Saturday, December 5, 2020

Round One versus Arkhan the Cruel and the Dark Order



After the defeat of the Elder Brain and the Mindflayers the party found the missing member of the 7 just to watch him die.  They got some cool loot and were then taken back to the council of the (now) six and the assembled armies of good.  They learned that the evil army was assembled at the large glacier that bisects the realm and they were readying to move against it's inhabitants.  Arkhan the Cruel and his Dark Order were holding up in a magically produced keep to the rear of the armies.

The group decided to head off to stop their advancement.  As our heroes stealthily made their way to the keep they launched an attack with their dragons to try an lure the other dragons away.  They were successful and the dragons are settling their own scores.

Upon entering the keep the discovered Arkhan the Cruel,a heavily muscled, red-scaled dragonborn who is nearly seven feet tall. 

Around his neck he wears a loop of golden thorns inset with dozens of gems, representing each of the chromatic dragon colors. It is an exalted legendary magical artifact called The Wreath of the Prism and grants him control over powerful beasts and monstrosities. His holy symbol is an amulet adorned with the five-headed dragon sigil of Tiamat built into the chest plate of his heavy armor.

He wears a suit of jagged, spiked, obsidian-metal plate armor with green dragon scales embedded throughout the main plates. He carries Fane-Eater, a magical battle-axe carved from deep cerulean sapphire and adorned with numerous runic sigils.

With him are his Dark Order:

  • Torogor Steelfist - A fierce and tireless warrior, Torogar was skilled with the use of double scimitars, which he could wield in a mindless rage. He also dealt devastating attacks with his horns
  • Krull - a tortle cleric of Tiamat with his entire shell engraved with prayers to Tiamat
  • Chango, Arkhan's pet Manticore
  • A berserker loyal to Arkhan
  • A white Abishai - that was later revealed to be the soulless form of Elric's grandfather
After learning of Elric's grandfathers fate and a short conversation a battle ensued...

Travis the pseudodragon was polymorphed into a young gold dragon and the fight got rowdy.  The baddies took heavy damage and the abishai and berzerker fell. As it stands now:

  • Elric is badly hurt
  • Hannalore is badly hurt
  • Isabrix is doing fine
  • Kali was badly hurt but transformed into a Young Blue Dragon by Zofia
  • Shardon is in bad shape
  • Zofia has taken some hits
and

  • Chango is somewhat hurt
  • Torogor is very hurt
  • the Balor is wrecking shit
  • Krull is feeling frisky
  • Arkhan has taken some blows
Tonight we'll start with the army battle (simplified) and it will directly impact the hero fight in a fun way.  We will be making a perception and wisdom check to start as well, so warm up those dice!

Tonight is the END GAME!!!

Thursday, October 22, 2020

The good guys defeat Mindflayers and Elder Brain!


 

After a long hard battle against the Elder Brain and a mess of mind flayers the gang found a library full of the amassed magical knowledge of the realm.  They found their missing friend who told them he could imbue them with the ability to ready +1 spells.

Across the way they discovered a room with three magical weapons.

  1. Polymorph Blade Shortsword
  2.  Gauntlets of Radiant Glory:
    • While you wear both of these steel gauntlets, any non- magical weapon you grasp with either gauntlet is treated as a magic weapon. As a bonus action, you can use the gauntlets to cause magical radiance to envelop one or two melee weapons in your grasp. Each radiant weapon deals an extra 4d6 radiant damage on a hit. The radiance lasts until you sheath or let go of either weapon. 
  3. A strangely familiar blade, upon touch...
Kali experiences a vision of the moon...

 

Monday, September 28, 2020

Battle of the Black Dragon

 


The session this week was a 150 minute battle with an adult Black Dragon (https://5e.tools/bestiary/adult-black-dragon-mm.html).  This black dragon had 215 HP.

Hannahlore dealt the final blow and a ton of damage.  Big assists from the other spell casters, but everyone got at least a couple of hits!

After investigating the hoard and the the secret cavern you left the battle with:

and 245,000 gold coins and 133,000 platinum coins - that's 1.535M in gold.  That's 7560 pounds of treasure so we will need to deal with that.

Also - with the mine now "move in ready" the dwarves are now part of your force for good.  They also said they'd bolster your weaponry.  Pick one piece of (preferably) non-magic weaponry and it will become a straight roll - no modifier, but will deal double damage (quadruple on natural 20).

Next time - Marmag the Gith - last seen near Myth Drannor...


Sunday, September 13, 2020

The Deck of Many Many (Maybe too many) Things

 


After defeating the red dragon atop the ancient dragon council tower, Krirve steadies himself and says, "Things are far worse than I thought.  Only the most dire of circumstances would compel the Metallic Dragons to meet openly and allow a Red to follow them or discover their whereabouts.  Please come back to my house, I have something that may prove useful."

After returning, Krirve produces a small deck of cards.  "This is the Deck of Many Many Things.  It contains cards that are wondrous and disastrous.  There are rules.  If one member of your party draws, you must all draw. Before you draw a card, you must declare how many cards you intend to draw and then draw them randomly. Any cards drawn in excess of this number have no effect. Otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card one after the other. If you fail to draw the chosen number, the remaining number of cards fly from the deck on their own and take effect all at once.  This deck is unusual as drawn cards are replaced, making it possible to pull a card repeatedly.

"I want to draw 4", Volok declared, committing the party to drawing.  On his first draw he pulled "The Void":

This black card spells disaster. Your soul is drawn from your body and contained in an object in a place of the DM's choice. One or more powerful beings guard the place. While your soul is trapped in this way, your body is incapacitated. A wish spell can't restore your soul, but the spell reveals the location of the object that holds it. You draw no more cards.

His eyes dim and his body falls to the ground.  

I'm not going to go through all the draws but there are a few points I want to make sure I have right:

    • Isabrix and Elric pulled cards that advanced them to level 7
    • Zofia pulled a card that advanced her to level 10 (I incorrectly communicated level 9 earlier)
    • At least a couple of you are rich
    • Shardon and Kali pulled Talons and lost all of their magical items (Kali retained her wand, as it is an arcane focus and not itself, magic)
    • Hannahlore pulled the Idiot but, at present, its effect is nullified by the crown of intellect.
    • Hannahlore also pulled the Moon, granting her 4 wishes
*please point out anything major missing from the list.
**someone has a dragon wing - its not magic so is retained - I don't know who has it

You then teleport to the next guardian, Keishara, she tells you that she can aid your negotiations with the dwarves, but lets you know that something has been around town boastful of being important to the "end of the world", no one has given him much credit due to him being so loud about it, cambions are, after all, known to be very self important.  The devil caught Keishara's eye when he disappeared into a keep just outside of town.


The party went to the keep and did some smart stuff to avoid some fights.  They ended up defeating a very large Beholder. 

After the battle they heard a pounding through a wall and discovered a hidden room containing the previously mentioned Cambion.  He was very rude but ultimately game up his mission, protecting an Infernal Contract.  On threat of his life or imprisonment, he produces the contract.  It is between Elric's grandfather and the Dragon Queen Tiamat.  It trades the souls of Elric's ancestors and progeny for the ability to be a powerful enough spellcaster to open a portal to Hell.  

Grim news indeed...

Embarrassed and fearing punishment, Harvey (the Cambion) agrees to join the party.  



Wednesday, September 9, 2020

Wish

 Wish

9 conjuration 
Casting Time: 1 action
Range: Self
Components: V
Duration: Instantaneous
Classes: Sorcerer, Wizard

Aladdin Genie

Wish is the mightiest spell a mortal creature can cast. By simply speaking aloud, you can alter the very foundations of reality in accord with your desires.

The basic use of this spell is to duplicate any other spell of 8th level or lower. You don’t need to meet any requirements in that spell, including costly components. The spell simply takes effect.

Alternatively, you can create one of the following effects of your choice:
You create one object of up to 25,000 gp in value that isn’t a magic item. The object can be no more than 300 feet in any dimension, and it appears in an unoccupied space you can see on the ground.
You allow up to twenty creatures that you can see to regain all hit points, and you end all effects on them described in the greater restoration spell.
You grant up to ten creatures that you can see resistance to a damage type you choose.
You grant up to ten creatures you can see immunity to a single spell or other magical effect for 8 hours. For instance, you could make yourself and all your companions immune to a lich’s life drain attack.
You undo a single recent event by forcing a reroll of any roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a wish spell could undo an opponent’s successful save, a foe’s critical hit, or a friend’s failed save. You can force the reroll to be made with advantage or disadvantage, and you can choose whether to use the reroll or the original roll.

You might be able to achieve something beyond the scope of the above examples. State your wish to the GM as precisely as possible. The GM has great latitude in ruling what occurs in such an instance; the greater the wish, the greater the likelihood that something goes wrong. This spell might simply fail, the effect you desire might only be partly achieved, or you might suffer some unforeseen consequence as a result of how you worded the wish. For example, wishing that a villain were dead might propel you forward in time to a period when that villain is no longer alive, effectively removing you from the game. Similarly, wishing for a legendary magic item or artifact might instantly transport you to the presence of the item’s current owner.

The stress of casting this spell to produce any effect other than duplicating another spell weakens you. After enduring that stress, each time you cast a spell until you finish a long rest, you take 1d10 necrotic damage per level of that spell. This damage can’t be reduced or prevented in any way. In addition, your Strength drops to 3, if it isn’t 3 or lower already, for 2d4 days. For each of those days that you spend resting and doing nothing more than light activity, your remaining recovery time decreases by 2 days. Finally, there is a 33 percent chance that you are unable to cast wish ever again if you suffer this stress.

Wednesday, September 2, 2020

Kobold Kamp Out

 Just the high points this week!

Isabrix trekked north the visit Frostbeard and after 6 days she made it, along with a dire wolf she picked up along the way and Travis the pseudodragon.  After a short exchange about expecting more folks and reiterating the facts about the goings on in the north, he gave her 3 magical weapons:

Doomhammer

Weapon (warhammer), legendary (requires attunement by a Must be trained with over 2 short rests or 1 long rest. May only be attuned to a Goliath)

When you roll an 18 or 19 on your attack roll with this magic weapon, the target takes an extra 7 damage of the weapon’s type.  

When you roll a 20 on your attack with this magic weapon, it magically target the head of the target, and crushes the skull of any large or smaller monster, killing it instantly.  

Creatures bigger than large are dealt 4d12+8 damage  on the roll of a 20.

Proficiency with a warhammer allows you to add your proficiency bonus to the attack roll for any attack you make with it.

Spellward Shield

Armor (shield), very rare (requires attunement by a Paladin .Can be worn as a normal shield for a day to attune, then the magical effects manifest.)

While holding this shield, you have advantage on saving throws against spells and other magical effects, and spell attacks have disadvantage against you.

When you succeed a saving throw while the shield is equipped, you take no damage and half on failures.

A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.

Dagger of Truth

Weapon (dagger), rare

When you roll a 18-20 on your attack roll with this magic weapon, the target takes an extra 7 damage of the weapon’s type.

Dagger can be thrown.  When thrown it does 1.5x normal damage and returns to the throwers hand.

Proficiency with a dagger allows you to add your proficiency bonus to the attack roll for any attack you make with it.

**I cannot access these in DndBeyond because they are still working on that functionality.**

After giving Izzy the weaponry, he gave Travis a potion of extended strength so he could fly her, and due to her creativity, the wolf on to Seacomer to meet up with the party.  She distributed the weapons.

The party then went to the Barking Pegasus, where Elric gambled (unsuccessfully) and then talked to some folks, all seemingly aware and alarmed that the wood elves and high elves were forming an alliance.  

They met Faoraar Tumenril, a high/wood elf that has helped broker an alliance between the two groups that have noticed evil pervading the land and more locally a scouting party of Kobolds in the nearby woods.  he was waiting in the tavern at the request of Jesica, a halfling wizard/seer.

Wood Elf Archer Stat Block [D&D 5E] - LickyGiraffe's D&D Store - OpenBazaar  

He takes you to Jesica, and she thinks the party, identified by the Seven to play a larger role in saving the realm from this unknown evil, should approach the elves to join the fight against evil.  

When you approach the elves they offer to help if the Kolbolds are dealt with.  Kali inquires about a temple and they are transported to the high elf temple where Kali attunes to her Moonblade.

The rest of the party receives blessings:

Elric - Blessing of Past Sight - can remember a memory that is repressed, magically erased, or simply to distant to recall

Shardon - Blessing of Fortitude - if you are reduced to 0 HP, you bump back up to 1, once per battle

Isabrix - Blessing of Sustaining Force - once per battle, player can stabilize a player within 100 feet by force of will

Hannahlore - Blessing of Merciful Death - undead killed by player cannot be raised

Zofia - Blessing of Restful Slumber - her link with The Fiend is severed, but her powers remain intact

Volok - Blessing of Shifting Might - player may gift HP to another player - the gift is temporary.  no limit to HP given in this manner

Kobold Dragonshield

Faoraar then takes the party to the Kobold encampment.  A battle takes place and ultimately the the final three kobolds run.  One is captured and lets the party know upon questioning:

  • They were scouting for the dark lord.
  • the dark lord is Elric's grandfather
  • The dark lord is being directed by a demon.
  • The force is gathering in Anttrouch and numbers thousands or orcs, undead, and demons.
The party decides to take the Kobold to the elves. 

Sunday, August 23, 2020

Recap From 8.22.2020 - What's in the Box!?

After taking out a Beholder Zombie and his minions, the party heard a commotion coming from the the


next chamber and notice the entrance has runes marking the doorway in both Elvish and Dwarvish - "Temple of the Sun".  Upon entering the room you see a large cut out that once allowed sun to shine this far down into the cave.  The now gloomy temple has two humans and a small demon - Algathr'oth.  

Upon seeing the demon, Shardon immediately fell victim to temporary madness - manifesting itself as an unceasing compulsion to berate the mistakes of others.  The two humans - Warlocks of the Fiend, began to beckon Zofia to join them in the service of the demon present.  While Zofia was able to resist the call, she found herself unable to attack the Warlocks.

The demon asked for the Infernal Puzzle Box, but the party decided to tell it to kick rocks.  

Forgotten by the crappy DM - The demon should have asked Elric in his harsh, metallic voice, "The Aasimar must not care!  Why would he allow others to touch the puzzle? He must not know what it contains!" 

A battle ensued that included Volok dealing some heavy damage.  At one point the demon felt threatened enough to summon a Manticore, but its was almost immediately charmed by Isabrix.  One by one our heroes fell, succumbing to fireball after fireball.  Finally when it looked like all was lost, Volok struck a deal for the lives of his friends, surrendering the puzzle box.  He witnessed the box open and saw the contract it contained.  The foes vanished and he slowly nursed the group back to help.

*Clarification - Volok's axe he flung into the fire was instantly melted by the infernal fire.  Anyone that might have been flung into the fire would have been badly hurt. 

Emerging from Wave Echo Cave, the group is met by a Sending Spell in the form of a fiery bird - 

"We need to talk,  Things are worse than I feared.  If you can, please return to my home.

The realm depends on it."

The message is spoken the the recognizable voice of Zarturian, your ally just northeast of Phandelin.  When you return to his house he hurriedly greets you and lets you know that he wasn't completely up front with his history.  You did indeed save him from the Oblex, but he wasn't merely a collector of magic, but one of 7 self-anointed guardians of the realm.  They made it their business to make sure the land is not interfered with by extra-planar threats.  The other six guardians are scattered throughout the land and are equally indebted to the party for saving Zarturian.  Their current view - evil is saturating the land - almost as if Avernus has been opened.  

The party learned of several allies - 

  • A male dwarf - Vandeam Frostbeard - located 300 miles north - Vandeam has observed the wood elves to the west of him gearing up and acting even less friendly to strangers.  The yetis to the east are restless and seem to be moving south.  The Frost Giants are less and less visible on the tundras.
  • Jesica Galpsi - a female halfing 300 miles southeast of Zarturian - she's noticed the wood elves (numbering 300-500) and the High Elves (maybe 50-60) forming an uneasy alliance.  Both constantly monitor the Kobold lands to the east.
  • A male half-orc, Krirve - located 550 miles SE - he's noticed dragons grouping to the west - the are flying at night, so he's unsure of the coloring
  • A female wood elf, 700 miles southeast - Keishara Chaexina - she's monitoring the dwarves to the east moving from their villages to the mines in the mountains (this is typically a defensive move)
  • A friendly male Kobold - Cley Keenfang - he has seen what he describes as evil amassing in the wastelands known as Anaurach - the glow everyone is seeing seems to be coming from the Everwinter Woods
Finally, Marmag, a gith was last located 1000 miles east southeast of Zarturian.  Z had just visited Marmag right before the mindflayers planted the Oblex in his new home.  He is very concerned something has happened to him.  

He also alerts you to the fact of the existence of a natural wall, a plateau if you will directly east, about 1000 miles away.  It would block any travel directly to Everwinter Woods due to its immense height (500 feet) and length (600 miles).

Upon hearing this info - Isabrix - decided to take off for Frostbeard - hearing he would have weaponry for the fighters in the group.  She currently has the Bag of Holding and has taken the form of a wolf to speed toward her destination.  Travis is flying above her.  (Note - Elric doesn't have his telepathic connection due to distance, however Izzy does have a telepathic connection as long as Travis is within 100 feet.  Travis is always able to find Elric, no matter the distance and can fly 100 miles a day if he pushes it)

The rest of the party is getting ready to head to Neverwinter to prep for the long journey.



Tuesday, August 4, 2020

Coming up Thursday...


Sky as you entered Tresendar Manor

  • How are you going to find Wave Echo Cave?
  • Bloodstaff is dead but how about his apprentices?
  • Anybody want to try that box?
  • Sky sure does look weird...

Monday, August 3, 2020

Recap 7.31.2020 - Neverwinter? How about Never Fight?


After a short discussion with Reidart the party headed to Neverwinter where Kali and Zofia opened accounts at the Iron Bank (450 gp each) and the group visited a couple of taverns to learn a little bit about the weird warm weather a red hue to the sky.  Kali asked around about an Elvin Temple and learned that while there was no temple in town, the woods nearby were known to have elves.  Quite in the middle of a conversation, Travis returned with the formerly green, now black magically locked box.  Zartarian sent word that try as he might, he was unable to open it, he did know that it was an Infernal Puzzle Box.  After a quick web search Kali informed everyone:

An infernal puzzle box is a cube-shaped container 5 to 6 inches on a side, composed of airtight,
interlocking parts made from materials found in the Nine Hells. Most of these boxes are made of infernal iron, though some are carved from bone or horn. Infernal puzzle boxes are used to safeguard diabolical contracts signed between devils and mortals, even after the terms of these contracts are fulfilled. An empty infernal puzzle box weighs 3 pounds regardless of the materials used to fashion it.

When an object small enough to fit inside an infernal puzzle box is placed in it, the container magically seals shut around the object, and no magic can force the box open. The sealed box becomes immune to all damage as well. Every infernal puzzle box is constructed with a unique means of opening it. The trick to solving the puzzle is always mundane, never magical. Once a creature figures out the trick or sequence of steps needed to open a particular infernal puzzle box, that creature can open the box as an action, allowing access to the box's contents.

A creature that spends 1 hour holding an infernal puzzle box while trying to open it can make a DC 30 Intelligence (Investigation) check. If the check succeeds, the creature figures out the trick or sequence of steps needed to open the box. If the check fails by 5 or more, the creature must make a DC 18 Wisdom saving throw, taking 42 (12d6) psychic damage on a failed save, or half as much damage on a successful one.

After a short shopping spree and time in the wizard shop, the crew went to the local House of Chance and won some gold and lost some gold. After a night's sleep, the crew took out for Reidart's place so he could show them to Wave Echo Cave completely forgot Reidart was going to show them where the entrance to Wave Echo Cave was and decided to exact some revenge on Bloodstaff.

After carefully crafting a plan to bind the vampires in a Magic Circle the party ran in, ready to bring the pain.  Hannahlore successfully cast the spell, but only captured Bloodstaff and one apprentice.  Apprentice number 2 foolishly ran in the middle of the group and quickly died.  Bloodstaff dominated Hannahlore and the Magic Circle dropped.  After Bloodstaff's second underling misted away, Bloodstaff cast Invisbility.  Folks slapped the crap out of Hannalore and Shardon's guardian jumped rope to discover the Vampire's location.  Bloodstaff tried to put the party to sleep which led to more slapping.  Finally Kali cast Sunbeam from a Chardalyn stone that caused Bloodstaff to not only die but he was utterly destroyed by the sunlight she cast.  

What happened to the apprentices?  How will they find Wave Echo Cave?  What's with the puzzle box?  Things are really heating up!

Monday, July 27, 2020

7.26.2020 Recap


As morning broke, Zofia and Volok emerged from the early mists and were brought up to speed on what they missed by remaining with Kost.

After the hearing of Shardon's turn, the group decided it best to carry him in Zofia's bag of holding so they could travel during the day.  They took out for Agatha's house to present her with the Silver Comb of her sister.  On the way they visited Zartarian to check on this progress on both the strange blue
Zartarian
substance and their magic box.  He reported that work continued on the box but he did discover some secrets on the blue ore, chardalyn.  They had procured 8 (not 10) stones.

A single chardalyn could absorb one spell, which was released when the stone was crushed or destroyed. This was a natural ability of the substance and did not require any magical preparation or treatment beforehand. The spell stayed encased in the chardalyn indefinitely—it could be released seconds or centuries later. Usually, the spell was cast with the chardalyn as the target and it was absorbed without fail, but an empty chardalyn had a slightly better than even chance to absorb a spell that did not target it directly, as long as it was in the spell's area of effect. Once a chardalyn was imbued with a spell, additional spells had no effect on the stone. When shattered, the attributes (power, volume, duration, damage, etc.) of the spell were unchanged and the focal point was the exact location where the breakage occurred. Empty nuggets are considered nearly priceless, with full values depending on spell level contained.

The team learned that Zartarian was a pretty powerful wizard, knowing 7th level spells in all the different schools of magic.  

Hannalore asked the team and Zartarian if she could make use of his library for a short while to research vampirism and hopefully find a "cure" for Shardon, a term he found quite offensive.

She returned with bleak news.  The only way to revert the half-ling to his living form was to destroy his vampire form and use Resurrection to revive him.  Never mind that your DM stupidly gave you access to a 7th level necromancer just minutes ago.  He totally meant to do that.  The fact that he called it True Resurrection, an impossibly difficult 9th level spell also was totally his plan all along.

This kicked off a spirited discussion that pit Volok, Izzy and Shardon against Hannalore, Kali, Zofia, and Elric on whether or not they should kill him right then and there and have Zartarian resurrect him.  Kali and Elric even tussled briefly with Shardon, but to no avail.

Ultimately, Kali grew weary of the argument and declared a pin was to be put in the subject.  An agreement was made that Zartarian could keep a chardalyn stone for his collection and also imbued a stone with what was definitely Resurrection and gave it to Volok for safe keeping.

From there the party journeyed to Agatha's house and upon approaching her all the hair they had
Auglatha Restored
combed with the silver comb glowed blue.  Agatha asked if they had the comb and after a short, "What's it worth to you" conversation, Kali tossed her the comb.

As she held they Silver Comb it glowed a bright blue. Upon touching it she returned to her former beauty and told this story:

Agatha was actually Auglatha Melarue.  Her family were the rightful owner's of Cragmaw Castle.  The castle has a secret sanctum.

The Melarue Family secret sanctum served several purposes. This was where Auglatha’s father, Quarion Melarue, kept his private study. It also housed a more intimate private shrine to Sehanine Moonbow as well as the sacred Well of the Moon). Finally, this was a refuge area for family members to keep safe should the keep ever fall under attack.

Auglatha’s lover, Gwinforth the human bard, learned of the sanctum’s location through Auglatha. Betraying her trust, he shared the story with Taz'gan a demon with whom he was in league. When the family retreated into the sanctum, Gwinforth opened it up, and Taz'gan laid waste to the chamber, killing the whole family except Auglatha who had by luck had been gathering medicinal herbs in the woods, and Garaele, her infant sister who was asleep in her nursery upstairs.

When Auglatha faced Gwinforth to attack him, the bard pulled the sword from her hands with a telekinesis spell, and sent it straight back at her heart (and she points to the dark hole where her heart once was). Inside the black hole in her chest is the Moonblade, the Melarue family heirloom and sacred sword.

She starts sobbing both out of repressed grief and of relief. She had believed that she was blameless in the tragedy that befell her family, and refused to acknowledge the fact that she had divulged family secrets to an outsider. Having finally come to terms with with fact with the help of the silver truth, she is set free.

As a thanks to the party, Auglatha reaches into the black hole in her chest and pulls out her family blade. The black hole where it had been starts to slowly seal. She then disappears, free.

Upon her exit - Hannalore and Volok investigate the home (Carri rolls a 20) and the party finds:

Potion of...RarityHP Regained
HealingCommon2d4+2
Greater HealingUncommon4d4+4
Supreme HealingVery rare10d4+20







Holy Avenger (Great Sword)










After returning to Zartarian's home to get all of the loot identified the team took out for Thundertree to"Do Something".  Upon arrival they killed some twig blights and ash zombies before meeting Reidoth, a cleric in the Emerald Enclave.  He asks you to help run off or kill the dragon and get rid of the "pantywaist" cultists.  He is very gruff but he does know where Wave Echo Cave is.

After a short battle with Venomfang the young green Dragon, he cedes defeat and flies away leaving you a sizable treasure.

PS - Auglatha would have told you where Cragmaw Castle is....I forgot that.

PPS - You guys sent Travis (cat sized) after a green dragon (bus sized)

PPPS - I'm sure everything is fine...

Catch Up to 7.26.2020 Session

Shardon, Kali, Elric, and Isabrix all know a dwarf named Gundren Rockseeker.  He asked each of the
individually to aid him in getting supplies to Phandalin, where they were paid 10gp for there service.
On the way they happen across a goblin ambush that leads them to a hideout where they rescue Sildar
Hallwinter.

He relays some info:


  • The three Rockseeker brothers (Gundren, Tharden, and Nundro) recently located an entrance to the long-lost Wave Echo Cave, site of the mines of the Phandelver's Pact. Klarg, the bugbear who leads this goblin band, had orders to waylay Gundren. Sildar heard from the goblins that the Black Spider sent word that the dwarf was to be brought to him. Sildar doesn't know who or what the Black Spider is.
  • Gundren had a map showing the secret location of Wave Echo Cave, but the goblins took it when they captured him. Sildar believes that Klarg sent the map and the dwarf to the chief of the Cragmaws at a place called Cragmaw Castle. Sildar doesn't know where that might be, but he suggests someone in Phandalin might know.
  • Sildar's contact in Phandalin is a human wizard named Iarno Albrek. The wizard traveled to the town two months ago to establish order there. After the Lords' Alliance received no word from Iarno, Sildar decided to investigate.
  • He intends to continue on to Phandalin, since it's the nearest settlement. He offers to pay the party 50 gp to provide escort. Although he has no money on him, Sildar can secure a loan to pay the characters within a day after arriving in Phandalin. First, he hopes they'll put a stop to the goblin raids by clearing out the caves.


Travis the Pseudodragon
After you got to Phandalin You met Zofia and Volok,  You helped Elric get some family info from a strange house her learned of in a letter and met Travis the pseudodragon. Then you went back to the bar after swinging by the Shrine of Luck and drank. Hannalore was in the tavern the next morning and, while interested in the party, didn't seem to trust anyone.

Then you explored the town. You talked to a farmer. Decided to hit the old owl well.
Hamun Kost
You met a necromancer named Hamun Kost and avoided a fight with him. He said he could trade information for a favor and asked you to exterminate some orcs and ask a banshee a question. On the way you met Zartarian and rescued he and his family from an Elder Oblex and the next morning were given some gifts and told you were always welcome at his home.

Agatha the Banshee
Next you went and exterminated the orcs and asked the banshee the question .  You also learned that Agatha the Banshee knew a lot and used to be an elf.  She told you she needed Sister Garaele’s Silver Comb. Then you went back to the old owl well to deliver the news to Hamun Kost and he gave you some information.

Kost let you know that three years have passed since you met. He tells you that Tressdoor Manor is very dangerous and has changed a lot in the last three years. He thinks that the wizard there (known as Bloodstaff has two apprentices. He also knows that a group of dragon cultists and a dragon at Thundertree ruins and the dragon has been terrorizing the Sword Coast. Volok and Zofia stayed with Kost to help him finish up, he gave you a magic substance (5 lbs) and the party ex Volok and Zofia, left.

The Party decided swing by Zartarian’s house for rest and to see if he discovered what was in the box (no) and see if he knew what the blue magic crystal you got from Kost was (he said he’d have to study it).

Bloodstaff
The party continued back to Phandalin, got the comb from Sister Garaele and drank from the luck shrine.  They went through a few buildings in the now deserted town and finally decided to the Manor.  While in town they experienced a weird mist.  When they decided to try to rest in Tressdoor the same mist seemed to try to attack Hannalore.  The party found the wizard “Bloodstaff” and had a brief encounter.  During said encounter, Shardon got lippy and was bitten by a Vampire hard enough to turn him.  They retreated to the woods and buried Shardon.  At some point they sent Travis to go get V and Z.  The next sundown Shardon emerged as a Vampire Spawn.  V and Z should arrive in a few hours.  The party is hunkering down in Hannalore’s Daern's Instant Fortress until they arrive.