Waterdeep Gothic

Game 6: Leper Messiah
Time to Kiss Your Life Goodbye

The two groups (mostly Mordith) spend a few days recuperating from the battle with Knute and planning their assault on the awful snake god.

They decide that the best thing to do before taking on the Snake God is to see if Shradin might have some info or resources or what have you to help out. They head out en masse to Shradin’s legit business, Shradin’s House of Corpses.

It is dead silent outside, eerily so. Despite its size, Skullport is a cavern, so there should be echoes. Everyone has gone to ground, which is good and bad. No one is out to bother them, but no one is out for them to blend in to, either.

Harfoot guides them through the Venter back to the shoulder where Shradin’s place is. It appears to be a cluster of separate buildings, but is in reality one larger complex that has been pieced together over time. He makes zombies here, so there’s a particular odor. He has tied herbs to the ceiling to try and mitigate that. There are books along the walls of the foyer, and jars of strange animals, and things of that ilk in the flickering light.

The nerds peruse the nerd books.

That gets Shradin’s attention. He appears at the railing above, a sunken-faced man(?) mostly covered by beard and robe. “Do you like my books?” he asks in a raspy voice.

Vell takes the pole position. He offers an alliance, since they have a mutual interest in killing the snake god. Nhyris is its name. Shradin accepts their offer, and gives them his leave to attack him. In return

Tervis worked for Shradin as a Hunter of the Shadows, bringing in the raw materials. He eventually came face to face with Nhyris D’Hothek, the snake god. He has been here as long as Shradin. He was a slaver first, not unlike Snake Man, who is in charge of the Reforged Ring. He found something, though, down here. A crown, which changed him, and he disappeared into the Murk.

When Tervis finally found him, Nhyris had become the Snake God. He listened, and was inspired to Messiah-hood, and went on to found The Family. They have been fighting the Snake God the whole time, in a way.

Elias wonders if what Nhyris found was the Crown of Horns. During the Time of Troubles (when gods walked, as punishment by the Overgod for stealing the Tablets of Fate) Myrkul showed up with a terrible host at Waterdeep. He was overcome and destroyed by a group of wizards. Godly power cannot be destroyed, though, and, according to legend continued in the form of the Crown of Horns.

Now, Nhyris is a Chosen of Myrkul. It might seem like Shradin would welcome him, but that would be competition. Especially if Waterdeep comes crashing down into his territory. He likes this place. The surface gods don’t come down here, and the Deep Ones don’t come up. There is only one god here, but Shradin will not name him. The only person he could possibly mean is Hallister. Oh, fudge. Is Shradin a disciple of that bastard?

He essentially admits to it — Hallister told him he could have Skullport as long as he could hold it.

Shradin won’t contribute directly, but he will tell them that the crown is independent of Nhyris. It will leave him, if it finds a more suitable host.

He can’t tell much more about Nhyris, but he can tell you about Tervis. He’s fully turned now. A vampire. Good thing they have a rod of sunlight. His place of rest is above, but Shradin feels that he has come down here. To look for them.

There are two more sources to see, Zstulkk and Sangalor (again). They decide to see the snake man first, since it may be more painful. They expect some resistance, but initially encounter none. Harfoot, though, thinks they may have to bloody some noses to make sure they’re not immediately sold into slavery. On the other hand, their recent exploits are pretty well-known, which means they’re the new big guns in town.

They approach the headquarters of the Ring. There are two guards out front, armed with polearms and wearing collars chained to the building behind them. “You’ve been expected,” one says, and opens the door.

The inside is, for all appearances, a Kalamshan opium den. It’s plush, with women laying about and so on. But, all the women have collars on. This must be the sex level.

A man in nothing but a loincloth and collar comes from somewhere in the back. He’s no stranger to physical labor, and has been completely shaven. “The master will see you,” he says, and takes them upstairs.

They go all the way up to the Crown. Again, it is well-appointed, in the Kalamshite fashion. There are meats and cheeses and drink laid out. The slave bows again and says, “The master will be with you soon.”

True to his word, Zstulkk comes out from a side room. He is indeed a half-man, half-snake. He coils up his bottom half and sits. They have dealt a blow to the Mandible, so he is indebted to them. He will tell them what he can. He and Nhyris were from close clutches, long ago. He has been here almost as long as Shradin and Nhyris. The Snake God is allied with The Mandible, and therefore his enemy. All of them will become his sacrifices, if he gains power. His weakness is his history — he was of a slave caste in the Yuan-Ti society and still harbors that resentment. Zstulkk also has a Yuan-Ti poison that the group can apply to their weapons.

Nhyris acquired the crown from a previous owner. When the crown is ready, it moves on.

Nhyris will be in his lair, back in Undermountain. They will need a guide, and the High Tide will be their best bet for finding one. A drow there named Treader is Zstulkk’s recommendation.

Finally, when they are ready to go, Zstulkk says he will get them out of the city.

Last stop is the illithid. He is there, awake, in his chair. “You have returned,” he slithers. Harfoot, at least, is happy to see him.

Controversially, Tinuvial hands over the 200 platinum they acquired from Knute.

Things Sangalore knows:
The crown is Myrkul’s, and he wants to come back. He needs a priest to do so, and The Family is trying to bring back his eldest priest to do the rites. From below.
The Black Sphinx is the answer. The riddle is two fold.
The phrase to decode the message(s): Sphinx of black quartz hear my vow
The crown was in the tower of the blackstaff and traveled to Skullport on the head of another, which was separated from its owner at the appropriate time.
When the head of the owner is removed, it will leap upon the most appropriate host. Or, if an owner cannot be found, it will allow itself to be carried. But it will need to be carried in something strong enough to hold it and mitigate its psychological effects. Something covered in holy water, say.
The summonings above were trying to call Dagon. So…yeah. Probably Dagon is his oldest priest.
The Snake God will poison them, or dominate them. And if they die, the Crown will bring them back. But not in that good way.
To counter the poison, the easiest thing to do is to find an alchemist to brew a potion of anti-poison. They should find Vhondryl in Skullport.
Tervis is waiting for them in the caverns already. He does not know anything about their weapons, but he knows what they have done.
To get to his cavern, they should hire Treader. There is a gnome, however, whom they will recognize by the candle on his head at the Pick and Lantern.
Scourge was created by priestesses who are currently committed sacrifices for our destruction in honor of….. It’s an infecting weapon that also inflicts grievous wounds.
Twent has been causing havoc above.

They exit to the Ratways. Next stop: Vhondryl. Then the Pick & Lantern for a guide. Then we kill a god.

Harfoot takes them along the edge of the cavern and down towards The Dredge.

Vhondryl sells them 16 antivenin potions at 10gp each. They are expecting a fight.

On the way out, Tinuvial notices a whole shelf of Stream. She makes the pitch to Adalwin — she perfected the recipe and sold it to someone. A hedge wizard bought it a few months ago. Mordith clenches his fist, and they move on.

…To the PIck & Lantern so they can cut a deal with the gnome. It’s kind of a hard-luck place, full of poor-ass miners hoping for a score. Mostly demi-humans, really, gnomes and dwarves with a few humans mixed in. There a serious totemistic, superstitious strain on many of the miners. Good luck charms abound. Towards the back, they see a lone gnome sitting at a table by himself with a candle on his head. Unlit.

Vell sits on down and makes nice with him. There’s something a bit…odd about him. He says he knew they were coming. He has met the snake god. Their magic still works, so The Happening has not happened yet. He mostly speaks in riddles. And seems to be…unstuck in time.

He speaks about the past as if it were the future. Yesterday will be bloody, and last year was The Happening in which he becomes unstuck. Myrkul and many other gods were involved.

AKA something big is coming.

Back at the Harper shack. William has figured out that the rod is pretty much a direct conduit to his god. He has spoken with Lathander, who has said that he will carry the rod for a short time. But that’s vaguer than it sounds, coming from a god.

[pee break]

The leader of The Mandible has a sword, Dragon’s Tooth.

Tinuvial goes to the Shrine to Lathander he found earlier, where he met the Bladesinger. There is blood everywhere, but the sanity has returned to him. The dark god has spoken to him, of the vengeance he has wrought. The god has spoken of Tinuvial as well, favorably. The Bladesinger will go on to teach his art.

[Ryan, you’re going to have to add to this about Shavarash the Johnny Cash of elven gods and the bracelets and god-swapping. This is some serious shit and I don’t want to fuck it up]

Also, Tiuvial decides that Adalwin needs a magic weapon as well. So, in true gamer fashion, they decide to sneak back into the headquarters of The Mandible and steal Dragon’s Tooth from their leader. What could go wrong?

Answer: Nothing, really. WTF?

There’s some discussion of the new sword. Then they head to the Pick & Lantern to get Severn. The gnome.

They head to, for the first time, Undermountain. The other party has been there, and doesn’t look very happy about this. Luriniel is the least troubled, though. This is, in some fashion, the realm of his god (Mask).

It’s a somewhat treacherous trip — there are underground waterways and fungi-filled caverns and it’s dark as hell. Eventually, Severn says they should rest. Their first battle is coming up.

They start to sneak ahead, but Severn says, “He already knows you’re coming.” So they head on in.

In the cavern, they come around a corner and Tervis is presiding over a zombie feast. He welcomes them, and offers them a bit of Welt, or Lily, or maybe Mother Mercy?

“If you’re trying to convince me to kill you,” Mordith says, “you didn’t have to. I’m going to do it anyway.”

Initiative.

Vell steps up and, instead of charging (like Mordith would have), checks for traps. Answer: yes, a bunch of rubble that would have fallen on all of them. He disarms the tripwire. Adalwin puts a bolt into a zombie, and Mordith charges Tervis, to not a whole lot of effect. Elias sends a magic missile into another zombie. Tinuvial, the newly-forged elf of vengeance, puts an arrow in Tervis. Gloriam & Moriam begin to cast, and Harfoot steps in front of them, as defense. Sven and Loriniel both charge a zombie, while William jumps onto the table and unveils the Rod of Sun.

Tervis takes Mordith out, and he collapses on the table. He attempts to glamour Linuriel, but he shakes it off.

A lot of things happen. The other guys take out a bunch of zombies, but Tervis glamours Sven and takes a swing at Loriniel. The girls cast a fire elemental, which dispatches several zombies. Seeing the tide of battle swinging against him, Tervis turns to smoke and disappears.

They recover briefly and push on. They come into another cavern, dimly lit by fungi and torches, where a group of Kormallis mercenaries surrounding a terrible metallic snake god. Protecting their investment, as it were.

Vell sets up a forward position, misses his attacks, and gets immediately knocked unconscious. The rest of the party does a little better. Mordith shakes off a will attack from Nhyris. The snake god slithers into a pool and disappears.

As they kill the Kormallis mercs, they reanimate. Tinuvial heals Vell, but Nhyris erupts from a nearby pool, coils around Moridth, and all the nearby mercs hack at him (Mordith) until he’s unconscious. The girls turn the ground under Nhyris into mud, and he slips back into the pool, sans Mordith (thank Torm).

Tinuvial makes his way over and revives Mordith, but gets it in the face for his efforts. William hightails it over, and revives Tinuvial.

The group clears the room of the Kormallis goons, and has just a few seconds to recuperate before Nhryis shoots up out of a pool. Elias unleashes his readied magic missile on him, and Vell chugs some katakuda.

They swarm him. Sven finally gets a good swing in, and William takes a good chunk out of him with the sun rod.

Mordith shakes off the cobwebs from his incapacitation and chops a mighty blow down onto his neck…ish parts. The human and snake parts separate, and the body falls to the ground. The metal begins to melt and shrink until it’s a Crown of Thorns. The scumbags Vell, Adalwin, and Elias go to check out the massive pile of gold and jools and items Nhyris was camped out on.

William dumps holy water on the crown, and Tinuvial investigates his armlet. Circlet?

There is quite a haul in the pile of jools. Enchanted weapons, potions, a shield, and at least 2050gp. They corral it all, and limp back home. The next day, they repay their debt to the alchemist (Vhondryl) with Nhyris’s head. She immediately begins to milk it for its venom, and promises to have a cure for Stream in a few weeks.

They go to see Zstulkk. He (sort of) thanks them, puts them on a boat, and sends them back topside.

This is a process, since the boat has to be hauled up the waterslide they fell down into days ago via a series of chains and winches. Eventually they are back on the docks. There are Stream fiends everywhere, and good folks have their windows and doors boarded up.

By the time they get to The Serpent, the smell of food and the sound of conversation hits them, and almost overwhelms them. They all but run in the door. Bookish clears them a table and Mercy (thank Lathander) serves them up food and drink.

Bookish puts all their food and drink on his tab, in exchange for the story. But not today.

Welt comes in (thank Lathander) and sits down. They give 1000gp to him and the other half to the other group.

There are some stories to be told on both sides, it seems. But they agree to tell them another day.

They spend the evening drinking and telling other stories, of better times and other places. Mordith may or may not make a pass at one of the twins.

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Game 5: Disposable Heroes
I Was Born for Dying

Welt leaves, saying, “I’m doing this for your own good.” Right. There is some sitting in silence, listening and thinking. Adalwin notices that the city’s bells run on ship time, bells every four hours. Even after two days, they can’t escape the stench, and the background din of waves and sailors yelling and whatever other madness goes on in this city.

They survive for two days. The shanty is well-stocked, but there’s nothing much to do.

On the third morning, Lily walks in. She seems somewhere between amusement and concern, but she notes that they smell better. Welt couldn’t come himself, so she presents the contract: hamper or destroy House Kormallis’s mercenary training. Kill Knute the Scourge. Find information on the Fellowship of the Mask, possibly killing those in the hierarchy.

Tinuvial has some concerns.

Five or ten minutes later, Lily explains that she is a Harper novice, undercover in House Kormallis for the last year. She points out that The Fellowship of the Mask may be our only allies down here, but is vague on the details. She points out further that we don’t have to complete all the tasks on the contract.

Some of The Mask stay at the High Tide.

Count Rampyr is terrifyingly seductive and charismatic. He wears old black armor all the time, more ornate than what’s typical, with a dramatic cape for effect. Lily only sees him on occasion, generally at balls and such that have important, interesting attendees. Sometimes she sees him in other nobles’ villas, but she’s never seen him actually travelling. The oldest servants claim he has been there as long as they have.

There is some snarling just outside the door. Tinuvial, against the group’s better judgement, opens the door to look. Four corpses walk by.

Lily feels that now would be a good time to go. So she does.

It’s time to wander, build a mental map. The smell is worse outside, and everything is damp. Water (they hope) drips from the ceiling. Everything, including the walks they are using, is built from driftwood, shipwrecks, and scavenged materials. It’s all in some state of rot. The buildings on either side of the alley go up and in either direction as far as they can see. It’s a warren, a rats’ nest.

To the right is uphill, to some stairs. To the left is a T intersection. They go right and up the staris, away from the water. There is a dull glow from the phosphorescent fungi on the roof of the cavern, but not much makes it down to where they are. Up a level or two there are glass pots, filled with water, and holding a glowing eel.

Three people come from the other direction, wearing wide-brimmed hats and wearing mouth/nose covers. Ah. Natives. They scoff at the sunshiners and walk on past.

From the glimpses they get of the water, they are beyond the first large cavern and into some man-made, or man-expanded, tunnels.

As they go, they can see a few buildings with lights inside. One of them, a larger building, is up a few levels and visible for a while. Some of the lit buildings have real windows. Looking in, they see that most of these are shops — cobblers, smiths, and so on. The closer they get to the larger lit building, the more it becomes apparent that that is the High Tide.

Most of the denizens are human, but there are some half-orcs, full orcs, and other sundry races. Most of them ignore the sunshiners, but there’s a group that seems to be interested in their movements. Those people all have long muttonchops, dyed white.

They stop in a storefront selling the long cloaks and hats that keep off the damp. The shopkeeper gives them a few pieces of info: the white muttonchops are The Mandible. Don’t tangle with them. Skulldiggers are miners, looking for mithril (good luck) or Netherese artifacts (good luck).

The basic layout of Skullport: entrance by The Fist. Farther in is the Elbow, and as far as you can go in is The Shoulder. In the Shoulder is The Crown, which is where the High Tide is. Also, the Mandible’s headquarters. Don’t go there.

Mordith asks about mercenary work. You’d have to ask the Mandible, the shopkeeper says. Cap’t Bell at the Balder’s Rake might know something about that. Mordith knows that name from The Flaming Fist. He is Mordith’s dad’s age, worked with him in the Fists. He was always respectful, but distant, with Mordith. Generally, he was known to be too honest to rise far in the group. No idea what he could be doing down here.

Here’s another thing to watch for: Hunters of the Shadows. Teenage boys who go searching for corpses for their masters. Vell has some unhealthy questions about all this.

They move on. The High Tide is farther up in the Crown, pretty much to the top. From the deck that runs around most of it, you can see the rest of the city. It’s mostly warrens, but there are a few larger buildings, especially down to the Fist.

The High Tide is pretty well packed with a lot of pirates, free-booters, thieves, and miners. No Mandibles to be seen, though.

The walls are covered with maps of all sorts, with knots of guys creating, editing, and updating the maps. Maps of the city, noting who lives and works where, and maps of the tunnels from the city to the mines.

They order beers. Free beers for someone who can update the map. Correctly. Errors will be repaid in kind. As they sip, a drunken miner and chats them up. When Adalwin mentions his own name, the miner perks up a touch. There’s an old guy who goes by that name. He’ll be around soon.

They look around the room a bit, and zoom in on a group of adventurers who seem to have been recently fucked over. They’re still caked in blood, empty potions bottles on the table. “We don’t want any trouble,” one says.

Good news — neither do they. They pull up chairs.

They came down through the Yawning Something or Other. There’s a big hole in the middle of the place, and if you pay you can head down into Undermountain. That’s the direction this group came from.

Sven is the big Northerner — blond hair, braided beard, cheek tattoos. There’s also a moon elf, twin sister mages, a drunken halfling, and an older, wiped-out cleric of Lathander (the rising sun, not the full sun).

They were down there about seven or eight days. Kobolds around Day 2. The last thing that they encountered were some drow, with a drider, around Day 5. They took down the drow, but barely. Then they booked it out of there. To good ol’ Skullport.

While they were investigating the booty, the cleric picked up a dagger of one of the drow, which immediately latched itself on to him. Tinuvial perks up at this, and goes to check on the cleric. He looks concerned, and packs the cleric’s hand with a poultice. He pours some alcohol on the hand, puts a rag on it, and lights it on fire. Tiny burning spiders run out, all over the table and floor. The halfling pukes.

While they’re swapping tales, a man dressed like a pirate walks in. The moon elf excuses himself to talk to the man. Adalwin doesn’t think he’s really a pirate — too well-kept, not walking with sea legs.

Meanwhile, Elyas and Adalwin make their respective moves on the twins. They were all hired by the cleric, William “Spider Hands”, who was looking for some kind of rod in Undermountain that was important to his order.

There’s some chit chat. Meanwhile, Adalwin gets up and buys one of the newly arrived miners a drink. There’s a strong family resemblance. The older man looks resigned. They get a table.

[added later] Adalwin Jr describes the process of getting there. Adalwin Sr (surprise!) is stuck here, trying to get out. He needs about 300 gold, and he has a plan. There’s a guy, the Lord of Bones, who’ll pay 30 gold for any material, aka dead bodies. Good news — their contract is to create dead bodies.

The moon elf has also gotten a table, near the door, with the “pirate.” They talk briefly, then put their hands to their respective faces (covering an eye) and part ways.

When he gets back, Tinuvial chats up the moon elf in Elven. There are some awkward looks.

Soon, the door is kicked in by four of The Mandible. They head right to the table of adventurers and confront the two twin wizards. Sven immediately draws his axe, and Mordith stands up. “This isn’t your business,” one says. “What if I make it my business?” Mordith wonders aloud.

Weapons. Initiative. Madness.

Tinuvial conjures a moon sword and asks if they really want to do this. “Yes,” Sven replies. Wish granted! Elyas touches a Mandible on the way out of the immediate area. He (the Mandible) looks concerned. Pained, even. And cold. Vell tries to put a bolt into one of them. It doesn’t happen. They scatter. One after Elyas, two on Mordith and one on Tinuvial. Adalwin puts an arrow into one of the ones on Mordith. Sven misses his Mandible but takes care of the table good. The moon elf stabs a Mandible with his rapier.

Tinuvial and his sword harry their target. Elyas continues to back off, but puts two magic missiles into the guy after him. Vell puts a bolt successfully into a Mandible, and puts him down. Tinuvial takes a solid hit, but Mordith dodges, as does Sven. Mordith can’t land anything yet, even with two axes. But Adalwin can — another arrow. Sven unloads some righteous anger on his target, and the moonelf takes on Tinuvial’s attacker. Then, finally, the twins begin to cast.

While they figure themselves out, Tinuvial’s sword slices up a Mandible. Elyas spits out some more missiles, while Vell sends another crossbow bolt through the action. Into nothing. Five more Mandibles arrive through the door. Mordith is still untouched, but Sven gets a scratch, and laughs. Mordith takes out a Mandible. Adalwin improvises a Molotov cocktail surprisingly quickly and lobs it into to the middle of the new arrivals.

Tinuvial says a little something to himself, and his allies feel pretty good about things. His sword flies across the room to the new arrivals and stabs one. Elyas climbs up the wall to the ceiling with a handful of bottles. Vell puts a bolt into the last of the original four and turns his attention to the second set. Mordith charges the closest Mandible, and lands a couple of solid axe hits, and spits in his eye. Sven lands a good blow, but the moon elf can’t catch a break.

Meanwhile, the twin casters have finished. A circle appears on the ground, and a giant flaming winged, humanoid thing appears through it.

Tinuvial’s sword takes a Mandible right the fuck out with that magic sword. Seeing this, the Mandible on fire exits stage left. Elyas purs a bottle of liquor on one of the Mandibles, then mage-hands a torch over to him. He’s on fire. Mordith takes a solid hit, and replies in kind. His target goes down. There’s one Mandible left. Until Adalwin pierces his vital organs.

So, that happened.

From the various corpses: 20 gold, 2-3 vials of stream per Mandible, and a Kormallis brand each (for 9, total).

Also, a coded message.

They head out of there back to the safe house. A few locals give them a tip o’ the hat, and a few of the group notice their ring fingers have been burned.

As they make their way back, they come to a wider space. Tinuvial hears someone muttering in elvish, and next to them is a black elf, apparently, holding a bow and arrow, with bowls in front of it full of crusty old blood, spiders, and coins. Mordith, thinking this is some drow thing, is about to knock it over, but Tinuvial stops him. “Elvish god of vengeance,” he says.

They walk by, but stop when Tinuvial hears him mention the Sphinx. He walks back to talk to him. The Sphinx is coming, soon. Tinuvial shows him the Arrow of Shaverash, and asks about the drow working with the Mandible. “Is he the one who did that to my daughter?” he asks. “He’s with them,” Tinuvial says.

“I should kill him,” he exclaims. “Now!” He begins to sing a spell, and runs off.

They hightail it the rest of the way to the safe house, losing the Mandible tails on the way.

Some details are brought to light, including the following: Knute the Scourge is working with the Mandibles, as is another group of mercs containing a drow.

The moon elf is Luriniel. Tinuvial has sniffed him out as a Mask, so they discuss some mutual benefits. Help them kill Knute, and they will help them out of Skullport. Deal. Luriniel and Adalwin head out to gather info. Elyas helps by turning them both invisible.

[added later]: they walk through some kind of crazy market warehouse with dudes selling just about any illegal thing you could want. At a certain point, the Mandible presence dwindles, and is replaced by the men with branded ring fingers. They also seem to have another brand somewhere, usually old and faded. They’re ecstatic that some Mandibles got murdered, which heartens Adalwin, until a boy runs out and gives the men an update on the slave trade.
They hear a word on the street, even from the new arrivals, that the safest place in town, an agreed-upon neutral zone, is the Cookspar Parlor. They go for a quick look. It’s three levels high, to accommodate all three of the levels of Skullport. The ring guys are The Ring Reforged. Slavers. There’s a terrorist group opposed to newcomers called the Low Fellows. The Mandible are in charge of something called the Hoist, a long-term, failed project to make a tunnel up to Waterdeep. Oh, and there’s something horrible under the city that no one wants to talk about.

There are some sounds of distress outside, so Tinuvial wisely peeks out. Two Mandibles have a stuggling wizard between them. While they are debating what to do, the temperature drops a bit, and a man in rags floats by, gives Tinuvial the eye, and keeps going. He wisely closes the door. There are more sounds of struggle, then guys running, and then nothing. Tinuvial peeks out again. The alleyway is clear, except for the robes of the wizard, and a few of his bones. Elyas scampers right out and nabs some scrolls.

The twins (Glorium and Morium, by the way) say that almost the first thing they heard was that the Mandible feeds wizards to The Fray. They’re not sure what that means.

William finally wakes up. Luriniel helps him up. The twins are relieved to see him up — there’s some kind of father-daughter thing there.

Tinuvial gets him caught up. William is the only one who knows much about the place. He’d been here once, ten years ago. He knows that Knute was just arriving the last time he was here, doing some merc and slaving work. The Mandible doesn’t generally get into slaving, but Knute has made his way up in their organization, in charge of their merc training. He likes the women, and he likes it rough.

There is one person who may be able to help them find Knute — Sangalor, the sage. A very old illithid. There’s no clear place to find him. They’ll just have to talk to a skulker. And by “they,” Tinuvial & William mean Adalwin, Vell & Luriniel.

They pull much the same caper as last time — two of them go invisible. The Mandible’s den is as awful as you’d imagine, with the added benefit of a torture chamber. As they’re spying, they see Knute himself wander down to the torture chamber, huge as a mountain, shirtless, and carrying a huge sword. Which he uses as a torture device for the captives. Fyrin is also there, because he pokes his head out looking for Knute.

Tinuvial recognizes the description of the torture chamber as Lovitar worship.

They rest up and all head out to see Sangalor. They split up into groups — the twins decide to take themselves there. Otherwise, they split into two parties and travel parallel on different levels. As they pass the High Tide, they can see that Adalwin’s father has been hanged by a yard arm. They pause for a moment, and Sven lays a hand on Adalwin’s shoulder. “We’ll get ‘’em back,” he says. Mordith clenches his jaw.

They also pass Baldur’s Rake. In all the madness, Mordith has forgotten to go see Captain Dell. He makes a note to go there on the return trip.

Soon they get to Sangalor’s. The door has an open book on it, a symbol of Oghma. They dilly dally for a minute, until Sven opens the door.

They go in and the three of the wizards scatter, on account of all the books. The other six sit in Sangalor’s audience chamber. There is some more dilly dallying.

Knute the Scourge frequents the Three Hearts, between the Elbow and the Fist.

Any pirate will take them to the surface for the right coin.

Any more information will cost them. Two hundred gold for five questions.

1. Who is the Black Sphinx? The god of death, but not Kelemvor. He is the god that will be.
2. What is the connection between House Kormallis and the Mandibles? Slaving. Kormallis moved their operation underground when Waterdeep outlawed slavery.
3. Who are the Fray? The Feray are 13 wizards reestablishing the mantle of the Netherese. They are infusing it with magic from wizards, which will keep the ceiling from caving in.
4. The code? It is a substitution — find the phrase and use the substitution. Cross out the last letter of a phrase, if it is the same as the first.
5. How can we remove the geas? Kill the man who cast it.

Bonus question: How do we avoid the Fray? Shradan, the Lord of Bones, is the true controller of the city. He has animated the skulls, in order to rule the city through fear. They are not the original 13, nor are they intelligent. There is a 14th skull, which he does not control, of a drow wizard. This 14th skull controls the Fray. Something something the Family.

Sangalor bids them good day and takes a nap. Mordith wants to go to Baldur’s Rake. The three wizards and Vell stay behind (under Sangalor’s invitation). The rest of them go with Mordith.

Bell is behind the bar, pouring drinks. He wants to make amends, over shots. He pours a violet concoction, intensely floral. Bell starts answering questions before Mordith asks.

The three of them, Bell, Blaze, and Mordith’s father, were out one night. Blaze accosted a girl one night, and Mordith’s father tried to stop him. Blaze killed him for it, and Bell left.

Bell makes amends by showing Mordith a map to his father’s grave.

“I’m not going to kill you,” says Mordith, “but I am going to kill Blaze.”

“Can I give you something to do it with?” asks Bell. He gives Mordith his old long sword. Meadow, it’s called. Use it on undead, or men of evil intent, and it’s like a hot knife through buttah.

The Ring is run by a horrible being, the oldest slaver in town. Zstulkk, a snake man. He hates the Mandible as much as the next snake man.

Tinuvial & Lorindel go off into the corner to scheme.

Mordith wanders a bit, and sits down eventually with some of his father’s old friends whom he finds. They tell him some more of the story — his father rescued his mother from a brothel in Baldur’s Gate. And he was a frugal man, who saved nearly all his money. They lived in near-poverty because all the money went into a house to rescue other women from the same. The program (?) has spread to other cities, like Waterdeep. Mordith’s father’s legacy lives on.

Blaze and the Duke of Baldur’s Gate, Istaval, are the reasons he has never heard any of this.

Do your father’s work, they say. Kill the corrupt. Bring justice.

His father was interested in a particular flower, an orange one. Mordith notices the man has one on his lapel. It’s the Lathander flower, the sunrise flower. They wear that in his honor.

Sven comes and sits, with bottles. “We are brothers tonight. In the Northern tradition, each of us tells a story.” They do. Stories of his father’s everyday heroism. Sven stands up, and sings a song, a haunting Illuskan hymn, of a past warrior. The bar weeps.

Mordith spends the night telling and hearing stories from these old men.

Adalwin and Tinuvial, William and Lorindel, plot and scheme to start a gang war between the Mandible and the Reforged Ring.

1) Where is the Rod of Lathender?

2) What guards the Rod of Lathender? A drow adventurer who only keeps it for his own use. Will most likely sell it for the right price

3) The Snake God. The Family has inspired it to rise.
4) Where does sleep? In the top of the Mandibel headquarters. He goes to the Three Harps. He is interested in a woman named Valerie. You can also cheat him in gambling and he will challenge you to a duel. He once loved a woman named Julianne. Use that against him and he will make a mistake.

Tinuvial makes a journey to the shrine to the Elven vengeance god. As he is there, a couple visits. She, apparently, was raped by one of the Mandibles. They are about to swear vengeance and go to their death. Tinuvial grasps the sword that they are about to offer, and begs to take this vengeance on himself. They grant this, and give him the sword, and a leaf of home, and a potion of heroism.

They return to The Rake. Everyone is there now.

Here’s the deal: William needs the rod, which Fyrrin has. Tinuvial must do this alone, because of the promise he made. No one can bear this burden for him.

They get to the gambling house. Harfoot says he’ll get them in. The guard asks him what he wants, and Harfoot stabs him in the calf.

They book it upstairs, and Vell talks his way past the…maitre de? He leads them to a room where Fyrrin is dealing cards. The other gamblers find someplace else to be. Fyrrin challenges him to the duel. They walk up to the top of the building, and there is a thin bridge between that one and the next building.

Fyrrin walks out, and Tinuvial follows. There is a moment of intaking breath, and then Fyrrin charges. Tinuvial slips the initial attack and, in one motion, draws the Arrow of Vengeance and plunges it into Fyrrin. He gasps, and steps back. The effects are spreading. He steps back to Tinuvial and slices him across the chest. Tinuvial draws elven thin-blade sword and stabs Fyrrin twice. They fall together on the bridge, and Fyrrin pulls out the arrow. He says something, Tinuvial leans in and kisses him on the forehead, and the arrow drops from his hand. He breathes out, and does not breathe in. Tinuvial gives him the elven last rites, illuminated in moonglow.

Tinuvial comes up with the arrow, and the family’s sword. He looks pained for a moment, then sheathes the sword. Mordith runs out to help him. They pick up the body and head away from the gambling den. Mandibles begin to run onto the bridge, so Vell and Adalwin cut the rope bridge. They tumble into the darkness, and they book it.

Harfoot leads them to a place he knows. But they have to go through the Muddy. Only a moment’s hesitation, and they follow him. There’s a tunnel that you’d miss if you weren’t looking for it. They file in, and sit down. “They won’t find us here,” he says. “But you might want to keep your weapons out, just in case.”

They start a fire, and William begins to attend to the body. Adalwin and Lorindel set a watch.

Some scheming occurs. Shortly before dawn above, the two get themselves invisible and head up to the Mandibles’ headquarters. They stake out the place, and wait until they see a light. Sure enough, a window near the top lights up. Adalwin scratches at the door until some bleary-eyed guy comes and opens it. Adalwin kicks it the rest of the way open and walks on in.

He encounters their common room, and quickly dips all the cutlery in one of his horrible poisons. Because fuck those guys.

They head upstairs. There is a door with light pouring out from underneath. That’s the one! There’s not much in the room, besides some books on swordplay and Fyrrin’s journal. Oh, and the glowing chest. Adalwin spends a few minutes on the lock, then pops it open. There’s a blinding goddam rod in there. He has to triple-bind it to keep the light under a bushel. As it were.

On the way down, they hear a ruckus, but by the time they get there the chairs have all been pushed back. Shit has gone down and they’ve run out.

Adalwin and Laurelindorinan end up back on the bolt hole. They hand over the rod and the journal.

They spend some time gathering themselves. William examines the rod, and works on Fyrrin. The wizards rest, as do the fighters.

At the beginning of the evening, they head to the Three Hearts. Mordith makes friends with the madam, and Vell makes friends with the wares. It turns out that Valerie is already dead. The next fascination is Lui. Vell goes upstairs to meet her. He pays her five gold to wait in the next room, then comes back down.

They ready themselves. Knute is coming.

He is here. Vell draws first blood. Knute smashes at the nearest enemy, William, who barely dodges. Adalwin jumps down from the walkway above and locks the door. Elyas lights it up with a bolt of electricity. The whole place smells like ozone, so naturally, Mordith puts a few axes into him. That’s the end. He topples, and Adalwin takes his head.

Vell takes the sword. Mordith takes the 200 gold he has, in platinum coin. They clean up the mess, dump the corpse into the Muddy, and head out. There are lots of guys running any which way.

There is some distinct ball-shaking snarling coming from below, so they high-tail it for high ground. Not before Mordith gets one more Kormallis brand from a Mandible corpse.

Tinuvial looks back, and briefly sees a shine of metal, and fangs, and then it’s darkness.

They meet up at the Rake. Eat, sleep, and rest, and head back to the Harper’s shack.

Welt comes back. “What happened?” he says. Lots.

The guilds and the nobles are at war topside. There is a church to Io, the god of gods, around which two or three thousand people are circling, high as kites on stream, waiting for something. Whatever is happening down here is related to what’s happening topside.

They pay up, in brands and heads. 700 gold pieces. The five of them can’t leave yet — it’s not safe. The other party can leave with Welt, but they choose not to. There’s a Snake God to kill.

View
Mid-Campaign: Escape
See they try to bring the hammer down

You return the night after your mind-bending trip into, what? Yourselves? A demi-lich’s pocket dimension? Both simultaneously?

You are tired of spirit more than of body, though Mordish is physically exhausted to the point of collapse. Over dinner, he doesn’t drink a bit and falls asleep at his plate, snoring loudly. You still have so many questions. Who is the Black Sphinx? Why are people trying to collapse the city? Who is behind it? What role does House Kormallis and this Count Rampyr play? Where is the Family and Tervis the Skull?

Why does Welt want to keep you out of the sewers? What are his other teams doing down there? Who is killing lords, and why is it so important to destabilize the city? Who put the geas on you? Who was the red wizard Tinuviel saw in the sewers with the rune destroyers? Why does Welt have all of those pickaxes? What is he getting out of all of this other than coin?

And what was the point of the trap at Mystra’s Arms? Who set it?

And where was Elyas? Why did Vell suddenly disappear?

It is too much to handle all at the same time, and your brains are already overtaxed and shivering at the hairy edges of their capabilities.

Then, Lilly bursts in, waking Mordith out of a deep stupor and startling the rest of the patrons.

“You have to go! They know everything! The Watch is on the way!” she shouts as she bolts back outside.

You are all alarmed, some a little drunk, all beyond exhausted, but her panic shocks you out of your deserved rest and into adrenaline soaked tunnel vision.

She returns with a travel bag for each of you and a very confused Vell and Elyas.

“Welt will meet you at the safe house tomorrow morning! We don’t have enough time to get those picks out of your room. There must be a mole. They know everything! ”

Bookish, Mercy, and a few other men spring into action, packing food and drink into a bag from behind the bar as though they do this all the time. Bookish takes it outside. Mercy takes charge has the rest of the men and women start to turn over tables as cover and break bottles against the walls for weapons, mussing up their hair and breaking chairs against the mantle.

Lily says, “You have five minutes. You can bring your armor, weapons, and whatever you and fit into your travel bags. Leave everything else behind. If they don’t know that you are onto them, it will slow down their search. Go!”

You are hustled upstairs by an impatient but surprisingly calm Bookish who has returned from outside.

“No time for questions. We are bringing the wagon around back. The front is too dangerous. Grab what you can. We’ll take the secret exit.”

You fill your bags as best you can, with some of the patrons coming up and giving updates. The Watch is a few blocks away. The Watch is a block away. Get out!

There is a trap door at the end of the hall that goes down a flight and opens a door that looks like the side of the building into the back alleyway. Bookish helps you throw your gear into the hay in the back. Lilly is at the reins, and Mercy is there, watching the progress.

She says, “They’ll be okay inside. This isn’t our first go round with this. Welt will catch up with you soon. You’re going to one of your—Bookish, they’ve breached the door! Get inside and lead them!—you’re going to one of our safe houses.”

All of you, still barely awake, barely able to resist though you continue to try to do so, are in the wagon, frustrated and angry and confused, but feeling so thin that you could barely put your bags into the wagon without help from the other patrons helping here and there before rushing back inside.

Mercy says, “You’re going underground. Welt will meet you when he can, but it might be a day or so. They’ll be taking him in for questioning. Those who harp are with you. Lilly! Go!”
And off you go, hiding under a pile of hay, contemplating the last five minutes of your life, all of you feeling like you were swept away in a suddenly flooded, fast moving river, on your way to who knows where?

Your rumble quickly through cobblestone streets, hardly able to keep track of where you are going, hearts crashing against their boney cages, brains slowly clearing, your bodies dumping the last of the adrenaline and leaving you nearly unconscious with exhaustion. All of this is exacerbated by the wump wump wump of the wheels against uneven ground.
You slow, and on the occasion that you can seek a look, you seem to be going deep into alleyways in the Dock Ward. It starts to rain, and you are immediately soaked, but the lightning gives you flashes of where you are going. South. To the docks.

You find yourself going past a number of check points. At each, Lilly says, “The stars are silver tonight.” The reply is always, “They shine against a sky black as a staff.”

When you get to a pier, you are again roughly hustled, but this time by sailors, onto a cog, a common, single-masted ship used for trade and near-shore travel. You are allowed to stay on deck, but told to keep out of the way.

You cast off quickly, and by the flash of the lightning, you see you sail on a ship owned by Raventree. Each of you tries to talk to sailors or find the captain, but you are told in no uncertain terms that sailing out of harbor without light and in a storm is dangerous at best, and your curiosity would have to wait or meet Umberlee.

The trip out of harbor is terrifying, difficult, and better forgotten. The way out would be tricky in the best conditions, but in this weather, your ship bottoms several times and has to be poled back into deeper water. Once out of the harbor, you round Mount Waterdeep, and the water gets choppier yet. You are employed with buckets, desperately bailing the foot of water around your boots.

Once you are most of the way around the mountain, the ship is aimed directly at shore. The mast, strangely, is taken down, and you start to head right for the rocks. You are sure of a crash, but suddenly you seen a cave, easily missed, yawning into the ocean. Into the cave you go.

Almost immediately, you are falling, the ship barely keeping upright as you plunge down a decline in the subterranean river flowing directly under the city. There are glowing fungus above that give some ghostly blue light to the trip, making it all the more surreal.
The ship slams against the sides of the cave, you pick up more and more speed, and seem to be falling as much as riding the river.

And, then, all at once, you are level again, and you see orange light from torches before you. Unbelievably, you see s shanty town.

Skullport.

Your ship floats under bridges, spider walks, even buildings that span over what is now less river and more underground lake. You dock, and again are hustled out of the ship roughly, with deliberate speed and without a care for your now aching bodies. Under buildings, through alleyways, all of it wood and all above splashing water under you.
And then, a door. On it, a small silver harp. You are pushed inside, and the door is slammed behind you and locked.

Inside, you fumble about and find candles and light them. The room can only be described as spartan. A few hay pads on the floor, a table with a few chairs, buckets for water and a couple for refuse. You would give all for your warm beds back at the Grey Serpent.

Sometime later—Hours? Days?—the door opens, your asses clenching, weapons out, defenses up. And Welt walks in.

“Welcome to Skullport. We are proper fucked.”

View
Game 4: Welcome Home
Sanitarium

Myrtul 14th

Only a day later, they are down in the public room of the Serpent. Elyas buggers off without too much explanation. No one is that surprised.

They’ve all had an interesting day, though.

Adalwin spent some time in the sewers. He found the poor guy they forgot about in the sewers stabbed to death and used for some kind of blood sacrifice. He also found some groups defacing the runes in the Elven ruins. That’s…bad. Those Elven runes are keeping the city from sinking into the Underdark.

Vell spoke with his father and discovered that his father doesn’t know much about the High Elven chambers or this so called Dark Lord. He did say that he believes that the possible as many 15 Lords have died/been murdered recently. He’s not sure who is killing them, but he didn’t feel that he was in danger. It seems that as the Lords and Guild heads are killed, key figures are put in place. For example, the current Captain of the Guard, Mert, who controlls all the scheduling of the guards. Since then, contraband seems to run rampant through the city.

Tinuvial also spent some time in the sewers.

Mordith got some info from the House of Wonder: Stream blend of Thrallwine (aka jhuild) and Katakuda. Brutal. There are a few versions of this. Stream is the street drug, which makes you susceptible to suggestion, but there’s a stronger version that basically turns people into zombies. Actual zombies, not mis-labelled ghouls.

In the middle of this, two stevedores walk in with a crate, dump it with the four, and leave. Welt walks in just after and requests, not very politely, that they put the crate up in their rooms. With a blanket over it.

He tells them that he has had a geas on them since they entered the city, and it’s been re-tuned to keep them out of the sewers.

Then he hands over the next contract. They are to investigate the strange goings-on near the Street of Glances and Stormstars Ride. Under no circumstances are they to let anyone know what they are doing or whom they work for.

Another crate comes in. They send the stevedores right upstairs.

They walk up to the intersection in question. The streets are emptier than they’re used to. When Vell asks someone about this, the person says it’s just too much going on.

The Sea Ward is in the northwest part of the city, and is pretty swanky. There isn’t much in the way of city guard, but there is a noticeable increase in personal guard, and a similar increase in the number of servants scurrying around carrying water bottles and toilet paper.

Vell stops a servant and inquires about the strange goings on. He says he can’t stay, and seems nervous. This place is haunted…by g-g-ghosts! They hear things. Strange sounds, from that way (he points vaguely west, down the Street of Glances). It’s always been haunted, but just within the last few tendays it’s gotten much worse.

They walk down that way, and find a side street called, perhaps predictably, the Ghostwalk. The street is covered in some kind of thin, gray ash. Nothing is growing here, and, in fact, there’s a dead tree there, surrounded by leaves. They begin to explore the area, to try and find the extent of the ash.

They walk down a cul-de-sac and find mostly residential buildings. And a jewelry store. They enter the store, and totally spook an old woman into thinking they’re going to roll the place. They calm her nerves, but just then a strange voice whispers, “Isteval.” The hairs on their arms stand up, and she starts her freak out again.

Tinuvial calms her down again, and asks a few questions about the haunting. Things move, people walk through walls, that sort of thing. However, in Tinuvial’s experience, this is not how ghosts behave. They sound like people going to the tavern, not terrifying the locals. The ash came soon after the hauntings increased She blames the wizards at Mystra’s Arms.

Tinuvial gives her a generic blessing, and they head out to the Arms. The sun seems colder, and lights up the former oak tree. An old man makes his way across the square, quickly. Behind all this, they see a looming building, grey, barred windows, and a tower frowning out over the block. They ask him what it is.

“Mystra’s Arms,” he says. “It’s an asylum for wizards.”

Oh. Good.

It seems to have pulled itself out of the earth. It is covered in runes. The iron doors glower at them, but they knock anyway. A window in the door slides back, and a watery blue eye looks at them. “What do you want?”

Vell thinks fast. We are looking for our wizard friend, who was acting oddly. Honest.

“Oh!” he says. “You want the doctor!” He lets them in and takes them to some kind of sitting room. It’s not entirely clear that he’s totally with it himself. Each of the doors he takes them through is locked by a giant wheel lock.

Briefly, they each see a vision of a skull. They don’t like this place.

There are some purple velvety curtains, which Adalwin looks behind. He stops for a moment, then draws back the curtain. It’s a sunny day outside. In Daggerford.

They are looking out at the back of the playhouse, and people are walking past whom they kind of recognize.

Tinuvial calls over a couple of bricklayers. “Hi!” he says. “What building are we in?” They are in the residence of Bohles, a well-known tailoring family in Daggerford.

They wait for someone to come. And wait. Mordith finishes the bottle of brandy and takes a nap. Vell knocks on the door and calls. Someone opens the door.

Matron Bohles. She’s a little concerned to find four strange, armed men in her sitting room. After a moment, though, she greets them with familiarity and regretfully tells them she doesn’t have much time for tailoring. They thank her. Then they spend the next 45 minutes figuring out just what the hell is going on, and what they’re going to do next.

They agree, finally, that the first & best place to go would be to see Delfen. When they knock on the door, Moonpie opens it. He’s a bit drunk, but not three sheets. Maybe two. “Come on in,” he mumbles. “Delfen will want to see you.”

They climb flight after flight of stairs until they reach his living quarters. There are some drinks about, and some food, and Delfen in a robe. Less of a wizard’s robe, and more of a bathrobe. He welcomes them in and feeds them. In the midst of explaining their day, Moonpie’s eyes roll back and he says, “There were four of you.” Then he’s back.

Sure enough, Vell is gone. Probably has been since they came in off the street. On any other day, that would top the Weird Doings list, but not today.

Which is actually tomorrow, as Delfen points out., so let’s do this here:

Myrtul 15

They enumerate the last day’s events. Nothing they tell Delfen makes him feel better. He thinks it might be a room teleporter that got mixed up in the Spellplague shenanigans. The Elves used these.

Delfen has heard things about Count Rampyr. As they walk back towards the tailor’s, a young woman, with blue veils and solid blue eyes (!) steps out and verbally accosts him. “Alcedor, what are you doing!?” He gasps and disappears into smoke. She begins to warn them, but before she can say why they’re in danger, she also disappears in smoke.

Their ability to be shocked is diminishing quickly.

They head back to Delfan’s tower to talk to Moonpie. They poke the bear until his eyes roll back again and a strange voice comes out: “I don’t have much time. My name is Branta. He is coming for you. Braaaaauuuugh….” Moonpie passes out.

They climb the tower to see what they can see. What they see is a lot of shimmering in the distance — more than what you’d expect from the weather. They go back downstairs to check the library. The books are blank.

They climb back down and head to the Sorceller’s Encapsulate. As they go, they realize that many of the alleys and side streets are empty until they look closely, and then they’re populated.

When they arrive at the Sorceller’s Encapsulate., they’re confronted with a stone arched doorway and two knockers — one owl, one fox. They knock and someone whom they don’t really recognize opens the door and says, “Oh, it’s you guys. Come on in.”

Again, no surprise. They sit down with Anna the Belle. They begin to explain, and she pours them a drink and gets them seated by a fire.

Tinuvial sums up.

She is more and more agitated as they talk. She goes to get a book. It’s still blank, to them. She can read it just fine, though. When they point this out to her, she gets very excited and says she knows what is happening to them. Just as she’s about to say what that is, though, guards burst in and take her away.

Over the mantle, for just a second, the words “Where is Branta?” appears in chalk.

They go into the next room where the other three wizards are arguing. There are chairs and glasses knocked over and they are arguing about Alcedor. They pause when the group walks in and Tinuvial sums up even more briefly. Then he asks them to elaborate.

The name “Alcedor” has been showing up in their dreams. When they mention his name the first time, the walls begin to shake.

Alcedor Kolat and his brother Duhlark were mages in Waterdeep. Alcedor appeared much older than Duhlark, though, on account of his enchanting magick. Duhlark was a transmuter of animals — he liked to mix them.

Blackstone produces a stuffed wolverine crossed with a raven. It’s a wolveraven (predictably). There is a thriving population in the woods outside Daggerford.

Alcedor was an enchanter, of both items and people.

They interrupt to ask about the young woman with eladrin-blue eyes. They sit up and pause. That’s Branta.

Mordith pushes William, who seems to be finding things in the bones, to explain more. Branta was Alcedor’s apprentice. He fell in love with her, but she spurned him. Their deaths are unclear, but seem to be intertwined.

They have witnessed some of the same things we’ve seen, like people from other places appearing and walking through walls.

William throws the bones again. Duhlark is not dead. Not alive, but not dead. He throws again. Neither is Alcedor.

They need more information. William apologizes, and cuts his arm open. He casts the bones into it, and grows more and more concerned. They are telling him that none of them are actually there, now. In fact, the bones say that none of them exist. They do say that Anna is dead.

However, they need Anna. William doesn’t want to do this, but they talk him into it. Then Jeff pulls the room apart at the corner and the three of them walk through. Mordith passes right the fuck out.

Tinuvial and Adalwin get him on his feet and moving. They haul ass over to Wiston’s Apothecary. He seems to be expecting them, since they are hardly in the door before he’s yelling for Elyas. They have to disappoint him. He has been seeing the sphinx with a skeletal face. The black sphinx. It has one question, and only we know the answer.

As they run, people stare because ofWiston’s rambling. Sometimes, though, their faces melt and scream. Mordith has had enough of this and punches one right in the face. It disappears in a puff of smoke and everyone scatters. Except for the ones who stare at them with solid black eyes.

They finally get to the Encapsulate. They are about to get Anna back. Tinuvial helps as best he can. They have her body from…somewhere. Tinuvial gives her the last rite in reverse, administers some [[:droth], and up she comes.

Blackstar is ecstatic, and William needs a drink. Mordith is resting his over-taxed brain.

She was in a field. The Black Sphinx asked her a question: “Are you alive?” Wiston, who has been slowly shrinking behind the door, screams and runs. The door, which Geoff had magically barred, zaps him good.

Anna says she knows what Alcedor is: a litch. And this world isn’t what it seems. She holds up her hand, fist closed. “What’s in my hand?” she asks.

“I don’t know,” says Mordith. “A ring?” She opens her hand, and it’s a ring. She does it again.

“What’s in my hand?”

“A frog?” says Mordith. It’s a frog.

“You know what you need to do,” she says. Tinuvial does, apparently, because he gets that look.

“What?” says Mordith. “What?!”

Tinuvial says, softly, “It’s his phylactery.” Anna opens her hand, and has a gem in a silver setting.

“What’s a phylactery?” says Mordith. “What’s going on?”

Tinuvial says, “It’s a straight to hell button ”

Mordith has some concerns about this. Of all the things to ask for…

They’re going to have to go for it. Mordith takes the katakuda and smashes the phylactery. Moonpie’s eyes roll back in his head and says “I’m coming!”

“The wards are coming down,” Geoff says. It sure sounds like it.

They can’t beat him here. But there…

Anna starts issuing orders. Guard the windows. Take out anything that comes through. The wizards comply, more or less out of surprise. They’re not used to her issuing orders.

She starts carving a circle into the floor. Tinuvial helps her, while Adalwin comes behind to make a circle of salt.

“You have one chance,” Anna says. Mordith doesn’t hesitate; he dives through.

He arrives back in the asylum, with the other two just behind.

The doorman comes in. “I’m sorry,” he cackles, “but the doctor won’t see you.”

Mordith, hopped up on KD and covered in scales, charges through him into the next room.

He (and Tinuvial & Adallwin) see a metal platform, covered by a dome of glass. Inside, a there is skull topped by another, smaller skull that is tentacling it’s way in. Underneath, a brazier full of Stream that is filling the dome.

Smash it good!

This seems to cancel whatever weirdness was going on. They go upstairs, where insane wizards without hands, teeth, or tongues gibber. Little blue bubbles of flame emerge periodically.

The fourth floor, though, is silent. Except for the chanting: “Sphinx of black quartz, judge my vow.” Over & over.

A man in black appears from the shadows. Mordith, still goin strong on KD, charges. The man holds up a hand and slows Mordith down, as though he were charging through molasses.

Flash to a well-appointed room. Mordith finishes his charge through a table.

The shadowy man, Duhlark, cancels the katakuda. Exhaustion. Mordith lies down.

Duhlark removes his cowl. He is a litch as well, but had managed to avoid the corruption. — a baelnorn. Alcedor tried the transformation as well, but his magic had burned through him too much, and he did not survive the process. He has been dealing with Elyas for some time, though Elyas didn’t necessarily know it.

What is the Black Sphinx?

When Alcedor didn’t make the transformation, Duhlark had him committed. Something or someone had broken their magical boundaries and gotten to him. The Stream was affecting him, though. Which means that somehow it breaches the boundaries of reality.

The Sphinx is a huge, endless, bottomless blackness puncturing The Weave. It is a hole in reality above Waterdeep, centered on something in the city.

Tinuvial wonders if there are…something. [Ilost the thread of this thought.]

The key that Adalwin found on Finn is a corpse key. It opens a crypt to Dagon.

The red wizards are trying to sink Waterdeep maybe because they can’t have it. The compass is Alcedor’s, unfortunately. He made it better than it should have been, though, and someone jimmied it to find other things. Like, say, Lords’ Masks. Then it’s a simple process to murder that lord.

Durlark suggests finding a map of Elven Waterdeep.

Duhlark is returning to this world. Elyas is helping, somehow. Generally without question.

Tinuvial thinks the rituals may be powering the Sphinx, since most of the celebrants end up dead. This makes sense to Duhlark. A wizard is, in essence, well for the spell. Using it too drains some water for the well. A non-wizard may be drained dry in the process of casting a spell, though.

Duhlark wonders if this is an attempt to bolster Dagon. After the Time of Troubles, the number of worshippers directly related to a god’s power. This could be Dagon’s power grab. He has been waiting since before time.

[pee break]

When the compass is being used, someone could find it. A diviner could do it. Elyas knows some through the Tower.

There is a map of Elven Waterdeep. Unfortunately it’s on the bottom of a sarcophagus of one of Tinuvial’s ancestor in the crypts under his church. That’s going to be a challenge, given the geas.

They walk out the door, which takes them back to the adventurer’s quarter, just a few blocks from the Serpent.

Tinuvial heads upstairs to check on…something. Adalwin sidles up to the bar, and Mordith considers joining him, but for once, just goes upstairs. He lies in bed and considers the ceiling for a long, long time.

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Game 3: The Thing That Should Not Be
Hunter of the Shadows is Rising

Day One: 11th of Mirtul

Morning, the Grey Serpent. Welt has a contract for them, so he asks them to wait. The Serpent is packed, like most mornings. They spend a little time getting caught up, and then Welt walks in. He seems a little hurried, which is out of character for him. He throws the next contract down on the table.

“This is big,” he says. “The Lords are interested in you. If you can get the church too, that’d be to the good.”

The contract is to solve another murder, this time with culty overtones. The church is Amaunator (formerly Lathander), the main church in Waterdeep. The god of Morning and light, Lathander was revealed during the Spellplague to be an aspect of Amaunator, but Waterdeep has resisted switching over to the new(er) ways of worship.

The employer, His High Radiance Alabaster Morningstar, is a new leader of the Church, and is unusual in that he is a paladin and not a cleric.

They argue over the details of who is who in this crazy fucked-up town and then walk out over to the Spires of Morning.

It’s across from the Field of Triumph, so they do a little touristy sightseeing. The main gate is a giant carved lion’s mouth. They hold events there. Mordith takes note for future fun times.

The Spires of Morning are, in a word, impressive. They are built of pink marble, and tall enough to catch the morning sun. At the gate are two massive, plate-armored guards in the livery of Amaunator (not Lathander, significantly) — members of The Order of the Aster. Mordith has a very hard time not giving them a hard time about their pretty armor. It’s before noon, so he is able to hold his tongue.

The guards nod them through. Inside they are met by Dawnbringer Incarnadine, who is dressed down for the occasion, though he is wearing an expensively-jeweled medallion of the sun. The church would like to keep this on the quiet.

The murder happened late last night. The church got an anonymous tip of the murder, so they sent two men to investigate. As soon as they saw the scene, they knew they were out of their element and sent for backup. That’s the agents. Whoever gave the anonymous tip covered his/her tracks well — they can’t trace it back to anyone, even mystically. Incarnadine has been given three days by the Order before they flood the streets with heavily armored lunatics warriors.

The crime scene is directly across the street from the Spires — it seems like someone is sending a message. The two original investigators are guarding the entrance. They were on gate duty at the time the murders must have happened, but saw/heard nothing. The agents take a walk around the building. There is another door, so easy enough to take people in and out without being seen by the Spires’ guards.

Jr. sees a set of tracks between the back door to a sewer grate in a nearby cul-de-sac. No signs of dragging, just walking. Three, maybe four or five people. They walk around the front again.

Vell opens the proceedings by insulting the two hulking, plate-mailed paladins with well-defined black and white thinking. Twice.

After a few tense moments of drawn weapons, Mordith talks them down. Jr., Adalwin, and Elyas go inside. Tinuvial stays outside a moment to talk to the guards. Mordith stays with him.

The tip arrived at about 6 bells. The door was blocked so they forced it. They touched nothing, but smelled burning of some kind. They had seen nothing odd on duty.

Inside there are all the remnants of a ritual. A circle on the floor and four torches around it. There are five… things surrounding a ritual circle. They are fleshy and somewhat melted, covered in ice. The room is similarly much colder than the outside. There is too much flesh on them to have been human. There are no legs, apparently, and the eyes and screaming mouth are just holes. There are 6 human bodies on the floor. They appear mummified, or maybe dessicated would be more accurate, since their black robes are fresh.

Elyas walks forward to take a closer look and trips the wire he didn’t see. The torch explodes, knocking the ice off of and awakening the horrible slug things. The room fills with a terrible sulfury odor and they begin to undulate towards the agents.

Elyas selfishly heals himself first, while Mordith takes out one of the things. They’re not hard to hit (predictably) but their punches pack a, uh, punch.

Adalwin improvises a weapon out of one of the torch stands. It leaves a dent in the thing’s head, but doesn’t take it out. Tinuvial blesses the group and Jr shoots one with a crossbow, which just sticks in.

The rest of the torches explode, which knocks Mordith down & out. The things ignore him (mercifully) and keep fighting. Jr goes down also. Tinuvial revives them quickly, while Adalwin keeps smashing away and takes two out.

Adalwin and Jr keep chipping away and the remaining two spill their guts out. It’s terrible in there.

Mordith puts out the little fires before they become big fires. Jr searches for more traps while Elyas takes a look at the ritual circle.

The torches were a complicated device where, when the strings were pulled, two substances mixed and exploded. An experienced hand would have been needed to make these. Twent is their first suspect.

The circle itself is portable and somewhat dummy-proof: it’s painted on a piece of cloth so a relatively inexperienced person(s) could roll it out, pour salt along the lines, and do the ritual. Elyas examines the circle. It is a fairly generic summoning circle, to call from somewhere in the nine hells. The blobs were likely damned souls that were re-incarnated with a blood sacrifice. The dessicated corpses are the most likely source.

Adalwin & Tinuvial examine the corpses. They’re devoid of anything (likely because they didn’t know what apparel would or wouldn’t affect the casting) besides a signet ring of the Stormweather family. Jr recognizes the name — they’re big in shipping. The name “Mintos” is carved inside it.

Adalwin finds a backpack full of mostly odds & ends, street clothes and the like. But more importantly, a hook for lifting sewer grates, gold & silver coin, a plain gold band, and a book called On Wings of Darkness by [some asshole].

Many of the books on the floor are old trade paperback but one scrap is still readable. It’s the magical alphabet, spelled out phonetically. Summoning in a bag.

There are a few barrels in the corner, which seem to be part of the same shipment that they blew up in Kormallis’s faces.

The other door is still barricaded.

Underneath the cloth circle is a trap door. Jr is pretty sure it’s covered in deadly traps.

Adalwin and Mordith go to see if the trap door goes into the sewer. It does, but the passage seems to have been recently knocked in towards an existing structure. Under the building is a circular stone room with four doors and a trapdoor in the ceiling, and the walls are written on in strange letters.. As they’re investigating, Jr “disarms” the clasp from above and it opens. The other three come down the handy rope ladder.

As soon as Tinuvial sees the room, he recognizes the architecture as similar to the elven tombs under his new church. Elyas recognizes the writing as the same as what was on the Wands’ gateway — the language of High Elven magic. This is a remnant of the elven scouring of their culture as the humans were encroaching, but this room doesn’t seem to be a tomb.

Tinuvial casts a spell of Moonlight as Adalwin looks at the pillars — there is more writing in the High Elven language on them.

After some dithering about traps and such by the “safety-minded,” Mordith opens one of the doors. Dirt. All of them. Dirt behind the doors — the rooms behind them have caved in.

Here’s what’s so fucked: the tunnel in and the trapdoor above are new, so somehow they knew the elven room was there and dug in from the sewer (based on the placement of the rubble and the hammer marks on the stones and etc.).

That the circle was over the seriously magical room underneath seems more than coincidental. The room was a lot of effort, so maybe the room is over or on a node of power of some kind.

There isn’t much left, so Tinuvial decides (without telling anyone) to say a little prayer to his new elven god friends. He immediately passes out. And, since his cantrip was lighting the place, the room is plunged into darkness. After a moment of scrambling, Elyas gets a cantrip going.

Tinuvial has a vision of the elven city as it was, Aelinthaldaar, and of the room as elves were gathering for a solemn ritual of some sort.

They climb back up and out, and head across the street to the Spires. They request another meeting with Incarnadine, but get his chancellor. They ask that the murder scene be guarded and that they get an introduction to the Stormweathers. That family is not part of the Lathander congregation, unfortunately. They are more concerned with…the sea. You know.

They head east towards the lords’ quarter. In the early afternoon, they arrive at the Stormweathers’ compound. The banner, a wave over a crescent moon, in green, blue, and white, is flying from the walls and the nearby buildings.

There are guards in the livery at the door, as well as guys on the walls. The agents talk their way in, using the signet ring and the contract, and the captain of the guard (Capt. Nestor) lets them in. They are heavily escorted to one of the main buildings.

The design of this place is much different than the surrounding architecture. Where most of the lords’ villas are white stucco and tile, this is dark granite and crenellations.

The building is a guard barracks, and the room they’re left in is some kind of common room with a fireplace, books, and games. The guards leave, but lock the door behind them.

The agents are kept waiting for several hours, during which time they rest, eat & drink, and play a little cards.

Two guards walk in, dressed in full plate of the livery of Stormweather, followed by Lord Stormweather. He is wearing a robe in his colors, a full white beard and long white hair. He doesn’t appear to be a soft noble, though. He has a firm handshake and rough hands. Jr introduces them in the proper idiom, which surprises and pleases the Lord. They all sit, a squire brings a glass of red for everyone, and the proceedings begin.

The lord has not seen his son in about two days. This isn’t uncommon for the boy, though he said he was going to visit his betrothed, which turned out to be not true.

Jr explains the situation briefly and hands over the ring. Stormweather is silent a moment, then he says, “ Kormallis! Rampyr!” then stands and walks out. Shortly, a guard comes to escort them out.

The captain of the guard walks them out. He asks for a few of the details of the crime, and Mordith gives them. Once the sewers come up, the captain’s face darkens. He doesn’t think Stream was necessary to motivate him. He wasn’t a good student — distracted and with a touch of the romantic.

The Stormweathers do more than shipping, he says. Mintos wanted to follow his father’s footsteps in an adventurous life. Not something like the Grinning Lion. More like the Dock Wards, and actual dangerous fights.. Unfortunately, though he was good with a sword, he was bad with people.

Rampyr is a mystery. He is some count who has been staying with Kormallis, and there are many rumors about him. Stormweather has an uneasy alliance with Kormallis, based mostly on common business interests rather than like-mindedness.

Mintos was betrothed to a Perryn Raventree daughter (Mordith perks up at this). Their marriage would have been a boon to the city, because it would have brought two powerful ship-building and seafaring families together.

Mintos mostly hung out with sons of guildmasters and other not-quite-nobles. He didn’t enjoy other young nobles, or the people from the dock wards, so the guild families were a nice median.

One of the places he frequented was the Purple Palace, which Adalwin recognizes as a tavern in the Dock Ward.

Mordith reminds him of the sewers, and the captain brings them to the basement of the building young Stormweather lived in. He moves an iron grate, and says, “This leads to the sewers. It’s how Mintos traveled when he wanted to be discrete.”

The agents start their search there.

At the first intersection, there is a jumble of thieves’ codes built up over the last, oh, 700 years. Jr takes a few minutes to puzzle them over, and starts to make some headway. Ahead (NE) is a safe escape, right (SE) is clear and present danger, and left (NW) is a jumble of things. That’s the way they go, since it’s back towards the crime scene.

The sewers are arched tunnels with the filth in the middle and walkways on either side. The stonework is a mishmash of new, old, and ancient work.

Jr is able to navigate through the sewers, following the symbols and some hunches. As they go, they notice tunnels dug into the walls at irregular intervals, never more than 10 feet in. It seems like someone was looking for a chamber, like the one under the crime scene.

Soon they see some fresh symbols — skulls. The Family, apparently. Not long after that, Adalwin (who’s been scouting ahead) begins to find noisemaker alarms and little booby traps — broken glass and trip wires and broken bricks as they get closer to the crime scene.

Eventually, they get to a large room where about six tunnels meet, with a large reservoir of shit water in the middle. Jr sees a new symbol in the mix now, an eye. Best guess from Tinuvial? Helm. But he’s dead.

They make their way through to the appropriate tunnel and continue. Soon they get to a sounding tunnel which appears to be actively occupied. They see several lights and Tinuvial hears four or five voices discussing their next move, especially now that Tervis has made his transformation.

They bicker about the morality of surprise attacks for a bit. Tinuvial wants to give them a warning and a chance to surrender, sportsmanlike. The rest of the group is in favor of silent murder. They compromise: Tinuvial will go and ask them to surrender, while the rest of them cover him from the shadows.

He walks in, purifies himself in the (clean) purification pool to be respectful of the people we’re about to murder, and walks into their light.

The group is sitting around a fire, roasting some kind of animals. The main room is fairly large, with four sarcophagi. There are several rooms off of the main one, which they cannot see into yet.

Elyas Leeroy Jenkinses the plan by launching a magic missile. Moridith likes the sound of that and shoots one of the dudes in the back (bravely), who dies and tumbles into the fire. Tinuvial pleads for their surrender, and the other two wait to see how this goes.

Surprisingly (or maybe not) a half-orc comes out from one of the side rooms and curses the hell out of Elyas, who collapses. Mordith nicks him with a crossbow bolt and then Tinuvial does several things in quick succession: he raises Elyas and draws his bow, and puts two arrows into the half-orc, who promptly expires.

The rest of the group charges. They pay the price. Mordith brains the last remaining one, and they start to roll the bodies.

Which promptly reanimate as zombies and come right back at them.

Tinuvial takes a hit right to the throat, which is bad. He stumbles back and grabs his Healer’s Kit. He somehow manages to pop it back into shape and continue.

Adalwin jumps onto a sarcophagus and knocks two of them but good. One of the zombies tries to grab Mordith’s axe, and pays the price. Adalwin takes out the last one and immediately cuts off the zombies’ heads. Tinuvial heads to the room where the half-orc came from. He discovers a table or desk and a chair of bones, apparently from the interred dead. He begins to dismantle it.

Mordith goes straight back and finds the former altar room. The floor is painted with a skull and crossbones in blood, and a few candles burning.

Adalwin rolls the corpses, starting with the half-orc. His mace is topped with a human skull, reinforced with steel. He finds several other items of interest: a ceremonial dagger, some silver coin, and a bag filled with grey ash and a glass vial full of some kind of blood.

The other corpses have similar bags, but with their vials broken, and a few silver.

Elyas and Jr start searching the room to the left, with all the scrolls and books scattered. Elyas compulsively organizes them as they go.

Tinuvial reinters the bones and Mordith cleans the floor with the Holy Water.

Eventually, Mordith gets bored and wanders over to the room where Elyas & Jr are. He takes a look at the rug in there. It’s interesting, somehow, so he asks the others. They have no idea. But Tinuvial does — it’s an elven code rug, which were ways of telling their life stories. Mordith is unimpressed.

In the bone chair room they find a journal and a few assassination scrolls for some moderately important people. The journal mentions using The Compass to find rooms like this, and finishing the job in the tower of the Bitch Queen.

They pack it up and head out. Soon they come to some voices, which turn out to be pipefitters. Or “pipefitters.” It’s hard to tell. They explain: wherever there’s a white X, they dig. About 3 cubits or 10 feet. If they hit a wall, they have to call in the specialists.

They know a lot of who comes and goes, but they stay out of most of it. They’ve seen young Stormweather about with a variety of people, for example. They’ve seen monsters — piles of garbage and dirt and tentacles and blades. Down by the docks, near the monster pit. Over on Monster St. In the Monster quarter.

Adalwin and Mordith take note, and they head on. Eventually, they come up at the grate near the crime scene and discover just how late it is. They head back to the Grey Serpent to rest & recuperate.

Day Two: 12th of Mirtul

Conclusions over breakfast:
- The new Pipefitter’s Guildmaster is in The Family, and using the guild to look for something with the soundings.
- Stormweather had to have known about The Family — there’s only one way from the house to the crime scene, and it leads past that room.
- From the priest’s journal: Count Rampyr promised Tervis a transformation, the assassinations on Greengrass were Tervis’s payment to the Count for same. The priest was interested in same transformation, and excited that it happened.
- By the end of the journal, there is mention of an event that has to happen within two days of The Trial, which was the murder that kicked this all off. That gives them basically a day.
- Is anything religious happening in the next day? Yes — the end of Ippensheir.

Jr asks about Ippensheir and the tower of the Bitch Queen. Ippensheir festivities will end at the temple to Gond, the House of Inspired Hands. The tower is likely the Queenspire, down by the Docks. A Temple to Umberlee.

Tinuvial heads to his newfound church, and Elyas tags along to see what’s what. Tinuvial shows his friend the hot elf a bit of the carpet and she gets all bug-eyed. She gives him a bit of information: they have to stop the giant fish god. Tonight. Also, here’s an arrow of Shevarash the Black Archer, the Elf of Vengeance.

He and Elyas haul their butts back to the Serpent.

They need to get south as fast as possible, so they head east to the gate and lube their assholes to buy horses.

They’re a little old but the gallop just fine. They ride. There are tents and shanties and such that they ride past and through.

They arrive just as the sun is setting. They ride out through the main gate, speak briefly with the Magister on duty, who turns out to be Thorne, and ride south some more to the sandbar on which the tower is built. Soon it comes into sight: a huge pinkish tower made of coral.

They tie up the horses at the end of the greensward and walk the rest of the way. The door to the tower is open, so they open it. There is the distinct sound of chanting from below. They head down the stairs and see a group of about 10 people engaged in a ritual. Only one of them seems to have any idea what’s going on, and he’s reading the scroll. The whole group of agents feather him with arrows, and he collapses, dead.

The kid next to him picks up the scroll, but before he can begin reading, Mordith shoots it out of his hands and Elyas grabs it with mage hand. Jr throws a lit torch onto the carpet and it goes up. Mordith tells them to put their arms down and Tinuvial adds some thunder and lighting and mentions the wrath of the gods, etc.

The kids, because that’s basically that’s what they are, back off and throw their weapons down. Tinuvial comes down the stairs, but as he does, one and then the rest take out pouches like the ones the dudes in the underground room had, throw the pouches, drink the potions, and die. The agents wait a few moments, but none of the bodies reanimate.

Under the circle is a huge grate that sounds like it leads to the sea. Also, death.

Mordith, Adalwin, and Jr head back to the gate. Mordith gets Magister Thorne and they head back to the tower. He is clearly upset by this turn of events. He looks through the bag of rings and is even more concerned. He says they need to go before everyone finds out about this.

As they are going, Thorne says, “I feel bad about Grant. I miss him, you know.” As they’re booking it back to town, they put the pieces together. He’s that Thorne. From the Greengrass Raiders.

Oh. Shit.

Day Three: 13th of Mirtul

Next day, they go to the Spires and in the courtyard are Incarnadine and a man, taller than him, dressed in gold mail, pays them with 1000gp. He blesses them with holy water and his giant friggin sword, and thanks them, helmet up. This is big time, folks. The gratitude of the Church of Lathander is priceless.

As they walk out the gate, the guards snap to attention and one says, “Thank you.”

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Game 2: Master of Puppets
Chop your breakfast on a mirror

“So, in town for, what, half a tenday and already have nobles asking for you by name?” says Welt. “Not bad.”

It’s the 6th of Mirkul, and Welt has a contract for them. Sylvia Wands’ son has allegedly murdered one of the Thanns, another powerful family in Waterdeep, and the Wands’ traditional ally. Word of this has not gotten out yet. The Wands have some interest in keeping it that way.

Welt says this is kind of an introductory job, albeit a very complicated and thorny one. “Well, good luck!”

The three of them (who knows what Junior and Tinuvial are up to at this point) head north for a long walk. They pass the Plinth, which seems like a place with more to take in than they can process right now.

Eventually they find their way into the North Ward, where many of the noble families live. After a little searching they get to Wands Manor, the walls of which are covered in magical sigils. The Wands are the most powerful magical family in the city, competing only with the Eltorchul family, who will train anyone. The Wands are more discriminating.

The gate is a pointed arch, covered in silverleaf and imprinted with a magical script that Elyas doesn’t recognize, which is odd. In short, it’s not Arcane “common.”

Two guards, wearing the surcoats of House Wands and bearing glaives, nod and let them through without question. Inside is a lush, green villa with four or five buildings and trees just starting to bear fruit.

A page in Wands livery rushes up and beckons them into the main building. As soon as they enter, Sylvia accosts them. “I’m glad you’re here. We have about three days before they execute my son.”

They sit. “There’s no way Delmar could have done this,” she says. They were best friends from birth, but the Thanns saw him visit Leo (the victim) in Leo’s room, then leave, and after Delmar left they found Leo stabbed to death.

Last night the watch came for him. When they dragged Delmar out, he looked disheveled and hung over, which is out of character. If he’s guilty of anything, it’s being a dandy.

She found the head butler, Jared, unconscious last night, a window open to the hallway leading to both of their private rooms, and someone had gotten into her room — which is magically locked, and only Jared and Sylvia know the way to enter. It’s a second floor window, though Delmar could make the leap. He’s an athletic type.

When word came from the Thanns what had happened, the house’s security couldn’t find him, but the Watch found him wandering around upstairs in the Wands’ private residence.

Chambers, the head of security, has the butler locked up. They have a complicated relationship, as one is head of the house and one is head of security.

She suspects House Gost or Kormallis, maybe, but there is so much intrigue that it’s hard to say.

However, Delmar and Leo have been recently sowing their wild oats, to an unusual extreme. Not unlike some of the other nobles who have made the papers. They got into a fight at the Grinning Lion a few nights ago, where several nobles’ sons were left bleeding on the floor. The Lion seems dangerous without being actually dangerous — it’s a place for young lordlings to go slumming without actually going slumming. The owner’s name is Kern Hostler.

Dartek Thann, the head of the family, is a hothead, but Lady Eileen Thann is soft-hearted. She was a commoner, and married into the Thanns. Dartek is also a romantic, so when he fell in love, he married her regardless of the family’s wishes.

Delmar’s behavior shows no signs of a charm spell.

Sylvia has a lecture, so she excuses herself and summons Chambers. He is fiftyish, fit, and dressed in Wands’ colors. His demeanor is all business, though. He wears a short white beard and a long sword, and he has serious eyes.

He takes them up to the private residences. At the end of a long hallway of doors is the window. Sylvia’s room is on the left, and Delmar’s is on the right. They go into Delmar’s. It’s large, about three times the size of their rooms in the Serpent. It is done up in the house colors, but has a distinctly young male flavor. Chambers is clearly uncomfortable with all this, but can’t find a reason to tell them “No.”

Adalwin investigates the window. There are no clear rope marks, but it seems like the latch had been opened from the outside. Climbing up is doable, but would take some skill. Delmar had done it before, when he wanted to be subtle about comings & goings.

Delmar’s sword and dagger are above his bed — they appear to have never been used (for fighting). The dagger has been used to eat with, which is not how Mordith would have used this kind of very expensive dagger. There are several bureaus with the clothes of a dandy noble. The bed was not slept in.

He has a desk, and some sword-practice mannequins dressed up in more dandy’s clothes, and some shelves of books. One outfit is for a masquerade ball, which is worth more than any of them have ever owned. The other has a suit of mail, completely untouched.

The books touch on the livery of Waterdeep, the history of the city, of the coast, of House Wands. Essentially, books to educate a young noble.

The drawers of the desk are full of expensive paper and quills, a House Wands stamp with some wax, and the rest of them are full of empty bottles. Mordith takes one.

Elyas notices one book that had been moved recently, based on the lack of dust, called A Primer on Alchemy.

When he was found, he was wearing steppin’ out clothes — so dressed down a bit, but obviously a lord dressing down.

Chambers is unwilling to say anything negative about the household, but the three of them can glean that Delmar was unkempt yesterday, as though he had been sleeping in his clothes, and confused, which seemed different from the usual drunkenness.

Delmar and Leo had been distant of late, he allows, but the person to ask is Jared. He’s unwilling to take them to him, but has been ordered to do so.

Adalwin notices that the bedskirt on the near side is rumpled. There are a few more bottles under the bed, and some coin, and basically the contents of someone’s pockets.

The bottles are the same as the ones in the desk. Each of the three smells it — it reminds Elyas of some things, and Mordith of the compound that was on the clockwork device. Mordith hears some clinking, and takes a look inside. Some yellowish crystals — King’s Yellow, the same as what was on the clockwork device. It’s a common mineral that works as a textile dye, but also as a potion ingredient. By itself, it’s toxic, but can be mixed with other things.

Delmar is being kept in the North Ward guard barracks, by the north gate.

They take a look in Sylvia’s room, briefly. Chambers isn’t sure the door is unlocked, but tries it anyway. It opens. It’s even more opulent than Delmar’s. Bigger bed, more chests, and locked with dangerous, magical locks. They are all uncomfortable in here. It’s like rifling Michelle Obama’s underwear drawer.

Adalwin checks under the bed and on the tops of the bureaus. He notices a painting is askew, and looks behind it. There is a large metal door, magically locked. One of the runes has been chipped away at, which would deactivate it. This is not easy to do — most people would have blown themselves up.

Elyas says, “What the fuck?” and opens it. Inside is a mask. An elaborate, serious-looking mask.

Oh. Shit.

The room begins to fill with gas. “We should go,” Chambers says. (He was on the wrong side of the safe’s door, and didn’t see the mask.)

They talk briefly with the stable boy, Westley. He did see Delmar come in over the wall sometime last night, but it was odd in that he didn’t stop to say hello, like he usually does. He had no trouble getting over the wall, so probably he was not drunk.

They go next to see Jared, the butler. Chambers lets them in, grudgingly.

They talk to him, briefly, before they notice that he has a pinprick on his neck, the same as Mordith. They point this out to Chambers. Mordith tells him the story of his own poisoning.

Mordith has a moment: They walked right into Sylvia’s room. What if someone deactivated her ward spell the same way they deactivated the safe’s spell? They head back up to the room. Sho nuff, someone did.

The Venn Diagram of people who could get into the residence unnoticed and know how to deactivate the wards is vanishingly small.

Elyas decides they need a conclave. The six of them sit down in the room they initially met Sylvia in. Their stories don’t conflict, but the truth they reveal is perplexing. In short:

Delmar left yesterday. He was alone, visiting his best friend, who was found stabbed after he left. He apparently came home, snuck into the family apartments, and hid under the bed while the family searched for him. He must have destroyed the glyph on the wards on Sylvia’s room, but he doesn’t seem to be capable of doing so.

They go back to his room, and discover that the things under his bed must be from his pouch. His medallion of health or protection or whatever is missing, though, and he wasn’t wearing it when they took him away. Despite himself, Chambers begins ransacking the place with the three agents.

[scene missing — the note-taker’s kid woke up & needed to pee]

What Adalwin keeps finding is a small card for the Grinning Lion, like a calling card. All of the clothes they find the cards in are in the same condition: dirty, torn, bloody. As though he had been drugged and thought, each time, that he was visiting Lion for the first time, and, when he came home, was still out of it and hung up the dirty clothes without realizing it.

They run out of ideas in Delmar’s room, so they go to visit Demetrio, head of the academy.

They walk in to the academy, and a receptionist immediately recognizes them and rings for Demetrio. He brings them to a conference room, lights the fire and some magical lamps with snaps of his fingers. Eylas is entranced.

Irycc is the name of the apprentice Leo & Demetrio were hanging around with. He disappeared two or three days ago, which is odd. He was here every day for the last few months. Demetrio’s impression is that he was bright, but may actually have come to the academy knowing more than he let on. He seemed to act like he knew less than he did. He was at the alchemy lab at all hours, even more than is usual for the students.

He always had some King’s Yellow on him, which was otherwise in short supply. Was he the cook of this drug, maybe?

They give Demetrio the full vial they found. He tries several tests, including the taste test. He becomes very suggestible for a moment.

They ask to see Irycc’s contract. It is fairly straightforward. He came to the academy on the recommendation of some noble outside of Daggerford. They go up to his room. It’s a single, mostly empty. He does have a foot locker, which has some clothes and wizard’s robes. There are also a few odd items: a deck of cards, a pair of dice, and a skeleton key that doesn’t seem to be for any doors on the Wands’ property, based on the maker’s mark.

The cards are marked, Elyas notices. Mordith rolls the dice a few times, and they come up seven…every time. On a closer examination, his clothes are riddled with second, hidden pockets and such.

At this point, they have options. They elect to split the party, as you do. Elyas stays behind to talk magic with Sylvia, when she’s done lecturing.

Adalwin and Mordith head to the Grinning Lion. The bouncer is initially unwilling to let them in, but Adalwin shows him the card and they get in. It’s bright and smoky and lush. The drinks are expensive, the girls are pretty, and the music is snooty.

Adalwin says to Mordith: “This reeks of new money.”

Mordith says: “Or bored old money.”

They sit and order drinks. Somewhat expensive drinks. And tasty drinks. The bar staff seems to be scoping them out — this is a closed system, so the newbies are odd. But the nobles are so self-absorbed that they generally get ignored.

Until a young Chultish woman comes up to them and greets them. And gets Mordith to buy her a drink. And kisses him full on the lips. But soon she warms up to the talking. It seems there were two or three nobles who would come in and start trouble. It was really the same two, with a new friend every time. When they started trouble, they would fight seven or eight at a time without taking much damage.

[Elyas has a conversation with Sylvia while the note-taker poops]

Back at the Grinning Lion, several people warn Adalwin and Mordith against fighting, including the bartender. They talk for a bit about the fighting, and then Kern (the bartender/owner) calls over Solandra, the girl who usually waited on them. She says that the two young nobles were always here with different men, but they always called him the same thing: Irycc. Every time the fighting started, the watch would show up suspiciously quickly with Mert. The three were also passing vials around. Called it “Stream.” Maybe the Bull Elks or one of the thieves’ guilds is selling it.

Solandra goes back to work. Elyas shows up shortly after and corrals them home.

They sleep.

The next day, they share some info. Sylvia knew that Irycc was working on refining potions, so it seems like he was working on a way to mass produce Stream.

They decide to talk first to Lady Thann. Elyas pulls some strings, uses his family name to get an audience with Lady Thann (this is a bit of an eye-opener for Adalwin), and they sit down with her.

She is somewhat suspicious. She knows that Irycc was likely the ringleader, and he was an unsavory character. He was a schmoozer.

She seems unwilling to believe their story, if only because she saw Delmar walk in and out. They talk about evidence and the drug, and thefts of rosewater and brandywine.

At that point, a guard enters. He has some information: Delmar showed up, but he didn’t seem to be Delmar. Didn’t sound like him, didn’t recognize anyone (sounds like Irycc to the agents). The guard also stumbles for words for a moment, but (at the Lady’s insistence) says that Leo was frequenting the Thirsty Throat. Actual slumming, not safe slumming at the Grinning Lion.

Lady Thann suggests they head down that way, to see if they can make contact with Irycc. They agree.

At that moment, the Lord bursts in with two guards and removes them. Mordith tries to explain, but the Lord has his mind set.

The guards talk to them on the way out. They’re fairly sympathetic, as guards go, so the agents talk to them for a bit. Lord Thann has felt threatened by Sylvia since her marriage to the Lord Wands, even as their families’ fortunes rose together. Leo and Delmar had parted ways a bit over slumming in the Dock Wards: Leo wanted to, but Delmar didn’t. Irycc was the catalyst in most of the things that had happened, but especially in this. They support the other guard’s explanation that Delmar didn’t seem like himself the night of the murder.

They get into the Thirsty Throat, and Mordith immediately recognizes someone from dock guard work. He invites the guy over: Gil. He’s already into the cups. The agents make idle chit-chat for a bit, but get distracted and begin to talk about the job. As soon as they mention Irycc, Gil jumps in. “Irycc! That guy can do any card trick you like. Friggin Irycc.”

Adalwin takes a trip to the bathroom. It’s a complicated process, which ends with a warehouse full of owl bears. A dozen fucking owl bears, and a bunch of baby owl bears. Which, I guess, would be owlet cubs. Citation needed.

They ask Gil a few questions. Turns out Irycc is in here pretty often. They wait a few minutes and sure enough, he walks in. Mordith & Adalwin plan to grab him, but as they stand up, Elyas just charms him. They walk him out towards the North Ward. As Elyas is making his introductions, Irycc recognizes Mordith, somehow, and that breaks the charm spell. He takes off, but Adalwin puts an arrow in his kidney. He goes down, and his disguise falls away.

It’s Finn. That fucker.

They tie him up (Mordith a little more gleefully than is healthy) and march him to the Wands’ estate.

Mert is probably on his way already, so they don’t have much time. Adalwin (?) suggests feeding him the Stream. Sylvia finds a certain poetic justice in that.

They feed him the suggestible potion as Mert walks in. He begins to confess. As his confession is tumbling out, the Thanns march in, apparently ready for a fight. Instead, they hear the confession as well: Tervis. The Family. The Hounds. The Dark Lord (whose name he won’t say). They were selling Stream to finance the Family’s activities.

Mert (reluctantly and somewhat insolently) arrests Finn. Mordith helps Mert remember his manners, which appears to mollify Lord Thann somewhat. Lord Thann shakes Sylvia’s hand, apologizes, and leaves with his retinue.

Sylvia pays the contract, with the bonuses, and they go home 600 gold richer.

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Game 1: Battery
Pounding out aggression, turns into obsession

Greengrass, 1481

They awaken in some inn in Waterdeep, not entirely sure of the night before. Grant sent them there, saying they could make more money there than Daggerford. They rode up to the gate at about 12 bells, but the magister’s word was enough to get the group through. They apparently knew Grant, and had had some word of their coming.

The inn they rode to was the Grey Serpent, and about the last thing Mordith can remember is the front door. As soon as they walked in, there was a beautiful, dark-skinned woman with a cane topped by a clear stone holding court near the back. She stops, the music stops, the bar stops, and she embraces Grant. “It’s been too long,” she whispers in his ear.

The others told Mordith it was round after round of passable ale and welcoming to Waterdeep, while Grant and Mother Mercy sat and talked in the back. If it weren’t for the skin, they’d seem to be father & daughter reunited.

The feeling all night was one of brotherhood. The patrons took care of each other, rather than bouncers throwing people out. Every time someone became unruly, some men, rarely the same men, would come around and either talk to them or escort them out.

Anyway, the next morning Tinuvial mixes up some hangover cures that are almost as bad as the hangovers, and the group stumbles downstairs for goat stew and brown bread. Grant & Mercy are drinking coffee, a rarity this far north.

“Sit down,” Grant says. “We have a job.” He hands over a contract. It’s a standard fetch & carry, worth 500 gp. 600 if we can deliver the cargo before noon.

He introduces Welt, whom no one saw previously, sitting in the corner. He tips his bowler and goes back to reading the paper. No indication of who he is or why he’s there is given. He has a magnificent beard & moustache.

It’s before 8 bells, but not very, so if they’re going to make it to the docks today, they have to hustle.

As soon as they leave the building, they are struck by the festival in progress. It’s Greengrass, and people are everywhere. They’re trying to sell, talk to, play, and generally interact with everyone and everything.

Mordith flags down a woman and asks for directions. As he talks to her, the bells toll 7. That gives them an hour. And Tinuvial has some compulsion to stop and talk to everyone. While Mordith corrals him, Vell asks some more questions about the directions. The main way, The Dragon Way, is the fastest, though not necessarily the safest.

In the crowd is a group of elves, priests of Silvanus, blessing the crowd and sweeping up donations. Tinuvial speaks to them briefly in Elvish.

Later on, after muscling through the crowd for a while, the group passes some people, nobles by their dress, handing out coppers and flowers and such. Another Greengrass tradition.

Vell tries to get people off the street by telling them that the nobles are handing out gold coins. This mostly creates more chaos. But it was a good idea.

Eventually, the road bends to the southwest, with no apparent streets or alleys to keep going the direction they want, so they backtrack slightly to the last east/west road, Spice St. It’s not just a clever name — this is a street of herb and spice merchants, and it smells like it. There is less celebration here, probably because of the higher Calashite population. They don’t celebrate Greengrass the same way the northerners do.

Spice St. swings to the south soon, and they can see the tops of ships, and the ringing of bells. The population on the streets makes a clear shift to sailors, longshoremen, and women. Tinuvial is somewhat scandalized.

Adalwin looks up and down the docks and points them left, towards Dock 8. Soon, they find the dock, and see the Sea Ghost. It looks slightly…off. Poorly taken care of, poorly organized.

Some rough Illuskan man, Captain Hark, is shouting orders. When he sees the group roll up, he shouts, “You the agents?” They are, Mordith allows. “It’s all here. First mate’ll get you the manifest.”

The first mate is a little more clean cut, but still Illuskan and still bearded. He gives them the manifest, hooks up two horses to the wagon, and they go. The manifest is sealed with a plain circle, and the wagons are stacked fairly high, marked with odd pairs of words and smelling of various trade goods.

The streets are just as packed on the way north, but now they have a two-horse cart.

They have gone less than half a block before a woman runs through the crowd right at the cart and dives under the tarp. Adalwin pulls her out briefly. “They’re going to kill me!” she says. “You’ve got to let me in!” So Adalwin does. She’s pretty, after all. Never mind the suspicious fact that she’s muscular and dressed to move.

Soon after, a group of angry-looking people carrying table legs & boat chains comes up behind them, apparently after the woman.

Mordith yells at them to stop, and the leader accosts him. Mordith asks him who the fuck they are, and he says, “I’m the one who’s going to slit your throat! Give us the girl!”

“Come and get her!” he says.

They try, at least. Vell takes one out with a crossbow bolt to the neck, while their best hit early on is to the horse. They whiff on Mordith and Elyas, and Mordith catches the leader good with his off-hand axe. Elyas takes one out with some kind of magic, which the mob apparently has never seen, based on their reaction.

Vell tries to get the horses moving by smacking their asses. It sort of works, but the brained one doesn’t move very well and the cart starts to turn. Tinuvial has his hands full with them.

Mordith is taking on four of them at once, admirably. He brains the leader unconscious, and takes out a minion. The girl shoots one from under the tarp. Elyas does something awful just by touching another. Vell leaps past Tinuvial onto the moving wagon and shoots another one in the eye.

Something is not right with them, because even as their compatriots are getting killed, the rest of them stay and fight. They have a look in their eyes.

Mordith strips the shirt off of the leader. He has a raw brand of a skull on his chest, as did at least one of the others. Vell rolls the leader’s body and finds 10 copper and a list of names. Most of them have been crossed off.

As they ride and walk, they talk to the woman. Mordith tries some of the names on the list, which just confuses her further. Her name is Lilly. She asks about the skull brand, and any men painted with skulls on their faces. They are part of The Family, whom she may have taken some money from.

Vell purchases a news rag, The Sentinel. Among all the announcements of Greengrass festivities and the usual polemics is a story about the murder of a Magister. Ominous.

This is heading towards the North Ward. The particular intersection is near House Kormallis, which would be an odd family to be doing a job for, since that’s the slaver family that Grant “dealt with” in the adventure that made him famous.

As they make their way through the crowd, Adalwin talks up Lilly and tries to get some more information about her and the group’s delivery. Tinuvial and Mordith have a discussion about how they will, in the future, handle situations in which zealots are brandishing swords an inch from Mordith’s nose, threatening to slit his throat.

Eventually, Lilly gets out from under the tarp and starts giving directions. Unfortunately, Tinuvial is not very excited about taking the alleyways she suggests, since they involve some of the most gang-infested alleyways in Waterdeep.

In a moment of reflection, Elyas realizes that one of the names on the list, Sylvia Wands, is a lynchpin of the Waterdeep government, with ties to Neverwinter. Murdering her would destabilize the city. Her family is one of the oldest of noble families in the city.

Eventually, they make their way into the alleyway Lilly recommended. It’s about as wide as the wagon, and filthy. Everyone is on edge.

As they go, Elyas asks Lilly about the names on the list. Many of them are central figures in the city, and their deaths would all serve to destabilize it.

Vell climbs up one of the buildings and discovers a smallish head peeking out at them. Eventually, he recognizes it as Twent. He’s understandably calm about this, and says nothing to the group. Tinuvial gets the wagon out from the alleyway without incident.

They come out onto Snail St, where all the good feelings are gone. There’s no celebration, and most of the people are not exactly drunk. But they do have a druggy, blank look about them. Up ahead is a full-on donnybrook, taking up the whole street. There are two clear groups, one side using axes of various types and wearing black fur head-dresses, and the other fighting with swords of various types, wearing red sashes tied around their arms.

In the midst of this, a horse has gotten loose and is rampaging through the fracas. One guy takes a whack at it, cuts it, but manages only to enrage it more. It rears up and tramples a guy to death. Vell takes a quick glance up at the roofs, and makes eye contact with Twent this time. He calls out “Heads up!” and climbs up after him.

He sees Twent a block or so ahead, apparently talking to someone down on the street. Vell takes a pot shot at him, hits him (somewhat surprisingly), and knocks him off the roof. Vell turns his attention back to the brawl. He puts a bolt into the horse, and gets it running down the street, then calls out “The watch is coming! The watch is coming!” This startles the black caps (the Black Boar tribe) enough that the red sashes (the Red Sashes, a vigilante group) can push them back. Tinuvial drives the wagon through.

They proceed. The road still looks awful, but not very populous. They try to hustle, since that seems ominous. A few members of The Watch appear, talking to people and searching a few. The head of their band is beefy, overweight, and probably a former heavyweight.

He approaches the group and asks to see the cart — they’ve had a report that the wagon is filled with contraband. Vell chats them up, greases a few palms (to the tune of 50 gp) and they let the team go with a quick peek under the tarp.

Vell asks Lilly what the going rates are for bribes. After he bribed the Watch. In the ensuing conversation, she lets it be known that there’s only one noble or magister who could be bribed. Zhent? The one who witnessed the contract they’re following. This seems worse and worse.

They decide to keep going. A few blocks later, the traps that Twent set into the dirt are released, and the cart is trapped. More than thirty of The Family come out from everywhere and the Hounds appear above. Fyrren and Twent and Brickhouse are up there. Twent produces a crane, and starts to winch a rope down to the cart.

Quinn appears with the Grey on his knees. “I got your man!” he yells . “I got your man!”

Tinuvial lets two arrows fly at him, but misses. “Is that what you want, eh? Is it?” Quinn screams, and begins to hack at Grant.

Everything happens at once. Adalwin and Lilly come out from under the tarp and assess. Mordith immediately begins to curse out Quinn and the minions in every language he knows in Common, Chondathan, Orcish, and every foul tongue he learned in the Fists. He stalks his small corner of the street, frothing at the mouth and making a spectacle of himself. Elyas bravely hides under the wagon. Tinuvial jumps onto one of the horses and cuts it loose of the traces. Adalwin leaps onto the wagon and waits.

Things look tense, until Lilly drops her crossbow. She puts her hands up and cries out, “Wait!” Everyone looks. She ties the rope from the crane to the wagon and Vell leaps down and they take the wagon. With Elyas still clinging to the underside. No one notices, though, as Mordith continues his unbroken and unrepeated string of vitriol. The Hounds get their last insults in, the Family leave, and the street empties. Lilly is gone. Mordith collapses in the street.

Tinuvial retrieves the body while Mordith gets onto the other horse. They ride back to the Serpent.

Mother Mercy is beyond consolation when she finds out. Welt gives them a letter from Grant, essentially retiring, wishing us well, apologizing for not being there, and giving them to Welt. Adalwin reads the letter to the group. Then Welt, their new handler, gives them their next mission. Stop the assassination of Sylvia Wands, and set this right.

They gallop north, then head east to the High Road, then ride north again.

Eleven bells ring out.

They approach the intersection where the Wands are handing out coin and flowers. Between the adventurers and the Wands are thousands of Greengrass paritcipants.

They begin making way through the crowd, acting as emissaries of Vell (Sr.). Vell (Jr.) talks his way up on stage. Mordith turns and begins to scan the crowd, as does Tinuvial.

Adalwin crawls under the stage where he discovers a huge clay pot with a fuse about halfway burnt. He quickly cuts the fuse, and then he pokes his head out. He tells Mordith, who tells Tinuvial, who tells Vell, who tells Sylvia Wands (by talking his way on stage as an emissary of Neverwinter and Vell Sr.), who gracefully bows out and leaves under heavy guard.

Tinuvial buys a cart of flowers, gives the flowers to the flower lady, and they load the clay bomb onto the cart, and head towards the Kormallis corner.

They don’t know, really, where they’re going, so Vell picks a water-girl out of the crowd and begins to chat her up to get directions. Meanwhile, the next street over, Elyas tears on by with the wagon. As you do. Tinuvial and Mordith take off, with the clay pot and Adalwin. Vell is still on foot, so he gives the water girl (Lilith) a gold and a pat on the ass and takes off. The ones on horseback chase Elyas down and help him to stop the wagon. Vell catches up. They begin to switch some of the freight.

The twelve bells begin to toll, so they finish the switch and roll. Mordith runs ahead to open the gates. He catches them before the bells. They pay the group, plus the bonus, and while the Kormallis are distracted, Tinuvial uses his thaumaturgy to light the fuse. They make their way back to their cart. Two minutes later, the house goes up in an explosion.

They ride that high back to the Grey Serpent, where they are still in mourning for Grant. Speeches are made and toasts are drunk.

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Welcome to your Adventure Log!
A blog for your campaign

Every campaign gets an Adventure Log, a blog for your adventures!

While the wiki is great for organizing your campaign world, it’s not the best way to chronicle your adventures. For that purpose, you need a blog!

The Adventure Log will allow you to chronologically order the happenings of your campaign. It serves as the record of what has passed. After each gaming session, come to the Adventure Log and write up what happened. In time, it will grow into a great story!

Best of all, each Adventure Log post is also a wiki page! You can link back and forth with your wiki, characters, and so forth as you wish.

One final tip: Before you jump in and try to write up the entire history for your campaign, take a deep breath. Rather than spending days writing and getting exhausted, I would suggest writing a quick “Story So Far” with only a summary. Then, get back to gaming! Grow your Adventure Log over time, rather than all at once.

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