The Once & Future Realms

Session the 13th

Returning to the druid’s home the pry recovers from their fight with the cultists (And levels to lvl 4).

The next day the party heads up to ye olde dragon lair to ask Venomfang to depart for pastures that are not here. Despite the witty conversation, well told lies, and confusingly delivered pleading the situation goes as you might expect and combat ensues…
leading off with a shattered town, then a mauled elf, a lucky (and somewhat unbelievable) priestly command to grovel, some stabbing and blasting and non-poisoning, and the dragon takes off into the air escaping into the north…
After the battle the party takes inventory of the dragon’s lair, silver, gold, some moonstone encrusted goblets, a partially ruined spell book

Grace also discovers that her javelin seems to have been empowered by Kossuth…
Javelin of Fire
This javelin is a magic weapon. When you hurl it and speak its command word, it transforms into a ribbon of fire, forming a line 5 feet wide that extends out
from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 fire damage on
a failed save, and half as much damage on a successful one. The lightning bolt turns back into a javelin when it reaches the target. Make a ranged weapon attack
against the target. On a hit, the target takes damage from the javelin plus 4d6 fire damage.
The javelin’s property can’t be used again until the next dawn. In the meantime, the javelin is still considered a magic weapon.

Session the 12th

Pressing in to the town the party finds a lone house that’s been repaired and sealed up. A short examination indicates a lone resident, who is currently not in residence. The party continues on further in to town and runs across a couple of giant spiders that appear to have made a l;air inside one of the ruined houses. After a brief fight the party is victorious. While searching through the left overs they find a (quite dead) cocooned human in an odd mask and black leathers.

Russel (the rustling owl) finds a tasty squirrel that turns out to actually be the druid Raidoth who has come to investigate the noises. He and the party retire to his home where they discuss life, liberty and the pursuit of a dragon free community. He bargains for the party to aid him in removing the dragon (oh, and those dragon cultists) from town in exchange for information on there where about of Cragmaw castle and Wave Echo Cave.

That evening the party goes to investigate the old farm house the cultists have holed up in. This investigation turns in to combat, as they do, and after tweests and turns and fiery spheres and hail Kossuth javelin tosses the party emerges victorious with no one being seriously injured! Excepting Xarath who took a lightning bolt to the face and dropped unconscious and nearly bled out…

Among the cultists loot they discover a small box with three nice quality diamonds, a group of 6 poison resistance potions, and a magical dragon mask…

Mask of Protection: A mask of black leather with blueish highlights that appears to be fashioned into a stylized dragon’s head. +1 to AC, +1 to saving throws, grows warm to the touch within 200’ of a dragon and provides advantage on wisdom checks involving dragons.

Session the 11th
I'm late, I'm late, I'm a late update... log

The day passes mostly uneventfully.

In the night the party is attacked by a group of assassins, who call themselves The White Fangs. Four lackeys took up their positions and snuck into Grace+Drulani’s room, while two more trained assassins (Initiates of the Blade) lurked behind. Lackeys are disposed of, the blades are engaged, and then defeated. One attempts to flee out the window and gets as far as the Inn’s front gate but is brought low by Xarath’s spells.

Brian (the feared assassin is captured alive and interrogated while the town-guard is taking it’s time to arrive and check up on everything. He doesn’t know much about specifics, his group was hired to take out the party because “They had gotten someone’s attention”. They didn’t deal directly with the person, so he doesn’t have any real specifics.

The party heads back to Phandlain, with it’s troupe of guardsmen. They arrive, deliver the guardsmen, and begin checking in around town. The dwarves have still not arrived, and concern is growing over their lateness. After some back and forth the group decides to try and look more into this, trying to figure out how they can find either the mine or Cragmaw castle. They are given a lead on a druid that’s lived in the area since before Elder Alderleaf was a young child.They head off in search of the druid, heading to the ruins of Thundertree… his last known location.

A wooden sign marks the edge of town “DANGER! Plant monsters AND zombies! Turn back now!”…

Session the 10th

The party returns to Phandalim, where they meet up with Sildar and report on their success. He greats this news with gratitude. They are rewarded 100gps for killing off the orcs of Wyvern Tor.

Sildar prosses to take Iarno to the city of Leilon, about 2 days to the South West. He asks the part to accompany them, offering them a 100gps as well as what boons he can convince the Lords Alliance to give them. They accept and head to town.

The two days travel goes uneventfully. In town the stay at the Resplendant Crab Inn (a moderately well off establishment). Sildar goes off to deliver Iarno and speak to the local lord, Lord Pelindar Filmarya. The group itself goes on a shopping trip (WOOO) and sells of their excess goods while resupplying on things they need.

Grace carouses, wins some money in a floating dice game and earns a bit of a reputation…

The next day sildar Informs them he’s reached an agreement to transport Iarno to Neverwinter along with a caravan and a few of the local lord’s men. He’s also arranged to hire a small group of men to accompany the party back to Phandalin and serve as the start of a local militia. HE also delivers a few boons from the lords alliance …

Oblivion_DwarvenWarhammer.png “Whispers in the Cavern”
Warhammer +1 of obviously dwarven make. Additionally it adds +2 to initiative rolls while the bearer is touching stone or earth.

41_wNRTAWmL._SX342_.jpg “Ignition Gauntles”
They allow the wearer to ignite their weapon in fire, dealing an extra 1d6 fire damage when striking. They must be charged once a day by plunging them into a fire, or red hot coals.

cloak.png “Cloak of Elven Kind”
A cloak of light leather, dyed with a green leaf pattern.

“War Wizard’s Wand +1”, A plain foot long rod of a dull black metal. It is diamond shaped (as opposed to rounded) and about a quarter inch thick on the thick axis, half that on the thinner. Despite this the rod is quite strong and dense, weighing nearly 1lb.

Session the 9th

The party assaults Wyrven Tor. WeaselLani sneaks up and sees a single guard outside the remnants of a ruined tower. The party decides to try and sneak attack. Lani ends up distracting the Orc (who sees it and, thinking its a weasel seems to want to hunt it), Xarath attempts to shoot him with a bow and hits a tree, alerting the orc. A battle starts, the lone guard quickly joined by two more orcs who hear his cry. The party takes care of those orcs and Grace attempts to get into the tower blocking the door. However, the interior doorway is also blocked by an ogre trying to get out… pushing thumping and such occurs. Two orcs inside go up to the roof and jump down since they can’t get out. In the end the party defeats the small warband.

After resting a bit and looking around the tower ruins the party finds a secret door that leads down into a small cave/catacomb that seems to be long undisturbed. In a small room roughly carved in the tunnels a decaying body lies on a stone bier, surrounded by 4 metal braziers and a circle of runes inscribed into the floor. Onto of the body lies a sword that looks to be in much better condition than the body or the rest of it’s closing.

After some investigation and experimentation the sword is dragged across the plane of the runes and the magic activates summoning two spined devils and blocking retreat from the room. Again the party ends victorious after a brief and violent encounter. They recover the sword, and Xarath recovers a small turquoise orb that functions as a Pearl of Power. The then decide to rest in the tower till the next morning before heading out.

Black Talon: Longsword +1, with a thought the bonded user can summon the sword to their hand from up to 10 feet away. However the blade requires a drop of blood every day to active it’s magical qualities.
The scabbard is engraved with silver scroll-work of elven design. The sword itself is crafted of what seems to be a silver-steel alloy and feels extremely light and easy to wield. It’s cross guard is in the shape of two talons reaching up. The words “Black Talon” is inscribed in elven upon the blade.

Session the 8th

Drulani arrives back at the ruins, explaining that there is some commotion going on in town (grayed out PCs have no initiative!) and that the woodcutter’s widow lent them their horse and cart.

They load up the cart with the armory weapons and their two captives then head into town. As they draw near they find a small group of people (Toblen the innkeeper, SIldar Hallwinter, Daran Edermath an elder half elven ex-adventurer who now owns an orchard in town, Harbin Wester the townmaster) arguing with a dwarf woman (Grista) in the doorway of the Sleeping Giant. The argument seems to be regarding her “Support” of the Redbrands.

The party’s arrival disrupts the argument, Sildar takes the prisoners and keeps them in the townhall. The party decides to rest for the day since they need to heal up and recover before they go off after the left over bandits who ran out of town. Additionally they note that there is a reward for hunting down some orcs in the vicinity of a local landmark called Wyverns Tor.

The next day Grace attends Sildar’s interrogation of Iarno. Nothing more is really learned. Their might be some residual magic on Iarno, but nothing is currently active on him.

After the interrogation the group heads off to try and track down the bandits. They travel east along the Triboar trail, pushing on through night to make up time on the bandits. They discover a group of men camped out the ruins of Conyberry. Drulani approaches in raccoon form and scouts out the area, she is seen but beyond having a rock thrown at her the men don’t become overly alarmed (it’s a raccoon in the wilderness… oh no!) so are surprised by the party’s later attack.

After looting the bodies they haul them out and take over the camp area. There are signs of the buildings being used for camps in the past (ashes, rebuilt roof, etc.). The next day the party heads out to check out Wyrven Tor. Arriving near the hill the party starts to investigate…

Session the 7th

The party holds up in the ruined catacombs beneath the ruined manor, taking a git of time to recover from the fight. Signs indicate that one Red Brand thug managed to drag himself down here and escape through the hidden door.

After their brief rest they decide to try and finish checking the catacombs. They encounter a trapped pit, which is defeated with warlock magic and half-orcish strength. Beyond a copper door, green with corrosion, they come upon an old burial chamber… inside 3 stone biers rest against the walls. Grace detects undead entities lurking in the room, and Xarath strides forward to unleash his tentacles of bashing. A brief fight ensues in which three skeletal guardians are dispatched.

Continuing on the find what appears to be a dungeon room, distracted by a pile of clothing Grace strides in to the room and is ambushed by two Red Brands lurking in the shadows just inside the room. Another fight ensues, Grace is sorely hurt, but the magical healing of Drulani and Amber restore her strength and the two guards are quickly dispatched. Inside 3 peasant types are locked into the cells at each end of the room.

This turns out to be what is left of the Dendrar family, Mirna and her two children Nars and Nilsa, having been abducted from their home 3 days prior. Grateful but battered and fearful they follow the party as it finsihes its search of the tunnels, finding what looks to be an armory as well as the secret doors that allowed Glasstaff to make his initial run.

Drulani opts to take the family home while Grace and Xarath interrogate Glasstaff. This turns out to be mildly violent and confusing, but he indicates that he is indeed Iarno and that he works for the Black Spider, a drow with interests in the Forge of Spells. The drow approached him not long after he arrived in town, and seeing opportunity for money and power he took the drow’s offer and became his eyes and hands in the town. He doesn’t know precisly where the drow is, but indicates he may be at Cragmaw castle, or Wave Echo Cave (the Rockseeker’s mine). In the end they decide to not kill him and to drag him back to town.

In dropping off the family Drulani notices a small commotion in the village square… this will be dealt with next session.

Session the 6th
A very weird session...

The party hides out in the ruins waiting to ambush the Red Brand reinforcements… a fireball, a near TPK, a lot of hide and seeking, a warlock the last left standing…

But on the plus side… 3rd level!

Session the fifth

Mirtul the 16th, 1489 Dale Reckoning continued continued
Hearing noises indicating sleeping people through the left door the party sneaks in and surprises the trio of bugbears who called this room home. They are so completely surprised that they put up little resistance before the group kills them.

Leaving that scene behind they head to the other door, behind which they hear sounds of laughter and talking. The group barges in, quick talking the group of bandits inside long enough to get to the sole lantern providing light and destroying it. In the darkness the humans pose no threat and are quickly dispatched. One living bandit is tied up and questioned regarding the Red Brands and their leader.

Further into the complex they find a laboratory and an empty bedroom with signs of rapid exit. The party searches through the area and recovers letters and notes from larno"Glasstaff" Albrek indicating he is Glasstaff, and has gone rouge.

With a bit more exploration they find that Iarno has run through the complex to escape. They follow, killing the eyebeast, and finding a trail that leads up and out into the ruins. Setting a watch and taking times to rest at the ruins they see a group coming out of the town and heading towards to the ruins…

145 gp, 75 cp, 268 sp, 22 ep, a gold earring set with a tiny ruby (30 gp), eye patch made of black leather set with semiprecious stones (50 gp)
XP: 450

Session the 4th

Mirtul the 16th, 1489 Dale Reckoning continued
Xarath does some magic trickery to draw out the hidden halfling…
Enter Carp, halfing child and knower of things like where to find the secret entrance to the Redbrand’s hideout.

Diverted from the tavern base, the party decides to go check out the cave. Seeing no guards, they enter the cave and find was appears to be a natural cavern that has been expanded with obviously constructed hallways leading off. A 20’ deep ravine in the cave gives off both the scent of rotting flesh and a chill breeze.

After a few moments of exploring, seeing bodies and bodily remains in the ravine, a strange one eyes humanoid makes it’s presence known. Speaking directly to their minds, it gibbers about random things, little facts about the party as if it were riffling through their minds. After some negotiation the party discovers that it is a guard of this cavern, and the bandits party it in bodies… and that it is totally open to renegotiating it’s contract and allow the group to pass in exchange for the promise of delivering it bandit bodies to eat. (there is some indication this deal may be altered… further)

After this the party heads down a passage coming to an intersection with two doors…


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