The Once & Future Realms


And the confrontation continues… Kalf, though his interpreter, offers the party the gift of Malar if they submit to him, for they are obviously strong warriors.

Xarath enacts his full imperial persona, with a magic backing earthquake provided by Amber. countering with a claim of alpha over all the tribes folk. Kalf is… kind of impressed actually. Their shaman-interpreter is not so impressed and sees through the party’s deception and attempts to counter with his own magic backed display of power (thaumaturgy Malar howl) to bolster the tribes morale… Xarath counter-spells so nothing happens when he calls out for Malar. Thus begins the breaking of the tribe as all of the lesser tribes folk run, leaving Kalf and shaman alone. The shaman tries to misty step away, countered again by Xarath and is then lept upon by a panther (SURPRISE DRUID)… he tries another spell (hold person) only to have that countered. At this point Kalf’s morale breaks as he sees his Malarite shaman seemingly having lost his powers, he flees into the woods. By this point the shaman has taken quite a beating and in desperation tries one final spell and it works! (Because Xarath only has so many counter-spells…) and vanishes… reappearing in the pit and scampering away through the hole in the bottom.

Grace gives chase with her own misty step, and unleashes a barrage of searing flames from his sword, the shaman stumbles barely alive but still moving forward only to be caught by the swift panther that takes him out. Ultimately the party opt to shove a goodberry down his throat to prevent his death…

Lani stays with the Malarite, watching him, and the rest of the party explores the odd cave structure they are in. They pass a lone statue of a bestial man, and fine an alter room with a piled stone alter upon which a blood stained brass bowl sits. Hooked chains dangle from the ceiling over the alter and blood stains mark the floors. The far end of the circular room contains 3 alcoves containing what look to be more statues. Grace walks up and without pause flips over the top of the alter, scattering a number of the stones… and the statues screech to life.

the figures start to move and bits of stone begin to pop off as if it were just a shell containing the strange chitinous bug like beings that are underneath. Again without hesitation Grace charges forward and strikes at the center of the three, cleaving into it with a mighty blow. Gerk and Amber move to intercept the left as Xarath creates a magic web covering both the right and center… and Grace. Gerk pulls back to throw javelins at the right one who will continue to struggle for the rest of the fight and eventuality cut down by the spells and arrows of the party. A strange glowing mist appears in the room causing the party to choke, just as Grace finishes off her creature. Amber calls upon her god’s mighty hammer to strike at her foe, and the party is able to quickly withdraw from the misty room so as to not die… this is the spells and arrows part. The mist disappears as the last of the creatures die.

The room is quiet, Amber notes there are two hidden exits to the room but no sign of the missing travelers. The party decides to withdraw a bit and take a short rest to recuperate after the hard fought battles.

XP: 2000

The shaman has little on him, a necklace with a brass pendant depicting the claws of Malar,


The party fights off the 3 wolf-barbarians and their 6 wolf strong pack then continues on their merry way… after a few hours of travel and the coming of night the party sees fire in the distance. Lani, Xarath, Bugsy and Russel sneak forward to scout out the place. It seems to be a large clearing, 4 bonfires marking the edges of the encampment along with a half dozen or so wooden huts all around a deep pit. The pit looks to open up into a space below, but Russel cat’d get a read on how big it is, though he does notice flickering lights.

After some debate the party regroups and decides a frontal assault is the best plan of action. Barbarians non-plussed. Kalf the crinos shows up, there was much posturing…

XP: 1500xp for various stuff

Ding Ding all about the Vermilion Bass Express

Everyone is 6th level! Yay!!
(Except Bugsy… he’s still just a bugbear)

The party travels East North East from Mnt. Hotenow in the direction of Mithril Hall. They pass through Griffon’s Nest, a semi-permanent trading outpost and continue on across the Shining Creek and the Goblintide tributaries. Shortly after passing the Goblintide the party comes across a small encampment, perhaps that of a family traveling through the wilds. It shows signs that they were attacked and carried away, and being righteous murder hobos they vote to follow the trails left by the raiders.

This trail leads them into the Lurkwood, and as evening approaches their path is blocked by a brawny human clad in wolfskins accompanied by a pair of wolves. He tells them that there is nothing for them here, the lands belong to the Wolf clan, and that no one has come this way… despite literally standing on the trail the party is following. Non plussed, Grace tells him to let them pass. Ultimately he vanishes in a swirl of leaves, promising the party will meet their fates on the claws of Malar.

The party travels on, a short while later as they enter a narrowing of the path crunching and rustling can be heard as many somethings crash through the woods, with howls a band of humans and wolves come into sight… and we leave the party…

9/10/16 notes

The party returns to the Temple of Kossuth located on the slopes of Mount Hotenow to dispose of swords and machine pieces recovered in thier travels. They are intercepted by one of Grace’s fellow Kossuthians who leads them to the head of her order. He requests that they do not destroy the sword, but instead use a ritual provided by Kossuth’s servants to “enter” the sword and defeat the spirit within and claim it as Kossuth’s own.

Having entered the domain of the spirit they encounter minor spirits of watery natures that attempt to hinder thier progress. This proves ineffectual and after a struggle with the spirit of the sword Grace unleashes the spark of Kossuth and claims the sword as her own.

XP: 1500

Fervis, flaming greatsword

And lo, the pot spoke...

Rezmir had been sent here to retrieve a piece of a mechanism to open up a set of dwarven ruins that had served as a focus point for the funnel.

Rezmir is part of a small clan of dopplegangers that servers an abolith by the name of Pha-zoth. This being is from the far realm (a place beyond this reality), and it’s motives are… hazy, though it is said to “Speak the will of Olyhydra”. But it seems to wants access to places of old magic, places used to forge great weapons. It first sought to gain control of the forge at Wave Echo Cave, but having been thwarted set it’s sites on larger prey… the forges of Gauntlgrym. It seems it wishes to flood the city in order to facilitate its travel to the city. And to do this, it seeks to co-opt the old “funnel” that feeds water elementals into the forge.

Of the doppelganger clan, 3 remain free. One has been sent to Luskan to gain a place of leadership in Ship Kurth, in order to watch over the Arcane Brotherhood as it rebuilds. The second was sent to Mithril Hall to find information on Gauntlgrym. The last has traveled to Waterdeep in the guise of a merchant, though it’s specific goals are unknown to Rezmir.

The party was tracked, first using the coin then using the sword Grace claimed from the previous doppelganger. Pha-zoth opened the portal here, and Rezmir was to use the puzzle cube to return to a staging area in the Spine of the World and to await further orders. The lodge there is guarded by a person called Talis, along with a few body guards.

The Watery Eye is a key to Pha-zoths realm.

Things and stuff

The party makes it’s way silently into the caverns below the fortress, there they find a teleportation circle, utilize the dwarven token and teleport themselves… somewhere.

The room they arrive in is octagonal, 8 doors leading out but otherwise empty. A faint light seems to emanate from nowhere in particular. As one of the doors are approached there rumble as two elementals rise from the floor and attack. Krest is instantly killed, the poor lizard, and the fight proves to be quiet challenging for the group but they win out in the end.

Behind each door a small room holds a single stone bier embossed with dwarven carvings. Eventually piercing together a riddle “To open the door, spill what we have spilled” the group assumes it must be dwarven blood, and Amber, being the only dwarf, is volunteered to try this theory out. Luckily for them she decides to get herself drunk prior to slicing open her hand as it turns out it actually refers to alcohol…

This triggers a dwarven spirit to appear who comments on the tangential way of fulfilling the riddle. Through some conversation the party finds out they are somewhere near Gauntlgrym, that this place is former temple to Dumathoin, and that the dwarves were being placed here till after the fall of the dwarven kingdom of Delzoun. The spirit implies there is nothing here for the party, at least nothing they should touch and bids them on their way vanishing as last of the hidden stairs grinds into place.

The party makes their way through a small complex, only 3 rooms, that seem bare and long untouched. The tunnel passage opens up onto a small plateau that overlooks the northern Neverwinter Wood, seemingly just Northeast of Mount Hotenow. Here they are ambushed by Rezmir and a handful of odd elemental creatures. Some heavy magic is tossed back and forth and the party comes out victorious, captures Rezmir who obviously wanted to get at something inside the temple.

XP: 2900xp

A sentient NE spirit that worships Olyhydra resides in this Greatsword. It functions as a +1 greatsword that deals an extra d6 necrotic damage so long as the spirit is not aligned with the bearer. If the spirit is aligned with the bearer it serves as a +2 greatsword and anyone struck with it must make a dc 15 Con check of have their HP max reduced by the amount of necrotic damage they took on that strike. Additionally it has 4 charges it can use to cast Detect good/evil(1), Detect magic(1) and Detect thoughts(2).

Puzzle Cube
This 2" metal cube has intricate carvings on the sides and makes a clicking sound as it’s faces are turned. It is a bound device, set with a single charge that will teleport anything with in a 10’ radius of it to a preset location. it is currently unknown where it is set to return to or if it might be re-purposed to another location.

These elaborate purple robes are reinforced with light metal plates. It provides a +2 AC bonus if worth without armor. This does not stack with other similar items.

The Watery Eye
A a smooth pale blue translucent irregularly shaped crystal is attached to a simple silver necklace. It radiates a fair amount of power but seems to be tied to Olyhydra, operating only for her devote followers. The only useful bit of information regarding it’s powers is that it also seems to serve as some sort of key, though to what precisely the party is not sure.

Feb 20th, 2016 First session of the year

After a brief examination of the tower the party decides to proceed with plan “Go forward, if something gets in the way… hit it.” by dressing up their warlock as a Host Tower wizard and barging into Rezmir’s house.

This barging works fairly well, the guards being unsuspecting and confused. The crashing wave tapestries trigger a memory in Xarath, a vision of his old master giving him a lesson about old powerful magics and ways beyond the elven mythals that were used to power advanced spells. Coming out of this he attempts to cover the delay by demanding to be taken to “him”… which triggers a bit of suspicion in the guards since Rezmir is actually a “her”.

Fighting ensues, eventually the party works it’s way through the tower killing 7 guardsmen and capturing on acolyte of “Umberlee”. They also discover a distinct lack of Rezmir, though there are signs of a somewhat hasty leaving within the past couple of days.

Some enhanced interrogation of their prisoner reveals
Rezmir left about a day ago in a hurry, left no instructions
He is a follower of Olhydra, lord of watery destruction, elemental prince of evil as is Rezmir

Ritual of Preservation
Costs 100gps in prepared oils and salts
Lasts one year, provides a single book with protection from environmental and natural damage. Dampness, heat, cold, rain, dirt, vermin, etc. will all be protected against.

Plate Mail of Acid Resistance
Created of an odd ceramic like material, this dull grey suit of articulated plate will re size itself to fit a medium size create. It provides the standard protection of plate in addition to the acid resistance.

No, it's to much... let us sum up

Hired to guard a caravan by Gundren Rockseeker, the party rescues Lord Hallwinter from some goblins, they make their way to Phandalin, there they route the Redbrand gang of thugs and first hear of the Blackspider. Some other minor events clear out some dangers of the area. They are attacked by some assassin types but don’t gain any leads. They route a dragon in the ruins of Thundertree and discover the route to Wave Echo Cave. Therein they defeat undead, Grace is unfortunately killed, then fortunately raised by returning her to her monastery. They return to the cave and finish off some undead and then encounter the Blackspider, rescue Nundro Rockseeker and recruit Bugsy the bugbear (who’s actual name is Gerk). They then proceed to route the goblins of Cragmaw castle, rescue Gundren Rockseeker and then there is a resting while Gundren recovers. The Rockseekers decide to head to Mithril Hall, with the party tagging along as guards. Along the way the are attacked by some lizardmen and bullywugs and discover another doppelganger in lead of them. They decide to fallow some scant clues to try and track where they came from. They encounter a friendly (mostly) lizardman and convince him to take them into the castle where the raiders came from in exchange for helping his people throw off the shackles of bullywug oppression (or something like that anyways). Making their way into the castle they encounter and defeat a mage claiming to be from a rebuilt Host Tower.

Sessions the 20th and 21st

In the aftermath of the battle the party asks the Rockseekers abut the “Dwarven Key” and find no answers. The do however find an odd clay disk, worn with age and use, that bears an inscription to the dwarven god Marthammor Duin (the god of travel and protection). Through a bit of deduction they come to feel that the token is actually a portal key, and perhaps the missing part of this puzzle.

After a brief post battle rest the party decides to head into the swamp to retrace the trail of the assassins that had beset them. Using the map, along with a borrowed skiff, they penetrate into the swamp find the remnants of a camp site, confirming their heading the right direction.

Along the way they encounter a duo of lizardfolk and decide to attempt parley. While one is reluctant, the other (a warrior named Kresst) sees in the party an opportunity and gives them much information on the state of things in the swamp. It seems that the skin takers (his word for Doppelganger) had allied with the frog men (Bullywugs) and wrested control of the lizard tribe by slaying the previous chief and taking their spawn hostage. They resided in a ruined castle in the swamp, and while he did not seem to know their ultimate plans, he was quite willing to aid the party in their mission of slaying the doppelgangers if it meant freeing his tribe.

Leading the party deeper into the swamp Kresst talks them past a lizardman guard post, and conceals the party in the shadows of a lizard-pen while he goes to make contact with the others of his tribe.

While they wait the party is stumbled upon by a returning bullywug patrol. The fight is brief, and violent, and while one manages to scamper into the open area between the lizard pen and the rest of the castle, no alarm appears to be raised.

After disposing of the bodies amongst the lizards the party relocates to an area more concealed by bushes and waits for Kresst’s return.

Session the... 19th? Something like that... lets go with 19

The brothers Rockseeker continue their association with the party, retaining them as guards on a trip to Mithril hall. This trip starts off simple enough, over land to the town of Yartar and from there up the River Surbin towards Mithril hall. Roughly a ten day has passed, and by mid Flamerule the boat they’ve hired to carry them north is gliding past the Evermoors. While the weather has generally been good, the nights prove dark and the ships captain anchors the boat as he feels traveling at night poses to great a danger of accident.

The unfortunate side effect is that it allows a group of amphibian humanoids to attack the party. A combination of frogmen and lizardmen assault the party, though they prove to be quite outmatched by the might of the adventuring troupe. In the end they discover that the leader of the amphibious assault was actually a doppelganger.

Of note two items are recovered from the creatures, one a sword of odd construction and the other a rough map from somewhere in the moors to the river with a note instructing the bearer to “Return the dwarven key to me.” The party decides they need to ask the Rockseekers some questions and there we leave it…

The Squirming Blade
Crafted of an odd silvery-black material the blade appears to be carved with an odd swirling pattern which seems to shift at the corners of your vision. The material is nonferrous and does not rust. The sword is well balanced, though while wielded odd vibrations can be felt through the pommel.
Greatsword 2d6 slashing
Qualities: Heavy, two-handed
The sword functions as a magic weapon as far as overcoming damage resistances, and against living creatures (i.e. without the elemental, undead or construct types) it’s critical range is increased by 1 (19-20).


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