Campaign of the Month: August 2021

City of Splendors. Dungeon of Madness.

Session 31
Secrets of the Dwarves

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Player Characters

Tinu (Eric)
Flora (Paige)
Talazaa (Sarah)
Varis (Luke)
Chungus (Tom)

Notable Non-Player Characters

Bruella Brightblade

Notable Locations

Chamber of the Well
The Glitterhame
The Dungeon Level

Session Summary

Ches 23. Exploring the hidden alcove near the Chamber of the Well, the party found a hidden vault of the dwarves. Eight dwarves were buried in a trapped chamber dedicated to Dumathoin, the keeper of the dwarven dead.

Talazaa discovered a glowing warhammer in the hands of a dead dwarf.

A bas relief of the god Dumathoin held a hidden key attuned to the Rune Cube the party had discovered earlier. Using the key, the entire back wall swung open into a huge chamber. The vast columned room was marked by dwarven runes as the lost mine of The Glitterhame.

Adventure Logs

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Session 30
Fighting the Iron Grin

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Player Characters

Tinu (Eric)
Flora (Paige)
Talazaa (Sarah)
Varis (Luke)
Chungus (Tom)

Notable Non-Player Characters

Bruella Brightblade
Harrikas of Tethyr

Notable Locations

Chamber of the Well
The Dungeon Level

Session Summary

Ches 23. The party continued their attacks on the orc mercenaries of the Iron Grin. In the hidden orc hideout they looted valuables, including fine cloth and silver.

The party discovered the orc mercenaries are working with the gray dwarves of Clan Ironeye and House Gralhund to guard their fortress and valuables in the dungeon.

They also survived an attack by a huge ochre jelly, a gravity well trap, and discovered a hidden alcove that held a magic sword with the trapped soul of a ranger.

Adventure Logs

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Session 29
Mindflayer and the Iron Grin

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Player Characters

Tinu (Eric)
Flora (Paige)
Frilxiun (Owen)
Moira (Hannah)
Shae (Dave)
Talazaa (Sarah)
Varis (Luke)

Notable Non-Player Characters

Bruella Brightblade

Notable Locations

The Dungeon Level

Session Summary

Ches 23. The party emerged from Frilxiun’s Tiny Hut on the first level of Undermountain. They explored the rooms nearby, and in room with a mirror cloaked in a curtain, they somehow magically summoned a Mindflayer. The creature attacked, and after a harrowing battle, was defeated by the adventurers.

The party was also attacked by orcs that bore a symbol of a jawbone on black, the sign of the Iron Grin, a renowned orc mercenary company. In the hidden orc hideout they looted valuables, including fine cloth and silver.

Adventure Logs

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Session 28
Lizardmen and Broken Gates

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Player Characters

Tinu (Eric)
Flora (Paige)
Frilxiun (Owen)
Moira (Hannah)
Shae (Dave)
Talazaa (Sarah)
Varis (Luke)

Notable Non-Player Characters

Bruella Brightblade

Notable Locations

The Dungeon Level

Session Summary

Ches 22 – Undermountain

The party took the well down from the Yawning Portal down into Undermountain. They traveled south through the tunnel to the chamber of the headless statue. There they interrupted a band of black-scaled lizardfolk in black robes gathered around the statue: cultists of the Scaly Doom. The leader blasted out with lightning, and a quick, but fierce battle ensued. The lizardmen fell, but not before they could sound an alarm. And the party barred the double doors and fled west.

In the Chamber of the Broken Arch, the party discovered it was leaking energy into the room from the broken portal. Tinu attempted to repair the damaged gate, and was able to stop the blasts of energy, but was unable to restore the gate to working order. The party continued west through the secret door into the older passageways.

After traveling south, Frilxiun performed the Leomund’s Tiny Hut ritual that formed a sanctuary to rest in the dungeon.

Adventure Logs

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Session 27
Beauty is in the Eye of the Beholder

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Player Characters

Frilxiun (Owen)
Moira (Hannah)
Shae (Dave)
Talazaa (Sarah)
Varis (Luke)

Notable Non-Player Characters

Madam Mirthkettle
Ulkoria Stonemarrow
The Xanathar

Notable Locations

The Goblin Market
Font of Knowledge
Dream of the Tyrant

Session Summary

Investigations

In the Goblin Market and the Font of Knowledge, Shae and Moira investigated the rumors they had heard.

Shae spent a few days in the Goblin Market disguised as a goblin, looking for ensorcelled contraband in the black market and listening to rumors.

Goblin Market Rumors. They learned information about the hobgoblin Legion of the Red Hand and their war with the drow, the kidnapped nobles, the fugitive assassin, and the master inquisitive, and the cults of Undermountain.

Meanwhile, Moira returned to Waterdeep where she met with her contacts in the Harpers and investigated the notorious Xanathar. She was able to learn a lot about the crime boss, much of it very unsettling.

Ches 21 – Xanathar Art Exhibit

The party reconnected and sneaked into an art exhibit hosted by the Xanathar, to be open on Ches 29. The warehouse was unsettling, with large stone obelisks drilled with holes, arranged around a black lightless sphere in the center. Glowing motes of various colors drifted among the monoliths. As the light shone through the obelisks, it ensorceled the party, charming and paralyzing them until they were able to fight their way out of the building.

Adventure Logs

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Session 26
The Fey Day Ball, a Wereboar, and an Invisible Sword

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Player Characters

Parapetta (Charlie)
Flora (Paige)
Frilxiun (Owen)
Talazaa Amcathra (Sarah)
Tinu (Eric)
Varis (Luke)

Notable Non-Player Characters

Minister Nar Dakask, minister of Culture & Arts
Content Not Found: carlota-nurg-l, event planner at Highcoin Hall
The Cassalanters, bankers, landlords, philanthropists
The Amcathras, vintners, horse breeders, swordsmiths
Ilcayn Amcathra, noble scion
The Melshimbers, vintners, information brokers
The Gralhunds, weapons, mercenary dealers
Ardiff Motsk, merchant, smuggler
Guards

Notable Locations

The Thirsty Throat – tavern and boarding house
Highcoin Hall – the embassy of the nation of Amn
Terasse Estate – mercantile house attached to Highcoin Hall
The Dungeon Level – the first level of Undermountain

Session Summary

  • City shaken by an earthquake. Much of the celing of the Thirsty Throat collapsed.
  • On Fey Day, Frilxiun performed at Highcoin Hall to great acclaim. Parapetta comedic performance as “Victoria Castledanger,” made amends by returning locket stolen by the Plague Rats. The party heard rumors, saw Ardiff Mosk talking with Gralhunds about Splintered Fist vs the Xanathar monsters in arena fight. Tinu and Varis found Terasse Estate secret entrance to Xanathar Lair.
  • The following day the party explored Undermountain, northwest to unexplored section. They battled a zombie ogre, a pack of ghouls, and an enraged wereboar. They found an invisible sword, and discovered another pillar of shadow.

Ches 17 – The Earthquake

In the middle of the night of Ches 17, the city was shaken by an earthquake. Those staying in the squalid boarding house above the Thirsty Throat (most of the party) were awakened by boards and slates from the ramshackle roof caving in on them.

Several buildings throughout the city were damaged, and a tenement building in the South Ward caught fire, but was quickly extinguished by wizards of the Watchful Order.

Ches 18 – Downtime

The party spent the next day healing from their injuries. Parapetta was also able to procure a fine suit of plate armor (originally designed for the young heir of House Roaringhorn who had a sudden growth spurt), available within a day.

Though they knew of the Pit of Blood and Fortune gladiator match in Skullport that night, they decided not to attempt to venture to the smugglers cove.

After shifting their bedrolls out from under the now-gaping hole in the roof of the tenement building—and the persistent drizzle that lasted the night—the party was able to sleep through the night with no major disturbances (aside from the usual rats, lice, and snoring and shifting humanity they shared their room with).

Ches 19 – Fey Day at Highcoin Hall

On the 19th, the city woke to a bright and sunny day, already abuzz with merchants putting up banners and moving their most colorful merchandise to the front. Today was Fey Day, and Frilxiun had a performance that evening at Highcoin Hall.

The party split into two groups: one that would attend the bard, and another who would travel with the House Amcathra entourage.

After picking up her plate armor, Parapetta joined Tinu and Frilxiun as they made their way to the embassy. They easily convinced the embassy majordomo to grant them access to a room near the great hall, where they began ostensibly setting up for the event. In actually, Tinu took it as an opportunity to scout out the embassy.

Meanwhile, the Amcathra entourage traveled to the embassy. Talazaa, in a designer gown of Darromaran crushed velvet in modern Tethyrian style, was accompanied by Flora and Varis, dressed in fine outfits, playing the part of servants. They made small talk and overheard rumors regarding the Melshimbers, Cassalanters, Adarbrents, and other powerful nobles.

Varis, in a guise as a server, snuck into the kitchens and storage rooms. Speaking with a rat, he was able to learn of the smuggling tunnels. Together, he and Tinu were able to locate Terasse Estate. Tinu enchanted the guards and snuck inside. There he found the secret entrance to the smugglers’ tunnels, and returned to the party.

Frilxiun put on a masterpiece show, with five set-pieces of magic and song that enthralled the crowd. The crowd erupted in applause and exclamation at the set pieces, each one greater than the last until it finished with a finale of a giant image of himself accompanying the musical set.

Parapetta introduced herself as Victoria Castledanger, which caused a buzz throughout the crowd, as lord Victoro Cassalanter went pale and scarlet in a flash. But she quickly mollified the nobleman with a present of a Cassalanter family heirloom the party had found among the possessions of the Plague Rats in Undermountain.

As the performance of Frilxiun the bard wound down, the party consulted, and attempted to convince the guards to allow entry, but ultimately decided not to risk sneaking into Terasse Estate with so many eyes on the place. They had found the location to the smuggler tunnels, and the Xanathar’s Lair.

Frilxiun was already the talk of the nobility, and was receiving accolades. The Cassalanters pressed Parapetta on the jewelry she had shown them, and invited the party to their villa. With that, the party retired, to Amcathra Manor, and the Thirsty Throat for the night.

Ches 20 – The Wereboar and the Invisible Sword

The following day, the party decided to test their luck once again in Undermountain. At the Yawning Portal, Flora purchased a souvenir mug: a stein in the shape of a stone well with the Yawning Portal sign emblazoned across the front. The party paid the bartender their gold, and some gave donations to the skeletal priest of Jergal, and they were lowered into the dungeon.

On the Dungeon Level, the party traveled via a path untaken before, and encountered a massive undead creature, rotting and grotesque chained to a pillar. Branded upon its back was a large skull with a knife through it. They killed the abomination, and finding a secret door, continued north into the darkness. They continued past the Hall of Heroes to a chamber further north. There they defeated a band of ghouls.

As they were recovering from the battle, they were attacked by a hulking creature, a barbaric man with the head of a boar and a giant axe: a wereboar. After a hard-fought battle, they defeated the brute. Stone floor tiles were shattered in the battle to reveal a small recessed chamber, and searching it Tinu felt a slice. An invisible blade bloodied his hand, and he drew out the magical weapon. In the room beyond, the party found a room with a column of shadowy darkness in the center, but the adventurers decided to return to the city above before exploring more.

Adventure Logs

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Session 25
Out of Skullport

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Player Characters
Frilxiun (Owen)
Talazaa Amcathra (Sarah)
Tinu (Eric)
Parapetta (Charlie)
Flora (Paige)
Varis (Luke)

Notable Non-Player Characters
Vincent Trench, inquisitive
Duvrol The Razor, hobgoblin captain
Elzo, Plague Rats thief

Notable Locations
Tanor’thal Refuge – the former stronghold of drow House Tanor’thal, now seemingly abandoned save for a nest of giant spiders.

Ches 15 The Goblin Market
Before skulking after his newfound allies, Varis saw Vincent Trench recruit members of the Bregan D’aerthe mercenary company and sneak out into Undermountain, headed for Skullport.

A company of hobgoblins from the Legion of the Red Hand marched into the bazaar and demanded a tribute of goblin recruits to aid Stromkuhldur in their war against the drow of House Auvryndar.

Ches 17 Skullport
The party discovered a hidden passage up to Waterdeep hidden among the stalactites near Tanor’thal Refuge. Tinu blasted a nest of giant spiders, dropping their flaming corpses onto the wooden roofs of the Upper Heart far below.

Fleeing into the tunnel, the adventurers traveled along a winding tunnel up toward Waterdeep. They were ambushed by wererats of the Plague Rats gang, but they defeated the foes, and took one of the bandits, Elzo, prisoner. They later released the bandit after he informed them of his Black Network cell in the Arcane Chambers, led by a drow mage named Riz’Terezyl.

After hours in the darkness, they emerged from a dry well in the cellar of the Blue Mermaid Tavern.

Adventure Logs

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Session 24
Skullport and the Xanathar’s Lair

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Player Characters
Frilxiun (Owen)
Talazaa Amcathra (Sarah)
Tinu (Eric)
Parapetta (Charlie)
Flora (Paige)

Notable Non-Player Characters
Ardiff, wealthy merchant
Yort, Xanathar thug
Quietude, innkeeper
Turosh, Guts and Garters barkeep
Ahmaergo, Xanathar boss
Cal’ali, Flagon and Dragon barkeep

Notable Locations
Skull Island, Xanathar Guild island fortress
The Guts and Garters, tavern and inn
The Flagon and the Dragon, inn
The Black Tankard, tavern
The Pit of Blood and Fortune, Xanathar arena

Ches 15Skullport

The river opened up into a bay, and the smell of brine and sewage filled the air. In the center of the bay was an island with an ancient fortress built upon it, defended with ballistae and flame cannons. A massive limestone column connected the island to the ceiling of the cavern, with dimly lit windows and staircases carved into its surface. This fortress was Skull Island, the redoubt of the Xanathar Guild, a prison, and dungeon for slaves. Across a rickety bridge, the island connected to the Port of Shadow.

In the dim phosphorous light streaking the huge cavern, the party saw the pirate shantytown of Skullport. Interconnected by narrow catwalks and rickety scaffolding, the houses built on stilts were haphazardly erected in a dense and towering jumble of wood, rope, mastheads, and zurkhwood fungus.

The port of Skullport was a dank slum, the streets were littered with garbage. The goblin merchants passed a large platform of rusting manacles and chains in the center of the square, and made their way through narrow, dark alleys, past forlorn skulkers to a run-down inn.

The Guts and Garters

The sign swinging above the door read “Guts and Garters.” The proprietor of the ramshackle inn was a sullen, soft-spoken tiefling named Quietude. For 5 shards, a bedroom could be rented for an hour, or for 5 dragons, for a night. The bar was full of Xanathar Guild gang members.

The goblins and adventurers were paid by a man named Ardiff, an older Illuskan human merchant wearing a scarf with interlocking rings. Frilxiun bought him expensive Melshimber rose wine and pried him for information, learning much about the Port of Shadows.

The adventurers also learned that the nobles they sought were being held in the secret lair of the Xanathar himself somewhere beneath the city. He also mentioned that the hideout hosts gladiator death matches at the arena called the Pit of Blood and Fortune, drawing rich and influential guests from Waterdeep.

Ardiff warned the party that while the Guts and Garters was a good place to do business, it was a terrible idea to spend the night there. He recommended the Keel Haul or the Flagon and the Dragon instead.

The Flagon and the Dragon

After a brief skirmish between Tinu and a couple beggars, the party made their way to the Flagon and the Dragon. This smaller, quieter inn was off the main road, a little north of the Xanathar tavern. The half-elf bartender showed them to a simple room with a sturdy door with two locks, and a window overlooking an alley. While the adventurers slept, Tinu and Flora saw an envelope slide under the door. It was addressed to Frilxiun and sealed with the symbolof the Silverstars

Ches 16The Xanathar’s Lair

The party ventured out into Skullport the next morning. They encountered some Xanathar thugs, and after a brief confrontation, Frilxiun convinced them they were members of the Guild. Parapetta challenged the thug Yort to an arm-wrestling match, humiliating him and earning the party a chance to see the Pit of Blood and Fortune. The Guts and Garters’ barkeep led them into a storage room, and unlocked a trapdoor. They descended a ladder down a deep shaft and walked down a long 300’ corridor. At the end of the corridor, the barkeep unlocked the door to the Pit of Blood and Fortune.

At the arena, they convinced the thugs to show them the prize slave minotaur, and other prisoners destined for the next match in a couple days, on the 18th of Ches. The prisoners were a minotaur, orog, and a half-ogre, a trio of adventurers, a badly injured (possibly tortured) drow female of House Auvryndar, and an injured female halfling belonging to the Black Network. None of the prisoners matched the descriptions of the nobles, though the guards let slip other prisoners were held near the Mindflayer’s chambers.

The adventurers returned to the bar with the gang members, and left.

They also visited the Black Tankard tavern by the port, another favorite hangout for the Xanathar gang. The Horned Dwarf was holding court among his lackeys, but the adventurers didn’t linger long.

Adventure Logs

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Session 23
From Goblin Market to Skullport

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Player Characters
Frilxiun (Owen)
Talazaa Amcathra (Sarah)
Tinu (Eric)
Parapetta (Charlie)
Flora (Paige)

Notable Non-Player Characters
The Veiled Man, slave merchant
Vincent Trench, inquisitive
Chuffy, goblin cabbagemonger
Rika Sneakthief, goblin scout
Nadia the Unbent, barbarian crime boss
The Death Tyrant, undead guardian

Ches 15 The Arcane Chambers, Undermountain

Following the bloody trail through the secret door of the Map Room, the party descended a dark stairway. After what seemed like hours, they arrived at a cavernous chamber with a ceiling held up by central pillars.

The Goblin Market

Several chandeliers festooned with continual flames high above gave the chamber a dim, flickering light that the vendors and patrons didn’t seem to mind. The place was full of all manner of creatures: goblins, deep gnomes, dwarves, drow, humans, and orcs mingled.

Split by the Slave Block, two long aisles contained most merchants’ excuses for storefronts, business, and entertainments, with the most powerful claiming places along the chamber’s large centre pillars.

The constant murmur of commerce was occasionally punctuated by arguments as flesh, drugs, stolen goods, and precious information were bought and sold. The threat of violence lingered unspoken with each transaction, but the formidable bugbears carrying truncheons kept the brawling limited. And the towering presence of Ganag-Nagan, the two-headed ettin near the western door reinforced the market’s rules.

The Slave Block

No slaves were present at the Slave Block, but the Veiled Man, a heavily perfumed slaver hidden behind silk scarves, was happy to talk when he learned Frilxiun was a potential buyer.

From the slave merchant Frilxiun learned that although the kidnapped nobles they were searching for did not pass through the Goblin Market, it was well known in the Undercity that the Xanathar Guild had snatched nobles from the streets of Waterdeep. If they were anywhere, they were likely in Skull Island, the formidable island fortress outside Skullport, held by the Guild.

The Inquisitive

He also pointed out another person inquiring about the nobles: Vincent Trench, a tall, dark skinned human in a long black leather cloak. The inquisitive was hired by House Melshimber to find their missing son, and he offered Frilxiun a partnership in exchange for half of the reward for Allory’s safe return. He alluded to a contact he had nearby who knew the way into the smuggler city, but the party rebuffed his offer.

The Goblin Green-Grocer Caravan

Instead, they joined up with a goblin cabbage merchant, Chuffy, who ran a produce stand called “Green Eats.” The goblin green-grocer was departing shortly with his old mining carts full of produce, and was looking for mercenary caravan guards. After brief negotiations and intimidation by Parapetta, Chuffy the cabbagemonger agreed to pay each party member 20 dragons upon safe arrival in Skullport with the goods.

In all, the journey took the rest of the day. Rika Sneakthief helped navigate the chambers of Undermountain, leading the caravan, trembling, and shaking to the Dead Eyes Watchpost.

Dead Eyes Watchpost

The goblins approached, shaking and quivering to fawn beneath the gaze of a giant skull that floated silently at the end of the passageway. With a cyclopean ruby, the creature stared straight ahead, small glowing rubies encircling the skull.

This silent looming creature was the Death Tyrant, an undead monster of legend with baleful power and a gaze that could kill on sight. The creature did not move as the goblins held out the symbols of the Xanathar Guild, and after a long moment of silence, the door opened, and Xanathar thugs stepped out. A tall human woman in furs and totems strode forward, accompanied by a half dozen bugbears. Beneath the gaze of the Death Tyrant, the bugbears spoke briefly to the goblins, and took the large sack of coins the merchants presented.

The caravan moved into a chamber with a large symbol of the Xanathar Guild drawn in blood on the floor, past the watching eyes of another half dozen heavily-armed humans, and then into the tunnels beyond the Xanathar watchpost.

A Pair of Trolls

After a short travel through the winding corridors of the Arcane Chambers, the caravan was attacked by a pair of trolls. Frilxiun frightened one with spellcraft, and the party defeated the first troll before the other one returned. The second one fell as well, and the goblins began slowly moving their carts down a long, dark stairway to the Sargauth Level.

As the goblin porters moved the wagons, the party investigated a few rooms. They found a vaulted chamber lined with dwarven statues, large double doors locked with a dwarven rune. And a room with four pillars carved in the likeness of the elven Seldarine, with a small curious creature, like a golden box with spindly legs walking around them counter-clockwise. The adventurers did not engage, and closed the door quickly.

The Sargauth Level

Moving the carts of cabbages down the long dark stairway took hours, but the caravan finally arrived at the next level. The third level of Undermountain was cooler, and humid. Lichen grew on the walls, and moisture collected on the ceilings. The first chamber contained long rows of tombs—a vault of the dwarves—stacked like shelves in four long rows like bookcases in a library. Passing through the somber room and the passageway beyond, Rika paused and whispered a warning: a drow watchpost was ahead.

The Spider Halls

The dark elves have had a presence in Undermountain for centuries, known then as the fortress of Kyorlamshin before the Mad Mage hunted them down. Even now, the drow still maintain strongholds throughout the dungeon. The goblins call this area of the Sargauth Level the Spider Halls, and the drow are known to hunt these corridors.

Rika and Tinu scouted ahead, peering into the entryway to the drow stronghold. Thick cobwebs stretched between the walls, forming a canopy across the veiling, from which hundreds of tiny spiders dangled on silken threads. Flanking the entrance, two large statues were wrapped completely in spider silk, creating eery, but beautiful sculptures of thin layered gauze in red and purple and black. Four white-furred brutish beastmen stood at the ready under the direction of a male dark elf in long flowing cloaks, bearing a twisted black staff. Tinu glimpsed a silver glyph the elf wore proudly around his neck: the insignia of the powerful drow noble House Auvryndar, rulers of the Underdark city of Ched Nasad.

Rika and Tinu turned around, and the caravan carefully crept away.

They entered narrow tunnels of unworked stone and made their way to a large cavern. There, the goblins began searching for a secret door. As they were searching two giant spiders materialized out of thin air and attacked the party. The creatures attacked, and disappeared with hit and run attacks: Phase Spiders. One goblin porter was lost before the adventurers defeated the giant spiders, and Rika found the correct stalagmite to open the secret door.

The Sargauth River

Through the narrow passage, the party could see the cold subterranean river known as the
Sargauth rushing past. The goblins loaded their carts onto an old battered barge, and began poling the cargo down the fast-flowing river. They quickly passed caves and tunnels, and once saw the tail and fin of a large sea beast, but made it safely down the underground river to the mammoth cavern that held Skullport.

Skullport

The river opens up into a bay, and the smell of brine and sewage fills the air. In the center of the bay is an island with an ancient fortress built upon it. A massive limestone column connects the island to the ceiling of the cavern, with dimly lit windows and staircases carved into its surface. This fortress is Skull island, the redoubt of the Xanathar Guild, a prison, and dungeon for slaves. Across a rickety bridge, the island connected to the Port of Shadow.

In the dim phosphorous light streaking the huge cavern, the party saw the pirate shantytown of Skullport. Interconnected by narrow catwalks and rickety scaffolding, the houses built on stilts were haphazardly erected in a dense and towering jumble of wood, rope, mastheads, and zurkhwood fungus.

The port of Skullport was a dank slum, the streets were littered with garbage. The party passed a large platform of rusting manacles and chains in the center of the square, and made their way through narrow, dark alleys, past forlorn skulkers to a run-down inn. The sign swinging above the door read “Guts and Garters.” The proprietor of the ramshackle inn was a sullen, soft-spoken tiefling named Quietude. For 5 shards, a bedroom could be rented for an hour, or for 5 dragons, for a day.

Adventure Logs

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Session 22
Deeper into Undermountain

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Player Characters
Frilxiun (Owen)
Shae (Dave)
Talazaa Amcathra (Sarah)
Varis (Luke)
Moira (Hannah)

Notable Non-Player Characters
Nar Dakask, Amnian foreign secretary of culture

Ches 14 – Waterdeep

After several weeks, the Harpers had gotten nowhere in deciphering the code of the Professor’s Journal. Moira decided it was time to try another route. She met up with the adventurers from the fateful night of the Professor’s murder. The Watch Inquisitive Shadar had produced reams of notes from the professor’s apartment, and using ancient Netherese glyphs, was able to assist Moira in breaking the cipher. Within the journal, they discovered pages and pages of notes about Undermountain, the Gate Network, the Melairshield, and diary entries. It was too much to read all at once, but the party determined to pore through the information soon.

Meanwhile, Frilxiun gained an audience at Highcoin Hall, and was able to convince the Foreign Secretary of Culture and Arts to hire his services for the embassy’s Fey Day festivities. With his honeyed tongue, Frilxian was able to procure the enviable opening act before the evening Dance of Swirling Winds.

While the others were busy, Varis Selevarun studied the maps Frilxiun had made while exploring the Dungeon Level of Undermountain. The passageways were familiar: the tunnel he had crawled through— there marked on the paper, the headless statue—he knew just beyond were the stairs to the Goblin Market.

The party returned to the Yawning Portal, and depositing their gold dragons to the barkeep began their descent into Undermountain. They followed the map while the elf scouted ahead. They were nearly ambushed once by a pair of gricks, and they found the remnants of the Xanathar goblin tribe near the Ancient Elven Obelisk. Now only a bloody trail remained. They followed the trail into the Map Room, where in a deep pit they saw a skeleton in golden armor. The party skirted the horror, and followed the blood to a wall covered in bloody handprints, and a door hidden among the stones, and beyond stairs leading down, deeper and deeper into darkness. . .

Adventure Logs

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