by her clerics while in them to be affected by metamagic. Mystra honored commitments to members of her predecessor’s clergy who’d joined the church before the Time of Troubles, preventing them from being forced to leave the clergy due to alignment differences.

Mystra’s Chosen

Mystra also had powerful mortal servants among her ranks of followers, including Elminster, Khelben Arunsun, and the Seven Sisters.

History

Before her ascension to godhood, the third Mystra was a woman named Midnight, who, along with several other individuals, including the future Kelemvor, played a large role during the Avatar Crisis, also known as the Time of Troubles.

Early Life

Midnight, born Ariel Manx in 1332 DR, was the second child of Theus Manx, a merchant, and his wife Paiyse. Midnight had an elder sibling named Rysanna who assumed the role of the family’s demure “princess” whenever wealthy suitors called. As a teenager, Midnight became familiar with the night’s populace of bards, thieves, sorcerers, and fighters and was eventually nicknamed “Midnight” by these friends, a name she immediately preferred to Ariel.

Midnight’s first taste of magic began with her tryst with the conjurer Tad, who set her on her path. She began to exhibit less interest in her hedonistic pursuits and more in the quest for magical knowledge and training, gradually becoming more obsessed with her magical quest. Eventually, Midnight moved out of the family home to seek her own path.

It was during this time that she fell into the worship of Mystra, whose attention Midnight attracted during her time of service in one of Mystra’s temples. From her 21st year on, Midnight began to feel a presence from time to time. She would feel her skin tingle coolly and began to feel that she was somehow being followed or observed. After such attentions, she always found that spells, which she had labored over for weeks, would suddenly work without any problem. Midnight soon suspected that she had been granted special attention by Mystra herself and believed that she was being groomed for the position of Magister.

Sunlar, high priest of the Deepingdale temple of Mystra, took Midnight under his supervision. It was during this time that Midnight’s knowledge of self-defense and magic improved leaps and bounds and Midnight spent a year in the temple at Deepingdale before she left. For the next three years Midnight devoted herself to Mystra’s worship and pursued every scrap of magic she could.

Ascension

During the Time of Troubles, when the gods were cast down by Ao, Midnight joined with Kelemvor Lyonsbane, Cyric, and Adon in the search for the stolen Tablets of Fate. During this time, the previous Mystra was killed by the deity Helm for defying Ao’s command and trying to climb the Celestial Stairway back to the heavens. Her death caused great damage to the Weave, but eventually Ao selected Midnight to replace the destroyed Mystra, restoring the magic of Toril. Immediately prior to her ascension, Midnight killed Myrkul, the god of death, in a duel in the skies over the city of Waterdeep.

“Death”

Midnight was not long the goddess of magic and in the Year of Blue Fire, 1385 DR, Cyric supposedly murdered her, at the behest and with the aid of Shar, who sought to obtain control over the Weave. The results of Midnight’s disappearance, however, were far worse than Shar had supposed it would be and the Spellplague soon followed, causing magic throughout the planes to go wild.

In the beginning, only Mystra’s temples knew that Cyric’s slaying of her had ushered in the Spellplague. Soon after, it became well known that she had sacrificed herself to save everyone.

Resurrection

In the Year of the Ageless One, 1479 DR, while recuperating in a cabin in the King’s Forest, Elminster felt Mystra’s presence calling to him. He found her much diminished, possessing the body of a bear that had guarded a cache of items Mystra’s still-mortal form had collected. She asked her most trusted servant to find new candidates to become Chosen and to recruit Cormyr’s War Wizards.

Only a few weeks later, having been restored to his full powers as a Chosen by absorbing the silver fire of the dying Symrustar Auglamyr and then that of the Simbul and Manshoon, Elminster returned to Mystra (in agony from absorbing too much of it) and returned much of it to the Lady of Mysteries, restoring much of her power and divinity. This event became known as Mystra’s Return. But it was not until 1487 DR that the goddess was whole again.

Church of Mystra     

The Church of Mystra, also known as the Church of Mysteries and by other names, was the primary religious organization dedicated to the worship and service of the goddess of magic, Mystra, or her successor, Mystra.

The church of Mystra is very powerful across Faerûn and includes many adherents among the populace. Were more wizards and sorcerers’ devout worshipers of the Lady of Mysteries, the faith would undoubtedly be the most powerful in all Faerûn. Mystra’s followers have lost a great deal of influence since the Time of Troubles when magic ran amok and caused great destruction. The deity’s actions over the past decade have only driven more worshipers, particularly evil wizards, and sorcerers, into the arms of Shar.

Mystran clergy work hard to preserve all magical lore so that magic can flourish in the future regardless of what befalls the thinking races of Faerûn or the powers of the planes. They maintain secret libraries, private safe holds, well-guarded research laboratories, and small, hidden stashes. Mystrans also search out beings skilled in spell use and keep watch on the power and behavior of individuals likely to become magic wielders of importance.

The clergy actively seek out sources of old magic, often from tombs, dangerous ruins—even liches. They consider it more crucial to know the precise location of artifacts and items of magical power than to possess them, but wherever possible, they work to wrest control of such things from the aggressively evil, the irresponsible, and the unsound of mind. While some of Mystra’s clerics follow the teachings of the older, lawful neutral incarnation of the deity, most have changed alignment in accordance with her current incarnation or have left the faith.

All clergy of Mystra are expected to devise their own new magic (whether it be spells or items) upon gaining sufficient experience. In this way, magical study remains a growing, vibrant thing, and magic is not merely seen as a handy tool for rulers and engineers to tame Faerûn but remains a thing of wonder. Mystra’s clerics usually multiclass as sorcerers or wizards.

All priests of Mystra can cause their own flesh—all of it, or specific areas, such as a hand—to glow at will with a soft, blue-white radiance as a boon from Mystra. This radiance, known as weaveglow, is enough to read by or to allow a priest to clearly see items and surroundings within 5 feet. Most Mystrans keep this sign of the favor of the goddess secret from nonbelievers. As something mysterious, it is more useful, allowing them, for example, to feign affliction or magical attack. Weaveglow is granted to priests after their initiation, which is often a Starflight ceremony.

Dogma

The church of Mystra typically did not employ idols like statues of the goddess but had no commandments against it.

Activities

The church apparently sent out communiqués to its members with news of the opening of new temples and such. The church also found a duty to help folk driven insane by failed spellcasting. Many Mystran clergy wandered the land as itinerant clerics, seeking out and preserving old magic.

The church of Mystra preserved magical lore so that magic would continue and flourish in the future even if the dominant races of Faerûn were to fall. Its members also searched out those skilled in magic or who had the potential to use it, keeping a close eye on those who were likely to become skilled. Her clerics were encouraged to explore magical theory and create new spells and magic items. Sites dedicated to the goddess were enhanced by the Weave to allow any spell cast by her clerics while in them to be affected by metamagic.

Organization

From 1358 DR, the patriarch of the church was Adon, who had been the first priest of the new Mystra. Even itinerant clerics like Tunaster Dranik would remain in at least yearly contact with the church and be in good standing. They had superiors among the settled clergy at the temples.

Hierarchy

The hierarchy of the Mystran faith is wide and varied, separating into orders concentrating on one form of magical energy or another. Clerics, specialty priests, wizards, and bards can all he found in its ranks without regard to experience level or origin. The general rule of the Mystran faith is that talent and ability outweigh social rank or legendary feats. Only those clergy members who gain their spells directly from a higher power gain their spells directly from the goddess, but all are welcome within the church’s hierarchy.

The priests of Mystra are known as Servants of Mystery. Higher level priests, both those with title and lands and legendary adventuring priests, are called Ladies or Lords of Mystery. Titles within the faith vary from temple to temple and follow no standard form across the whole of the church, though most temples are rigidly self-consistent.

Temples

Temples of Mystra can be almost any size and style of structure; some shrines are natural caves or grottoes. All are living works of art—or rather, “Art-raised” with magic and wrapped in countless spells. Most are filled with magic items, many of which are of an esoteric rather than practical nature. Most include an open central courtyard in which daily services are held and from which one can see the stars at night or a magical representation of them. Lesser rooms house libraries of magical lore or serve as workshops and laboratories for experimentation in the Art.

Sites dedicated to the deity are enhanced by the Weave to augment spellcasting power. Through the grace of the goddess, Mystran priests who stand in a place sacred to Mystra can cast spells for the maximum possible damage, duration, or extent of effect (their choice of which). The benefit ends if the recipient leaves the location of the temple.

Rituals

One Mystran religious service took the form of an astronomy show, in which a priest pointed out, named, and revered various stars and constellations.

The Plea for Guidance was a simple prayer that was known to all devotees of Mystra. The clerics of the Lady of Mystery taught it to anyone who cared enough to learn it. The prayer was uttered while kneeling into the nearest lit candle or a visible star. The Plea was often evoked when followers Mystra faced with unknown magic or uncertainties of signs and dreams that their deity could’ve sent.

Magefire is renewal; it is the exciting feeling of great magical power surging through one’s body, blazing out as flickering blue fire as it spills forth, cleansing and renewing. With enough clergy powering it, this cooperative ceremonial magic can heal all sorts of fell conditions. Mystrans describe it as “the most blissful feeling one can know.” It is spectacular to watch. The Mystran to he affected lies down on the ground and the circle of celebrants pours power into the worshiper—until his or her body, blazing with blue fire, slowly rises to hang in midair above those fueling the ceremony, humming, and crackling with the power of the magic surging through it. Magefire often ends in a Starflight ceremony, provided the celebrants intone the correct incantation.

The Hymn to the Lady is a solemn ritual performed at funerals and mage-moots, that calls up visions of dead mages and Mystran clergy as a plainsong dirge is intoned by the living clergy present. Mystra often uses these visions to insert her own guiding scenes. A modified Magefire ceremony may be employed at the end of the Hymn to raise the honored dead aloft into a floating pyre on high.

Mystran clergy celebrate the 15th day of Marpenoth, the anniversary of Midnight’s elevation to divinity as the new Mystra, with a huge festival centered around the House of Wonder that ends in magical fireworks that go long into the night. This holiday is being gradually adopted by shrines and temples of Mystra throughout Faerûn. Otherwise, they have few calendar-related rituals, focusing more on a personal style of worship.

Wedding Ceremonies

The Mystran weddings were known for being short and simple with little fanfare. It allowed for small groups of guests and always at least one witness of the union. The ceremony was reformed by a wizard devotee of The Mother of Magic or one of her priests. If no clergy members were available, the ritual could be performed by an elder confidant of both newlyweds who prepared the Ring. The ceremony started with the officiator uttering the following words: “In the name of Mystra, be welcome.” This greeting was followed by striking a bell or a gong (deeper tones preferred). After the toll, newlyweds were escorted to the clergy person performing the wedding one at a time. The escorts were carrying sources of light, mundane or magical, while the newlyweds carried Mystra’s stars. Usually, the brides’ or grooms’ loved ones, most commonly their parents, were the escorts. The bride and groom were dressed in their best finery of no style.

The Ring was a circle drawn on the ground where the newlyweds were to stand after being escorted to the officiator. It was decorated with seven blue-white stars. The design left two gaps between the stars where two new ones were added during the ceremony, symbolizing the union in Mystra’s eyes. In the ceremonies lacking “the Art” users, the stars were made from paper, while when mages or clerics were present, these glowing stars were conjured through magic, reminiscent of Mystra’s holy symbol.

When the newlyweds reached the Ring, escorts extinguished their lights and stepped aside. The officiator continued saying: “In the name of Mystra, be welcome,” to which the newlyweds responded with, “In the name of Mystra.” Following the greeting, they tipped forward and lowered stars of Mystra onto the Ring’s gaps. Then, the newlyweds faced each other and answered the question: “Do you wish to become one?” As both confirmations were voiced, the officiator concluded with: “Before Mystra, these two desires to become one.”

After this, two newlyweds rose in the air through levitation or flying spells if possible. This was known as the “touch of grace,” during which the newlyweds recited their vows, embraced, and kissed. Typically, the votes were recited one at a time, traditionally starting with the older partner. “I am (full name), and I give myself to you,” was the final promise, followed by kissing of their own fingertips, then extending the kissed palm out and upright towards each other. Both parties moved closer, first locking kissed palms. Then the officiator announced, “The blessing of Mystra, Our Lady of Mysteries, be upon this union. Laugh together, and work magic together, and be greater thereby,” with a wizard’s wand lifted in the air. The officiator then stepped out of the Ring, and the couple locked lips.

Vestments

The ceremonial garb of Mystran clerics consists of simple blue robes, sometimes trimmed with white, accented by a cloak of deep blue in colder climates. Some form of blue headgear is required, though this may range from a plain skullcap for the scholarly orders of the Sword Coast North to wide, ornate hats and helms in southern lands.

Mystra’s symbol was a blue-white star before the Time of Troubles, but both old and new symbols are still in use. Mystran clerics are very tolerant of the older worship of Mystra, as they feel that progress comes only by learning about the past. They let established symbols of the old faith stand, but when creating new symbols, they always use the new sigil of their deity.

In the field, priests of Mystra wear armor and bear the new symbol of Mystra on their shields as a display of their faith. If armor is inappropriate, they dress in the fashion of the land they inhabit appropriate for the inclement weather.

Festivals

Lady Day, the annual spring multi-day festival, most prominently celebrated in Halruaa. The festivities ended in a grand magically illuminated skyship regatta above the waters of Lake Halruaa.

Items

The Flame Blade was a magical artifact that once belonged to the Sisterhood of Silver Fire. The enchanted short sword usable only by Mystra’s clerics. It was shaped like the Lady of Mystery’s holy symbol and engulfed in her silver flames.

Regions

By 1374 DR, the kingdom of Cormyr did not have even one temple to Mystra. In that year, a Temple of Mystra was constructed in Wheloon, but it turned out to be a false temple run by cultists of Shar and Cyric.

Relationships

The Church of Mystra was opposed to the church of Cyric, just as Mystra was opposed to Cyric.

Affiliated Orders

  • Children of the Starry Quill
  • Order of the Blue Moon
  • Order of the Shooting Star
  • Knights of the Mystic Fire
  • Sisterhood of Silver Fire

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